[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20/20 Energy Device (Title of this is obsolete)- Expending...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
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.)
Alright, so here's the deal. Most of the library's been cleaned out already. The reason there's only tattered books left is because the Godmodder's goons have already cleared out everything salvageable, for the reason that I don't want tons of minutiae needing to be written up on some of the topics that would be revealed, so I'd rather not have the archaeologist team be a thing, at least not right now.
Chapter Three ~ Development de-vel-op-ment - noun
a specified state of growth or advancement.
Now that we have discussed the formation of splits, which, in review, is due to some sort of event that caused trauma, which then halves the mind, creating two distinct personalities that war for control but can lie dormant, we can discuss splits' lives, their activities, and overall the heart of this book, their titular Nature.
After The Arrival, the mind will, if the subject has survived, be successfully be halved into at least two distinct parts. These parts usually borrow aspects of the subject's personality. This is a very interesting subject in and of itself that could fill whole volumes if the author wished, but, since brevity is the soul of wit, and I do enjoy humor, I'll keep this brief.
Usually, the two splits borrow from a person's good qualities and evil qualities. For instance, if a subject thought about rising to political power and undermining a whole country, that could manifest itself as the whole of one split. Additionally, if he counter-productively thought about giving to the needy or other selfless acts, that could manifest itself in the other split.
To give another example, two splits could form on polar ideas. One could form loving truth, the other deceit. One could love the art of music, the other the art of war. The point I am trying to get across here is that, in a bipolar subject, the two splits are drastic opposites. They each have different moralities, different likes, different hatreds, and this will be very important down the road in further chapters.
However, as does any young mind, a split needs time to grow. It needs time to form and time to analyze the world around it, including its other half. This period of time is referred to as the Build, because the two splits spend this timeframe effectively building themselves up. They will, eventually, throughout their Build, gain awareness of each other, and this will lead to the foundation of a split's life.
They will spend their entire existence arguing with each other, eventually leading to a climactic moment where they... Well, I'm getting ahead of myself now. In the rare cases in which two splits agree, they can enter Totality, which is, as described in Chapter One, a powerful event that brings with it a devastating blessing, or curse.
Regardless, the Build is what takes up the majority of a split's existence. The two, formed on exaggerated ideals that are opposites, are in a perfect position to end up hating each other, and it is this that makes splits so fascinating.
This duality, this bifurcation, is oddly repeated throughout the universe and is a trait shown in other species, the most notable being a strange race known as the Cherubs. It is a truly mind-boggling subject, and one no one understands very clearly, if at all.
Despite their differences, during this time period, the two splits mostly form uneasy truces. But, one day, it could all just, well, shatter.
Bouvreuil finds no further readable books.
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
I confuse the Godmodder by renaming my Golem Core to the Gnome Core, then creating a statue out of rock and calling it the Golem Core. I've heard rumors that the Godmodder is vulnerable to such "fourth-wall break" attacks, and has a fair chance of mistargeting and keeping the Gnome Core safe for a round. Note that the Gnome Core will still follow orders assigned to the Golem Core this round, because I installed a relay in the Golem Core that relays orders to the Gnome Core. Also, I make it more convincing by enlarging the Golem Core (unfortunately the method used doesn't exponentially increase the durability of the Golem Core once it is expanded), shaping it into the same shape as the Gnome Core, and having it switch positions with the Gnome Core at the same time as I fire mah lazor at the Godmodder's eyes to blind him, resulting in the Gnome Core seemingly being replaced by a suddenly less mobile version of itself.
Then, I retreat to base and try to sleep off this huge headache I just got.
14/20 Chronal Accelerator
7/20 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.
As the Blue Knight is on his way back to the battle field he suddenly stops in surprise...
Back in the library Paddington and his team of experts are hard at work cataloging the remaining books of the Library when suddenly all of the gems on their necklaces begin to glow. Some of the researchers make explanations of surprise before their anchoring devices are all activated creating a miniature reality rift around each of them and sending them back to their home universes.
