10/10 some other +2 TOG +1 mirror Using!
rabbit burrow appeared. can bodyguard rabbits and only rabbits. maximum capacity of rabbits: 70,000 HP's worth of rabbits, as the HP of a bun represents its size. focus of charge is entirely on HP.
I get back 18 charges that were initially for the B@t core and keep not getting used for varying reasons.
"It'll totally not work this time either I bet."
the king bun returns and accidentally gets hit by a stray time-warper mine, getting smaller and younger. it is now an emperor bun!
also a barron bun or 2 follows him.
the reason I think it'll work:
hm... I just refreshed the thread, and it looks like the buns are going to die really soon... as in this round for almost-sure. can I have them run away from the field?
pionoplayer-10/27/2017
Yes, but don't expect callback power to be super high.
JOEbob-10/27/2017
I more just don't want them dead in a futile manner. man, they'd be way better suited for a time when the AG forces didn't turn their entire arsenal against them.
pionoplayer-10/27/2017
Okay, fair
But resummoning them won't be at full strength.
JOEbob-10/27/2017
its perfectly fine by me even if all that stays is, say, the king bun and a single barron, or something. thats more then enough for me to consider it worth it.
pionoplayer-10/27/2017
alright
so the 18 charges go to turning the king-bun into the emperor bun. in 3 rounds, it will become 1/3 of the way back to kingbun. 3 more rounds, 2/3 of the way. after 9 rounds, returns to kingbunnyness.
Orders: all 2 or 3 of them enter the burrow, and begin calling in engineer buns, which will also hide in the burrow.
4/4 stuff. expending
new 1/? newer stuff
+1 mirror +1 TOG
I'm going to do something else now.
stuff + standard action: Tracer has the Juggernaut armor, which would make them pretty hard to kill, but bodyguards can be bypassed, and I suspect the armor counts.
bypassing the armor, I plop them into another world. in the distance, a weird angel thing and a cyborg talk for a bit, and then the cyborg screams in irish, before charging tracer, firing a leaching beam of energy at them with auto-lockon. tracer reacts by firing multiple bullets, and somehow manages to beat back the cyborg.
the cyborg returns to the angel and says "I need healing."
the angel sighs, and proceeds to go on a rampage, somehow firing seventy three identical Caduceus Blaster at the same time, doing more then enough damage to instantly kill every overwatch hero. tracer manages to hide throughout the fight, but without the support from any healers, some stray shots slowly damage them, whittling down their health, and eventually the trip into a pool of lava, and dies. however, the angel revives them to fight in a hundred more wars. these wars wear down tracers psych, especially since every time they die, they get revived to cries of "GG EZ" and "U SUCK" and such. eventually, they manage to get the angel killed by a sniper, allowing them to finally die in peace, hopefully.
however, if its impossible to bypass the juggernaut armor's defense, this becomes a taint orb launching into the supernova, which begins to slowly spread, and will eventually aid the glyph in consuming it.
if this killed tracer, I take the juggernaut armor and wear it under the predator armor.
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.
[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.
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.
You SMAAAASH again apply the "busted engines" effect to the Hyperstorm. Much like when you applied it to the flying fortress, if it isn't removed (and it'll be much harder to remove than the first one was) in time it'll deal massive damage to the hyperstorm-direct.
Your sidequest action fails because that kind of action would be a complete copout. You're here to explore, not cheese your way past everything.
Boombot count fixt, but boombot cocoon is not applied because the boombot core is brand new and used its action to upgrade.
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.
Your final action grants the Hyperstorm a new ability!
2 round charge: Encrypt. This inflicts Encryption on the target for two rounds, preventing it from using charged abilities, as well as dealing heavy damage. Does not work on bosses. Still deals pretty decent damage though.
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.
[2.1] Weapons of a Godmodder
Godmodders are possessed of a number of different offensive capabilities that make them incredibly dangerous. Stretching from their reality warping powers to the summoning of Terror mobs, Godmodding provides its wielders with a VERY dangerous arsenal.
First of all is their reality warping prowess. Godmodders are decently high level reality warpers in their own right, and are able to pull off insane stunts and dangerous moves that should be physically impossible in order to hurt, kill and humiliate their opposition.
Second of all comes Curses, powerful brands exclusive to Godmodding that implement certain "rules" on the battlefield, and the defining power of Godmodders, one of the few besides the basic reality warping that all ranks, even the lowly Alphas, possess. These Curses can vary anywhere from a Curse of Peace which prevents combatants from attacking each other to the Curse of Tombstones, calling forth the powers of the dead in their favor, to the mighty OP Scale, a curse so powerful it requires a physical object to keep it held together, rendering the relative powers of the mighty much much smaller in scale.
Third of all is Avatar Projection, or the creation of Decoy Godmodders. It takes a small amount of time to construct these, but most Godmodders Beta rank and up, and some Alpha+s are capable of doing it. This effectively allows the Godmodder to be multiple places at the same time, and can even be used defensively in a sort of substitution move, where an attack will turn out to have hit a decoy godmodder instead of the real deal. Decoy Godmodders cannot, however, be used to augment a Godmodder's attack power, they are far far weaker, and, especially in battles with Descended, are relatively easy to dispose of.
In the middle ranks Godmodders gain access to a handful of army-perpetuating abilities, namely Terror Creation and Mind Control, the latter is fairly straightforward, the former requires a little more explanation. The method of creating Terrors is a closely guarded secret, but it involves infusing Godmodding energies into a subject, greatly increasing their size and power. Terrors can be made from just about anything, but more powerful beings are harder to make into terrors.
The final specific power that Godmodders gain in addition to just becoming more powerful in general as time goes on is at Omega rank, wherein Godmodders gain access to the creation of Super Terrors. Super Terrors are godmodder-specific variants on a theme, they are much much harder to create than regular terrors are, but they are also far, far more powerful. While a godmodder may be able to create many terrors of varying levels of power, super terrors are far and away more powerful than anything else, capable of demolishing entire armies.
Now, of course, in addition to these powers Godmodders gain strength the more ranks they achieve, becoming better able to utilize their abilities and growing in power as time goes on, so don't think that the powers listed here are static in ability. More powerful Godmodders are more dangerous, as you would expect.
Finally, a note. The Omega+ godmodders and Psi were both incredible powerful beyond belief, and had access to new and powerful Godmodding techniques that even they were still learning how to use at the time of the Psi War, there are many abilities specific to them that were never fully understood. If you were to somehow encounter an Omega+ or Psi ranked Godmodder through some cruel twist of fate… be prepared, there is no telling what they have in store.
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.
You attempt, and spectacularly fail, to counter JOE's SMAAAASH action.
The engine gets hit, the Templars smash into your shields. Everything goes horribly horribly wrong and your engines are pretty much dead now.
Precognition is saved however, I'm feeling generous so you didn't waste it trying to counter an attack that wasn't a basic attack.
When I tell you to stop picking on other players, I MEAN it.
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
The boombot core is no longer inverted, which I apparently forgot to state last round, so I'll be merciful and redirect this attack to the core, which takes 12000 damage.
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.
Charges:
You'll Regret This: 17/20.
Third Of The Triad: 2/20.
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.
10000 damage to the Blightsteel Colossus.
Red PG mark? I thought it was AG? Well, now its a red PG, so there you go.
[5]: Ramifications
This war feels like a game, acts like a game, looks like a game. Does that mean it is one? Sadly, it does not. The war you are fighting is very, very, VERY real. And it will have the consequences of one. People will live or die because of your actions here. You should be absolutely certain you support the cause you are fighting for because the blood of countless people will be on your hands by the end of this.
