Shouts:
Lok Vah Koor: 20,000 Damage Cost. Changes the weather to Clear for 5 turns.
Gaan Lah Has: 20,000 Damage Cost. Deal 10,000 damage to an enemy and gain 7,000 HP.
Zun Haal Viik: 40,000 Damage Cost. Disable an entity's ability to attack for a turn.
Fus Ro Dah: 40,000 Damage Cost. Remove 2 entities from the field of battle for a turn.
Su Grah Dun: 70,000 Damage Cost. Give an ally or yourself double action next turn.
Od Ah Viing: 200,000 Damage Cost. Summon an immensely powerful dragon for 3 turns (Elite stats.)
Plague
A small drop of liquid drops on the Blightsteel Colussus. It slowly grows bigger, and bigger, and bigger...
You all see that it has vaporized the hand of the Blightsteel Colussus. It climbs up the Blightsteel Colussus's arm, slowly devouring it, bit by bit.
The grey goo makes its way to the torso. It decides to ignore it and eat the other arm instead.
Then it goes down the legs, and the Blightsteel Colussus falls to the ground, helpless.
Then the torso is eaten.
Finally, desert. To this grey goo, the head of its victim is the tastiest. It gobbles it up...
And starts to rumble. Its mass has become too great. It bursts in a monochrome light and out comes chunks of the Blightsteel Colussus from every angle.
The Dragonborn uses Gaan Lah Has on the Terror Ravager Bot.
Redstone takes a giant hand and crushes the Boom-Bot core with it.
FAQ
I read section [4.1]
General Action: Suplex Champion
As the Blightsteel Colossus trudged forwards, I stood in its path, unwilling to yield. The massive machine raised its foot above me as it prepared to stomp down and crush me, but I was ready. My cybernetic enhancements hummed with power as I grabbed the titanic machine's foot, and with a mighty heave began pushing it back up, and away from me.
Diverting power to my leg-mounted thrusters, I began to rise further into the air, pushing the Blightsteel Colossus' leg further up as I did so, rising until the machine's knee was bent as far as it would go. Then, I tilted backwards, lifting the entire Colossus over my head, swinging it backwards. The titanic construct rose into the sky as I flipped it over, and then I brought it down as hard as I could, the head of the colossus being slammed into the ground at supersonic speeds even as the machine's immense weight came down right on top of its neck.
As the Blightsteel Colossus began to right itself, I began readying for my next attack.
With the vast majority of the AGs suffering from Radiation Poisoning, it was imperative to arrange rapid medical treatment for as many of them as possible. To that end, a new high-tech medical robot was called to the field, able to easily handle multiple patients at once.
Rapid Response Traumabot
-This is a healer with 15k heal-power.
-Anything the Rapid Response Traumabot heals is immediately cured of all negative status effects.
-The Rapid Response Traumabot can evenly divide its healing between up to three targets.
-This Entity can self-target.
Entity Orders
Rapid Response Traumabot: Go first among my Entities, heal the Technocratic Invasion Forces and the Medical Department.
Medical Department: self-heal
Technocratic Invasion Forces: Attack the Blightsteel Colossus
CV-309 Drake: Attack the Blightsteel Colossus
I was taken aback at how the Mirror-Think was able to mimic my speech, but quickly regained my composure again.
"Thank you for your advice," I said. "I wish you good luck. By the way, do you have a chat client I can communicate to you on, so that I don't have to come here again? That would help a lot, in the event I ever need to contact you again."
With information exchanged, it was time for me to get back to my side. Since I expected my compatriots to wonder what I was doing over here, I decided to put on a bit of a show, by attempting to steal the Darksteel Jeep.
Getting onto the Jeep was the easy part; every time I fell off, I just Pulled myself back on again. However, getting in was much harder.
I first tried to Riot and Soothe the driver into stopping and getting out of the vehicle, but nothing happened. Then I realized that since the armour of the security guards back in the castle was
made of meshes and advanced materials from a number of different universes, using the fictional rules of a number of different places in tandem to strengthen it(,)
their helmets probably had aluminum in them. I couldn't believe it. The Godmodder was so paranoid that he actually gave his soldiers tinfoil hats.
I got into the Jeep after many attempts to use Ironguard to phase through and fall onto one of the nonmetal seats. Several times, I missed and fell through the Jeep and into the sand dunes instead. On my fourth try, I successfully fell through the roof into the side seat, where I knocked out the driver with great difficulty, left him hogtied next to an oasis, and took the vehicle for myself.
Running a hand over the hood, I determined that the Darksteel Jeep did not have a coat of paint, and instead relied on the inherent magical properties of the metal used in it's construction to protect it from the elements instead. I could also tell that aside from the tires, windows and mirrors, the Jeep was made entirely out of Darksteel. I hazarded a guess that the Jeep was originally just a regular Jeep, until it was purchased and somehow transmuted into it's current form, since it was unlikely that the Godmodder had a Jeep-making facility on this planet. I also realized that saying Jeep a bunch of times was really awkward. Jeep, Jeep, Jeep. Wow, it really makes you wonder how it got that name. Summoning a bucket of paint, I wrote [AG] onto the hood.
After I had finished waxing lyrical over the Darksteel Jeep, I opened a door, I found that the interior was just as amazing. With an onboard computer with Voidic Internet access; shaded windows, which were made from transparisteel; a Heads-Up Display and even Plane-Jumping technology, these upgrades must've cost a fortune. If I sold this on Rift, I could probably live comfortably till the end of my days. However, I'm not going to.
Taking the wheel, I drive back towards the the AG side of the battlefield while having the computer read out loud to me what section 3.3 of the DTG GameFAQs says.
However, I don't stop when I drive back into allied territory. Instead, I keep driving and set up a dimensional portal to go through. As a gate to the Highway Dimension opens up before me, I phase through the Darksteel Jeep and let it fall through the portal. I smell the scent of melted asphalt, the sign that the Road Gods have accepted my sacrifice. They have granted me a boon. I ask of them to send me their greatest champion. They comply, and the Street Fighter emerges from the gate, Ready to Rumble.
Street Fighter, 300,000/300,000 HP, Attack 40,000
PASSIVE: Speed Limit. The Street Fighter can only take a maximum of 30,000 + (1,000*the distance gained since the Street Fighter was summoned) damage each round.
Curb Stomp 1/3: The next attack that hits the enemy struck by this will be a critical.
(Literally) Hitting the Road 1/4: The Street fighter only takes 75% Damage from enemies this round, but doesn't attack.
@pionoplayer I know, we need to discuss how this works.
Charges?
15/20 CHARGE SLOT 1, 5 Charged used to make sure that the Darksteel Jeep is down
17/20 CHARGE SLOT 2 (+2 from Crusher, +1 from Redstone)
20 Charge from Emerald used!
50-Charge Token Also Used!
Entity Orders:
Everything attack the Boombot Core I. Ebony Guards, use Miasmic Enterprises. If the Boombot Core I is down, attack a Darksteel Golem instead.
FAQ
Section [3] is beamed to the Technocracy's intelligence department for them to analyze.
General Action: PURGE
Having backed off to a significant distance from the Blightsteel Colossus, I readies my next attack; a plasma cannon made by Official Technocracy Armaments GRC. Powered by anti-iridium pellets with a mass of 0.1 grams, this monstrosity of a gun was more than capable of putting a hole through the vast majority of targets. The only real downside was the relatively low effective range.
Charging forwards, I opened fire, mass annihilating inside my weapon as tremendous amounts of energy were unleashed for a man-portable weapons system. The blast of plasma was focused by the gun's built-in gravitic systems, flinging the chunk of superheated Lithium straight at the Blightsteel Colossus at a significant fraction of C.
[3/? some other
possibly at 2/? if talist posts]
2/? stuff.
+1 mirror +1 TOG
I thank TOG for the predator armor. now I'll have an easier time not dying! and no, I wasn't planning on giving it to the godmodder, he already has a ton of artefacts.
as for actions, if I succeeded with summoning the pyramid as a thing before, I heal the boombot core, dropping large blocks of wood around it that have been meticulously carved to look like it. now, these blocks of wood don't look enough like it (being made of wood) to give an attack shield, but the wood is livingwood, and everyone knows that there is no difference between the life force of trees and humans and robots, even though trees use sugar and humans use ATP and meat and robots use electricity!
what do you mean it doesn't work that way?
fine, then I burn all the livingwood copys to power a generator to activate a time machine to accelerate a human's growth so they can grow big enough to turn a crank to power the bot core I.
what? are you saying that isn't an efficient method either?
well the real method of healing is descendancy anyway so it doesn't really matter does it.
if I didn't succeed with the pyramid thing last post, the bot core copys roll around and trip the next few people to attack the bot core I, causing them to fall into the apparently not-a-boss pyramid and as such redirect the attacks into it. probably the ebony guards and pixel swarm, or something.
the 2 20's, using.
20/20 Expending, summons the dark dragon (detailed last round)
20/20 Expending, summons the light dragon (detailed last round)
18C Boat core summon: not going to be the boat core any more, I just got the perfect opportunity for something else.
new: 20/20 pyramid. +4 last round, +10 charge token. +2 TOG +1 mirror +1 mirror (this charge affects the pyramid directly, the 18 makes the pillars and bombs) +1 TOG
the pyramid sits there. nothing happens for a while...
then, the first hit to strike it,well, strikes it.
the pyramids eye opens.
pyramid boss except not actually a boss or anything, themed after a dream and stuff summoned!