The Knight relaxes a bit. "It seems our good old reality definer deemed this an issue worthy of interference..." After a couple moments of silence the Knight suddenly chuckles and looks up at the sky "I can't help but wonder what your true intentions are, you allow an immensely destructive war like this to continue mostly unedited and yet the moment a set of scholars arrive in your domain you deem it necessary to remove them immediately! Well at least it seems you decided to replace the charge I used to summon them as compensation."
The Knight stretches out his arm and a single small portal opens from which a horse with a saddle walks out before closing.
The horse walks up to the Knight and nuzzles his arm. "A fine stead as usual from Edward." The Knight stops for a moment before continuing "Your name is... Bess if memory serves." The horse nickers "Well then let's work well together." The Knight mounts the horse and continues back to the battle at a trot.
[AG]- controlled by the Blue Knight
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 90,000
Attack- 0 (see ability)
Special ability
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
(I was trying to push the limit more with this summon, if it's unbalanced take away some more health.)
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.
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.
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.
3/20. The Apparition
3/20. The Vital Vitriol.
+1 @TOG: Drizzle
+1 @Crusher48
I create a bunch of clones of myself and each clone proceeds to wail on the Massive Wall.
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).
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 fail to unstick Donovan, there is no known force capable of permanently undoing a small child's stickiness.
You do however redirect part of the Anklebiter's attack towards Pepsi Man this round, they'll slow him down for certain.
Zarya shields Lucio
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.
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.
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.
Your entire attack is derailed by a single, exceedingly inconvenient fact:
Mr Fiveteen hasn't blocked anything yet this round, your previous attack bypassed him.
1 damage to mr fiveteen
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.
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
[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
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.)
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.
Entity Orders - Pepsiman slide tackles Lucio. Or The Terrible Idea if he's dead.
ARGH I missed your sidequest actions when I did the sidequest dop. Well, here they are now:
The Generator Room appears to be empty, aside from the large generators that are whirring along happily. Well, there's a few corpses here and there and some discarded weapons, but nothing significant.
[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.)
Chapter Four ~ Taking Over take-ov-er - noun
an act of assuming control of something.
In the world of split personalities, a "takeover" can mean one of two things. It can refer to how being bipolar can consume the host body completely, leaving them no time to think about anything else. It an also refer to how, eventually, one split will take over the other, completely controlling the host.
This chapter, as you have no doubt guessed by now, will discuss both of these matters.
Let us start with the first subject, as it is less... central in the overall life of having bipolarity. As I have stated two paragraphs above, having a split personality tends to... consume the host body. Of course, this is completely natural. The idea of having your mind literally split in half would bring stress to any person. However, this "takeover" goes deeper than that.
As you may recall, the Build takes up most of a split's life, and it is in this time period where it grows and interacts with the other splits in its mind. As you may also recall, all splits are made to be polar opposites, and they are made to hate each other. As such, they constantly bicker and fight. So much arguments and so much hate leads to most of the split's time thinking about one another, and it is in this way that any shreds of the host's original personality will be subjugated by the splits.
The personalities will effectively take over all of the mind, in one way uniting it after its being halved. It locks the splits in an uneasy relationship. Their whole being, their cores, are opposites; they hate each other, and this builds up to the latter subject, about the one split's controlling of the other.
This subject I will cover in extensive detail in the fifth chapter in particular. However, I will discuss it in this chapter as well to pique anyone's curiosity who may not want to read that far.
Since each split is an opposite and feels hate for each other, it is only natural that, after a time, they will eventually be fed up with the others' existence. However, their motives for doing so will be different depending on the split. As paralleled in cherubim biology, one split is, by nature, stronger than the other split. This split will tend to assert dominance on the other, and so the other will live in fear of him. This stronger split tends to be the more malevolent split. However, in very rare occasions, it can be the benevolent split instead.
His reason for being fed up will be that he is tired of the weakness of the other, smaller split, and also due to his, in his mind, "warped ideals."
The weaker split's reason for being fed up will be that he is scared of the stronger split and is unsure of what he will do with his power. It also due to his, in his mind, "warped ideals."