I will not sugar coat it, godmodding wars are the largest conflicts any of you will ever partake in. It is imperative that you fight it, as no one else can fight this war for you, but I only think it fair that you know the effects your battle has on the rest of the Multiverse.
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.
Mirror jumps in the cabin as the darksteel jeep flips up end over and after being exploded, and lands on top of the roof. If it had been made of anything but darksteel, it would've caved in, but it isn't made of anything other than darksteel, so all that happens is 13000 damage.
10/10 some other +2 TOG +1 mirror Using!
rabbit burrow appeared. can bodyguard rabbits and only rabbits. maximum capacity of rabbits: 70,000 HP's worth of rabbits, as the HP of a bun represents its size. focus of charge is entirely on HP.
I get back 18 charges that were initially for the B@t core and keep not getting used for varying reasons.
"It'll totally not work this time either I bet."
the king bun returns and accidentally gets hit by a stray time-warper mine, getting smaller and younger. it is now an emperor bun!
also a barron bun or 2 follows him.
the reason I think it'll work:
hm... I just refreshed the thread, and it looks like the buns are going to die really soon... as in this round for almost-sure. can I have them run away from the field?
pionoplayer-10/27/2017
Yes, but don't expect callback power to be super high.
JOEbob-10/27/2017
I more just don't want them dead in a futile manner. man, they'd be way better suited for a time when the AG forces didn't turn their entire arsenal against them.
pionoplayer-10/27/2017
Okay, fair
But resummoning them won't be at full strength.
JOEbob-10/27/2017
its perfectly fine by me even if all that stays is, say, the king bun and a single barron, or something. thats more then enough for me to consider it worth it.
pionoplayer-10/27/2017
alright
so the 18 charges go to turning the king-bun into the emperor bun. in 3 rounds, it will become 1/3 of the way back to kingbun. 3 more rounds, 2/3 of the way. after 9 rounds, returns to kingbunnyness.
Orders: all 2 or 3 of them enter the burrow, and begin calling in engineer buns, which will also hide in the burrow.
4/4 stuff. expending
new 1/? newer stuff
+1 mirror +1 TOG
I'm going to do something else now.
stuff + standard action: Tracer has the Juggernaut armor, which would make them pretty hard to kill, but bodyguards can be bypassed, and I suspect the armor counts.
bypassing the armor, I plop them into another world. in the distance, a weird angel thing and a cyborg talk for a bit, and then the cyborg screams in irish, before charging tracer, firing a leaching beam of energy at them with auto-lockon. tracer reacts by firing multiple bullets, and somehow manages to beat back the cyborg.
the cyborg returns to the angel and says "I need healing."
the angel sighs, and proceeds to go on a rampage, somehow firing seventy three identical Caduceus Blaster at the same time, doing more then enough damage to instantly kill every overwatch hero. tracer manages to hide throughout the fight, but without the support from any healers, some stray shots slowly damage them, whittling down their health, and eventually the trip into a pool of lava, and dies. however, the angel revives them to fight in a hundred more wars. these wars wear down tracers psych, especially since every time they die, they get revived to cries of "GG EZ" and "U SUCK" and such. eventually, they manage to get the angel killed by a sniper, allowing them to finally die in peace, hopefully.
however, if its impossible to bypass the juggernaut armor's defense, this becomes a taint orb launching into the supernova, which begins to slowly spread, and will eventually aid the glyph in consuming it.
if this killed tracer, I take the juggernaut armor and wear it under the predator armor.
You summon the emperorbun... but emperor's are better than kings, everyone knows this! Emperorbun summoned, although without any of his cohorts.
Tracer killed after spectacularly failing her dodge roll, juggernaut armor stolen.
#TheFallenCity
The Terror Ravager bot suddenly leaps upwards into the sky, defying all logic (and physics) to take a massive swing at the Hyperstorm. The Hyperstorm, which has its focus on blocking the attacks coming from the Blightsteel Colossus loses... nothing because the Citadel somehow gets in the way, tanking the entire 100K damage attack like a boss. The Ravager Bot's weapons continue raining death on everything on the battlefield. 5000 damage to everything that doesn't have resist or dodge. Boombot's retaliation deals 7500 damage to the terror ravager bot. Congratulations JOE you're now in the running for the Ravager Bot's spoil.
The Blightsteel Colossus decides something needs to be done about the Neutrals that have been sitting around being pains in the neck for too long, and spends two of its actions swinging for the citadel and TOGII*, autocritted 40K damage ot the Citadel, 20K to the TOGII*, and equal amounts of maxHP damage. TOGII* has its attack reduced. The other two attacks swing for the medical department and ebony guards. Dealing 20K damage and max HP damage, and killing the ebony guards.
The Pyramid does nothing, as its out of range of everything but its fireball attack. The darksteel jeep flips end over end continually from the explosion earlier and slams into the medical department, dealing 15000 damage to it. The Darksteel Golems do a cheerleader pyramid, and fling the top member flying fortress-wards, the darksteel golem dies but it deals 50000 damage to the flying fortress. The Botcore uses Boombot Boombox. The Jury goes out for a recess, and bring the Dragonborn with him, who gets stuck in the monkeybars and takes 24000 damage from shame.
The Dark Dragon slams another two points of corruption into the egg fleet flagship, dealing 10K damage in the process. The Light Dragon restores the Botcore II by 10K health, and gives it some regen to help tide it over. This winds up cancelling out the regen, and the two status effects get engaged, run off and elope, eventually having ten status effect babies in a happily ever after. Too bad none of you get to see it because it all happened already because void time weirdness. Weird. The Emperor Bun calls forth 4 bunny engineers (which if they have slightly different stats than before: pretend I got it right.)
The TOGII* spends a round opening fire on the Terror Ravager Bot, dealing 25000 damage to it. The Bad Thing attacks the Citadel and Medical department, smashing the first to pieces, and dealing 5000 damage to the latter.
The Hyperstorm focuses it's lasers down on the blightsteel colossus, sending three of them towards it and melting it down to a pile of slag. The blightsteel colossus shimmers, turns back into card form, and zooms back into the Godmodder's deck. Hmm... this probably isn't the last you've seen of the blightsteel bother. the last laser slams into the terror ravager bot's weaponry, vaporizing two of them. The Medical Department heals itself up for 15000 health. The Dragonborn leaps upon the boombot core and hacks away at it, dealing 18000 damage.
The Terror Ravager Bot is set upon by the egg fleet, which doles out 30000 damage. Cuphead adds to the beatdown, throwing out 15000 damage. The Repair portal heals the egg flagship back up to full health. DCCCV's pixel swarm swirls around and attempts to scare off the jury. The Jury is unimpressed. The Pixel swarm's action is wasted. The Drake swings by the ravager bot for 25000 damage, and the invasion forces do the same for 19000. The Bloodthirster slams into the boombot core, and manages to roll a double attack, dealing a grand total of 40000 damage to it. The Arcane repair beacon applies more arcane repair to the supernova.
The trauma response bot heals itself for 5000 health, and then restores 5000 health to cuphead, removing the radiation poisoning, and heals the egg fleet flagship for nothing but removing the corruption stacks. The Street Fighter is much more intimidating than the pixel swarm, and scares off two of the jury members.
The Godmodder looks over at the return of the buns, and decides to throw a bunch of carrots over into the rabbit burrow, the emperor buns' attraction powers are permanently increased as long as the bundle of carrots is alive!
