Destroy The Godmodder: Renewal (Hole In The Ground)

I take a moment to admire the alloys used to make the C-Mech. Even though they could be allomantically manipulated, they still seemed to be good crafting material. Besides, The Godmodder said that this thing was used as a war machine in an ancient conflict. If my genre sense is right, that means that this stuff must be some pretty advanced technology, far beyone anything we have in the Void today, so I might as well take a souvenir. I rip off a few plates, and warp them into my base, where it can be analyzed once I have a moment. In the meantime, I tinker around with what I do have on my person. Who knows? Maybe I can sell these plates to a collector, who knows it's true value later.

Forge:
SLOT 1 C-Mech Armour Plating and That Axe I used to strike at Door (Level ?, 1/?)
SLOT 2 C-Mech Armour Plating and That Wrench I used to "fix up"

11/20 CHARGE SLOT 1
03/20 CHARGE SLOT 2 (+2 from EternalStruggle)

+2 @redstonetam15
 
*****Space Operations*****

The Hyperstorm shot towards one of the Star Destroyers, but did not fire. As it flew towards the bridge, the Star Destroyer opened fire, and scrambled a fighter group. It dodged almost all incoming fire, and retaliated against the fighters by ejecting an array of green orbs that seeked them out and anhillated them in plasma detonations. Three turbolaser shots managed to hit it anyways, dropping its shields down to 75% integrity. Then, it reached the bridge, and deployed the payload.

Annabelle teleported straight into the bridge, pulled a pair of plasma pistols out of hyperspace, and opened fire in a hurricane of death, firing in all directions to take out both the bridge officers and their guards. She tanked several blaster bolts during the process, but with little more effect than her armor being singed. She left the most senior officer alive, and after a quick mental battle, took control of him.

Then someone armed with a lightsaber entered the picture.

Well, it wouldn't be Star Wars without a lightsaber battle, now would it?

She pressed a button on her pistols, causing them to project a focused plasma blade out of their barrel, giving her her own lightsabers. Then, she charged in, clashing her plasma blades against her opponent's lightsaber. The enemy attempted to use Force powers on her, but she effortlessly blocked them. Unfortunately, she wasn't quite as skilled at lightsaber battling as she thought, and a quick downward slash cut right through her leg, severing it at the knee.

Annabelle cursed and pushed back her foe with a telekinetic blast. Thankfully, she didn't exactly need a right leg to fight, and fixing it would involve about 10 seconds of Lorso's time to apply regeneration to it. It wasn't even a serious wound because the lightsaber cauterized it for her. But due to the time-sensitive nature of her mission, she had to improvise and expend quite a bit more energy than she wanted to.

A lattice of psychic energy flowed out of the stump of her leg and connected to the detached section of leg, reconnecting the lost leg with almost full functionality restored. Then, she converted more of her energy into regenerating that whole mess, while simultaneously re-engaging her foe. This time, she pulled a change-up that the idiot with the lightsaber never saw coming: as she swung her blade, her opponent moved to parry, so she then returned her weapon to pistol form, brought it down, and fired a charged shot straight into his chest. Her opponent stayed alive for just long enough to see the giant hole in his chest before he fell.

With that done, she could switch to taking over the Star Destroyer's navigation console and using it to ram the planet. She ripped as much information as she could out of the officer she had left alive, and was then able to set the navigation console to fly the ship straight at the orbital defenses. The remainder of the crew, likely unaware of the decapitation of the command structure, would most likely use the ship's cannons to fire on the orbital defenses. Though the ship was not quite as massive as a planet, the fact that it made its collision approach at lightspeed left the orbital defenses with far less time to react. Even though the ship would drop out of lightspeed just before reaching the planetdue to gravitational interactions, at that point it would still easily be able to drive a hole straight through the orbital defenses. At least

She also made a note of which era the Star Destroyer was from, and what superweapons that particular version of the Empire had to use (Scan: Star Destroyer, focusing on that ship's history and its empire of origin). Then, she teleported back to the Hyperstorm, undocked it from its hiding spot behind the bridge, and sped away while the orbital defenses were distracted by a close-range Star Destroyer.

*****Ground Operations*****

With the orbital takeover completed and the impacter on its way, I now had time to begin the second part of the plan: hijacking the C-mech's huge missile. Right now, the missile's launch doors were opening on the top of the mech, and the missile was warming up and preparing to fire. That missile, if it was able to land, would wipe out much of our forces.

Unfortunately, there's a problem with a mobile missile platform (or at least one not solidly anchored to the earth): if the missile didn't detach properly when it went off, it would most likely carry the C-mech with it, at least with its first-stage thrusters. Of course, an archaic weapons platform would obviously have the missile detach correctly when it was time, unless some sabotage occured.

I flew over the C-mech and into its missile launch bay, and then added some extra parts to the launch bay. Namely, I fabricated a bunch of struts, and then used Sovereign's Glue (which briefly negates atomic collision to fuse materials together into one solid material, and is likely the actual origin of an SCP that does the exact same thing) to fuse both the missile body and the C-mech together. Because I don't want the problem of the struts just getting torn out by stressing forces, I add about 50 of them to the launch bay over the course of a minute. Because as the wise Jebediah Kerman once said, if you have a rocket problem, add more struts. Even if those struts break, they should take half of the C-mech's internal structure with them.

But the bottom of the missile bay will still block the exhaust forces. Unless, of course, there's a tiny hole poked in the bottom, such as from me firing a Darksteel bullet through the C-mech's bottom with a multicannon shot, using the incredible durability of the round to cut straight through. Now, exhaust will attempt to squeeze through the hole under significant pressure, melting it until it is large enough to let all of the exhaust out.

Now, when the C-mech fires the missile, it will blast itself off. Of course, controllability is an issue here. Yes, the C-mech would most likely be taken out just by the fact that it's attached to the payload inside the missile, but we don't want it going flying into our forces and suicide-bombing us. No, we want it sent straight into the orbital defenses to inflict devastating damage. Now, the C-mech isn't built with maneuvering fins, and even if it was, it wouldn't exactly be able to fly with all the holes in it. So to counterbalance it and prevent it from falling over, I fly around it, calculate its trajectory, and use well-placed knockback shots to keep it on a straight vertical trajectory for as long as possible. If it falling over and not impacting the orbital defenses is unavoidable, I make sure at the very least it falls away from our forces somewhere where it can't cause any damage to us.

Normally, I'd expect the Godmodder to counter this, but given that he's off countering the various messes created by my allies (and one of my enemies), he shouldn't be able to react to deal with this threat.

20/20 Chronal Accelerator
5/20 Mysterious Artifact
+2 @I just write
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.
 
Last edited:
I spend all my actions to fly up as far as I can with my turn also I'm neutral.... for now
 
Last edited:
Got +2 total

Charge: 19/20
Charge: 18/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:

"Is that a no? We can't be friends?"

Thina waits until the creature isn't looking at her and then strikes the vent cover to send it spinning off away from the exit of the room as a distraction. Then she darts out from the vent and runs for the exit to the room, slipping around the side and hiding just beside the door.

[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 - Finally going downwards instead of upwards, Pepsiman uses DIVINE SMITE to STRIKE DOWN THE UNBELIEVERS. He spends only 10 cans to make the attack and deal 5,000 damage to the 5 enemies under him.
 