Eventually, they will bicker more and more, arguing at, to some extent, frightening paces. They will grow more and more angry at each other, until, eventually, their arguments and fear will grow into a stunning climax known as the Shatter. During this event, the mind encasing the splits will essentially Shatter, and the splits will be free to fight. Not that they won't want to, of course. For, you see, if one of them doesn't fight, the other will.
However, the topic on what happens depending on who wins will be left for Chapter Five.
You relocate to the battlefield with your two entities.
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
I confuse the Godmodder by renaming my Golem Core to the Gnome Core, then creating a statue out of rock and calling it the Golem Core. I've heard rumors that the Godmodder is vulnerable to such "fourth-wall break" attacks, and has a fair chance of mistargeting and keeping the Gnome Core safe for a round. Note that the Gnome Core will still follow orders assigned to the Golem Core this round, because I installed a relay in the Golem Core that relays orders to the Gnome Core. Also, I make it more convincing by enlarging the Golem Core (unfortunately the method used doesn't exponentially increase the durability of the Golem Core once it is expanded), shaping it into the same shape as the Gnome Core, and having it switch positions with the Gnome Core at the same time as I fire mah lazor at the Godmodder's eyes to blind him, resulting in the Gnome Core seemingly being replaced by a suddenly less mobile version of itself.
Then, I retreat to base and try to sleep off this huge headache I just got.
14/20 Chronal Accelerator
7/20 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.
As the Blue Knight is on his way back to the battle field he suddenly stops in surprise...
Back in the library Paddington and his team of experts are hard at work cataloging the remaining books of the Library when suddenly all of the gems on their necklaces begin to glow. Some of the researchers make explanations of surprise before their anchoring devices are all activated creating a miniature reality rift around each of them and sending them back to their home universes.
The Knight relaxes a bit. "It seems our good old reality definer deemed this an issue worthy of interference..." After a couple moments of silence the Knight suddenly chuckles and looks up at the sky "I can't help but wonder what your true intentions are, you allow an immensely destructive war like this to continue mostly unedited and yet the moment a set of scholars arrive in your domain you deem it necessary to remove them immediately! Well at least it seems you decided to replace the charge I used to summon them as compensation."
The Knight stretches out his arm and a single small portal opens from which a horse with a saddle walks out before closing.
The horse walks up to the Knight and nuzzles his arm. "A fine stead as usual from Edward." The Knight stops for a moment before continuing "Your name is... Bess if memory serves." The horse nickers "Well then let's work well together." The Knight mounts the horse and continues back to the battle at a trot.
[AG]- controlled by the Blue Knight
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 90,000
Attack- 0 (see ability)
Special ability
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
(I was trying to push the limit more with this summon, if it's unbalanced take away some more health.)
Bess summoned! Health nerfed to compensate for power of ability.
#LookingForSomething
The first thing that happens is the Terror Anklebiters attempting to raid pepsiman and the pepsi machine for pepsi cans. 5 pepsi cans lost, as well as an action by the Terror Anklebiters as they sit down to fight over who gets how many cans of pepsi, and inevitably spill most of it on the ground. The Massive Wall just stands there, pieces of pipe organ sticking out of the broken pieces of wall. The Soldier fires a rocket at Zarya, dealing 20000 damage, and the two surviving mechas gang up on Bouvereuil for 4000 damage. Pepsiman electric slides his way up four more slots, dealing 8000 damage to Zarya's shield.
The TOGII* acts next, and with its almighty tankiness, blows the soldier to pieces with a single shot of its powerful cannon.
The daemonette heals up the technocratic assault forces, adding 22K health onto their number. Bouvreuil flies around the battlefield, giving surveilance. Zarya and Lucio attack together, barreling into Mr Fiveteen with a team attack that reduces him to Mr Zeroteen. And also dead. Donovan activates Caltrops, giving himself Scattered. The Gnome Core swings at the mechas with its arm and smashes one of them, then rearranges itself. The Godmodder continues smirking. This is a bad. The Technocratic Relief Forces heal up the assault forces for 20000 health, bringing them to near cap.