The PGs have just BARELY BARELY turned the tide of the battle, and are liable to keep gaining steam for a little while, but either way, 5% distance lost. The pyramid is back in range of being an attack target.
Everything ticks up and down.
Itinerary:
Destroy the Godmodder!
Destroy the new Terror!
Keep the Supernova alive!
Kill the boombot core without activating the boombot's retaliatory abilities!
Destroy the buns!
Kill the assorted PG entities.
Distance: 50%
Main Battlefield:
Terrain: Ancient Pyramid (attacks can be redirected by player actions into the pyramid.)
Entity Advantage: [PG]
The Godmodder [PG]: Hp: 84/100. Swordchucks Round 2 [A] Oilstone [A] Electrostaff [A] Lúin [A] Ides [A] Disease By Vaccine [A]. Terror Ravager Bot [PG][BOSS]: Hp: 719,500/900,000. Extra Weapons x23: 10,000/10,000. Whirling Death: 3/3. Rain of Death:3/6.
Pyramid [PG - JOEbob]: Hp: 390,000/500,000. Only around from 40-60% distance. Fireball: 2/2.
Darksteel Jeep [PG - Mirror]: Hp: 61,000/100,000. 5 AC
Darksteel Golems x5 [PG]: Hp: 32,500/40,000. 5 AC. Bad Jokes 3 rounds.
Boombot drones x56,000 [PG - JOEbob]: Hp: 1/1. 1/8 Critical Existence Failure.
Boombotbox [PG - JOEbob]: Hp: 32,000/50,000.
Boombot Core II [PG - JOEbob]: Hp: 19,000/250,000. Comically Large Bomb(bot) 3/3. Boombot BoomBox 1/5.
The Jury x10 [PG]: Hp: 18,500/20,000.
Dark Dragon [PG - JOEbob]: Hp: 100,000/130,000. Dominance: 2/5. Corruption Spreads: 2/6.
Light Dragon [PG - JOEbob]: Hp: 85,000/130,000. Heal Aura: 2/3. Dominance: 2/5. Bad Jokes 3 rounds.
Bunny Burrow [PG - JOEbob]: Hp: 140,000/150,000. guarding buns.
Emperor Bun [PG - JOEbob]: Hp: 30,000/30,000. 100% dodge chance.
Engineer Buns x4 [PG - JOEbob]: Hp: 5,000/5,000 25% dodge chance.
Bundle of Carrots [PG]: Hp: 100,000/100,000.
JOEbob [PG - Player]: Hp: 19/20. 1 AC. Predator Armor [A] 1/5 uses. Juggernaut armor [A] 6/8 HP. 4/4 Shields
Mysterious Cloaked Figure [???]: Hp: ???
TOG II* [N - TOG]: Hp: 68,000/80,000.
Bad Thing [N - ExistenceSuccess]: Hp: 20,000/30,000. The Joke: 1/1. Is Dead: 3/3. Butterfly Effect: 3/5. Hyperstorm Supernova [AG - crusher][Elite]: Hp: 200,000/200,000. Dodge pool: 40,000/40,000. Encryption: 1/2. Weath Overload: 3/3. Bombs built: 90K/90K. 3 arcane repair stack. Busted engines: 3 rounds left.
Daemonette [AG - eternalstruggle]: Hp: 18,000/66,000. 25% dodge. Plot Armor.
Medical Department [AG - I Just Write]: Hp: 25,000/85,000.
Flying Fortress [AG - eternalstruggle]: Hp: 94,500/200,000. Reactivate Systems: 2/6. 20000 regen.
Dragonborn [AG - redstonetam]: Hp: 33,000/80,000. Damage: 74,000/200,000. radiation poisoning.
Egg Fleet Flagship [AG - eternalstruggle]: Hp: 175,000/175,000. Send In The Next Wave 2/3. Comes Crashing Down: 2/5.
Egg Fleet Battleship x4 [AG - eternalstruggle]: Hp: 24,000/30,000
Cuphead [AG - plague]: Hp: 65,000/100,000.
Repair Portal [AG - eternalstruggle]: Hp: 30,000/40,000
Pixel Swarm [AG - DCCCV]: Hp: 49,000/64,000.
CV-309 Drake [AG - I Just Write]: Hp: 70,000/70,000 Main Battery: 50,000/50,000. Engines x2: 10,000/10,000. 10000 regen.
Technocratic Invasion Force [AG - I Just Write]: Hp: 100,000/100,000. 20K regen.
Bloodthirster [AG - eternalstruggle]: Hp: 70,000/80,000
Arcane Repair Beacon [AG - crusher]: Hp: 60,000/80,000
Rapid Response Traumabot [AG - I Just Write]: Hp: 35,000/40,000
Street Fighter [AG - DCCCV]: Hp: 290,000/300,000. 5000/80000 to speed limit. Curb Stomp: 2/3. (Literally) Hitting the Road: 2/4.
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.
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48. 2 round cooldown.
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126
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
Emerald calls forth the power of frost and ice, and summons forth the Mammoth, which promptly falls on the Terror Ravager Bot's extra weapons, breaking some off. And promptly disappears.
Emerald meanders over to the Mysterious Cloaked Figure "HeYo."
5/5 newer stuff +2 TOG +1 mirror
a new shield appears in front of the bot core II. it bodyblocks it and has as much HP as possible. if it is not attacked for 2 turns, it suffers a critical existence failure.
2/? even newer stuff
new: 1/? more stalling
+1 mirror +1 IJW
Emperor bun trys to call in a barron bun to aid him, or, if his negotiations go really well, maybe even a prince bun.
also, "the emperor buns' attraction powers are permanently increased as long as the bundle of carrots is alive!". the emperor bun works by using his cuteness to do things, so the bundle of carrots should also increas his action power. in fact, he even uses a carrot from the bundle as a bargaining chip to improve his negotiation prowess if possible!
the engineer buns get to work improving the burrow, reasoning that if they drag in some sticks as supports, they can improve the structural stability.
Core, use comically large bomb(bot).
dark dragon, use shadow tendrils on the street fighter.
the light dragon uses the heally-regen-effect on bot core II if its still alive, or on the dark dragon otherwise.
pyramid, flame orb on IJW's new summon until further notice.
SIDEQUEST: alright, fair. one last check, before I go. I look for any ancient texts, using air magics to float since, as a bun, I'm really short.
normal action:
I walk up to the light dragon. a bolt of light shoots into it, and its flaps its wings once, twice and shines for a moment, before dropping back to the ground, somewhat healed. it turns to the dark dragon, firing a bolt of golden light at it and negating the healing it would receive. the dark dragon is evil, thinks the light dragon. it must be destroyed, concludes the light dragon. it will, however, still listen to me when I say not to, and indeed, only attacked because I allowed it. I wish to foster greater loyalty, so I will indulge its wishes, from time to time.
A Mysterious Cloaked Figure on the field, with no one noticing but the Terminal Operator. . . "Yo Godmodder, do you know if any of your enemies might have access to a Descended? I don't know if anyone else could hide their HP bar from the Terminal without some serious power. I'm going to go talk to them. Can't die from it." With that said to my boss, I get out of the jeep and hand it off to one of the Golems and send an orb of healing light magics at the Light Dragon, healing it more than the standard amount due to its affinity for light magics, and walk over towards the Mysterious Figure.
"Salutations, unknown figure, may I inquire as to what your name is and what purpose you seek to achieve here?"
8/20 Tools +1 from JOE
8/20 For JOE +1 from JOE
+1 JOE +1 Talist
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 casts Fus Ro Dah on both of the Dragons. They can go away for a while.