?????HP (as in idk how much)
every so often, cast a flame orb attack. the attack has a default target (chosen by the entity) which can be redirected as a free action by the target over the next turn into anyone other then the pyramid who attacked them that round.
lava pit: is surrounding with a lava pit just barely wide enough that to preform a non-ranged attack an entity or player must stand right on the edge of the pit.
pig spawning: every turn, spawns a corrupted pig. the pig HP is equal to the flame orbs damage divided by the amount of turns it takes to spawn a new flame orb, meaning the flame orbs perfectly counter their spawn rate if redirected. if like 8 pigs are alive at once, they gain the passive: chain attack. when they all attack the same target, they gain a 80% counter chance (dealing 1,000 damage when countering) against non-flame orb methods.
static position, decent range: the pyramid is stuck at this distance meter section, its not really moving or anything. it can use flame orb when you are between 40 and 60% distance, the pigs can attack and follow between 45% and 75% (they are more willing to fall back then advance.), and the lava pit only really applys at 50% distance since otherwise your not going to be close enough for it to matter.
things don't disappear when your not looking at them: the pyramid's still going to be here if we continue on in the game or whatnot. if someone revisits the pyramid without it being directly destroyed by a player, it will still be here, and they can still be attacked by it.
Sleep effect: when someone is flying to avoid the pigs and lava, and plans to or could reasonably rain down ranged attacks on the pyramid,they will fall asleep, dissabling their flight temporarilly so as to render this tactic ineffective.
4 pillars appear around the pyramid. they probably do something.
there are also 4 bombs, pointing down, around the pyramid. for some reason. they float in the air and spin around it. they might do something, who knows what though I'm leaving most of this open.
A tainted pig who just spawned, as a flame orb flys towards it. there are similar spawning areas at each corner of the area,
the pyramid viewed from head on. I think its eye colour was blue so its blue here. as well, the player is using hammer throw from the thor kit on it.
the pyramid from the top. a fire orb is forming.
the lava pit is clearly visible. there is a 2-block gap between the pyramid and the pit, making the "can barely hit pyramid" thing accurate, bombs are visible floating and the eye is looking up.
I would prefer for this to not trigger a smash regardless of its capability [doubt its capable but I don't want to take chances, I has planses.]
[mostly there to give a clearer idea of what I'm thinking of.]
new: 2/? some other +1 TOG
if talist later posts, some other activates at 3/3 and makes a wall to protect the boombots (but not the core) for the rest of the round, before exploding when status tickdown happens.
new: 1/? stuff.
+1 mirror +1 TOG
sidequest: I hop up the exhibit, and investigate the crystals. are they really glass, and if so, are they enchanted? if the answer to these questions are yes and no respectively, and they don't seem like they could be used as fuel, then I go looking for weapons instead. otherwise, I harvest them into a pocket dimension.
Entity orders!
bot core I uses bot core II with the thing that I asked piono whether it works with the boombox special before.
comically large bomb(bot) refrains from exploding. again.
the drones swarm.
MR entity advantage does something to specter knight.
dark dragon: use shadow tendrils on the egg fleet flagship.
Light dragon: use your healing active on the reaver bot.
if the pyramid has flame orb this round, it targets the flying fortress.
if the pillars can do anything, they try to attack the flying fortress.
normal action:
I walk up to specter knight, and slam him into random living and health and immortal things, as dead things heal him, so living things that cannot die will do the opposite.
Dragons of Light and Dark summoned.
I'm going to drop the pigs summoning thing just for simplicity's sake and so I can do this update in a semi-timely manner, as well as the sleeping thing.
Sidequest: You hop up to the crystals. Yep, it's just purple glass. Nothing but a model.
You hop around the entire museum, and the only weapon you find is an antique flintlock rifle that was too worthless to be taken by the Godmodder's lackeys when they came through here earlier.
"So, I'm back and- my god you're a mess." I said as I looked down on the Daemonette who was vomiting up prodigious amounts of blood. Frowning, I wave a hand about to stop that nonsense, and the portal to some Khornate literal blood sea in her throat clears up as she stops taking damage. I didn't think radiation poisoning could even affect Daemons. Well, shows what I know. "Now that's solved, I'd like to talk to you for a moment."
She looks up almost hopefully, albeit with more than a hint of wariness. "So, you've come back to the field? I suppose that's-"
"It's not anything." I cut her off immediately. "Because I'm out of here. You still have a story to be told but I'm finished. I'll be on call if you bite it down here, but otherwise you should get on with maturing and stuff. I'm off to your home to partake in some maximum over-hedonism myself. You'll still have all my power and stuff, most of it at least, so you should be more than capable of doing your part. This seems awfully sudden and stuff, but trust me on this one. For the moment between me being resurrected due to anger at the legal system and me coming down here to retrieve my body and get going, I checked some stuff. This is for the best."
"But-"
Before anything else could be said, I opened a Warp Rift with my mind and hopped through it. That Daemon was stuck at a strange halfway point between human and inhuman, and she had to come to terms with that herself. As far as I could tell, there was no way around that without just rewriting entire parts of her mind, which was questionable to say the least.
Of course, I didn't leave without giving a gift.
Charge Unleashed!
Through the portal came through a most angered Daemon from the other direction. Vor'hakk, a member of the Sixth Host, the Bloodthirsters of Insensate Rage. With wings and a giant axe, he was ready to slaughter some enemies. No way he was listening to any orders though, he was too busy being angry and scoffing that a mere Daemonette was on the field and declared significant just because it had developed fashion sense. Still, the PGs would feel the pain quite badly from the fighter, both strong and surprisingly fast.
Bloodthirster:
80k HP, 20k Attack
Furious Assault: 50% chance to attack twice on a turn. If his original target is still alive he'll attack it again, if not then he'll choose another target randomly.
Rampage: Does not listen to orders, will attack a random PG target every turn, well, randomly.
Assuming Rampage counts at all for extra HP, this is actually fully balanced, surprisingly. The math does check out.
Charges:
So It Comes Down To This: 20/20, used.
You'll Regret This: 12/20.
Entity Orders:
Daemonette cleans up all the blood she coughed up.
Krork Behemoth dies with glory.
Flying Fortress reactivates its first system, gaining a good amount of Regeneration, although nothing else yet.
Egg Fleet spends its free action to finally call in a new Battleship, and Shadow also causes a floating ruin to Come Crashing Down on top of the Blightsteel Colossus.
Repair Portal repairs the Fortress.
Bloodthirster rampages.
Our entire team has been hit by radiation poisoning. You should probably help with that.
Lorso Razo, teleports down to the battlefield and begins removing radiation poisoning from various entities. She starts with Tracer, an evasive individual with not very much stamina. Now, the problem with trying to put a heal on Tracer is that she's so mobile that she could just dodge Lorso's standard healing, which basically took the form of a fireball that just happened to heal its targets instead of burning them. So instead, she was forced to use the less flashy but more accurate technique of throwing a healing Magic Missile at her, which would be impossible for her to evade. This lower-strength heal was not enough to heal Tracer much, but it did get rid of her radiation poisoning.
Next up, she cured the Daemonette. She had, according to Varos, been a key aid to Varos earlier, and she might as well repay the favor.
Then, she lost track of her targets, and just removed radiation poisoning from random entities.
Meanwhile, Darius was shredded and thrown far away from the courtroom by the arrival of the Terror Ravager Bot. After drinking a healing potion, he gets back up and Scans the bot.
*****Entity Orders:*****
Supernova: The Supernova continues to pound the Blightsteel Colossus with its fusion lance barrage, hoping to bring it down before it could get its systems back online. The blightsteel colossus is not prioritized to evade this round, as it does not have its devastating special attack online.
Tracer: Tracer finally gets to pulse bomb the Blightsteel Colossus.
19/20 Mysterious Artifact
15/20 Beacon?
+2 @I just write
*TACTICAL DATA LOST*
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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.
Terror Ravager Bot: a massive robot empowered with Godmodding energies to make it even more terrifying. In addition to the scythes around the middle, it has a number of extra weapons attached on more frail mechanical arms.
Gets a small extra attack for every remaining Extra Weapon.
Whirling Death: The Terror Ravager Bot accelerates its spinning blades to extremely high speeds and tears through enemies with extreme prejudice.
Rain of Death: The Terror Ravager Bot takes advantage of its extra weaponry and unleashes a barrage of hurt upon its foes.
I 'read' something else from the guide, preferably something no one else has read yet.
Continuing with the forging of my alliance with Jobboe, I take the predator armor from the TOG II* and toss it to him. I do, however, stick a small bomb on it that is guaranteed to do damage to the Godmodder if he decides to give it to him, which I trust he wouldn't have done anyways.
[2]: Godmodding
Godmodding is defined, in simple terms, as the ability to force others to play by your rules. Godmodding is a form of reality warping based around framing things in a different light, such that you have an advantage from the get-go. This does not make them infallible, and indeed, Descendancy seems designed specifically to counter it.
Godmodding power is arranged into ranks, in order from weakest to strongest, Alpha, Alpha Plus, Beta, Beta Plus, Gamma, Gamma Plus, Delta, Delta Plus, Omega, Omega Plus, and finally the almighty rank of Psi. More on this in the section on Ascension however.