The Terrible Idea gives the Wall a bad idea, and it falls over trying to play hopskotch, taking 10000 damage. Then JOE... winds up on the receiving end of the technocratic assault forces and the fruits of my fallibility as a human GM. Ripoff Juggernaut Armor destroyed in one fell swoop. The Adamantite Mech opens fire on the Massive Wall, dealing out 15000 damage to it, and the Ursine Warriors join in on the assault, dealing out 30000 damage. Lucio uses Amp It Up, healing Zarya, Bouvereuil, Donovan, the Gnome Core and the Terrible Idea for 5000 health each.
The Godmodder then walks over to the Golem Core and grabs it in a headlock. Watch this. He then links the Golem Core with the Gnome Core so that all damage received by one is taken by the other. Oh. That's why he was smirking. He then proceeds to punt the Golem Core straight into the depths of the Technocratic Assault Forces, where it explodes violentely, dealing 40000 damage to the technocratic assault forces, and destroying the golem core, which, through sympathetic energies put in place by just prior, deals 30000 damage to the Gnome Core. Direct.
Everything ticks up and down. The Autocrafter craps out again.
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!: 3/5. Stuck to Donovan. Stoneskin 2 rounds
Massive Wall [PG]: Hp: 303,000/500,000.
JOEbob [PG - player]: Hp: 16/20. 2 regen. Hamsas of Hamsaness [A]. Overstayed My Welcome: 3/5.
TOG II* [N - TOG]: Hp: 100,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 60,000/66,000. 25% dodge. Plot Armor.
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000.
Zarya [AG - crusher48]: Hp: 30,000/80,000. 43,000 Charge. Graviton Surge: 6/7. Burning: 2 rounds.
Donovan [AG - enerald_,mann]: Hp: 132,000/225,000. Rapid Basic Attack: 2/3. Caltrops: 1/5. Deal With The Enchantress: 6/10. Stuck to the Terror Anklebiters. stoneskin 2 rounds. Scattered.
Gnome Core [AG - Crusher48]: Hp: 17,000/50,000. Head: 1 segment: Body: 10 segments. Leg x2: 6 segments. 1 research point.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 80. Pepsi Cans: 3
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 104,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 29,000/50,000. Amp It Up: 1/3. Sound Barrier: 5/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 118,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 46,000/55,000
Technocratic Assault Forces [AG - I Just Write]: Hp: 46,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 39,000/60,000. 2000 regen. Missile Massacre 2/3. Heavy Charge Beam 2/5.
Ursine Warriors x20 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bess [AG - The Blue Knight]: Hp: 40,000/40,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 4/20. 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 Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 5/5
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]
In the wake of the mess with that Power Armor and the Bodyguard known as Mr. Fiveteen, General Mack called out to his forces "Piercing munitions this time!" firing railguns loaded with solid slug ammunition. The projectiles screamed downrange, the bulk of Mr. Fiveteen moving to intercept, only for his body to provide no resistance to the shots whatsoever.
The shots slammed into JOEbob, putting holes clean through him before exploding from sheer kinetic energy as they impacted the ground behind him. With Mr. Fiveteen now temporarily out of commission courtesy of another hole in his chest, the Technocratic Spearhead Forces maneuvered slightly, and unleased their full arsenal. Lasers, tachyon lances, and railgun shells pummeled the Descended, as he was blasted backwards.
As this barrage continued, General Mack asked "Have we got one of the spatial inversion projectors from the staging dimension yet?"
To this, his second in command replied "Yes, sir."
General Mack nodded, before saying, quite simply "Fire."
Towards the back lines, one of the latest tanks turned its turret towards the Descended in question, its main weapon humming, before suddenly the space surrounding JOEbob turned inside-out, the immense spacetime shear doing a great deal to rip the man to shreds as events continued.
Entity Orders
Relief Forces: Repeat last turn's orders! Heal the Assault Forces immediately before they act! If the Assault Forces are dead, attack JOEbob! If both of them are somehow dead, heal whatever [AG] needs it most!