17/20 c4
14/20 tnt +1 talist
[14 unused charges of undecided use]
+1 mirror +1 talist
I tink, think, blink, and sink an anchor, before healing the boombots and giving pepsiman a free pepsi can as an action of the same sort.
 
Last edited:
[AG]
17/20 HP
Lúin equipped
Ides equipped
Charge Bank: 10

9/20 Elemental
20/20 Reinforcements- Expending...

+1 @I just write
+1 @EternalStruggle

On the main battlefield Morgul and his remaining comrades continue their desperate assault on the C-MECH when a single man sized portal opens next to them. A single cloaked man emerges from the portal, a blue gem similar to the ones worn by the Ursine Warriors hangs from his neck. Morgul greets this new arrival "Oi, human in the cloak get to work, we still have a lot to do before we can kill that damn Godmodder." The new arrival simply nods.

20 Charge Expended

[AG- controlled by the Blue Knight]
20 charge Entity
A Ranger of the Mistwald. Wears a mottled green cloak and is armed with a simple but finely crafted longbow, he also carries a variety of knives under his cloak. Is an expert in hit and run tactics.

Health- 65,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
[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- 3/5
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 2 rounds 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]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 7
Health per- 5,000
Attack power per- 1,500
Current Total damage- 10,500
[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]
In The Strife
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 5,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
[AG- controlled by the Blue Knight]
20 charge Entity
A Ranger of the Mistwald. Wears a mottled green cloak and is armed with a simple but finely crafted longbow, he also carries a variety of knives under his cloak. Is an expert in hit and run tactics.

Health- 65,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
The Knight attacks the Mirror with three swift thrusts of his lance before finishing up with a series of stabs using the dagger in his offhand.

(Attack + Ides and Bess bonus)

[Orders]
Halk- Steal some Pepsi.
 
Update 50: Something Big, Something Bad
Something is beginning. Something big. Something bad.
/null
you disapoint me, Piopo
#Hashtags

"Huh." The Behemoth said, sounding very faintly amused as it spoke with the voice almost as deep as the earth itself. "From the point where I gutted that thing with my Claw and now, I'd reckon we took off more than half that thing's remaining integrity."

The Daemonette whipped her head around, shock visible on her face. "You know that? How?"

Beneath its helmet, the Krork cracked a wry grin. "Veterans can tell these things easily enough. If you were less busy dancing when you were fighting and more busy paying attention to things you'd get this stuff too. I'd reckon it won't last long, looks like you have this one done and dusted to me. Just gotta not muck it up in this final stage, yeah?"

Stage.

Stage, performance. This was her stage, really, since no others could play the part. What part? Her part, and she would not even want to play another. She took a deep breath, and skipped forward onto some rubble before swinging around, facing her allies with a smile that was a little too wide and contained teeth that were a bit sharper than standard.

"Everyone!" She shouted in an almost melodic voice. "We have this war-beast struggling! Soon, soon we shall finish it off! I doubt we'll rip it to so many pieces before it fires its next attack, but perhaps we can end it swiftly after with the help of the damage it will do to itself with the recoil! Press onward, and victory will be ours in an instant."

Meanwhile, the Behemoth had calmly walked over to one of the missile racks that had been shaken off the Omega previously, momentarily tossing aside his gun in order to grab one of the massive rockets. Even at over seven meters tall, it was a hefty missile, for the C-Mech was no small machine.

He clicked a few buttons on its side and watched as it shot up through the sky, ascending to above the C-Mech's head as the missile, with no on-board targeting system and damaged fuel tanks, got right over the very damaged head before its engine gave out, and it dropped to the machine below, exploding brilliantly and shredding dented plate, sending shards of shrapnel into the interior. As well as the missile doing some acceptable damage of its own, the Behemoth reckoned that any internal maintenance drones would likely be congregating to a degree in that area to get its head (and thus its next weapon system ff the missile launcher he was seeing through his scanners was any indication) stable and not horribly sparking and failing again. Thus the shrapnel would destroy more than an average number of bots, causing the unstable machine to fall apart further, thus increasing the damage dealt. A clever ploy, if he did say so himself.

Charges:
Elemental: 14/20.
Sky Troops: 5/20.

+1 @DCCCV
+1 @The Blue Knight

Entity Orders:
Daemonette heals an AG thing again, probably one of Variant's.
Krork Behemoth attacks the C-Mech again.
You deal 20000 damage and shower DC with sparks and burning hot metal.

Entity Orders
Fixbot: Heal the Spearhead Forces
Airbase 3: Launch Drones
Drones: Attack the C-MECH, if it's dead, murderize Pepsiman.
Relief Forces: Attack the C-MECH, if it's dead, murderize Pepsiman.

General Action: Blitzkrieg
The bombardment the Spearhead Forces were subjecting the C-MECH to had yet to abate. This time however, the railguns, lasers, and missiles were taking a backstage to some more exotic weaponry. Namely, Tachyon Cannons and Spatial Disruptors. Don't get me wrong, there still were projectiles and beams of coherent light in the mix, but they were no longer contributing the majority of the damage. The REMF and General Mack both grinned as one of the foremost tanks pointed its main weapon at the C-MECH, and there was a visible distortion in the air as its main weapon fired a blast of twisted and warped spacetime directly into the C-MECH's battered power plant.

There was a distinctive crunch as the contraction front of the superluminal pulse crushed delicate mechanisms into an infinitely thin space, followed by an extremely loud bang as the warp field collapsed, allowing the micro black hole that had formed to evaporate into energy, causing a tremendous explosion inside of the C-MECH.


Charges
Medical Department (11/20)
Elemental (2/20)
+1 @EternalStruggle
+1 @The Blue Knight
30000 damage to the C MECH.

Sktheh: 15/20
The Silent Shoveller: 2/20
*2 @I just write

Emerald decides he should probably put some effort into this attack since he has a free crit, but doesn't have time now, so instead simply attacks the C-MECH by throwing an O-MECH at it, meaning an Ocelet-MECH

Spectre Knight uses the Dread Talon on the C-MECH (Darkness: 85/100)
Ocelot Mech summoned! The C MECH attempts to clamber away from the O-MECH but loses its balance and slams into the ground. 30000 damage, various different internal structures compromised.

19/20 Ever-Expanding Fish
6/6 TEMPORAL SHENANIGANS
I expend 6 charges and rip a wormhole through time and space, making the explosion I exploded JoeBOB with last turn explode the C-Mech now. Oh, and that wormhole is sharp. So it probably hurts the C-Mech too.
With a cutting and fiery remark, you accomplish the third 30K damage attack to the C MECH in as many posts.

General Action: Singular Destruction
Still the Technocracy pressed on with their single-minded goal of obliterating the C-MECH, now targeting the machine's legs. Railgun shells and other munitions slam into the towering creation's knees, causing the entire machine to shake.

Soon, the C-MECH begins to sway back and forth as its stability is compromised by the constant pounding, its cratered hull glowing red from previous abuse as it does so.

A massive tremor shakes its way up the machine as the spatial distortion cannon fires again, blasting off one of the C-MECH's legs entirely, with it only barely managing to remain upright.

The C-MECH's days are obviously numbered, but it is still a question of just how much longer the machine will last.

Charges
Medical Department (14/20)
Elemental (3/20)
+1 @EternalStruggle
+1 @The Blue Knight

32000 damage to the C MECH.