Redstone throws an Antidote on the Dragonborn, curing his Radiation Poison.
What happened? How did you nearly get hit by a hurricane of blades?
Reactor's overloading or something. It looks like it could explode at any minute, and attempting to push it would just make it explode faster.
Alright, I'll activate the backup batteries for the craft. They should buy you some time, and give you enough energy to avoid eating a hurricane of death to the face.
Wait. We've retreated back to the pyramid. It now has eyes and a moat and stuff, but I think we can still redirect the ravager's blades into it. The moat just makes it even easier.
Are you sure? From our intel, the Godmodder can easily counter repetition. We can't pull the same trick twice without him intervening to defend his boss.
Well then we'll have to get more creative. Hmmm, let me think... Annabelle, are you up for some Ravager wrangling?
Now, this plan is a little bit unorthodox. Basically, the objective is to attach an Immovable Rod to one of the Terror Ravager Bot's spinning blades, changing the anchor point for the blades' rotation from the Ravager's center to the rod on one of its blades. Then, after letting it spin out of control for a bit, the rod is deactivated at such an angle as to hurl the Ravager Bot into the pyramid. Normally, the pyramid would deflect a high-speed impact from a whirling bladestorm (hence why wedges are popular in Battlebots), but because of the moat in front of the pyramid, the Terror Ravager Bot should get its bottom end caught on that and tip over, hitting the pyramid square-on with its blades and shredding into it. Further, it also has significant odds of getting stuck after falling over like that, requiring the use of its extra weapons to fire into the pyramid and blast itself free.
You want me to try and drop an immovable rod on a helicopter blade? It's going to burn my precognitive abilities, almost certainly.
You would have to use them anyways to dodge the Ravager's hurricane blades (because apparently that thing can reliably hit an aircraft that's actively trying to dodge), so this is just a pre-emptive use.
Fine.
Annabelle ejects from the craft, without even affecting its flight path or evasive abilities in the least. I could go into a technical explanation on how, but it basically boils down to weaponized multiple personality disorder. She then flies towards the Ravager's blades, and after a bit of hesitation to set up, she drops the rod directly onto the tip of a blade, where it sticks to the Ravager and then activates. With the job done, she immediately returns to the Supernova.
As the Ravager spins around that blade and somehow becomes even more of a threat to everything on the field, I analyze and plan the launch trajectory. As its RPM increases to over 9000, I notice my systems about to explode, and desperately hit the release right before my Ballistic Calculation System literally blows up in my face. I can't exactly see the result due due to the shrapnel-filled mess that is my eyes right now, but judging by the sound, that would be a direct impact. The Terror Ravager Bot should be a bit more incapacitated than I am right now.
***Entity Orders:***
Supernova: Fire both a quad lance attack and all of the blaster bombs into the Terror Ravager Bot's extra weapons. The less things flying around, the better.
Arcane Repair Beacon: Apply a stack to yourself. Arcane Repair only lasts as long as you last.
3/10 Small Project
19/20 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.
17/20. Colorado
4/20. Sitcom
+2 @Enerald_Mann
I kick punch chop the ravager bot's weapons with the power of Parappa.
Cuphead uses Spread on the Boombot Core.
Callback Prep
The Technocracy sets about the construction of a full-fledged shipyard in the orbit of the staging dimension, enabling local construction of full-fledged deep space combat assets.
General Action: Limit Cannon, FIRE!
Hefting another very large weapon, I take aim at the Ravager Bot. This one vaguely represents a cartoonish shotgun with a very wide bore, and inside it connects to a much larger internal mechanism than could possibly fit, courtesy of a pocket dimension. My weapon ready, I take aim at the Ravager Bot and I open fire.
Deep inside my weapon, countless 250 millimeter shells were being shunted towards the central barrel, and the electromagnetic accelerator coils took hold to fling each projectile forwards in a constant stream of high-explosive pain, as each shell was launched a mere five milliseconds after the one before it, screaming through the air at several kilometers per second before slamming right into the Ravager Bot.
The tremendous recoil from two hundred rounds per second of high explosive death forced me back, even as I braced. Soon, even the tremendous extradimensional magazine of my cannon was depleted. Meaning that it was now time to reload.
Charges
Killsat (15/20)
Killer Robots (4/20)
+1 @EternalStruggle
+1 @Crusher48
Entity Orders
Traumabot: Heal the Medical Department, Dragonborn, and Hyperstorm
Medical Department: Self-Heal
CV-309 Drake: Attack the Ravager Bot
Technocratic Invasion Forces: Attack the Ravager Bot
I made a bit of a post in OOC, about trying to make this game more engaging, I would appreciate it if everyone, including the people who aren't actively playing, would respond to it.
You can find it here.
The Daemonette takes a deep breath, before silently walking forward. It is at this point well known that as long as the Godmodder remains healthy, then there's nothing they can hope to do in order to claim victory. He just needs to hold the advantage long enough to secure it once, and they'll be finished. He has an infinite reserve of support when it comes down to it, so to win damage must be dealt directly to the source of their woes. She's constantly out of ideas that would work, but there is one option. It seems far too early to use it, but she fears she has no choice.
Calling upon the deputized power, she opens a tiny tear in reality. Just a small one, that's all she can manage with her limited control of it. But that is enough. For it is no mere portal to the Warp, but a path to something deeper and yet more impossible. Through it come what some call Neverborn, creatures that as the name implies have no right to exist, being outright impossible under normal reality. Shifting masses of pixel glitches and twisting patterns that had in their sights the largest mass of potential in the area: the Godmodder. Without fail the foul creatures moved in closer, except that from some perspectives they did not move at all.
They were without regard for space or even time, and attacked by consuming the narrative of the target. It was a strike that bypassed any defense, any armor, even any moving away now that they had locked on. They would unravel the enemy and their very essence until they were as unmade as the creatures themselves. Physical attacks would be useless, anything from a punch to a nuclear strike would simply phase right through them without issue. Only potent magic, connected to their dimension of the Warp in some fashion, could slay them, or some similar mystical art in this case. Still, even if the Godmodder realized and exploited this immediately, they had already begun feasting upon him, doing their damage while they could.
In the end, all the Qlippoth, another name for the beings, would likely be slain, but the damage would be done. The Godmodder would have a part of him stripped away, another point of damage on the pile.
Entity Orders:
Daemonette considers more stuff.
Repair Portal heals the Daemonette. She may have plot armor, but she's being shot at by the Additional Weapons so that's bad.
The Flying Fortress, probably related to the Citadel-class continues to reclaim mass and regenerate. Hang in there!
Egg Fleet attacks the Terror Ravager Bot some more.
Bloodthirster continues to be very angry and hits yet more PGs with a huge axe.
3/? even newer stuff
3/? more stalling +1 mirror
+1 mirror +1 talist. if TOG isn't going to do what he said, I'm not going to plus who he wants me to.
JOE's sits down in a chair, and his eyes close for a bit, as he is enshrouded in an aura of cyan light. time passes.
...
a bolt of light shoots from a rift in space, turning purple mid-air and slamming into the hyperstorm- supernova on the engine that isn't busted.
the bolt turns into a blob of extremely well-attached and viscous goo. it begins to eat away at the supernova's other engine. it would appear this is a blob of taint, and it will spread as time passes. it has also been magically strengthened so as to not respond to any pre-existing defences.
the rift closes and JOE wakes up with a start. "What happened while I was out?"
eh, this probably isn't going anywhere. action done.