Godmodding is very dangerous, and seems to call Descended towards it, the two of which compound to make an extremely virulent mix, but that's a subject for later. For now, we shall be focusing on the many and varied powers of Godmodders.
I stare at the AG side for some time, finally coming to the realization that they are just as bad, if not worse, than the PG side. The godmodder didn't want this fight, they brought this fight to them, and have done horrible things to try and stop him before he can do anything to warrant such an attack. I guess what they say is true, 'He who fights with monsters might take care lest he thereby become a monster' and they didn't take care.
I throw various anti-undead explosive's, along with holy seals at Spectre Knight, so as to kill the undead being.
20/20 :AUGMENTATION: Suddenly, a portal appears over the BlightSteel Colossus, and down upon it rains more Blightsteel, layers upon layers of Blightsteel rain upon the Colossus. Metal rearranges, limbs are sculpted into more efficient shapes, shaper hands, thicker armor, and a more imposing figure is crafted. This heals the Colossus and removes its debuff.
4/20 Tools
3/20 For JOE+2 from JOE
+1 JOE +1 Talist
Eventually, I realized that my efforts to treat the entities afflicted with radiation sickness were futile. There was nothing I could do, and I felt terrible.
A short time later, I found myself sitting on a sand dune, reading the Treatise on Plot Forces. Upon finishing it, I had a clear idea of what needed needed to be done.
Reentering the conflict, I calmly walked past enemy lines. I expected something to attack me, but nothing did. I later found out that they didn't attack me because they knew what I was; a Descended, that there was no point in trying to hurt me. All of them shied away from me, except for Mr. Entity-Advantage, who was too weak to move. I could tell that he was close to being taken in by the Violet Knight. The PGs stood there in silence, waiting to see what I would do next.
"What are you waiting for? GO! Get this man off the battlefield, he needs immediate medical attention!"
I watched as the PGs scrambled to do as they were told. After I made sure that Mr. Entity-Advantage would get the medical treatment he needed, and that he would likely make a full recovery, I walked over to one of the PG Descended, the Mirror-Thing, and spoke to him.
"You seemed the most reasonable of the PGs, so I thought I should talk to you," I said. "I read a transcript of what you said in what the others think was a 'court'. I agree with what you said." While he takes in what I had said, I continued, "The people who make up the AGs aren't heroes. Most of them are morally ambiguous at best, and some are definitely terrible people; The Nuclear Explosion Elemental had made that crystal clear to me." I paused, taking a breath before I finished what I had to say. "I came here to ask for your advice. From what I know, you do not share the Godmodder's views, and are only participating in this conflict for the same reason I am, and want the same thing: to have this conflict with minimal loss of life. I was considering leaving the AGs entirely earlier, but that is no longer an option for me, as pretty much the entire multiverse is paying attention to what we do now. Now, I have to stay in order to maintain the appearance of unity within the alliance. So I ask you, not as an enemy, but as another person in need of help: what should I do? My side isn't a grand force for good, but has look like one, so that the people of the Void know which side to root for."
Mr. Entity Advantage removed from the battlefield.
You look over the Treatise On Plot Forces. It is unfortunately somewhat damaged. Actually, greatly damaged, large swaths of the essay are unreadable, but there are a few larger chunks that are available to read.
[tear]The Plot Forces, known individually as the Narrative and Conflict are an ancient legend that speak of two powerful forces that rule over the entirety of fiction, sheltering or destroying as they see fit, with a strength surpassing that of even the greatest demiurges and reality warpers. Now, there is no proof as to the existence of these so called "Greater Powers", just as the concept of Terminae remains at best speculation, and at worst a conspiracy theory. Some people, of course, combine the two and claim that the reason for the lack of terminae is the existence of the plot forces, but that remains a crackpot theory to even the most esoteric of voidic scholars. The two, would be, of cou[tear]
[smudge]Agents. No one knows why or how the Agents of the Narrative and the Agents of the Conflict came to be, or how their organization continues to function despite their spread and disparity, but the fact remains that they do, and their goals remain as enigmatic as ever. All that is really known is that the leaders of the two groups seem to be, respectively, the figures known as The Beacon, and the Shadow. Neither have been seen to act in the open for many voidic eons, but stories occasionally arise of great figures having met them in their dreams. Now, not all of the Agents of the Conflict are evil, just as not all of the Agents of the Narrative are good, but there does seem to be a strong correlat[scribbles]
The back of the last page seems to have some kind of hidden scribblings on it, smudging out everything, but there's definitely hidden writing, if only you had some way to read it?
The only clue as to what might be on it is the text written in bright yellow: BILL CIPHER WAS HERE
So his words were acknowledged? There was someone that was willing to ty and save people? He wanted to be happy, but he know how hard fulfilling that desire would be, but that didn't mean he wouldn't help. . . The mirror man speaks to the man that cares even for his enemies, with a voice quite similar to his own. ". . ., *sigh* I can't promise that my ideas would work, but the thing all players have is time to perfect an idea, so maybe using one of your charges to create a system/itme that, when an entity dies, instead of letting them die, it leaves them at 1 HP, sends them to a different, but habitable universe, and prevents them from being brought back to this one, unless the device is destroyed, but then the godmodder could use that as an excuse to bring back his soldiers while your's are not able to be brought back. You might have to turn it off for some fight's, like with a boss, as I'm sure you want your Spoils of War, maybe also say in your attack's that you, instead of killing them, just knock them unconscious and send them to an ally to bring them back to health and prevents them from rejoining this battle? While I want to say that there is a way for you to save yourselves from becoming monsters, but only a monster can survive this battle, so the only thing we can do for certain is try. I can assure you that one of my charges will go to this, but that's all I can do for you right now, but don't give up yet, you can still work to save as many lives as possible. Maybe ask the godmodder for help, he may be, well VERY hostile at first, but he still spared Sir Crossbell's dog. As far as I can see, it won't hinder him in anyway to allow this, maybe become an N focused on making healing entities so you make sure they don't die while you try to send them out of the battle? You should definitely ask for help from Thina, as well, she seems to want as few deaths as possible here. Also remember that some other AG's and N's may share your sentiment, so ask for their help and advice. Now it's time for you to put your wish into reality, and good luck on it, everyone needs some."
After that he goes to repair the Darksteel Jeep a bit, by buffing out scratches and dents in the hull.
Okay, there's another problem right now. Theres a whirling vortex of guns and blades on the field, and it threatens to tear our team to pieces if we don't do something about it.
I have an idea. See that pyramid over there? If I get the right launch angle, I could knock the giant bot into the pyramid, causing it to waste its offensive power against a terrain feature rather than against our team.
I attempt to run the data through my Ballistic Calculation System. Now, Silence and Annabelle won't have that data directly, but a direct mental link should be sufficient to transfer the information and get them into the right position. I also scan the pyramid, attempting to figure out what exactly it is. If its either not useful for blocking attacks (such as made out of jello) or if redirecting an attack into it would be a very bad idea (such as made out of TNT), I call off the attack.
The Supernova flies into position to line up with the Ravager and the pyramid. It rapidly spins around, opens its rear hatch (which is actually part of a portal to the cockpit of the Supernova, or something), and Silence disembarks. Then, it spins around to face the Ravager, and Silence activates his abilities and kicks off the Supernova's hull. The kickoff sent the Supernova back several kilometers, and sent Silence forward at the sort of speeds you would expect out of Superman. Aiding him was a huge wave of telekinetic energy supplies by Annabelle, pushing him to go even faster and gain even more kinetic energy.
Further, before impact, he augments his powers with a slightly weakened form of inertial mass increase. It isn't quite as much as an immovable rod's, but it does effectively increase his mass to about 100x normal for delivering devastating knockout impacts. Combine that with his flat-out absurd toughness, and he is an unstoppable impact hitting a not-quite-immovable object. The Terror Ravager Bot manages to stay on the ground, but it tips over to the point of shredding the earth and creating a huge dust cloud before recovering.
Silence then kicks off of the bot, and flies back towards the Supernova, as the Ravager is sent backwards at high velocity. The Supernova, already back in position in just a few seconds, responds by opening a wormhole in front of it. Silence flies through one wormhole, and comes out the other flying right back into the Ravager. Sure, Wormhole the goblin might be the master of this sort of strategy, but Annabelle's picked up a few of the same tricks.
Several rounds of slamming into the Ravager bot, kicking off, switching directions via wormhole, and slamming back into the ravager bot occur before the Ravager bot's blades contact the pyramid. Then, one more impact occurs, hopefully smashing the Ravager into the pyramid hard enough to stop its spinning blades and stall it out temporarilly.
If Silence fails to redirect the Ravager's blades into the pyramid, he opts for the simpler solution of turning invulnerable, maxing out his inertial mass, and getting in the way of several blades, causing the Ravager's blades to hopefully shatter against him (this is aimed at the Ravager's extra weapons).
Then, I expend some built-up resources to create a support center, the Arcane Repair Beacon. The beacon targets the Supernova..
Health: 80000-100000
Arcane Repair: Each turn, the Arcane Repair Beacon adds a stack of Arcane Repair to a chosen entity, giving that entity 5000 regen per turn per stack of Arcane Repair. These stacks last until the Arcane Repair Beacon is destroyed, and then decay at the rate of one per turn afterwards.
20/20 Beacon?