16/20 c4
12/20 tnt +2 TOG
[14 unused charges of undecided use]
+1 mirror +1 talist
Pebbletopia dop!
the archers start to build single-use upgrades for their next shot, while the infantry (boosted by rapport's 11th speech so far) scrambles to repair the damage caused by the last barrage. if the jets could only use their short-range guns, things might be over by now, but their limited to the inaccurate long-range option.
also magicers magic a majyk for another tier of majyk.
I give pepsiman a pepsi can as a free action, before shrugging. the C-Mech omega's pretty much dead, so I'm going to think marginally more long term, and heal up the boombots, casting an illusion on a bootlegged version of moniker to make it look like the boombots are monikerbots. this bootleg moniker starts biking on his boombot construction bike, building new boombots as fast as he can. meanwhile, I provide the bike with the necessary raw materials, allowing it to actually function, and some pre-existing boombots link up according to a pair of blueprints i drew up in downtime between making the materials, turning them into time-field generators which effectively speed up bootlegmonikers frantic "monikerbot" conjuration, before the boombots disband and I return bootlegmoniker to the store for a full refund, citing insufficient franticness in his peddling, and leave the following review.
☆☆☆☆, no charges used.
1 can of pepsi given to Pepsiman, 5000 new boombots manufactured.

9/20. The Leader of the Order.
2/20. RAGE (If anyone can guess what this is summoning they will get a +2)
20/20. The Vital Vitriol. Holding until balanced.
+2 Enerald
I force the C-MECH to watch the video "All The Single Furries." Safe to say, a lot of damage is gonna be done.
I'm not even going to bother watching that.
15K damage as payment to keep you from posting the video here.

(16} 16/20 Something Missing: illogic

(16} 16/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


I give the Predator armor to Hannibal, who will likely be able to use it better then I. He probably wont need me constantly healing him. He'll be able to go solo.
*sheds a single tear*
It's just...
one second, they poof out of nowhere...
then in what feels like a mere week...
they're already ready for the outside world
*the tear falls to the ground, killing the C-Mech*
-wait wat?

As it turns out, the whole 'overwhelming emotion' thing was inhibiting me from realizing that I was shapeshifting into a "créature-assez-ordinaire-unique-seulement-en-raison-de-son-taux-de-production-de-larmes-disproportionnement-haut", a fairly bland beast who's only real defining feature is the disproportionately large amount of water and salt they produce and secrete. Said production rate (more then enough to, say, drown a giant mech) is so large, however, that the males were commonly raised by Neo-Feminazi colonies around Auriga. The Auriganazis, well known for having taken the oft parodied worst aspects of the modern movement to the extreme, had single-handedly conquered Biology by finding a way to reproduce with only a single gender. After having eradicated all males in their system, their fast-growing cult readied to take to outside their sun's pull in search of Male Tearstm​ that they could harvest from the soon-to-be-victims surrounding them. Their assault was stopped, however, when the neighboring empires worked together to provide them with a massive supply of male "créatures-assez-ordinaire-unique-seulement-en-raison-de-leurs-taux-de-production-de-larmes-disproportionnement-haut". Thus, the invasion was satiated, the surrounding peoples were saved and the "créature-assez-ordinaire-unique-seulement-en-raison-de-son-taux-de-production-de-larmes-disproportionnement-haut" as a species were invited to receive a Nobel peace award by the Angrogin empire. The overwhelming emotion of it all was too much, however, and the Angrogin homeworld was rapidly flooded by the combined tears of joy of an entire species.
And thus, they went down in history as both on of the galaxy's greatest symbols of peace, irony and the dangers of emotion. Considering that, it is really no surprise at all that they were chosen to be part of the emblem for Alan Bagh's Incredibly Ironic Cult of Personality, which is definitely not a thing that will ever be coming back
ever

Anyways, I walk away from the completely demolished C-Mech and random Interstellar Guide pages (some kinda history about french animals or something) and establish my ability to shapeshift by returning to the form I normally use. I then shoot the C-Mech.
Predator Armor granted to Hannibal.

SMAAAASH!!!! That genuinely made me laugh, that's worth a solid 40K damage to the C MECH Omega.

17/20 Lazor Beems
7/20 The Dragonborn (+2 from existencesuccess)

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

The Bulldozer loads a 20kg Supermagnum SlugTM​ into his shotgun and fires at the C Mech Omega.
Redstone slams the Staff of Curing into the ground and a Medic comes out of the ground. Redstone suddenly slams a Corvette into the Bulldozer and that prompts the Medic to tell the Bulldozer to "get the gorilla up", healing the Bulldozer.
bulldozer healed to full!

So it looks like the Godmodder's busy starting a replicant crisis.

That, and utterly ruining Daraken's stupid idea.

Wait. Annabelle, how the hell did you establish communications?

Daraken tried to make a portal to bypass the barrier and send us on to the battlefield, after some plan to surround the system with a Stasis Cruiser bubble failed. It winked out just before we could go through, but I managed to connect a telepathic link with you through the portal. I won't be able to maintain it for very long now that the portal's down, though.


Okay then, time to work on improving our communication systems, and fast. I attempt to think up some sort of psychic amplifier powerful enough to maintain a telepathic link through the barriers, only to find out that half of the Descendants are using non-psionic forms of communication and communicating just fine with off-world allies. Yeah, maybe we should have tried EM wave communication instead of psionics.

Okay, I'm going to need to establish tachyon wave communications.

Really? That's the best you can think of? It's so inefficient when communication is limited by speed of sound instead of speed of thought.

If you don't get that together soon, the next backup plan is morse code, which is even worse.

As soon as I constructed the tachyon wave communicator, I sent instructions to set up a communication channel. And just like that, the whole communications mess had been solved.

While I work out a plan with my allies, I decide to do some support missions by pulling out my Wand of Lesser Vigor and going around to regenerate the health of as many damaged allies as I can.

20/20 Chronal Accelerator
4/20 Mysterious Artifact
+2 @I just write
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.
Not start a replicant crisis, avert one.
You restore 2000 health to all the injured AGs.

(17} 17/20 Something Missing: illogic

(17} 17/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @TheBiggerFish


I shoot the ursine warriors (or Bess), as they seem to be the only entities within my dmg output that I can kill. Sorry, but I wanna see where this criminal investigation thing goes.

the TOG II* (now named Han Solo) shoots the C-Mech some more
You snipe 2 of the Ursine Warriors.
Soon enough, a patrol car drives up and begins investigating the corpse.

The Cop finds your fingerprints and calls back to the headquarters saying that they have a primary suspect in the case already, and bring in more backup, which will arrive sometime soon.

The Daemonette pondered on how to attack the giant death mech some more. She'd already stabbed it, shot it, blown it up, turned its own shaken off guns against it and sabotaged it. She'd run a hefty gauntlet against the thing, to say nothing of all her allies had done, but needless to say it wasn't dead yet, even though she had sort of just made a big speech about how it was almost down. Which it was! Just, well, only in relative terms.

Shrugging, she advanced toward the Omega and with an artful flourish stabs it several times with claw and swiftly retrieved knife. Naturally this by itself does almost close to nothing, but it did allow her to carve off a piece of the thick plating, and then stab through to the inside. Tittering, she realized that this segment of the machine was nearing a partial collapse. Slicing apart certain structural support, she leaped out, running back to her line as part of one of the floors broke down, smashing down and causing more internal damage, not least because some power lines to motivator systems were damaged. It really was starting to fall apart, just a tiny bit. Soon it would be a lot more fallen apart.