Assault Forces: Attack JOEbob! If he's dead, beat the shit out of the Wall!
15/20 perrrrrrrceptual form
new: 1/? sighhhhh
9/9 HAMSAAAAAS! +1 mirror +2 TOG +2 TOG
+1 talist +1 mirror
the space in front of me shudders in an entirely unrelated event to IJW's spacial inversion projector. then, out comes my possible future self, empowered by the hamsa of hamsaness and also this smashpost.
they stand before me, hamsa's fanning out as their barely-recognizable head looks down, and cast a variety of spells. black bolts of shadow shoot out from one, blocking off attempts to interfere, as a blue shield manifests around me and my alternate and fireballs surround me. we are protected from most forms of intervention
READ: flavour text happens, smash posts are uncounterable anyway.
golden light shines from their brown core, bathing me in heals. I get healed to full. they turn, and the surrounding fireballs phase through my body, coalescing into one, before slamming into the technocratic assault forces.
if there's still power left, the healing energys that previously emanated from the hamsa core continue to linger after its departure, proving me with 3,000 hp of regeneration on this turn and the next. if there's even more power, some hamsa's stay behind, summoning them as bodyblocker minions which self-destruct in one round, or overhealing me if thats more efficient.
taking into account the additions bellow, use the charge and bellow images to summon a much-hard-to-bypass bodyblocker hamsa core, which self-destructs in 2 rounds, or, again, provide massive overheal if more efficient.
ok, i had a few hours to spare yesterday with nothing to do, so I made some hamsa's, one of which was based on the core of the hamsa-me. that hamsa took at least 3 times longer then the other ones, which is why the other ones where less detailed.
this is the core one.
I also looked around for a while and found a hamsa that looks like the legs of hamsa-me. the head was based on one I knew about before, which i've decided to also post here.
(head)
(leg)
if the technocratic assault forces are still alive, then I sell them a world of macaroni. they live out their life, and at the end, they tell their story to a kindly older man
"Some... body once sold me a world of macaroni, I ain't the smartest tool on the sle-ed, but he was looking kinda dumb with my finger, and my thumb, in the shape of an L, on his for-head. then, the beers started coming and they didn't stop coming cuz I got fed to the booze and I hit the ground gumming, didn't make sense not to shive that nun, my brain'd get bart but my head was gum. so much to poo so much to eat but theres nothing wrong with faking, to bac- GAH!"
that last bit is the old man eating them whole, because the older man is actually me and there's always a bigger old man.
if they are not alive, some very similar events play out, except to bess.
The Daemonette stares blankly at the Massive Wall. Still about, hmm, 60% or so intact by her reckoning, at the very least in that approximate region.
"This wall is somewhat annoying." She mutters. "Nor do I understand the point of it now that we have such a significant advantage."
Still, her being vaguely annoyed with it wouldn't make it go away. What might make it go away, however, was the mysterious cosmic space force that had erased one of the mechs from reality wandering in the direction of the Wall before it went away, and erasing part of the oversized structure from existence with extreme prejudice, as such mysterious cosmic space forces are wont to do.
I create the Godmodder Distraction Drone. This invisible drone wanders around the battlefield aimlessly, and occasionally shouts out "HEY! GODMODDER!" really loudly, then does nothing. This is repeated enough to make the Godmodder very annoyed, but the drone doesn't actually harm the godmodder. However, it should piss him off.
Entity Orders:
Zarya puts a barrier on the Gnome Core to hopefully stave off the Godmodder's sustained attacks on it, and then launched sustained fire at the wall to try and break it down.
Lucio decides he wants to ride the wall instead of shooting it. He holds a concert for the terror anklebiters, complete with a dance party and crazy wallriding stunts to grab their attention. Zarya, the Gnome Core, Donovan, the Terrible Idea, and the Technocratic Assault Forces also attend the concert, getting a dodge bonus as a result.
The Gnome Core, despite taking heavy damage, is still active. It will mantain 5 body parts as a priority to ensure that the Core remains protected, and if it is able to do so without compromising that protection, it will gain 3 head parts and 4 arm parts to help aid in the demolition of the wall.