16/20 Something
+2 @DCCCV
*TACTICAL DATA LOST*
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
Base Defenses: Several advanced traps protecting my base.
7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
The war would carry on. That was seemingly the one constant. The war would always carry on. Not this war, but war in general. The power to bring forth legions at will meant this fight would not, could not end. The Godmodder had claimed that his power grew over time in a fight, becoming more mighty as a result of increased commitment and desperation. In addition, more time spent on fighting these lesser foes, not to mention the middling threats of the Terrors, meant more time for the Godmodder to upgrade or repair his powerful Guardians. She reckoned that despite the potential increased powers of their side that the 10th and final Guardian might be too tough for them. Assuming that the, say, 5th wasn't going to be. Perhaps they had already entered the position of stalemate, where the Godmodder was giving significant effort to such a degree that they could never push past him and reach the 3rd Pillar. Still, even if that was the case, then at least he couldn't hope to launch any kind of offensive, for if he took too much attention away from his enemies in the present, then being pushed back once again was likely. Regardless, fighting something that was more reminiscent of a trench war than the actual incarnation of trec warfare very much did not appeal.
In the here and now, however, there was perhaps some hope. Immediate tactics dictated that it might be important to maximize damage output, and to do that it would be smartest to crush the Boombot Drones. Now that some hacking to reverse targeting parameters had been helpfully done, it was possible to engage them in mortal combat and gain something from the affair. And so the Daemonette retrieved her knife and set forth to attack the Boombots, specifically a group not near the lesser Darksteel Entities, if that would help with target prioritization at all. She dashed through the horde, a whirlwind of devastation, knife piercing outer shell and setting off detonation sequences all around. She danced and danced through their ranks, path obvious due to the trail of explosions left in her wake, giggling as she did so. Finally, a corrupted asset could be turned against the enemy, her favorite thing! Well, one of her favorite things.
By the end of the deadly strike, thousands upon thousands of the machines were no more, having been destroyed to serve a purpose against their original intent. Yes, perhaps there would be a stalemate or a loss, but it didn't seem like they were quite there yet. Perhaps hope remained for them, and perhaps they would even see a victorious end eventually. For now though, it remained up in the air.
Charges:
You'll Regret This: 13/20.
Third Of The Triad: 1/20.
Shouts:
Lok Vah Koor: 20,000 Damage Cost. Changes the weather to Clear for 5 turns.
Gaan Lah Has: 20,000 Damage Cost. Deal 10,000 damage to an enemy and gain 7,000 HP.
Zun Haal Viik: 40,000 Damage Cost. Disable an entity's ability to attack for a turn.
Fus Ro Dah: 40,000 Damage Cost. Remove 2 entities from the field of battle for a turn.
Su Grah Dun: 70,000 Damage Cost. Give an ally or yourself double action next turn.
Od Ah Viing: 200,000 Damage Cost. Summon an immensely powerful dragon for 3 turns (Elite stats.)
Plague
A small drop of liquid drops on the Blightsteel Colussus. It slowly grows bigger, and bigger, and bigger...
You all see that it has vaporized the hand of the Blightsteel Colussus. It climbs up the Blightsteel Colussus's arm, slowly devouring it, bit by bit.
The grey goo makes its way to the torso. It decides to ignore it and eat the other arm instead.
Then it goes down the legs, and the Blightsteel Colussus falls to the ground, helpless.
Then the torso is eaten.
Finally, desert. To this grey goo, the head of its victim is the tastiest. It gobbles it up...
And starts to rumble. Its mass has become too great. It bursts in a monochrome light and out comes chunks of the Blightsteel Colussus from every angle.
The Dragonborn uses Gaan Lah Has on the Terror Ravager Bot.
Redstone takes a giant hand and crushes the Boom-Bot core with it.
As the Blightsteel Colossus trudged forwards, I stood in its path, unwilling to yield. The massive machine raised its foot above me as it prepared to stomp down and crush me, but I was ready. My cybernetic enhancements hummed with power as I grabbed the titanic machine's foot, and with a mighty heave began pushing it back up, and away from me.
Diverting power to my leg-mounted thrusters, I began to rise further into the air, pushing the Blightsteel Colossus' leg further up as I did so, rising until the machine's knee was bent as far as it would go. Then, I tilted backwards, lifting the entire Colossus over my head, swinging it backwards. The titanic construct rose into the sky as I flipped it over, and then I brought it down as hard as I could, the head of the colossus being slammed into the ground at supersonic speeds even as the machine's immense weight came down right on top of its neck.
As the Blightsteel Colossus began to right itself, I began readying for my next attack.
With the vast majority of the AGs suffering from Radiation Poisoning, it was imperative to arrange rapid medical treatment for as many of them as possible. To that end, a new high-tech medical robot was called to the field, able to easily handle multiple patients at once.
Rapid Response Traumabot
-This is a healer with 15k heal-power.
-Anything the Rapid Response Traumabot heals is immediately cured of all negative status effects.
-The Rapid Response Traumabot can evenly divide its healing between up to three targets.
-This Entity can self-target.
Entity Orders
Rapid Response Traumabot: Go first among my Entities, heal the Technocratic Invasion Forces and the Medical Department.
Medical Department: self-heal
Technocratic Invasion Forces: Attack the Blightsteel Colossus
CV-309 Drake: Attack the Blightsteel Colossus
[4.1]: Universes
Universes are tricky things, they seem to follow different sets of rules in different parts of the Void, but it is a well accepted fact that all universes at least start out telling with being the backdrop for a story that was told somewhere else. In this manner, all of the Multiverse is fictional in and unto itself.
Universes usually follow the path of a story, as well as the world around and containing it. Even the most superficial of stories can have massive sprawling worlds with intricate physics and magic systems dedicated entirely to making the events of the story possible and feasible within their own world.
From outside, universes are like big balls of light in the darkness. There are ancient tales of beings who used to feed on this light, and there are known to be beings capable of destroying entire universes in a single go, but the latter are incredibly rare, and the former have been extinct for a long time, even by Voidic standards.
Really, the important thing to remember is that universes run by their own separate rules, but when a being enters a universe they're not native to, they bring the rules of their own universe along with them. The interactions between universes' rules can be… interesting, but usually things tend to balance out in favor of things integrating as smoothly as possible. Much akin to the technology of the Orks from the universe of Warhammer 40K, (if you are not up to date with standard Human Earth literature and pop culture, you should try and find yourself information on it, as the vast majority of universes are based around stories from there.) things tend to work because they should, not for any real discernible reason.
I was taken aback at how the Mirror-Think was able to mimic my speech, but quickly regained my composure again.
"Thank you for your advice," I said. "I wish you good luck. By the way, do you have a chat client I can communicate to you on, so that I don't have to come here again? That would help a lot, in the event I ever need to contact you again."
With information exchanged, it was time for me to get back to my side. Since I expected my compatriots to wonder what I was doing over here, I decided to put on a bit of a show, by attempting to steal the Darksteel Jeep.
Getting onto the Jeep was the easy part; every time I fell off, I just Pulled myself back on again. However, getting in was much harder.
I first tried to Riot and Soothe the driver into stopping and getting out of the vehicle, but nothing happened. Then I realized that since the armour of the security guards back in the castle was their helmets probably had aluminum in them. I couldn't believe it. The Godmodder was so paranoid that he actually gave his soldiers tinfoil hats.
I got into the Jeep after many attempts to use Ironguard to phase through and fall onto one of the nonmetal seats. Several times, I missed and fell through the Jeep and into the sand dunes instead. On my fourth try, I successfully fell through the roof into the side seat, where I knocked out the driver with great difficulty, left him hogtied next to an oasis, and took the vehicle for myself.
Running a hand over the hood, I determined that the Darksteel Jeep did not have a coat of paint, and instead relied on the inherent magical properties of the metal used in it's construction to protect it from the elements instead. I could also tell that aside from the tires, windows and mirrors, the Jeep was made entirely out of Darksteel. I hazarded a guess that the Jeep was originally just a regular Jeep, until it was purchased and somehow transmuted into it's current form, since it was unlikely that the Godmodder had a Jeep-making facility on this planet. I also realized that saying Jeep a bunch of times was really awkward. Jeep, Jeep, Jeep. Wow, it really makes you wonder how it got that name. Summoning a bucket of paint, I wrote [AG] onto the hood.
After I had finished waxing lyrical over the Darksteel Jeep, I opened a door, I found that the interior was just as amazing. With an onboard computer with Voidic Internet access; shaded windows, which were made from transparisteel; a Heads-Up Display and even Plane-Jumping technology, these upgrades must've cost a fortune. If I sold this on Rift, I could probably live comfortably till the end of my days. However, I'm not going to.
Taking the wheel, I drive back towards the the AG side of the battlefield while having the computer read out loud to me what section 3.3 of the DTG GameFAQs says.
However, I don't stop when I drive back into allied territory. Instead, I keep driving and set up a dimensional portal to go through. As a gate to the Highway Dimension opens up before me, I phase through the Darksteel Jeep and let it fall through the portal. I smell the scent of melted asphalt, the sign that the Road Gods have accepted my sacrifice. They have granted me a boon. I ask of them to send me their greatest champion. They comply, and the Street Fighter emerges from the gate, Ready to Rumble.