Lorso, we do not have time for trolling. The sooner I am healed, the less likely our ship gets obliterated.
Who cares about the ship?
Well, me for one thing. If I have to mind-control you to get you to heal Varos, I will. Even though that would be a waste of resources.
Okay, fine, I was joking. Here, have some healing.
Now that I can see again, time to get to work analyzing the Engine Failure. My first priority is to scan the failure to determine what is going on. That's complicated by the fact that the ship's power supply is on a "do not even look at it" list because of earlier shenanigans by the blightsteel colossus. Well, the colossus is gone now, what's the worst that can happen?
Nothing. As it turns out, that issue isn't a shroedinbug, and looking at the problem won't suddenly change the results. So now I can look into the engine failure and what the heck is this?
Did somebody hack into our systems and find a way through all of my defensive measures for the sole purpose of upgrading our ship? I've picked up a new functionality, Encrypt. It appears to load an anomalous ammo type into our quad lance driver, adding extra impact to the quad lance strike and also disabling the target's special abilities.
Are you sure it isn't a trojan? Nearly every upgrade of anomalous type has a drawback of some sort.
This ship's already been disrupted by no less than three outside sources. It's such a mess that we could already be feeling the drawbacks and just not noticing them. I think I'm going to fix the more important issues first.
I decide that a simple tactic is in order. I load up the Engine Failure using the same means that I loaded the dodging capabilities of my craft onto, giving me a numerical readout of the damage that will be sustained if the reactor explodes.
Then, I attempt to establish a repair conduit. If I can channel repairs and healing from outside sources into the Supernova's reactor, the energy should be able to stabilize the reactor and reduce the impact of the explosion. Namely, any energy that would go into repairing the craft will go into reducing the damage dealt by failing engines when the effect procs. It might not end up quite that powerful, but it should be far better than having those repairs go to waste.
Unfortunately, that takes so much time that I can't actually repair the craft, but the support from the Arcane Repair Beacon and other allies should be able to help solve that problem quickly.
5/10 Small Project
20/20 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.
Somehow, I found the time to make some music. I could create practically anything now, right? So, I decided to summon myself a piano. Not just any piano, but a Burning Piano. I took a moment to play a song. The notes hung in the air long after I had finished, and even continued. My ritual was a success. I had created a living song, and agh, it was stuck in my head.
Earworm: HP 75,000/75,000
0/6 GET IT OUT GET IT OUT: Target a creature. The next round, it will be replaced by another Earworm with full health.
Since my work with the Piano was done, I didn't really need it anymore, so I threw it at the Terror Ravager Bot. The burning piano managed to melt a significant portion of the Ravager Bot's weapons together into a useless clump, despite the burning temperature of wood being nowhere near the temperature needed to liquefy metal.
I read [3.1] Descendancy
20/20 CHARGE SLOT 1 USED, +1 from Redstonetam (for the Earworm)
20/20 CHARGE SLOT 2 USED, (for the burning piano throw)
On the Egg Flagship, a connection is made with the Voidic Internet. The commander of the vessel reads the Ascension section of the GameFAQ. It sounds important and also currently unknown.
(20 Charges Used)
Meanwhile, he absentmindedly presses a button to use the Flagships's secret weapon he'd been developing. Using devices that absorb Descended power, he'd been able to create batteries of supercharged missiles to supplement the fleet's firepower. Various armor plates slid back to reveal the numerous racks of heavy heatseaking missiles and their potent warheads. Unfortunately, he'd underestimated his own vessel's resilience to the stresses of firing, a fact various red lights and blaring klaxons suddenly alerted him to. Using a full pool of charge, the engine burn of the weapons would be significant.
"Wait, NO! ABORT LAUNCH!" Unfortunately, or perhaps on the whole fortunately for the AGs, it was too late. Ignition had already begun, and trying to halt it now would cause more problems than it solved. Flaring out of their launch ports and causing reverberations throughout the entire ship, the missiles soon acquired target, and streaked towards the Terror Ravager Bot. The missiles targeting arrays were tuned to prioritize sub-system damage, and hence they went straight for the Extra Weapons.
Each missile that landed, of which there were quite a few, did major damage, blowing away or at least heavily mauling an Extra Weapon, sending shrapnel and flame everywhere. Loaded with advanced energy bomb payloads, their ferocious firepower borne from raw reality warping was not to be underestimated. By the time the dust had settled, the Terror was more than a few Extra Weapons down compared to before the attack had been launched.
Sighing, the good Doctor noted that at least there wasn't much, if any damage done to the ship overall. The missile bays and energy absorbers were totaled though. Looks like he wouldn't be able to use those again.
Charges:
You'll Regret This: 20/20, used.
Third Of The Triad: 4/20.
Emerald calls forth the power of frost and ice, and summons forth the Mammoth, which promptly falls on the Terror Ravager Bot's extra weapons, breaking some off. And promptly disappears.
Emerald meanders over to the Mysterious Cloaked Figure "HeYo."
5/5 newer stuff +2 TOG +1 mirror
a new shield appears in front of the bot core II. it bodyblocks it and has as much HP as possible. if it is not attacked for 2 turns, it suffers a critical existence failure.
2/? even newer stuff
new: 1/? more stalling
+1 mirror +1 IJW
Emperor bun trys to call in a barron bun to aid him, or, if his negotiations go really well, maybe even a prince bun.
also, "the emperor buns' attraction powers are permanently increased as long as the bundle of carrots is alive!". the emperor bun works by using his cuteness to do things, so the bundle of carrots should also increas his action power. in fact, he even uses a carrot from the bundle as a bargaining chip to improve his negotiation prowess if possible!
the engineer buns get to work improving the burrow, reasoning that if they drag in some sticks as supports, they can improve the structural stability.
Core, use comically large bomb(bot).
dark dragon, use shadow tendrils on the street fighter.
the light dragon uses the heally-regen-effect on bot core II if its still alive, or on the dark dragon otherwise.
pyramid, flame orb on IJW's new summon until further notice.
SIDEQUEST: alright, fair. one last check, before I go. I look for any ancient texts, using air magics to float since, as a bun, I'm really short.
normal action:
I walk up to the light dragon. a bolt of light shoots into it, and its flaps its wings once, twice and shines for a moment, before dropping back to the ground, somewhat healed. it turns to the dark dragon, firing a bolt of golden light at it and negating the healing it would receive. the dark dragon is evil, thinks the light dragon. it must be destroyed, concludes the light dragon. it will, however, still listen to me when I say not to, and indeed, only attacked because I allowed it. I wish to foster greater loyalty, so I will indulge its wishes, from time to time.
You summon a new shield in front of the botcore. The Curse of Repetition slams facefirst into it, severely nerfing its health.
I'm going to assume hat "new summon" is the rapid response trauma bot because that one's the newest.
You do a scan for ancient texts... and the entire museum lights up. All of the entries on the various exhibits are ancient, as old as the museum itself. Someone must have put a preservation spell on them or something.
Light dragon healed for 15000 health. Unlike damage, healing is not shared between the dragons.
[2.2] Defenses of a Godmodder
In addition to their extensive weaponry, Godmodders are also notoriously hard to kill, taking damage only in tiny slivers until their health is gradually worn down to a nub. In addition to this astounding hardiness, they have a few other tricks up their sleeve.
Passive reality warping. The flip side to their active reality warping power for attack is the reality warping they do without realizing it. This form of reality warping is far stronger than the active side they have available, the passive side being powerful enough to stifle almost all attempts of other reality warpers to match their power. Mostly this acts as defense, preventing larger enemies from being able to overpower them, and enabling them to dodge hits from lesser foes.