Charges:
Elemental: 15/20.
Sky Troops: 8/20.

+1 @DCCCV
+1 @I just write
14000 damage to the C MECH.

10/20. The Leader of the Order.
3/20. RAGE
20/20. The Vital Vitriol. RESUMMONING FOR BALANCE
I summon Plague Knight!
Health: 50K
Base Damage: 35K
Magic: 50/100 (regens 10 per turn)
Arcana: Cost an action to use, and also magic. Can still be used if it would push below zero (20 minus 25 would stop at 0), but gets the debuff "Blowout". Blowout: Cannot use Arcana until Magic is full again
Big Boom: 25 Magic. Deal x1.5 basic attack damage to three entities.
Bait Bomb: 25 magic. Deal x1 damage to an enemy, directly to their HP
Leech Liquid: 75 magic. For the next 3 turns, gain the buff "Vampiric". Vampiric: Gain health equal to damage dealt. Arcana cannot be used while this buff is active.
Smoke Bomb: 90 magic. For the next 2 turns, gain the buff "Hidden". Hidden: Immune to attack. Arcana cannot be used while this buff is active.
Vat: 60 magic. Spawn one "Vat". Only 1 Vat can be active at a time.
Vat:
Charge: 0/1 Explode. Deal 100000 damage to any entity. Automatically used when full.
Passive: Platforming. While this entity is alive, Plague Knight is immune to field effects.
Staff of Surging: 25 Magic. Deal x1 damage to an enemy, and become immune to fieldeffects for a turn,
Fleet Flask: 25 Magic. Deal x1 to 3 enemies, and also you cannot move next turn.
Berserker Brew: 50 Magic. Gain 5000 Damage reduction for 2 turns.
Staff of Striking: ?x10. Consume any amount of Magic equal to a multiple of ten. Deal 20000x? damage to one enemy.
+2 Enerald
I show the C-MECH the Emoji Movie.
Plague Knight summoned.

The C MECH weeps tears of liquid black sorrow. Oh how humanity has fallen. Fallen from grace. Fallen from style. Fallen... just fallen in general.

>10/20 POINTS IN CHARGE SLOT 1 USED, 10/20 REMAINING

>DCCCV: BOOM.

I make my way even further down the body of the Creeper Mech, where I find a room full of explosives and armaments. I use the Oilstone to coat the walls in oil. I then try to put as much distance between me and the bombs as possible.

You have three guesses as to what I do next. The first two don't count.


11/20 CHARGE SLOT 1
03/20 CHARGE SLOT 2 (+2 from EternalStruggle)

+2 @Emerald_Mann

Yes, I have asked it it's possible to do this sort of thing with charges.
...I really need to make it so that charged attacks don't get criticals either, to prevent this kind of nonsense.
Regardless, you deal a critted 80K damage to the C MECH.

I quickly point out that I'm N, and not AG.

I then use the Cryptographic Sequencer on the Adamantite Mech for !!FUN!!.

charge storage: 3 (+1 from redstone)

+1 to @redstonetam15
The Adamantite mech is cryptographically sequenced and mailed to somewhere in the distance.
Um...
It's not coming back.
Adamantite mech destroyed...?

20/20 Ever-Expanding Fish
3/20 Misc. Charging

Inscribing a pescagram on the ground and filling its center with 4-deep water, I perform an ominous ritual...

The water bubbles and turns black.

Then, I pull out a fishing rod, and cast it into the depths.

Some time passes...

The bobber makes a splooshing noise, and I click to reel in the fish, hauling a massive monstrosity to the surface that quickly slams into the C-Mech with unprecedented grace for a fish that is swimming in midair.

EVER-EXPANDING FISH
HP: (???)/(???) (I don't know the right numbers...)
PASSIVE:
EXPANDING FOREVER: The fish gains 2,500 HP/MHP per turn.
Ever Expanding Fish summoned.
While it is a self-enhancing entity, I think its small enough that it can get away with only minor debuffs.

I don't think that's going to work. Snowball Entities are nasty business. That's my opinion, atleast. Be careful.
/Null
#RestInPepperonis

[AG]
17/20 HP
Lúin equipped
Ides equipped
Charge Bank: 10

(+2 from I just write, +2 from EternalStruggle)
8/20 Elemental
19/20 Reinforcements

+1 @I just write
+1 @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- 3/5
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 2 rounds 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]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 7
Health per- 5,000
Attack power per- 1,500
Current Total damage- 10,500
[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- 5,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
The Knight jumps back from his opponent. "I wasn't expecting you to be able to put up a defense like that so swiftly, it appears I can't underestimate you."

While most of the glass shards made by the Mirror were deflected by the Knight's armour, a fair number found their way into the joint areas and slits of the Knight's armour. The Knight took a couple moments to remove these lingering glass shards before continuing. "Let's resume." With those words the Blue Knight swiftly mounts Bess as she rode by behind him and then begins to circle the Mirror. After circling his opponent for several minutes a brief flash of brown light comes from within his helmet just before the Knight directly charges his opponent again.

The Knight first strikes at his opponent through the use of his lance until he is close enough that he can also effectively use his dagger. As the Knight himself attacks a variety of palm-sized stones shoot out of the ground around the Mirror all of these aiming to hit him. "This isn't exactly my specialty but I thought it might be somewhat effective on you."

(Attack + Ides and Bess bonus)

[Orders]
Ursine Warriors- Find a hole in the C-MECH and begin destroying anything that looks important. (Attack)

You deal a solid 6 damage to Mirror. Your next attack's not going to be counted since Mirror was unable to make a counter-post.

18/20 Lazor Beems
9/20 The Dragonborn (+1 from existencesuccess)

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

Redstone attempts to punt the Pepsi Machine into the sky.
The Pepsi Machine goes up into the sky, and then comes back down, completely unharmed.

Sktheh: 17/20
The Silent Shoveller: 3/20
+2 @redstonetam15

Emerald slaps the C-MECH in the face, with a dozen tiny cats. No cats were harmed, although the C-MECH was
You monster. Don't you realize the C MECH has a fear of cats? 12000 damage.

I take a moment to admire the alloys used to make the C-Mech. Even though they could be allomantically manipulated, they still seemed to be good crafting material. Besides, The Godmodder said that this thing was used as a war machine in an ancient conflict. If my genre sense is right, that means that this stuff must be some pretty advanced technology, far beyone anything we have in the Void today, so I might as well take a souvenir. I rip off a few plates, and warp them into my base, where it can be analyzed once I have a moment. In the meantime, I tinker around with what I do have on my person. Who knows? Maybe I can sell these plates to a collector, who knows it's true value later.

Forge:
SLOT 1 C-Mech Armour Plating and That Axe I used to strike at Door (Level ?, 1/?)
SLOT 2 C-Mech Armour Plating and That Wrench I used to "fix up"

11/20 CHARGE SLOT 1
03/20 CHARGE SLOT 2 (+2 from EternalStruggle)

+2 @redstonetam15

You collect a number of loose plates.