Street Fighter, 300,000/300,000 HP, Attack 40,000
PASSIVE: Speed Limit. The Street Fighter can only take a maximum of 30,000 + (1,000*the distance gained since the Street Fighter was summoned) damage each round.
Curb Stomp 1/3: The next attack that hits the enemy struck by this will be a critical.
(Literally) Hitting the Road 1/4: The Street fighter only takes 75% Damage from enemies this round, but doesn't attack.
@pionoplayer I know, we need to discuss how this works.
Charges?
15/20 CHARGE SLOT 1, 5 Charged used to make sure that the Darksteel Jeep is down
17/20 CHARGE SLOT 2 (+2 from Crusher, +1 from Redstone)
20 Charge from Emerald used!
50-Charge Token Also Used!
Entity Orders:
Everything attack the Boombot Core I. Ebony Guards, use Miasmic Enterprises. If the Boombot Core I is down, attack a Darksteel Golem instead.
You attempt to take out the driver of the darksteel jeep... only to find that it's another darksteel golem! You deal 5000 damage to the driver in your kerfuffle, but successfully take control of the jeep.
[3.3]: Update Terminals.
Update Terminals are odd constructs, they appear to be computer terminals, complete with keyboards of whatever language, but they only activate when a Godmodding War has begun, or is beginning. A Host will be found to run the Terminal, usually a figure of Voidic significance, and then the "game" begins.
Fourth wall cognizant characters have noted that it often feels like the entire thing is written down in walls of text, almost in the form of a forum game, or adventure of some kind.
In short, Update Terminals act as a power limiter on Godmodders, interfering with their powers, (and frequently, the powers of others) as a method of accelerating the process of the war. Narrating it away from dead ends and towards more favorable outcomes.
Nobody knows exactly how Update Terminals work, but the point is that they work. Although in some cases it has been heard of the "Game Master", the official term for the Update Terminal's Host, being pulled through portals or other such anomalies onto the battlefield proper, where they frequently find themselves subject to the same gamut of deadly life threatening hazards that others on the battlefield are faced with, and without Descendency of their own to protect them, often perish, facilitating the rise of a new Game Master.
This is dangerous, because the first person to take control of the empty Update Terminal will become the new Game Master. This has been Descended, summons, on a few disastrous occasions even the Godmodder in question themselves!
Update Terminals are not a power to be trifled with, but should all go smoothly, the existence of such will be a blessing, not a burden.
You use the cryptographic sequencer on the Terror Ravager Bot and encrypt its targetting program, causing the attacks of all of its secondary weapons to hit random targets for the next two rounds.
FAQ
Section [3] is beamed to the Technocracy's intelligence department for them to analyze.
General Action: PURGE
Having backed off to a significant distance from the Blightsteel Colossus, I readies my next attack; a plasma cannon made by Official Technocracy Armaments GRC. Powered by anti-iridium pellets with a mass of 0.1 grams, this monstrosity of a gun was more than capable of putting a hole through the vast majority of targets. The only real downside was the relatively low effective range.
Charging forwards, I opened fire, mass annihilating inside my weapon as tremendous amounts of energy were unleashed for a man-portable weapons system. The blast of plasma was focused by the gun's built-in gravitic systems, flinging the chunk of superheated Lithium straight at the Blightsteel Colossus at a significant fraction of C.
[3]: Counter Godmodding
Counter Godmodding, the art of fighting a godmodder. It is much more difficult that one would expect, which is saying something because from the list of weapons and defenses given in previous sections it seems like quite a daunting task.
While it is possible to defeat lesser godmodders using more conventional means, it is very difficult to do, and you cannot do it through brute force alone. In order to defeat a Godmodder you must bring new and fresh ideas to the table constantly, bringing up new weapons, new techniques, new warriors CONSTANTLY. Waging war on a lesser godmodder is something that most empires and the like cannot afford, it is simply too costly to throw millions, billions, trillions of regular troops at a Godmodder in the hopes of dealing even a smidgen of damage.
There are a few things that make fighting higher level Godmodders possible, namely Descendency and Update Terminals, however, there are others who will spend their time fighting Godmodders and all three of these will be covered in their own subsections.
[3/? some other
possibly at 2/? if talist posts]
2/? stuff.
+1 mirror +1 TOG
I thank TOG for the predator armor. now I'll have an easier time not dying! and no, I wasn't planning on giving it to the godmodder, he already has a ton of artefacts.
as for actions, if I succeeded with summoning the pyramid as a thing before, I heal the boombot core, dropping large blocks of wood around it that have been meticulously carved to look like it. now, these blocks of wood don't look enough like it (being made of wood) to give an attack shield, but the wood is livingwood, and everyone knows that there is no difference between the life force of trees and humans and robots, even though trees use sugar and humans use ATP and meat and robots use electricity!
what do you mean it doesn't work that way?
fine, then I burn all the livingwood copys to power a generator to activate a time machine to accelerate a human's growth so they can grow big enough to turn a crank to power the bot core I.
what? are you saying that isn't an efficient method either?
well the real method of healing is descendancy anyway so it doesn't really matter does it.
if I didn't succeed with the pyramid thing last post, the bot core copys roll around and trip the next few people to attack the bot core I, causing them to fall into the apparently not-a-boss pyramid and as such redirect the attacks into it. probably the ebony guards and pixel swarm, or something.
The Terror Ravager Bot swings its blades round and round and round and right into the pyramid because crusher completely redirected its attack. 100K damage to the pyramid. It also unleashes a barrage of smaller attacks on... pretty much everything. 5000 damage to most entities on the battlefield, including itself. The boombots also deal 7500 retaliation damage to the core. The Blightsteel Colossus swings for the hyperstorm, O MECH, spectre knight and krork behemoth. The last two die. The Hyperstorm dodges.
The darksteel golems lob massive rocks up at the hyperstorm, dealing 30000 damage to the Citadel. The boombot Core activates Bot Core II, absorbing the fully charged bombbot, and exploding with light and activity, suddenly becoming larger and more powerful, but losing it's evolution special such that it can't evolve again... and it also loses its inverted status effect! The Bots are back to full strength! The Jury pass judgement on the Citadel, dealing an autocritted 48000 damage to it. The Dark Dragon uses shadow tendrils on the egg fleet flagship, for 10000 damage and two stacks of corruption. The Light Dragon restores 10000 health to the ravager bot, but fails to give it regen.
The TOGII* opens fire on the Blightsteel Colossus, blasting off 20K hit points. The bad Thing uses The Joke, inflicting Bad Jokes on the darksteel golems and Light Dragon for 5 rounds.
The Hyperstorm combines its fusion lance array and doles out 75K damage to the Blightsteel Colossus. the O MECH was not given proper orders and so idles. THe Ever Expanding Fish slams into the Blightsteel Colossus for 15K damage. The Medical department restores 15000 health to itself. The Flying Fortress reactivates some systems and gains some regen. Tracer drops a pulse bomb on the blightsteel colossus, dealing 35000 damage. The Dragonborn uses Gaan Lah Has on the terror ravager bot and deals 10K damage, regaining 7K health. The Ebony Guards use Miasmic Enterprises, dealing 30K damage to the boombot Core II, and inflicting poison for 3 rounds.
The Egg Fleet calls in a new battleship, and then drops a fortress on the blightsteel colossus, which is big enough that it takes the entire brunt of the attack for 55000 damage. Cuphead attacks the Blightsteel colossus, dealing 10000 damage. The repair portal restores 40000 health to the flying fortress. The Pixel Swarm attacks the Boombot core for 16000 damage. The Drake smashes its weaponry into the Blightsteel Colossus for 20000 damage. The Invasion force deals 10000 damage to the Blightsteel colossus and inflicts it with a status effect. The Bloodthirster attacks the darksteel golems, dealing 2500 to each of them. The arcane repair beacon applies a single stack of repair to the Hyperstorm.
Medical Department and Technocratic invasion forces get healed up to full and by 10K respectively, as well as cured of radiation poisoning. The Darksteel jeep gets caught on a rock and crashes, dealing no damage to anything. The Street Fighter punches a street right into the blightsteel colossus for 35000 damage.
The Godmodder grabs the ever expanding fish, and gives the O MECH a look. Here kitty kitty, come get the fishy. And the O MECH does. It comes to get the massive fishy, even when the Godmodder throws it into the Medical Department. the O MECH follows suit and jumps into the fortress, exploding violently and dealing 50000 damage to the department, and killing the O MECH and Ever Expanding Fish.
Since there's just SO MANY FLIPPING AG ENTITIES, the battlefield continues to push forward. +5% distance, ancient ruins available.
Everything ticks up and down.
Itinerary:
Destroy the Godmodder!
Defeat the Blightsteel Colossus.
Destroy the new Terror!
Keep the Supernova alive!
Kill the boombot core without activating the boombot's retaliatory abilities!
Kill the assorted PG entities.
Distance: 55% Main Battlefield:
Terrain: Ancient ruins (attacks can be redirected by player actions into the pillars, 5 pillars remain)
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:
DCCCV
I just write. 1 round cooldown.
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48. 3 round cooldown.
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126
TheBiggerFish:
[N]
existence success
W32Coravint: 1 post
tricklejest: 1 post
heirolight: 3 posts
Darkside: 3 posts
TOG: Drizzle
fakerssundery: 2 posts
The Stranger: 1 post
MooGoesCow21
Callback Prep
Having read the FAQ section on the Void, the Technocracy sets about developing the necessary technology to access it. This... will probably take a while.