The Veil. The Veil is not very well understood, but it is another ability that even Alpha ranked godmodders have access to. Essentially it is an anti-scrying device, and although it IS pierceable if a Godmodder doesn't do a good enough job of maintaining it, it is capable of blocking any and all attempts at observing the Godmodder's past and personal details.
The Curse of Repetition. Although this is technically a curse, which is covered in the previous section, it is notable because this is one of a Beta rank or higher Godmodder's best defenses. The Curse of Repetition, essentially, prevents similar or the same attack from working on a Godmodder multiple times, and within the higher ranks, can even be extended to cause the same type of troops being fielded to be ineffective.
Turrets. Around Delta rank, Godmodders gain the ability to craft Turrets, specialized weapons that are built to specifically kill one specific thing. They are extremely difficult and time consuming to make, and with only one historical exception, can only really target the thing they are made to destroy, meaning that Godmodders tend to only field turrets against things they personally fear or have a burning hatred of. If you manage to get a turret built specifically for you, take pride in the fact that your existence was enough of a burden on someone else that they wasted multiple years building something just to get rid of your face.
Finally, are the Trials. Available only to Omega rank and higher, when a Godmodder is on exceedingly low health, they may activate Trials. Powerful events fueled by the greatest extents of their Godmodding power to hold enemies at bay. While a Trial is active, the Godmodder is all but invincible, although they will take damage upon the Trial being defeated. Trials have varied greatly, from the creation of a vast reality-shattering Glitch, to the deploying of an enormous mecha of the Godmodder in question.
A Mysterious Cloaked Figure on the field, with no one noticing but the Terminal Operator. . . "Yo Godmodder, do you know if any of your enemies might have access to a Descended? I don't know if anyone else could hide their HP bar from the Terminal without some serious power. I'm going to go talk to them. Can't die from it." With that said to my boss, I get out of the jeep and hand it off to one of the Golems and send an orb of healing light magics at the Light Dragon, healing it more than the standard amount due to its affinity for light magics, and walk over towards the Mysterious Figure.
"Salutations, unknown figure, may I inquire as to what your name is and what purpose you seek to achieve here?"
8/20 Tools +1 from JOE
8/20 For JOE +1 from JOE
+1 JOE +1 Talist
I'm fairly certain that any Descended coming here would be acting right off the bat, not just hanging around ominously. It IS possible to screw with the update terminal without being Descended or a Godmodder you know. Sometime the update terminal just it itself, so far as my studies have shown.
You restore 14000 health to the Light Dragon.
"My name is irrelevant. I am simply a humble Disciple here to celebrate an anniversary of sorts, a holy pilgrimage to the site of an ancient war. Soon enough you shall see my purpose."
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 casts Fus Ro Dah on both of the Dragons. They can go away for a while.
Redstone throws an Antidote on the Dragonborn, curing his Radiation Poison.
What happened? How did you nearly get hit by a hurricane of blades?
Reactor's overloading or something. It looks like it could explode at any minute, and attempting to push it would just make it explode faster.
Alright, I'll activate the backup batteries for the craft. They should buy you some time, and give you enough energy to avoid eating a hurricane of death to the face.
Wait. We've retreated back to the pyramid. It now has eyes and a moat and stuff, but I think we can still redirect the ravager's blades into it. The moat just makes it even easier.
Are you sure? From our intel, the Godmodder can easily counter repetition. We can't pull the same trick twice without him intervening to defend his boss.
Well then we'll have to get more creative. Hmmm, let me think... Annabelle, are you up for some Ravager wrangling?
Now, this plan is a little bit unorthodox. Basically, the objective is to attach an Immovable Rod to one of the Terror Ravager Bot's spinning blades, changing the anchor point for the blades' rotation from the Ravager's center to the rod on one of its blades. Then, after letting it spin out of control for a bit, the rod is deactivated at such an angle as to hurl the Ravager Bot into the pyramid. Normally, the pyramid would deflect a high-speed impact from a whirling bladestorm (hence why wedges are popular in Battlebots), but because of the moat in front of the pyramid, the Terror Ravager Bot should get its bottom end caught on that and tip over, hitting the pyramid square-on with its blades and shredding into it. Further, it also has significant odds of getting stuck after falling over like that, requiring the use of its extra weapons to fire into the pyramid and blast itself free.
You want me to try and drop an immovable rod on a helicopter blade? It's going to burn my precognitive abilities, almost certainly.
You would have to use them anyways to dodge the Ravager's hurricane blades (because apparently that thing can reliably hit an aircraft that's actively trying to dodge), so this is just a pre-emptive use.
Fine.
Annabelle ejects from the craft, without even affecting its flight path or evasive abilities in the least. I could go into a technical explanation on how, but it basically boils down to weaponized multiple personality disorder. She then flies towards the Ravager's blades, and after a bit of hesitation to set up, she drops the rod directly onto the tip of a blade, where it sticks to the Ravager and then activates. With the job done, she immediately returns to the Supernova.
As the Ravager spins around that blade and somehow becomes even more of a threat to everything on the field, I analyze and plan the launch trajectory. As its RPM increases to over 9000, I notice my systems about to explode, and desperately hit the release right before my Ballistic Calculation System literally blows up in my face. I can't exactly see the result due due to the shrapnel-filled mess that is my eyes right now, but judging by the sound, that would be a direct impact. The Terror Ravager Bot should be a bit more incapacitated than I am right now.
***Entity Orders:***
Supernova: Fire both a quad lance attack and all of the blaster bombs into the Terror Ravager Bot's extra weapons. The less things flying around, the better.
Arcane Repair Beacon: Apply a stack to yourself. Arcane Repair only lasts as long as you last.
3/10 Small Project
19/20 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.
17/20. Colorado
4/20. Sitcom
+2 @Enerald_Mann
I kick punch chop the ravager bot's weapons with the power of Parappa.
Cuphead uses Spread on the Boombot Core.
Callback Prep
The Technocracy sets about the construction of a full-fledged shipyard in the orbit of the staging dimension, enabling local construction of full-fledged deep space combat assets.
General Action: Limit Cannon, FIRE!
Hefting another very large weapon, I take aim at the Ravager Bot. This one vaguely represents a cartoonish shotgun with a very wide bore, and inside it connects to a much larger internal mechanism than could possibly fit, courtesy of a pocket dimension. My weapon ready, I take aim at the Ravager Bot and I open fire.
Deep inside my weapon, countless 250 millimeter shells were being shunted towards the central barrel, and the electromagnetic accelerator coils took hold to fling each projectile forwards in a constant stream of high-explosive pain, as each shell was launched a mere five milliseconds after the one before it, screaming through the air at several kilometers per second before slamming right into the Ravager Bot.
The tremendous recoil from two hundred rounds per second of high explosive death forced me back, even as I braced. Soon, even the tremendous extradimensional magazine of my cannon was depleted. Meaning that it was now time to reload.
Entity Orders
Traumabot: Heal the Medical Department, Dragonborn, and Hyperstorm
Medical Department: Self-Heal
CV-309 Drake: Attack the Ravager Bot
Technocratic Invasion Forces: Attack the Ravager Bot
The Daemonette takes a deep breath, before silently walking forward. It is at this point well known that as long as the Godmodder remains healthy, then there's nothing they can hope to do in order to claim victory. He just needs to hold the advantage long enough to secure it once, and they'll be finished. He has an infinite reserve of support when it comes down to it, so to win damage must be dealt directly to the source of their woes. She's constantly out of ideas that would work, but there is one option. It seems far too early to use it, but she fears she has no choice.