*****Space Operations*****

The Hyperstorm shot towards one of the Star Destroyers, but did not fire. As it flew towards the bridge, the Star Destroyer opened fire, and scrambled a fighter group. It dodged almost all incoming fire, and retaliated against the fighters by ejecting an array of green orbs that seeked them out and anhillated them in plasma detonations. Three turbolaser shots managed to hit it anyways, dropping its shields down to 75% integrity. Then, it reached the bridge, and deployed the payload.

Annabelle teleported straight into the bridge, pulled a pair of plasma pistols out of hyperspace, and opened fire in a hurricane of death, firing in all directions to take out both the bridge officers and their guards. She tanked several blaster bolts during the process, but with little more effect than her armor being singed. She left the most senior officer alive, and after a quick mental battle, took control of him.

Then someone armed with a lightsaber entered the picture.

Well, it wouldn't be Star Wars without a lightsaber battle, now would it?

She pressed a button on her pistols, causing them to project a focused plasma blade out of their barrel, giving her her own lightsabers. Then, she charged in, clashing her plasma blades against her opponent's lightsaber. The enemy attempted to use Force powers on her, but she effortlessly blocked them. Unfortunately, she wasn't quite as skilled at lightsaber battling as she thought, and a quick downward slash cut right through her leg, severing it at the knee.

Annabelle cursed and pushed back her foe with a telekinetic blast. Thankfully, she didn't exactly need a right leg to fight, and fixing it would involve about 10 seconds of Lorso's time to apply regeneration to it. It wasn't even a serious wound because the lightsaber cauterized it for her. But due to the time-sensitive nature of her mission, she had to improvise and expend quite a bit more energy than she wanted to.

A lattice of psychic energy flowed out of the stump of her leg and connected to the detached section of leg, reconnecting the lost leg with almost full functionality restored. Then, she converted more of her energy into regenerating that whole mess, while simultaneously re-engaging her foe. This time, she pulled a change-up that the idiot with the lightsaber never saw coming: as she swung her blade, her opponent moved to parry, so she then returned her weapon to pistol form, brought it down, and fired a charged shot straight into his chest. Her opponent stayed alive for just long enough to see the giant hole in his chest before he fell.

With that done, she could switch to taking over the Star Destroyer's navigation console and using it to ram the planet. She ripped as much information as she could out of the officer she had left alive, and was then able to set the navigation console to fly the ship straight at the orbital defenses. The remainder of the crew, likely unaware of the decapitation of the command structure, would most likely use the ship's cannons to fire on the orbital defenses. Though the ship was not quite as massive as a planet, the fact that it made its collision approach at lightspeed left the orbital defenses with far less time to react. Even though the ship would drop out of lightspeed just before reaching the planetdue to gravitational interactions, at that point it would still easily be able to drive a hole straight through the orbital defenses. At least

She also made a note of which era the Star Destroyer was from, and what superweapons that particular version of the Empire had to use (Scan: Star Destroyer, focusing on that ship's history and its empire of origin). Then, she teleported back to the Hyperstorm, undocked it from its hiding spot behind the bridge, and sped away while the orbital defenses were distracted by a close-range Star Destroyer.

*****Ground Operations*****

With the orbital takeover completed and the impacter on its way, I now had time to begin the second part of the plan: hijacking the C-mech's huge missile. Right now, the missile's launch doors were opening on the top of the mech, and the missile was warming up and preparing to fire. That missile, if it was able to land, would wipe out much of our forces.

Unfortunately, there's a problem with a mobile missile platform (or at least one not solidly anchored to the earth): if the missile didn't detach properly when it went off, it would most likely carry the C-mech with it, at least with its first-stage thrusters. Of course, an archaic weapons platform would obviously have the missile detach correctly when it was time, unless some sabotage occured.

I flew over the C-mech and into its missile launch bay, and then added some extra parts to the launch bay. Namely, I fabricated a bunch of struts, and then used Sovereign's Glue (which briefly negates atomic collision to fuse materials together into one solid material, and is likely the actual origin of an SCP that does the exact same thing) to fuse both the missile body and the C-mech together. Because I don't want the problem of the struts just getting torn out by stressing forces, I add about 50 of them to the launch bay over the course of a minute. Because as the wise Jebediah Kerman once said, if you have a rocket problem, add more struts. Even if those struts break, they should take half of the C-mech's internal structure with them.

But the bottom of the missile bay will still block the exhaust forces. Unless, of course, there's a tiny hole poked in the bottom, such as from me firing a Darksteel bullet through the C-mech's bottom with a multicannon shot, using the incredible durability of the round to cut straight through. Now, exhaust will attempt to squeeze through the hole under significant pressure, melting it until it is large enough to let all of the exhaust out.

Now, when the C-mech fires the missile, it will blast itself off. Of course, controllability is an issue here. Yes, the C-mech would most likely be taken out just by the fact that it's attached to the payload inside the missile, but we don't want it going flying into our forces and suicide-bombing us. No, we want it sent straight into the orbital defenses to inflict devastating damage. Now, the C-mech isn't built with maneuvering fins, and even if it was, it wouldn't exactly be able to fly with all the holes in it. So to counterbalance it and prevent it from falling over, I fly around it, calculate its trajectory, and use well-placed knockback shots to keep it on a straight vertical trajectory for as long as possible. If it falling over and not impacting the orbital defenses is unavoidable, I make sure at the very least it falls away from our forces somewhere where it can't cause any damage to us.

Normally, I'd expect the Godmodder to counter this, but given that he's off countering the various messes created by my allies (and one of my enemies), he shouldn't be able to react to deal with this threat.

20/20 Chronal Accelerator
5/20 Mysterious Artifact
+2 @I just write
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.
Unfortunately, the ship has a relatively short history, and by Empire, I meant THE EMPIRE. Main bad guys of Episodes IV through VI.
Regardless, you crash the Star Destroyer into the wall of death that is called the Godmodder's orbital defenses.
It is ripped apart by intense fire power.

Your attack fails because the C MECH isn't based around a huge missile, it's instead built around a massive static chunk of high-end explosives that doubles as a power reactor.
Your attack also fails because the effect you were going for was going to happen this round anyways.

I spend all my actions to fly up as far as I can with my turn also I'm neutral.... for now
You fly up as far as you can... which is really high... And then you hit the orbital defenses and get shot back down.
Ouch.

Just so you know, thiss game works differently from the one you're hailing from. You get two posts per round, and only get one action per post. Charging is separate however.

#EnscribedInStone

#Reiteration

Got +2 total

Charge: 19/20
Charge: 18/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:

"Is that a no? We can't be friends?"

Thina waits until the creature isn't looking at her and then strikes the vent cover to send it spinning off away from the exit of the room as a distraction. Then she darts out from the vent and runs for the exit to the room, slipping around the side and hiding just beside the door.



Entity Orders - Finally going downwards instead of upwards, Pepsiman uses DIVINE SMITE to STRIKE DOWN THE UNBELIEVERS. He spends only 10 cans to make the attack and deal 5,000 damage to the 5 enemies under him.
... Friends?
Is that a joke?

You smash the vent cover off, and the figure whirls around, the tentacled arm shooting out across the room and grabbing you. You aren't immediately harmed but the grip isn't gentle.
Alright, let's have a proper look at you...

17/20 c4
14/20 tnt +1 talist
[14 unused charges of undecided use]
+1 mirror +1 talist
I tink, think, blink, and sink an anchor, before healing the boombots and giving pepsiman a free pepsi can as an action of the same sort.
4000 boombots created, 1 pepsi can granted.