FAQ
I read the thingy on Update Terminals.
General Action: Enjoy your snack!
Whipping out a tactical nuclear warhead, I punt it into the Blightsteel Colossus. With a loud crunch the bomb punches through the Colossus' head, before detonating inside it.
6/? some other +2 TOG
3/? stuff.
+1 mirror +1 TOG
Pebbletopia dop. Prelude. The beginning of the end. Aftermath
Action, and yet also a continuation of the dop.
Circumstantial simultaneity, an interesting concept.
it is not applied so often, but here, it does.
as the first blue archer loaded their arrow, a shiver went down their spine. an inexplicable cold rage came over them. in another world, this world, I did quite a similar thing, without the shiver but very much with the rage.
the arrow is loosed at the same speed, flys the same way, and the bowstring is the only difference. theirs fades, mine stays. I will fire many an arrow before this attack is over.
the jet sees the arrow coming, and the supernova's precognitive pilot predicts it. they both turn to avoid. the arrow in pebbletopia slams into the jets wings and tears off armor plating, ripping apart wires. the arrow I launched glances off shielding, after puncturing the first layer like its nothing, barely missing the supernova's cockpit, and then on the rebound, wing.
in case the animation itself was unclear for some reason, the arrows movement while visible was over the course of one frame, and as such may as well be instant. this is true for both the one just mentioned and the one that traps the supernova in place.
the pebbletopia jet, power source half removes, begins to fall. two arrows fly by and miss, each pegging an unseen jet head-on. in my world, the supernova is forced to dodge another arrow which bounces off the air, forcing the supernova to move in what is essentially a loop.
unseen, the pebbletopia jet crashes. the explosion is large, deadly to the inhabitant, and lingers.
we turn our attention back to the right side of the acid river. there is another jet. it flys unhindered, mostly.
similarly, the supernova flys straight ahead to wherever its next target may be.
they both see the next aggressor, in the supernova's case me loading another arrow, in the jets case another archer.
they both, in their own way, fire a blast of energy ahead of themselves, almost as a shield.
they both succeed in blocking that attack, their blast neutralized in the process.
at the same time, instantly, an arrow hits them from bellow, in the middle of the right wing.
I did say instantly. the arrow is moving over the course of one frame. try dodging that.
in the supernova's case, this is the first arrow I fired coming back to bite them, having bounced off the air somehow.
in the jets, the arrow was fired by another archer (sidenote: the math works out, a total of 6 arrows where fired in the video and there are 6 archers who lost their *super arrows.)
they are both stalled. I fire an arrow. an archer fires an arrow. both arrows stop, mid-air, in front of the stalled yet still held airborn vehicles.
celestial energy, source-less yet ultimately effect-less in pebbletopia and sourced from me in the main world, swirls around the arrow, and gathers on the arrowhead.
the arrows shoot forwards at one. the jet and the hyperstorm are sliced in half. somehow, they return to there prior momentum, as if the arrow before the slicer one time-froze them.
the halves split, they falter, they scrape against one another...
and they fall.
the jet, is dead.
the supernova is more complicated.
it Should be dead.
but descended powers can only enforce that which should be so strongly.
and there is too much power holding the supernova together for me to neutralize it so quickly.
even though my effectiveness is enhanced due to scanning its weaknesses the moment it arrived
somehow the bot core II helped there despite not existing at the time. dooooon't question it.
, I cannot defeat it in this one swoop. ...
the world bends, the world twists, the world shakes.
in the real, true world from which I type this text, rage does not grant one power.
in this world, it turns out, it does.
the rage is not over anything someone did here, don't worry about that. and no, I do not wish to talk about it.
regardless, there is rage. that is part of why the arrows could land. rage emanated from them. I suspect it is hard to focus on flying when one is suddenly experiencing a strong, source-less emotion.
the supernova warps, warps, its metal bends, its magic fades, its energy changes, its power cores drain, its hinges rust.
but, the two halves reconnect.
the supernova returns to flight, it soars anew, the magic returns, the metal reshapes, the power core refills, the hinges replace themselves without source, the energy returns to normal.
except for one of the many lights, a single glyph embedded within.
the one the bot core II cited as broken.
it was retroactively placed there by me. it is a rune of rage, and disrepair.
it absorbed every bit of damage I dealt the supernova, and will slowly spread and take over. in 2 turns time, the rune will have gathered enough control, and will explode for heavy damage. think of it as a mercy that ensures it will survive those many more turns.
this attack also bypasses the citadel bodyguarding.
He says he was acting purely to ruin my day.
That does not inspire mercy.
rath-
A templar arrives on the battlefield.
normally a templar being here would be very bad news for me. templars hate elementalists, and I am an elementalist.
but, aside from something I'll possibly reveal later, this templar is a little special.
they are special in that they arrived as a pure result of my decision to not leave the supernova alive.
they are special in that they are powered by descendancy. my descendancy.
you know, the way I treat my homeworld, its a lot like the world itself is a descended, and my character merely the main extension to anywhere outside.
indeed, the entire homeworld is controlled by me [barring the intervention of srovy] and that includes every inhabitant, every species, every star, every planet.
the templar blinks to the supernova, but they dodge out of the way with immense speed. the templar is undeterred. the templar's reflexes are immense. they can dodge an attack by another blinker. they blink above the supernova. it begins to fly back. they blink, focusing on the supernova's cockpit. blinking allows for transport through glass, as proven when a user of blinking blinked through a glass exhibit case to steal the best candy in the universe.
the templar lands inside the supernova. there was simply no series of movements that allowed the ship to move fast enough and change direction quickly enough to avoid the templar.
H a t e.
a wave of that pulses through the ship. everyone but the inhuman templar staggers, losing their concentration.
the templar points their polearm at anabel, the psychic or whatever. "Elementalist, magician, or dragon, whichever you may be, you are all the same. you gather friends as tools, to put in the path of harm. you do not give them safety, you place them as shields. you are unfeeling..."
their polearm activates. every type of weapon, amplifier, or device that could give an advantage in combat is sucked in, and the templar stores it in another place without a glance. "and you are all nothing without your weapons."
the templar twirls it polearm and charges in an instant. any powers the crew has activate in an instant and they instinctively try to block the blow.
they black out for a moment.
the lights of the ship are flashing red, some parts are broken, and there's a single hole through the ship from the polearm's jab which nearly killed the crew.
they haven't a chance. but then, a flash of hope. if they can just open a ship door and accelerate fast enough!
one crew member charges the templar as they slowly advance. knocked off-balance due to being focused on another crew member at the time. in that instant, the injured but still living Anabel accelerates the ship sideways, openning a door. the templar falls out and the crew member who charged the templar falls, splattering their blood on the rocks. the templar lands, uninjured.
the supernova fires a barrage of shots. the templar blocks each in turn, and dashes forwards. the pilot acts on instinct and precognition, acting to barely avoid each wave of energy or jab of force. if they interrupt this, they'd die.
the templar's attacks clash with the supernova's, over and over. each time the templar overpowers them.
the templar flashes forwards. "I already told you how we kill your kind"
"you are helpless without your weapons. that ship is a weapon."
they activate their polearm again. the supernova dematerializes and reappears attached to the polearm. the templar gets on the supernova.
they remove the supernova's direct attachment to the polearm, and the templar stabs the polearm into the supernova.
sensing an opportunity, the current pilot supercharges the right wings thruster. the electricity travels up the polearm and kills the templar, at heavy cost to the power cores.
they return to flight for some time, they continue to act, they preform their end-of-turn battle actions.
they feel... something. fear. the same feeling when the last templar came.
the last templar was alone. he was disconnected from the collective, and he was weakened.
two new templars arrive.
one holds a staff "the true lord demands you death."
"the templars will hunt you for all eternity."
its strange. in normal fights, there is often a certain degree of respect, if only for the opponents strength, and excitement, as you can only rarely go all out if you are this strong.
but with the templars there is none of that. there is only the urge to survive on the end of the attacked, and mechanical hatred on the end of the templars.
the pilot watches, waits. waits for the slightest twitch.
there.
the first templar blinks forwards, and at the same instant, the engines activate. the supernova speeds away.
for the first instant before they dodge, it Hurts.
being near a templar's aura burns at the skin, and the crew members are near it for that first moment.
it doesn't burn like the heat of fire though, it burns more like I imagine an acid burn would.
the supernova's weapons go offline for a moment, so the pilot physically charges the templar. it slams into their staff. the other templar watches as the staff deflects the blow.
its so strange, the templars don't charge any sort of energy into them. only one material is know that would not break under these conditions without being charged, and that material is shunned by the templars as a elementalist relic.
but their staffs do work, somehow.
the supernova is knocked back into the air. the aura burns at the crew members again for an instant, and their weapons come back online.
they fire fusion lances at the templar, but they are deflected by the templar armor just as easily as the staff deflected the physical assault. "do you know how we kill your kind?"
the staff activates and teleports the supernova. ready, the crew fires a series of fusion lances into the templars armor, turning the trick into a more advantageous position. they get in a single, concentrated, perfect hit.
it burns. they shudder.
they instinctively activate the engines at full, but its slightly too late.
how in the world did they manage to reposition themselves like that? they where dead ahead and clearly got hit hard. how did they get the crafts engines?
and how in the world does that staff have retractable blades?
the fight calms down for a moment.
did they at least hurt the templar?
there's a dent in their armor.