Calling upon the deputized power, she opens a tiny tear in reality. Just a small one, that's all she can manage with her limited control of it. But that is enough. For it is no mere portal to the Warp, but a path to something deeper and yet more impossible. Through it come what some call Neverborn, creatures that as the name implies have no right to exist, being outright impossible under normal reality. Shifting masses of pixel glitches and twisting patterns that had in their sights the largest mass of potential in the area: the Godmodder. Without fail the foul creatures moved in closer, except that from some perspectives they did not move at all.
They were without regard for space or even time, and attacked by consuming the narrative of the target. It was a strike that bypassed any defense, any armor, even any moving away now that they had locked on. They would unravel the enemy and their very essence until they were as unmade as the creatures themselves. Physical attacks would be useless, anything from a punch to a nuclear strike would simply phase right through them without issue. Only potent magic, connected to their dimension of the Warp in some fashion, could slay them, or some similar mystical art in this case. Still, even if the Godmodder realized and exploited this immediately, they had already begun feasting upon him, doing their damage while they could.
In the end, all the Qlippoth, another name for the beings, would likely be slain, but the damage would be done. The Godmodder would have a part of him stripped away, another point of damage on the pile.
Charges:
You'll Regret This: 19/20.
Third Of The Triad: 3/20.
Entity Orders:
Daemonette considers more stuff.
Repair Portal heals the Daemonette. She may have plot armor, but she's being shot at by the Additional Weapons so that's bad.
The Flying Fortress, probably related to the Citadel-class continues to reclaim mass and regenerate. Hang in there!
Egg Fleet attacks the Terror Ravager Bot some more.
Bloodthirster continues to be very angry and hits yet more PGs with a huge axe.
The Qlippoth attempt to do their narrative undoing upon the Godmodder, but the Godmodder is ready for them, and throws books at them for the narrative feasting, to steal the stories from their form, but ACK! These books are bad fanfics, poison to narrative-consuming creatures. It's like trying to feed on heat and that latching onto something really cold instead. THe Qlippoth all fall to the counteraction of the narrative deadness, and one and all fade to nothingness.
3/? even newer stuff
3/? more stalling +1 mirror
+1 mirror +1 talist. if TOG isn't going to do what he said, I'm not going to plus who he wants me to.
JOE's sits down in a chair, and his eyes close for a bit, as he is enshrouded in an aura of cyan light. time passes.
...
a bolt of light shoots from a rift in space, turning purple mid-air and slamming into the hyperstorm- supernova on the engine that isn't busted.
the bolt turns into a blob of extremely well-attached and viscous goo. it begins to eat away at the supernova's other engine. it would appear this is a blob of taint, and it will spread as time passes. it has also been magically strengthened so as to not respond to any pre-existing defences.
the rift closes and JOE wakes up with a start. "What happened while I was out?"
eh, this probably isn't going anywhere. action done.
Lorso, we do not have time for trolling. The sooner I am healed, the less likely our ship gets obliterated.
Who cares about the ship?
Well, me for one thing. If I have to mind-control you to get you to heal Varos, I will. Even though that would be a waste of resources.
Okay, fine, I was joking. Here, have some healing.
Now that I can see again, time to get to work analyzing the Engine Failure. My first priority is to scan the failure to determine what is going on. That's complicated by the fact that the ship's power supply is on a "do not even look at it" list because of earlier shenanigans by the blightsteel colossus. Well, the colossus is gone now, what's the worst that can happen?
Nothing. As it turns out, that issue isn't a shroedinbug, and looking at the problem won't suddenly change the results. So now I can look into the engine failure and what the heck is this?
Did somebody hack into our systems and find a way through all of my defensive measures for the sole purpose of upgrading our ship? I've picked up a new functionality, Encrypt. It appears to load an anomalous ammo type into our quad lance driver, adding extra impact to the quad lance strike and also disabling the target's special abilities.
Are you sure it isn't a trojan? Nearly every upgrade of anomalous type has a drawback of some sort.
This ship's already been disrupted by no less than three outside sources. It's such a mess that we could already be feeling the drawbacks and just not noticing them. I think I'm going to fix the more important issues first.
I decide that a simple tactic is in order. I load up the Engine Failure using the same means that I loaded the dodging capabilities of my craft onto, giving me a numerical readout of the damage that will be sustained if the reactor explodes.
Then, I attempt to establish a repair conduit. If I can channel repairs and healing from outside sources into the Supernova's reactor, the energy should be able to stabilize the reactor and reduce the impact of the explosion. Namely, any energy that would go into repairing the craft will go into reducing the damage dealt by failing engines when the effect procs. It might not end up quite that powerful, but it should be far better than having those repairs go to waste.
Unfortunately, that takes so much time that I can't actually repair the craft, but the support from the Arcane Repair Beacon and other allies should be able to help solve that problem quickly.
5/10 Small Project
20/20 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.
Somehow, I found the time to make some music. I could create practically anything now, right? So, I decided to summon myself a piano. Not just any piano, but a Burning Piano. I took a moment to play a song. The notes hung in the air long after I had finished, and even continued. My ritual was a success. I had created a living song, and agh, it was stuck in my head.
Earworm: HP 75,000/75,000
0/6 GET IT OUT GET IT OUT: Target a creature. The next round, it will be replaced by another Earworm with full health.
Since my work with the Piano was done, I didn't really need it anymore, so I threw it at the Terror Ravager Bot. The burning piano managed to melt a significant portion of the Ravager Bot's weapons together into a useless clump, despite the burning temperature of wood being nowhere near the temperature needed to liquefy metal.
I read [3.1] Descendancy
20/20 CHARGE SLOT 1 USED, +1 from Redstonetam (for the Earworm)
20/20 CHARGE SLOT 2 USED, (for the burning piano throw)
Earworm summoned without attack power, because that charged ability is pretty strong.
7 more weapons reduced to miscellaneous scrap metal and slag by a flaming piano.
[3.1] Descendancy
Descendancy, the power of the Descended. A form of reality warping that all but ensures immortality, and enables one to pull off a number of powerful stunts. It is often compared to Godmodding as it comes with a similar manner of active and passive reality warping prowess, and it is the primary source of power for the main combatants in a Godmodding War aside from, of course, the Godmodder themselves in question.
Descendancy allows you to do just about anything, provided you put the time and effort into it. Some Descended have described their larger efforts as having been "charged up" or held for a long time before being unleashed, but many things can be accomplished with Descendancy, from moving mountains to shattering planets, however, a Descended is most powerful when working alongside other Descended.
Descended feed off of each other's power, making each other stronger the more of them there are in an area. This can lead to catastrophic effects outside of Godmodding wars, where Descended often find themselves compelled to do SOMETHING with themselves, which frequently leads to clashes between Descended with opposing ideals. These clashes are frequently monumental, almost as destructive as the godmodding wars that Descended find themselves attracted to like moths to a flame.
Descended do frequently find themselves other pursuits, but whatever they do, Descended are the biggest movers and shakers in the Multiverse, where ever you find a Descended, you will find events moving and growing quickly.
A small side note, it is possible to be Descended but not know it. This is in fact, rather common. Descendancy is a rare enough thing that many people don't associate the powers they have with it. Descendancy still empowers a person's endeavours in many ways regardless of their knowledge of it, however, without knowledge of their direct powers, it tends to be more passive reality warping than the standard suite of powers.