15/20 Chronal Accelerator
8/20 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.
I attempt to play the Wall's Organs.
Because playing just one organ wasn't challenging enough.
I also hope that this will actually do something useful for someone.
(+1 from I just write, +1 from EternalStruggle)
9/?? Flex charge (Probably going to be used to pressure the guardian)
2/20 Reinforcements
+2 @DCCCV (If you don't mind could you help me and I just write kill JOEbob before he can evolve?)
[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
[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
Horde type entity
Bipedal bears armed with various heavy medieval weapons.
Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[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 Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.
Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
Just after JOEbob's summoned future self disappears he looks down at his body which is once more in mint condition he is surprised when the flaming tip of a silver lance emerges from where his stomach (or equivalent) is and he is lifted off the ground and propelled forward rapidly.
The Blue Knight, having just impaled JOEbob on Lúin during a charge, urges Bess onward. JOEbob is used as a battering ram by the Knight and is smashed through several buildings that surround the wall at high speed. Once JOEbob is thoroughly battered the Knight flourishes his lance propelling JOEbob off of it and into a nearby hill.
The Knight addresses the disoriented JOEbob "JOEbob it would appear I have finally been able to repay you for our first meeting, I hope you are prepared for what is to come for your deeds have earned you no mercy from me."
While JOEbob's chest wound rapidly recovers thanks to his privileges as a Descended, the Knight takes a moment to read the next chapter of "The Nature of Split Personalities" which had been in his offhand this entire time.
(I am using Lúin's ability to inflict it's mark on JOEbob if possible)
[Orders]
Bouvreuil- Scouts the wall looking for weak points in it's structure we might be able to exploit.
Ursine Warriors- Will decide action in my next post.
This time bypassing Mr. Fiveteen entirely, the Technocratic Spearhead Forces lay into JOEbob some more, this time with the first railgun shot blasting him backwards over a hill. They don't bother to follow him, instead simply increasing the angle of their shots and reducing the velocity. Quickly, shells begin arcing over the landscape, raining down on JOEbob's position. Explosions blanket the Descended, even as missiles and weapons equipped with discontinuity units add to the carnage.
As the bombardment of railgun shells, missiles, and teleported laser blasts keeps JOEbob pinned in place, a smaller group consisting of mostly infantry sneaks around behind JOE's rear. As soon as the Blue Knight throws JOEbob off their lance, the infantry group strikes, firing a nuclear-tipped missile directly into JOE's face.
The explosion is deafening, ringing out across the battlefield. Even with the warhead set to minimum yield, the weapon unleashes energy equivalent to 80 tons of TNT, producing a crater wide enough to encompass an entire neighborhood.
20/20. Deal with the Enchantress. (A whole lot of +s). Waiting for Enerald.
8/20. The Vital Vitriol. (+2s from Emerald and Crusher)
I force the Massive Wall to complete all the challenges in Shovel Knight's Challenge Mode. Somehow.
+2 @Enerald_Mann.
I, uh...
Hannibal shoots some PG guys (aka, the wall)...
meanwhile I...
uhhhhhhhhhhhhhhhhhhh...
While I'm thinking of what to do, some random spaceship is suddenly constructed by the local wildlife. It's attempts to escape into space are thwarted by the big space defense thingy, though, and the ship crashes into the wall, letting alllllllllllllllllllll the Mexicans through, Including me.
Once I'm through, I look to see what's on the other side of the wall.
The Daemonette marches up to Donovan, still stuck to the Terrors, and taps her chin for a moment. "Hold on, I think I can get you out of there."
She walks away for a moment, looking down at the ground, before identifying what she's after and pouncing. A spray bottle! She'd been in luck (she acknowledged that the Descendant power she was constantly manipulating likely had something to do with this) and had found exactly what she was after. An ancient not-weapon. Likely overlooked because of how not a weapon it was. The labeling was far too faded to read, but a quick shake indicated that it still functioned. Anyway, she'd seen a more preserved image of this type of bottle before, known as the 'StickyAway 2000-X-Overkill'. She sprayed out the fine mist over the thief, and the... substance that had stuck him to the Terrors rapidly dissolved, letting him roll free. He nodded his thanks in response, and the pair rapidly retreated away from the foul creatures.