A Dent.
from landing a supercharged hit with all their weapons at once.
at point blank.
I've sort of written myself into a corner for the attack here; the templars are being depicted as much stronger then the supernova (which they are) and only dented by the full strength dropping at the same time(which they probably would be).
even if the crew has unmentioned combat abilities they can preform without any tools, they are clearly weaker then the supernova as they otherwise would not bother with having the supernova; if you have a tool for 100,000 damage, why bother with a craft with 80,000 damage that does not allow you to use said tool? as such, they cannot destroy the templars armor, or significantly injure them, or escape.
so the status-effect thing happens again, and the templars disappear. I sadly do not have enough time to fully pound them through the ground this round. oh well.
clarifying a bit about the weapon-stealing: it'd activate if the weapon is in another dimension [asestablishedwhenprotag1'sswordhasn'tbeensummonedfromthevoidyetandstillgetsstolen], is instant, could not be blocked by any known method. admittedly, however, the stolen blade was retrievable by casting it into the void and re-summoning it, so its not perfect.
even if they kill the templar (which would require more force then you would get from a point being at absolute zero interacting with one that is ~10,000 degrees Celsius to just break the chestplate), he can respawn. as he said, they will hunt you to the ends of eternity. as well, they have decently fast regeneration and do not bleed, merely leaking clay-like substances that fill the wound and heal them
EDIT: I have discovered that crusher, at least, misunderstood my purpose in this action, so I shall clarify here.
I intend to inflict an equivalent of the failing engines broken landing gear debuff, to activate in several rounds, partially because I don't think TOG'll want this dead yet, partially because part of my reason for doing this now is to release pebbletopia so having it take effect in 2 rounds would be better imo and partially because I want to chain multiple actions into this. Sidequest: I preform one last action within the museum: a single, instant, area-of-effect scan which checks everything in the museum for magic, for power, for being some form of fuel, or for being something I would have a greater then 62.3% chance to regret not taking if I was aware of it but didn't take it.
ENTITY ORDERS:
core waits for the boombot regen, before using boombot box. also, did the passive boombot[ with cocoon applied] generation trigger last round?
Dark dragon repeats its orders from last round,applying more corruption and damage to the flagship.
light dragon uses the regen-givey-heal on the bot core II, or if its dead, the dark dragon.
the pyramid shudders from the heavy blow its been dealt, before the eye somehow changes which side its on to follow the flow of combat. a spot of ground changes into sandstone, and rises. bosses are fought in arenas, and though the pyramid is not truly a boss, it is based on one, and so it can try to enforce this rule.
Shouts:
Lok Vah Koor: 20,000 Damage Cost. Changes the weather to Clear for 5 turns.
Gaan Lah Has: 20,000 Damage Cost. Deal 10,000 damage to an enemy and gain 7,000 HP.
Zun Haal Viik: 40,000 Damage Cost. Disable an entity's ability to attack for a turn.
Fus Ro Dah: 40,000 Damage Cost. Remove 2 entities from the field of battle for a turn.
Su Grah Dun: 70,000 Damage Cost. Give an ally or yourself double action next turn.
Od Ah Viing: 200,000 Damage Cost. Summon an immensely powerful dragon for 3 turns (Elite stats.)
The Dragonborn leaps upon the Boombot Core and hacks and slashes at it.
Redstone jumps into a battle vs the Light Dragon!
A spark of lightning appears around Redstone and he instantly gains his set of armor from A Fictional Land, consisting of a huge battleaxe and magic armor. Redstone quickly buffs himself up.
Redstone then immediately leaps at the Light Dragon and slashes with his battleaxe and quickly gets out the way as the Light Dragon casts a holy beam. Redstone runs across as the Light Dragon sweeps across the field.
Redstone takes out a rune and throws it on the floor. A priest appears and gives multiple buffs to Redstone. +25% All Stats! +50% HP! +40% Magic Resistance! +25% Regenerating Barrier HP! All for 3 hours! The priest begins to cast holy bolts at the Light Dragon, not dealing insane damage but helping and being able to survive due to a Priest's ludicrous Magic Resistance.
Redstone then shrinks his battleaxe with a rune to the size of a fire axe and takes a few more slashes at the Light Dragon. The Light Dragon flies up and attempts to take another shot at him but Redstone quickly dodge-rolls out of the way.
Redstone uses the Punishment Wave skill several times, the only ranged attack available for the Beserker subclass, but gives up as it does too little damage and throws down another rune with a bow on it. A Crossbowman appears and makes the mistake of using Standing Siege with Deadly Precision to attack the Light Dragon. While he does dish out a major amount of damage, he barely survives the beam of holy wrath that comes back at him. Thank the priest for having a Level 7 Instant Party Heal skill.
Together they manage to chip down the Light Dragon's health fairly, but it's not exactly fast, unlike some of the raids that happen in A Fictional Land. Then Redstone gets an idea. While dodging lightning bolts and beams of light, Redstone asks the priest to use his Teleport skill to teleport on the dragon. The priest gives Redstone a look that basically says "omg wtf why would you even think of doing that that is literally the dumbest thing I've ever heard", but eventually Redstone talks the priest into doing it and the priest complies, warping Redstone on to the top of the Light Dragon. He takes out the rune from his axe, making it grow again, and uses Standing Assault + Hack And Slash Fever, accumulating DPS insanely quickly.
Redstone eventually reaches 1,000,000 + 400,000 damage, and the Light Dragon falls to the ground, very very dead.
3 cats in a master ball, more cats and buns, some ancient weapons, Fake Religions, Ironic Personality Cults
(10 +2} 12/?? ?!??!?
(19 } 19/?? this one's for you, i guess
TOG II*: Shoot at the Big Bad God Man's Big Bad Boss.
Citadel: go bodyguard the TOG II*, since Joe's apparently nuking the Supernova? Too bad. I put a lot of effort into that.
I continue reading more of the FAQ, and wonder who on earth wrote it.
I also take the flare gun from before and shoot it and the bot again, for those delicious (mini-(???))crits.
Okay, we've gotten some protection from a guy known as TOG. He put his Citadel up to block incoming fire against our craft.
That was not a smart idea on his part. We could have dodged the incoming fire without him, and he opened himself up to getting gutted by the jury.
Still, he's trying to help, so I think we should repay him.
No, I think JOE's finally got his act together with his attack. Give me a minute.
So, it looks like I'm being going to be fired on by giant overpowered arrows. Not just that, but he's apparently also linking his attack to an attack in another universe to try to counter my evasive techniques.
His first mistake is thinking that a Hyperstorm flies anything at all like an actual jet. Yeah, space craft fly completely differently from jets. For one thing, the Hyperstorm relies on omnidirectional gravity-based drives, rather than engines at the rear and maneuvering thrusters. A normal Hyperstorm can pull about 100G of acceleration, which can be increased to about 1000G with some investment of psychic energy by the pilot. However, Varos put a nifty piece of technology on the Supernova, giving it the ability to lower its inertial mass and greatly increase its acceleration potential. When that is employed, the craft has 2000G of acceleration as a baseline, and could pull 20000G with a normal Hyperstorm pilot. With me at the helm, I was able to clock 50000G of acceleration at full strength. Which, for those of you without a knowledge of basic physics, is 490000 meters/second2. For reference, I can theoretically get this craft to change course by 245 kilometers in one second, and the craft can change course by 245 meters in a millisecond.
Even assuming I had just a millisecond to dodge, the area of the circle that I can dodge in relative to the firing location of the attack is 188574 meters squared. If you're trying to hit a target with a 5 meter radius (which is actually larger than the Supernova's footprint), and a total area of 78.5 meters squared, you have a whole 1/2402, or 0.04163%, chance to actually hit this craft. And against slow moving arrows, I have way more than a millisecond. Having your arrows bounce off of the air and try to home in on me doesn't really help when I can accelerate to such incredible speeds that they will never be able to catch up unless they were launched out of a railgun.
Fortunately for my enemies, the craft's evasive capabilities aren't usually quite that good in this engagement, for several reasons:
1: I can't exactly put all of my energy into dodging every single attack without being rendered comatose in short order.
2: The craft has to slow down significantly in atmosphere to avoid being damaged by air resistance. The craft is fairly aerodynamic and has shielding that can deflect excessive heat, but having to direct energy into shielding means less energy for thrusting.
3: The drive is still underperforming after the attack from the Blightsteel Colossus. That bastard will pay for what it did to my ship.
4: The Godmodder appears to have utilized his OP Scale to reduce the evasive capabilities of this craft to the point where sustained fire will significantly hamper its evasive abilities.
But, just to ruin the day of this guy who wanted to extort money off of my team for "protection" against his attack, I feel exactly like showing him just how much of a margin he failed by. As soon as he opens fire, I boost the ship into space to negate atmospheric interference, then easily evade the incoming arrows by miles. Now, arrows can't really bounce off of air in space, but just in case they do, I decide to take the arrows on a tour through the ongoing space battle, causing them to crash into and through various other ships involved in the space battle, while evading whatever fire those craft throw at the ship. Then, I open a wormhole back to the battlefield, leaving the arrows behind if they managed to get through all of the ships I used as cover.