[AG]
17/20 HP
Lúin equipped
Ides equipped
Charge Bank: 10

9/20 Elemental
20/20 Reinforcements- Expending...

+1 @I just write
+1 @EternalStruggle

On the main battlefield Morgul and his remaining comrades continue their desperate assault on the C-MECH when a single man sized portal opens next to them. A single cloaked man emerges from the portal, a blue gem similar to the ones worn by the Ursine Warriors hangs from his neck. Morgul greets this new arrival "Oi, human in the cloak get to work, we still have a lot to do before we can kill that damn Godmodder." The new arrival simply nods.

20 Charge Expended

[AG- controlled by the Blue Knight]
20 charge Entity
A Ranger of the Mistwald. Wears a mottled green cloak and is armed with a simple but finely crafted longbow, he also carries a variety of knives under his cloak. Is an expert in hit and run tactics.

Health- 65,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
[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- 3/5
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 2 rounds 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]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 7
Health per- 5,000
Attack power per- 1,500
Current Total damage- 10,500
[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]
In The Strife
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 5,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 14/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
[AG- controlled by the Blue Knight]
20 charge Entity
A Ranger of the Mistwald. Wears a mottled green cloak and is armed with a simple but finely crafted longbow, he also carries a variety of knives under his cloak. Is an expert in hit and run tactics.

Health- 65,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
The Knight attacks the Mirror with three swift thrusts of his lance before finishing up with a series of stabs using the dagger in his offhand.

(Attack + Ides and Bess bonus)

[Orders]
Halk- Steal some Pepsi.

Ooh, that's a nifty entity idea. Halk summoned.


#TheFallenCity
The fast action fixbot is slightly late, but heals up the spearhead forces to full.

The C MECH lies on the ground, critically damaged, with the forces of the AGs surrounding it. But it still has a few tricks up its sleeve, and one of them is even ready this round! The C MECH activates Surface to Surface! Inside the Mech, DC stands up from the spot where he fell when the MECH toppled over, and then ducks out of the way as racks and racks of missiles begin moving past him towards the "top" of the C MECH. In the head, rubble is cleared and the headhatch is opened up... and then a failure in the gyroscopic guidance system makes itself known. The missiles are all pointing upwards. Not out of the top of the head. Upwards. The direction of the face.

Everyone outside first becomes aware that something is wrong when the C MECH's head explodes violently. Rockets and missles and bombs and all manner of explosives begin flying in every direction and raining down havoc on the AGs. The entire sight is incredible to behold, explosions everywhere, like fireworks in the sky and on the ground, with an entire army running willy-nilly.

This is the music you should be listening to.

29000 damage to the TOGII*, Patrol Car destroyed, Bear Cop destroyed, 37000 damage to the Daemonette, 45000 damage to Spectre Knight, 36000 damage to the Technocratic Spearhead forces, 50000 damage to the Technocratic Relief Forces, 22000 damage to the Terrible Idea, 4 Ursine Warriors killed, 17500 damage to the Bulldozer, 34000 damage to Airbase 3, all 4 drones destroyed, 17000 damage to the Krork Behemoth, fast action fixbot obliterated, 39000 damage to the O MECH, 22000 damage to Plague Knight, 33000 damage to the Ever Expanding Fish, and 39000 damage to Halk.

Everyone runs around as the explosions go off, finally coming to a rest as the explosions come to a halt and the dust begins to settle. But by that time everyone's already used up their actions running around trying to dodge explosions. RIP. Just walks up to the massive crater that used to be the C MECH and finds a single, well protected item at the center of it.

Say hello to the Nuclear Core (yes I know second limited use spoil in a row to use Core in the name). This item is only 1 use, but for being one use only it is INCREDIBLY powerful. Upon use, it will detonate in an all-consuming fireball, almost completely wiping the battlefield clean, dealing hundreds of thousands of damage to everything on the field simultaneously. This explosion is so potent it will probably even damage the Godmodder.

You all look up through the clouds of dust and smoke thrown up by the series of explosions. You can feel the pillar, pulling on your power, weakening you. It's time to take another brick out of the foundation of the Godmodder's army. With a unified shout, you all unleash your power in massive blasts of energy, slamming into the pillar which cracks and crumbles, fading to black smoke as it topples towards the ground below.

New mechanic unlocked: Joint charges! Now, up to three people can join their charges together to make summons and effects more powerful. This means that if you have a group of three people, you can hit up to 60 charge power in a newly summoned entity right now.
Now, it IS possible to have joint charges bigger than 3 people, but doing so requires GM permission, and I'm going to be sparing with giving permission for such endeavours. I don't want massive waves of bosses and elites all over the place.
EDIT: A note: joint charge summons will have less base attack proportional to their charge amount than non-joint charges, as a method of making joint charges less all-powerfully game breaking.
And that's it I think.

The Godmodder flies back overhead. Well GORILLA, looks like I got back too late. He points at Just. You. Your microbots were a pain in the neck. I don't like you. Anyways, it looks like you've broken ANOTHER one of my Guardians, although I can actually tank this loss, since it wasn't finished yet, still kinda frustrating, but whatever. He takes out a pair of fluorite dice. Time to roll the dice I suppose. The Godmodder tosses the Fluorite Duet up in the air, and watches them as they come down, grinning to himself.

The dice spin and flash and come up... two ones. Snakeeyes. Such a shame I was rolling for you guys. Guess I get a bonus. And with that a portal opens up, revealing a grey skinned girl with candy corn horns in a really doofy bright yellow and orange outfit. She comes through followed by a boy with really wide bull horns and wearing an even doofier bright blue outfit. Vriska Serket and Tavros Nitram summoned.

Meanwhile... up in orbit... crusher's team receive a hailing from one of the other ships. It is an odd angular shape, that doesn't look functional at all. It's also bristling with weaponry, so making whoever owns it mad is probably a bad idea. But they seem to be friendly from the nature of the hailing. The message they send is that they have an idea to try and get you down to the ground, and want to talk with your captain directly.

Everything ticks up. The Staff of Curing expires, healing up the terrible idea for 5000 health.
Itinerary:
Retain Entity Advantage!
Destroy the Godmodder


Distance: 0%

Main Battlefield:

Entity Advantage: [AG]