Are you ready?
As I extricate myself from the wall, my eyes fall upon a particular section. I can't hear you.
Upon further examination, I determine what the wall was. Who lived in a pineapple under the sea...
More accurately, who the wall was. Absorbent and yellow and porous was he.
I lick the wall, giving it some water. If nautical nonsense was something you wished
A laugh echoes about. Then you'd drop on the deck, and flop like a fish.
DHAaaAAAHYAHYAHYAHYAHAYAAaaaH!,!!,!,! Wherever you are, he won't be afar
What was that? For some odd reason, he can't drive a car!
NnnnnnnTeeeheeeheeeheeeeheeeeeee!
Oh dear. That actually worked. He's all of the elder's worst realized fears
The wall changes colour, from a nondescript grey to a yellow. A friend to the children, he won't fill you with tears
Two white spheres pop into existence. A great ancient hero, without any peers
followed by three black lines above them. A horrible product of the human race
A blue light comes forth from the white spheres. Was there in the water, beneath the atoll
Likely Cherenkov radiation from whatever horrific event that granted this creature sentience eons ago. Don't stop me now, 'cause I'm on a roll!
The wall begins to rise from the ground. You'll never forget that innocent face!
It's supported by two large pillars. As time went by, he grew and he grew
A hairy white tube with two red lines circling about it protects the bottoms of the two pillars. The people were scared, but all of them knew
The tubes themselves are capped with a strange shiny black material, In ancient times, he fought even the gods
one that you wouldn't find anywhere else. He defended the people from the great iron rods!
Brown and white fabric garments conform to this creature's rectangular body. When he finally fell, all came to weep
A red tie accentuates it's impeccable sense of style. A group of great heroes, sealed, put him to sleep
Who is this person I speak of? Rests in a land, far from his home.
I'll give you three guesses, the first two don't count. The sea, with salt, and all of it's foam
Yeah. I just did this. Away from the water, which is his bread
I have no idea what's going to happen next. Give him some, and he'll come back from the dead.
Let's find out together.
New Charge 3/20 (+2 from The Blue Knight)
14/15 Development (+1 from The Blue Knight)
The great beast looks about, driven by one instinct.
To find water.
Using it's headholes to listen, it can hear waves crashing against a distant shore.
Everyone is silent, even the Anklebiters, as they observe such a majestic creature clumsily prance away from the battlefield.
There is an awkward silence for about 5 minutes, before everyone remembers what they were doing again.
I think you deserve an explanation for what I just did.
So basically, I figured out that most, if not all of The Wall is made from the slumbering, very dried out form of Spongebob Squarepants. I gave it some water, enough to kickstart it's natural processes to revivify. It then rose out of the ground, and is now fully mobile. I attempted to describe him with purple prose, interspersed with an altered and extended cut of his theme song.
Bulldozer [AG] 75,000/75,000 HP. 20,000/20,000 HP (Visor). 30,000/30,000 HP (Faceplate).
Passives:
Bullet Sponge. Takes 0.5x damage from all sources until both shields are taken out.
Aim For the Head. Take 2x from an attack dealing over 25,000 damage once both shields are taken out.
The Bulldozer takes out his shotgun and shoots the Massive Wall.
Redstone takes out an axe and plants it into the ground. Suddenly, walls rip out of the ground around JOE, and axe spikes encircle JOE and crush him.
20/20. Deal with the Enchantress. (Waiting for Enerald).
9/20. The Vital Vitriol.
+2 @Enerald_Mann
I crash the Hype Train for Cuphead and the Hype Train for BATIM Chapter 3 into the Massive Wall.
I attempt to shake the wall to death by spamming knockback shots into it. The wall is too well reinforced to be knocked back, but the impacts should rock its foundation and soften it up.
16/20 Chronal Accelerator
9/20 I don't know yet
+2 @redstonetam15
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.