And then, a few seconds later, a hostile entity bypasses evasion and teleports directly onto the bridge. If the plan was to disrupt my piloting ability, it won't work (yes, I can pilot the ship and still fight at the same time, in fact I don't even need to be in the ship to control it at maximum efficiency).
Of course, the plan appears to be to fight me and my team directly. Well, there's one logic that I tend to follow when fighting gods and the like on foot, and that's to keep the Supernova out of it. I immediately compress the Supernova. Basically, the Supernova ejects all living beings inside it, then shrinks down from ship-sized to about the size of a small rock, and then I immediately put it in my hammerspace storage. Now, the problem is that removing entities from the field tends to make them unable to return to the field, but as long as the Supernova returns to the fight before the end of this action, it won't count as leaving the field.
That gives me about, oh, a few minutes for me and my team to dispose of this Templar. And given that this Templar thiinks that "you're useless without your weapons" and immediately tries to steal all of them, he's not going to be doing very well. Just as a quick summary, I keep all of my gear in a personal Hammerspace that is nearly impossible to access, Darius has done some stupid stuff with his gear to make it automatically return to him when lost (even crossing dimensions to do so sometimes), Lorso and Silence don't have any gear to speak of (relying on magic and brute force respectively), and Varos is sitting this fight out in his pocket dimension base right now.
Now, taking the ship out of this skirmish does somewhat reduce my ability to destroy this Templar, but given that he was going to be able to use the ship to his advantage in the fight more than we could, it was still the best choice. So, with the Templar's primary target no longer on the field, he instead duels me directly. Given the strength of his polearms, I can't exactly use plasma blades to clash with them, so I pull out my artifact-tier swords instead. Sword vs Polearm is a strange matchup, especially when both sides have strange powers. I manage to predict and dodge one of his stabs, then get inside the Templar's range and start swinging at him. The Templar naturally tries to blink away, but then I activate my nullification field. Anything magic or psionics-based, or even some anomalous-based effects, can be nullified by it, maybe interrupting his teleport. It doesn't matter whether or not he does though, because his armor tanks my sword swings even if they do land.
But while he was dueling me, Silence got behind him and grabbed him. And once something gets grabbed by Silence, it's all over for them. Silence is best described as a cosmic-tier grappler, and if he gets a hold of an enemy, they're probably going down in short order. If the Templar is still able to teleport, Silence is able to link with him and follow him through each teleport, while continuously pummeling him. His incredible defenses, bordering on outright invulnerability, tank anything the Templar tries to shake him off. And as he continues his strikes, he builds up a resonance effect all over the Templar's armor, building exponentially in strength until at one point, the armor just shatters, leaving the man inside to be knocked out by one more punch.
With the templar defeated, I redeploy the Supernova and get back to fighting. Unfortunately, a combination of an aftereffect from undeploying and redeploying the Supernova, combined with a significant amount of exertion on my part in both dodging the arrows and in fighting the templars, means that the Supernova is unfortunately vulnerable to attacks right now. Any follow-up attacks against it would be easily able to score a hit.
Such as from two more of these "templars" that just warped in.
I say don't overexert yourself dodging these guys. One, you don't want to get rendered comatose, and two, exhaustion rules apply to everyone here. As best I can tell, huge efforts with high impact are accompanied by a downtime period, where future huge efforts either don't work or are significantly less powerful. I believe JOE, the originator of this attack, launched it too soon, and is still recovering from a previous effort. So are we, because of my effort to repair the craft's evasion earlier. If we both put in maximum effort here, we'd both have to wait a very long time before trying something like that again. But if we let this attack hit, we'll almost certainly survive the damage, and we'll be ready shortly for another large effort if necessary, while he still waits a very long time to recover.
Thankfully, the nature of telepathy means that excessively verbose message took just a few milliseconds to send. And after checking the future a bit and making sure that no, I won't get this ship wrecked by letting it take a little damage, I decide to follow those directions. After killing these Templars, of course.
As it turns out, nigh-impenetrable armor doesn't matter when the Supernova has the WHEN equipped. I take aim on the first templar, fire a WHEN to poke a hole through the armor, then fire a fusion lance 1 millisecond later, causing a spear of superheated plasma to get through the armor and disintegrate the person inside. This gives the second templar a window to strike and deal some heavy damage, before I back up and use the same combo again to disintegrate him as well.
(OOC: This action should reduce the damage taken by JOE's action (by increasing dodge amount or healing damage taken), and also converts delayed damage effects into regular damage (on account of the enemies having to adjust tactics on the fly, dimensional shifting shenanigans, and me not wanting to rewrite my post). It is not used as a Smash unless JOE's attack would deal at least 50000 hull damage past the dodge pool and whatever impact precognition does. Even if it is used as a smash, the dodge pool and precognition will almost certainly be expended in this process, leaving the ship open to other attacks.)
Scan: While the Supernova was flying through the space battle, I took the opportunity to try and Scan there and figure out what was going on.
*****Entity Orders:*****
Supernova: The Supernova splits its attack into 4 separate fusion lance shots. It fires into the Blightsteel Colossus first if necessary to finish it off, then fires the remainder of the volley into the Terror Ravager Bot's extra weapons. Annabelle expends precognition in the process of dodging JOEBob's attack.
Tracer: Tracer may shoot at the Ravager's extra weapons, or she may do something else.
ARB: The Arcane Repair Beacon gives a stack to the Citadel.
1/10 Small Project
17/20 We Need A Shield!
+2 @TOG: Drizzle
Did you really expect something here? Nope.
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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.
Suddenly, the Darksteel Jeep was spat back out of the portal. A voice booms forth.
"DUDE, WE HAVE FOUND YOUR KNOWLEDGE OF THE WAY TO BE, LIKE TOTALLY COOL. YOU DESERVE TO HAVE YOUR SWEET RIDE BACK."
Apparently, the Road Gods have decided to give me my "sacrifice" back, which is quite nice.
I drive through the boombot drones on the Jeep. I also read [6] Previous Iterations.
17/20 CHARGE SLOT 1, +1 from RedstoneTam
20/20 CHARGE SLOT 2, +2 from Emerald
How. VERY. NICE. of. you.
Its not like fully half of my attack implied I was already having a bad day, or angry about something, or like you should have basic human empathy.
I wasssss going to leave my attack at what it was there, but instead, I think I'll go a bit further. because saying trying to ruin my Already Terrible day was your specific goal does not exactly inspire mercy.
/null.
The attack on the Terror Ravager Bot commences in somewhat more earnest as various units begin to engage. The Egg Fleet in particular, with the Heavy Gunner in partial command, engages in a slightly dangerous overclocking maneuver of its loading systems, allowing it to fire both now and with the rest of the AG forces. This partial barrage of firepower wasn't he fleet's full potential, but the weapons still did their damage, adding up to the total. And considering how tough the hostile machine was and how much firepower it had, the total would be hard to get to and it would be probably painful for them in the meantime. Yet every little helped, as minor dents and scars became evident from the bombardment.
Entity Orders:
Daemonette considers stuff.
Repair Portal heals the Egg Fleet Flagship, and also tries to remove the Corruption with the overheal, although with the likely low or nonexistent level of it I doubt anything will be achieved yet. Mediator of Disputes has a party on board the Fortress. Yay, first systems activated! Also the thing regenerates a bit. And works on reactivating the next set of systems, the weaponry.
Egg Fleet attacks the Terror Ravager Bot.
Bloodthirster continues to be very angry and hits more PGs with a giant axe.
3 cats in a master ball, more cats and buns, some ancient weapons, Fake Religions, Ironic Personality Cults
(13} 13/?? ?!??!?
(20 } 20/?? this one's for you, i guess [HOLD]
TOG II*: Shoot at the Big Bad God Man's Big Bad Boss.
Citadel: On second thought, keep bodyguarding the Hypernova. Also, is there anyway for the Hypernova's dodge to be taken into account before The Citadel has to start Bullet-sponging?
I try and find the back of the Terror (if it even has one), and then hit it with an Axtin- no, an Aztinguisher, as everyone knows Aze > Axe. I will gladly accept those crits.
So, funny thing about the Jeep jacking. Turns out I was still under it repairing it. . . Ya, that is a thing that has happened. So, as to turn this situation around, I crawl out from the bottom of the Jeep, open a door to the Jeep and kick the remove the thief from the driver's seat, and beging driving it back to the PG side.
6/20 Tools
6/20 For JOE +1 from JOE
+1 JOE +1 Talist
I jump out of the Darksteel Jeep, which is back in the control of Mirror-Thing. However, I also set it to autopilot to drive straight into a convenient ramp that causes it to ram into the Blightsteel Golem.
However, I still have the Red PG Mark on it's hood, so it's still technically mine....?
All Entities, scare off the jury please. Do not harm them, just scare them off.
Unfortunately, a side effect of eating damage with the Supernova is, well, having the craft take damage. I decide to remedy this, by overloading the Arcane Repair Beacon and forcing it to eject an additional burst of Arcane Repair onto the Supernova. Unfortunately, this does do a bit of damage to the beacon, but it should be worth it to get the Supernova repaired faster.
2/10 Small Project
18/20 We Need A Shield!
+2 @I just write
Did you really expect something here? Nope.
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). Currently equipped to Tracer.
Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user. Stolen by Godmodder.
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.
Immovable Magnet: A variant designed to briefly immobilize metal targets, burning through its stored energy in just a few seconds.
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.