The Godmodder [PG]: Hp: 90/100. Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Vriska Serket [PG][Elite]: Hp: 688,000/688,000.Thief of Light: 1/2. All The Luck: 1/8.
Tavros Nitram [PG]: Hp: 413,000/413,000. The Windy Thing: 1/6. Page Ascendant: 1/12.
Boombot drones x87,000 [PG - JOEbob]: Hp: 1/1. 2/8 Critical Existence Failure.
TOG II* [N - TOG]: Hp: 48,000/100,000. 1 AC. Predator Armor [A] 4/5 uses.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 41. Pepsi Cans: 35
Daemonette [AG - eternalstruggle]: Hp: 10,000/66,000. 25% dodge. Plot Armor.
Spectre Knight [AG - enerald_,mann]: Hp: 255,000/300,000. Rapid Basic Attack: 2/3.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 147,000/160,000. 20000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 130,000/160,000. 20000 regen.
The Terrible Idea [AG - variant]: Hp: 20,000/55,000
Ursine Warrior [AG - The Blue Knight]: Hp: 5,000/5,000.
Bulldozer [AG - redstonetam]: Hp: 58,500/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Airbase 3 [AG - I Just Write]: Hp: 51,000/80,000. 20000 regen. Drones x0: HP: 10,000/10,000.
Krork Behemoth [AG - eternalstruggle]: Hp: 48,000/70,000. 8 AC
O-MECH [AG - enerald_,mann]: Hp: 61,000/100,000.
Plague Knight [AG - plague]: Hp: 28,000/50,000. Magic: 60/100.
Ever Expanding Fish [AG - TheBiggerFish]: Hp: 49,500/82,500. 2500 regen
Halk [AG - The Blue Knight]: Hp: 26,000/65,000.
Crusher48 [AG - Player]: Hp: 20/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 7/10.
ExistenceSuccess [AG - Player]: Hp: 20/20. Cryptographic Sequencer [A] 4/5 uses.
Pepsi Machine [PG - Talist]: Hp: ∞/∞
STRIFE: Blue Knight vs MirrorMan:
Mirror [PG - player]: Hp: 13/20. Regen. Marked 1 round. Disease By Vaccine [A]. Durability: 10/10. Blight: 5/5. Vaccination: 5/5. Toxic/Cure: 5/10. Hollow Blade [A]. Durability: 5/5. Target: TBK. Empty Shield [A]. Durability: 5/5. Target: Mirror.
The Blue Knight [AG - Player]: Hp: 17/20. Lúin [A] Durability: 3/5. Ides [A] Durability: 14/15
Bess [AG - The Blue Knight]: Hp: 5,000/40,000.

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

The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000. deactivated
??? [???]: Hp: 250,000/250,000
2 guns. [A]
disassembled white gun
Thina [PG - Player]

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 6/6 Ready.
Nuclear Core: owner: I Just Write. 1 use left.

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

[N]
existence success
W32Coravint: 2 posts
tricklejest: 1 post
heirolight: 3 posts
Darkside: 3 posts
TOG: Drizzle 5 round cooldown
fakerssundery: 2 posts
The Stranger: 1 post
MooGoesCow21: 2 posts

[PG]
JOEbob
MrMirrorMan. 11 health
Talist
 
Last edited:
"Okay, we've got an unidentified vessel hailing us, saying they have a plan relating to the orbital defenses. Is it a trap?"

As I'm in the middle of fixing the disaster that is the whole battlefield after the missile barrage (seriously, why would you design a mech shaped like that and NOT put a huge missile in its body?), I get interrupted by an unexpected hailing from Annabelle.

"Okay. That's odd. What's their plan?"


"I'm not quite sure. I'll keep up the communications, and relay them to you as soon as I can."

*****Meanwhile, in Space:*****

The Hyperstorm cautiously moves towards the mysterious vessel. Annabelle, the closest thing the Deathseekers have to a leader, opens the communications channel and discusses strategy with the mysterious arrival.

Meanwhile, on the other end of the system, Daraken's reinforcements arrive. These Kidnapper-Class Drones swarm nearby ships, latch onto them, and then force them into hyperspace, removing them from the fight and giving him control over their destination. He wasn't quite sure whether to send them back to his base for processing and analysis, or create a no-gods land by scattering them across the systems of his rivals and letting them set up their own civilization. He could learn quite a bit from studying the weapons of other universes, but he would get more definite results by using them as a distraction and third-party invasion force.

**********

Our forces had been devastated by the C-mech's last laugh. The Daemonette in particular was nearly dead, and she appeared crippled from the exertion in the fight. I would need more than a Wand of Lesser Vigor to heal her, so I developed a modification for the Multicannon that allowed it to shoot healing bursts. Then, I fired at the Daemonette to get her back up and out of death's door.

20/20 Chronal Accelerator
5/20 Mysterious Artifact
+2 @I just write
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.
    • Healing Burst Shots: Specialized rounds that heal instead of harming the target, essentially firing a healing spell instead of a bullet.
  • 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.
 
Last edited:
I pull out a bucket of grey paint, and pour it on the [AG] tag in my name, somehow turning it into an [N] tag.

I then splash the paint on the Godmodder.

something over all not very good: 5/10 (+3 from charges I had stored up, +1 from redstone)

+2 to @redstonetam15
 
18/20 c4
15/20 tnt
[14 unused charges of undecided use]
+1 mirror +1 talist
I greet the godmodder as he returns, and then quiet down for a bit. as he takes out the flourite duet, I loudly think (whatever that means) "yay, he's using my artifact!".
a short while later, the player actions actually start, and I decide to make a suggestion to him.
"Yo, godmodder man, I have a question."
"Remember back when you where giving pluses out to Me, Mirror and Talist?"
"Unless I'm remembering wrong, weren't we winning for a bit back then?"
"Why'd you stop?"
N
ow then, for acting, I'm going to give pepsiman a free pepsican (gotta remember that), then eat an Ursine Warrior, chewing it up, swallowing, and then realising humans weren't made to eat entire bears at once, and vomiting it up, sending its now-dead mush flying into into plague knight's face, knocking it over.
 
As the dust and smoke clears, the Daemon helps in precisely no way with destroying the Pillar, primarily because she's busy lying on the ground, groaning in pain. In a shocking (to no one) twist, being shot with multiple missiles and being left barely alive was not good for one's physical health and ability to stand up and do strenuous tasks like shoot energy blasts when that wasn't even a natural ability.

Crawling around for a while, she was soon able to get back up, albeit shakily, and take stock of the situation. Before she could do much, however, she was hit in the back by a Multicannon shooting healing shots, which sent her crashing right back down to the ground once again. "Thanks..." She muttered under her breath as she stood back up. Obviously the healing shots had actually healed her, so there was that.

Turning around as a shadow came over her, she recoiled a little as the Behemoth appeared from seemingly nowhere, just suddenly being behind her. "Gah! How did you do that?"

Looking rather puzzled, the Krork analyzes the still wounded Daemonette. "I think your ears no longer work. Mostly because you're bleeding from 'em."

"I don't need ears to hear things." The Daemon says with a dismissive wave of her claw. "I'm just off balance. The main question, then, is now what?"

"We recover from those bomb blasts." The Behemoth states in a matter of fact fashion. "And also deal with those gits." He added, nodding his head towards the pair of newcomers.

"Right, right." The Daemon said, concentrating. "Ugh, my head's also spinning because of new power. Now that my master's body is less constrained by the suppression field, more energy flows freely. I wasn't meant to control it, no ordinary mortal or immortal was. It's going to slow me down, just making sure it doesn't kill me. I'll have to act less." A mixture of curiosity and growing horror came across her face. "Obviously they are potent, but just how strong do these Descendants get if we have eight more power reducing Pillars to go?"

"Can't control your power? Pah, usually you Daemon-types are on the other end of this. Well as long as ya can ensure we keep pushing forward, I'll let it go." The Behemoth snorted derisively and turned back towards his enemies.

Grimacing, the Daemonette drew upon the excess energy to generate a temporary healing aura around the two, healing them both, regenerating wounds on real and partially real flesh as well as damage to weaponry and clothing or armor. Something to ensure they could not die from a stray bullet, or the equivalent thereof. Or at least healing that could take away the obvious signs of damage. Physical form was important to maintain, after all.
Charges:
Elemental: 16/20.
Sky Troops: 11/20.

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

Entity Orders:
Krork Behemoth attacks one of the Trolls.
 
(18 +Joe, from that one dop on page 47} 19/20 Something Missing: illogic

(18 +Joe, from that dop on page 47} 19/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @TheBiggerFish

A smash? Really? thanks, I guess...
What's the cooldown on those again?


Anyways, I make sure the TOG II* isn't killed by making it use up to 3 PA charges defending itself. If those are free actions or just don't happen, the TOG II* shoots Tavros.

Meanwhile, I attempt to bully and belittle Tavros to ensure that he cannot complete his quests, ascend, gain the confidence, ect. Basically, I bully him into being unable to reach his full potential, or at least, I try and delay it as much as possible.
If I'm lucky, Vasska'll get in on it too.
 
Last edited:
MAIN BATTLE(On Pause):[PG] 11/20 HP [A] Disease by Vaccine 10/10 [A] Hollow Blade Target:TBK 5/5 Durability [A] Empty Shield TARGET:M3 5/5 Durability
STRIFE:[PG] 13/20 HP Regen

Seeing as I'm now in a less than favorable situation, I decide to give myself another buff with Disease by Vaccine, injecting it into my neck, unless I can't have more than one buff on me at the same time, then a debuff The Blue Knight. "So, you're a geomancer? To be honest, I expected you to be a hydrokinetic, due to all of the blue. I guess cobalt and lapis are blue earth materials. So Lapis Magician, how are you enjoying this fight so far?"

5/5 Blight: Inflict extremely negative ailment upon a random enemy.
5/5 Vaccination: Give Random boosts to a random ally.
5/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

9/20 +3 from JOE
8/20 +1 from Talist
+1 JOE +1 Talist
 
Sktheh: 19/20
The Silent Shoveller: 6/20
+2 @DCCCV

Emerald offers to the Godmodder to play poker with no stakes, nothing, just a friendly game of poker, Texas Hold 'Em style
 
Last edited:
11/20. The Leader of the Order
4/20. RAGE
+2 Mirror
I show Vriska the games of MDickie.
Plague Knight uses Big Boom on Vriska, Tavros, and the Boombot Drones.
 
Taking a moment to regain my bearings, I see the two trolls. Some quick calculations tell me that both of them are likely faster than me, with the whole wings shtick and all. Oh boy, if they are who I think they are, we are going to be in for a fight. Wait. Who said that we had to fight them? Since I don't know enough about this situation, I decide not to engage them right away, not before I have a good idea of what's going on. Emerging from the wreckage, I scan Tavros, and Oilstone the Boombot Drones.

Forge:
SLOT 1 C-Mech Armour Plating and That Axe I used to strike at Door (Level ?, 2/?)
SLOT 2 C-Mech Armour Plating and That Wrench I used to "fix up" (Level ?, 1/?)

12/20 CHARGE SLOT 1
05/20 CHARGE SLOT 2 (+2 from Emerald)

+2 @Enerald_Mann
 
Last edited:
20/20 Lazor Beems (+1 from DC^3V) (USING!)
13/20 The Dragonborn (+2 from Enerald, +1 from DC^3V)

+1 to @Enerald_Mann and @DCCCV (Tag me if you give me +1s.)

LAZOR BEEMS
Redstone pulls out a phone and calls someone.
Hey, is the satellite all charged up?
Yeah, you want me to fire?
You know the drill. I'll send you the position of the targets.

Redstone types in a few numbers and sends them.

There are your coordinates.
Damn, these are precise.
Hey, I'm a robot, I'm good at math.
Regardless, fire.

I'm on it.

A light shines in the distance...
and fires a laser right at Tavros.

To explain all of this in a nutshell...


The Bulldozer runs at Vriska and shoots her.

Redstone puts down the phone and takes out an axe, drop kicks her, and slices her.
 
General Action: Back in the swing of things
Railgun shells rain down around the Godmodder, the being contemptuously batting them aside as they ask "Really is this all you've got? Did you really expect this to work?"

The only answer they receive is even more heavy munitions, shrugging them off casually.

Meanwhile, inside his command track, General Mack called out "Fire Spatial Distortion Cannon!" Meanwhile, at the exact same time in the Staging Dimension, the REMF called out "Fire Relativistic Munitions!"

The Godmodder's eyes widen as they read the following passage in the Update Terminal. Energies build up inside one of the tanks, a microscopic tangle of wormholes being forced into existence inside the accelerator, before being flung straight at the Godmodder at immense speed. At the exact time, thousands of light years away, a small probe moving at ridiculous speeds receives a signal to jump, forcing its own wormhole open to appear right in the Godmodder's face.

The Godmodder only barely had time to brace for impact before the weapons impacted, managing to bat away the relativistic projectile with their hammer at the same time as they curled into a ball to withstand the spatial distortion pulse. The Godmodder's location was ripped to shreds around them as the very fabric of existence twisted and warped, before eventually the distortions cleared, revealing the Godmodder still standing tall, only lightly singed from the bombardment they'd just endured... and with several infantry railgun bullets embedded in their butt where the REMF had shot them while they were busy trying not to get pulped by the heavy ordnance they'd just weathered.

Charges
Medical Department (20/20)(FIRING!)

Elemental (10/20)
Killsat (1/20){new!}
+1 @EternalStruggle
+1 @The Blue Knight

Medical Department
This is pretty much just a generic healer with the ability to self-target.

Entity Orders
Relief Forces: Heal Halk
Airbase 3: Launch Drones
Drones: Attack Tavros
Medical Department: Heal the Relief Forces
 
Last edited:
"Anyway, what next?" The Krork mused. "Now that we've downed that... thing, I guess we can attack this 'Godmodder' a bit more directly. Should be fun to pound him into the dirt."

The Daemonette shook her head firmly. "Not going to be so easy, I'm afraid. He's a tricky one, avoids damage via means of excellent defense. But now that we've done this, perhaps a blow to his pride?" She became absorbed in her own thoughts as she walked forward, the Behemoth just gazing at her, slightly confused as to what she was trying.

"HEY!" She yelled when she was close enough. "Now that we've taken down your second Guardian, maybe you'll believe me when I tell you the truth!" Before, her insults had been angrily deflected, but not this time. "Perhaps if I do it in song, you will understand?"

Grinning widely, she raised her human hand, index finger ticking sharply back and forth like a metronome as she composed her verbal assault. Clearing her throat and making sure her voice would be suitably refined and melodic, she began.

"One by one, the Pillars fall;
Guards too weak to force a stall.

Your minions are, far too frail;
A simple smack, from life they bail.
Lacking even basic might;
Seeing us is quite the fright!

And you're the worst with your energy field;
You'd be dead if not for a protective shield.
Without the power to fight off this strike;
Soon your head will be planted on a pike.

All that's left is to wait and see;
Whether you will fight or flee.
Because there's no way for you to win;
Nothing can save you, not even sin.

If these barbs made you pause and stop;
Then I'm afraid your health will drop!"
Charges:
Elemental: 17/20.
Sky Troops: 13/20.

+1 @The Blue Knight
+1 @I just write
 
(20} 20/20 Something Missing: illogic [HOLDING]

(20} 20/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans [HOLDING]

+2 @JOEbob


I heal up the TOG II* and prepare to unleash my charges... next round.
 
Back
Top