12000 damage total is inflcited on both of the dragons.
Boombotbox: A large boombox that generates boombots as it plays music. Generates 10K boombots every round.
[3.2] Your Allies
This will be a rather short section, and will cover the act of Summoning, one of the most universally used abilities that Descended have at their disposal.
In fine, Descended warp the very fabric of causality to bring allies to their aid. Chance, time, and reality itself shift to send warriors down a path that will put them at the Descended's disposal upon arriving on the battlefield.
This is a very useful skill, but it can have dangerous ramifications, although those will be covered in a future section.
Essentially, what the Descended need to remember is that they can call on just about any force that exists in the Multiverse, while, as some would say, terms and conditions apply, for the most part you can go about summoning whatever you require, and it will come to your aid.
On the Egg Flagship, a connection is made with the Voidic Internet. The commander of the vessel reads the Ascension section of the GameFAQ. It sounds important and also currently unknown.
(20 Charges Used)
Meanwhile, he absentmindedly presses a button to use the Flagships's secret weapon he'd been developing. Using devices that absorb Descended power, he'd been able to create batteries of supercharged missiles to supplement the fleet's firepower. Various armor plates slid back to reveal the numerous racks of heavy heatseaking missiles and their potent warheads. Unfortunately, he'd underestimated his own vessel's resilience to the stresses of firing, a fact various red lights and blaring klaxons suddenly alerted him to. Using a full pool of charge, the engine burn of the weapons would be significant.
"Wait, NO! ABORT LAUNCH!" Unfortunately, or perhaps on the whole fortunately for the AGs, it was too late. Ignition had already begun, and trying to halt it now would cause more problems than it solved. Flaring out of their launch ports and causing reverberations throughout the entire ship, the missiles soon acquired target, and streaked towards the Terror Ravager Bot. The missiles targeting arrays were tuned to prioritize sub-system damage, and hence they went straight for the Extra Weapons.
Each missile that landed, of which there were quite a few, did major damage, blowing away or at least heavily mauling an Extra Weapon, sending shrapnel and flame everywhere. Loaded with advanced energy bomb payloads, their ferocious firepower borne from raw reality warping was not to be underestimated. By the time the dust had settled, the Terror was more than a few Extra Weapons down compared to before the attack had been launched.
Sighing, the good Doctor noted that at least there wasn't much, if any damage done to the ship overall. The missile bays and energy absorbers were totaled though. Looks like he wouldn't be able to use those again.
Charges:
You'll Regret This: 20/20, used.
Third Of The Triad: 4/20.
[2.3] Ascension
Godmodder Ascension, a tricky topic, and one that I've decided to cover in spite of it potentially leading to more Godmodders cropping up, this is, after all, a comprehensive guide.
Godmodding is built on a ranking system, from Alpha to Psi. The most basic way of ascending the ranks is by capturing the power of a member of the next rank up. Godmodders themselves are capable of doing that naturally whenever they score a kill on someone of the next rank up, but people who have not yet ascended must first create an apparatus to capture the Godmodding energies. Such an apparatus can be made like so:
[there is a complicated diagram detailing the creation of a power absorption apparatus.]
The apparatus must stay intact throughout the course of the fight, otherwise it will be unable to claim the energies upon the Godmodder's death. Upon the Alpha Godmodder being defeated, the apparatus will claim their godmodding energies and form it into a sort of crystal. The process of utilizing the crystal is rather easy, but takes a little while. Simply hold the crystal to your heart and hope nobody comes along and stabs you in the face while you're busy absorbing it.
There are of course other, non-violent methods by which one can obtain higher ranks of Godmodding, high enough ranked Godmodders can grant the lower ranks to those they trust, and a number of other methods were investigated throughout the course of the golden age of Godmodding, although it is generally considered easiest to kill someone of the next highest rank.
For those who are content with Alpha rank however, there are rumored to be a number of Gomodding Chambers, created by a rogue Beta rank Godmodder in the early days of the Psi War to assemble a posse of warriors. They require fuel, but if you could locate one that is in working condition and the fuel needed to power it, you could use that to attain Alpha rank relatively easily.
Your missiles rain down absolute devastation on the Terror Ravager Bot's outer shell of weaponry, destroying 10 of the weapons.
#MeatBags1
The Terror Ravager Bot, having hit a small snag in the form of an immovable rod spirals across the battlefield until it plows right into the pyramid, dealing 100,000 damage to it with a massive grinding noise as stone is worn away and flung large distances. It's extra weapons all turn on the TOGII*, which is looking like it'll be a problem, and has been a pain in the PG's neck for quite some time, dealing 15000 damage to it with a laser blast, a rocket, and a launched sheep.
The Pyramid has finished charging up a massive fireball, and launches it right at the rapid response traumabot, which turns around to face the oncoming death just in time to get reduced to smoking metal parts by the explosion. The Darksteel Golems all pile into the darksteel jeep, which sets off at high speed towards a ramp on the battlefield, launching way up into the air, and coming down right on top of the Medical department, reducing it to a pile of plaster and metal and corpses.
The boombot core absorbs up 30000 boombots and sets down on the field a powerful bombbot. The Jury all take careful aim with their rulebooks, and throw them one and all at the flying fortress. Only one hits, but the might of the LAW deals 45000 damage. The Dark Dragon slams dark tendrils through the street fighter, dealing 10000 damage and inflicting 2 stacks of corruption. The Light Dragon heals up the Bot core for 10000 health and giving it regen. The Emperor Bun gets ahold of a baron bun, and negotiates their joining the bun kingdom. The engineer buns repair the bun burrow back to full health.
The TOGII* retaliates against the great big robotic abomination that set its sights on the little guy and pounds 21000 damage worth of cannon-fired complaints into the Terror Ravager Bot's hull. The Bad Thing uses Is Dead, dealing 20000 damage to the light dragon (10000 damage ot the dark dragon) and 3000 damage to all of the darksteel golems.
The Hyperstorm rallies up its guns and opens fire on the Terror Ravager Bot, divesting it of its last three extra weapons AND 36000 of its hit points. The Flying Fortress sits there, not really doing much but flying. The Dragonborn FUS ROH DAs the twin dragons of light and darkness off of the battlefield, preventing them from interacting with anything for a round. The Egg Fleet does a large aerial bombardment of the Terror Ravager Bot for 30K damage. Cuphead uses spreadshot, moving up close to the boombot core, wiping out its shield and dealing 5000 damage to the core itself. The Repair portal opts to heal the distressed daemonette for 40K health.
The Pixel Swarm forms up into a big scary face, and scares off one of the jury. The Drake unleashes another attack upon the Ravager Bot for 25000 damage, followed up by a 20K strike from the Technocratic Invasion Force. The Bloodthirster careens into the boombot core, smashing it up for another 20000 damage. The Arcane repair beacon attempts to apply a stack of arcane repair on itself, but fails because it doesn't have the ability to self target. The Street Fighter slams the ground in front of the Jury, scaring off two more of them.
The Godmodder reaches his hammer down, and scoops up a large chunk of dirt with an underhand swing that sends rocks and metal and all kinds of artifacts from the ancient war flying in every direction. One of the things that gets thrown up is a long-defunt killbot, which reactivates itself on the way towards the flying fortress. It reactivates with a vengeance, and rushes into the flying fortress, tearing it apart from the inside, before flying over and ripping the dragonborn to shreds. Dragonborn and flying fortress killed.
Now is time for some more bad news. With the PGs still possessing the advantage, you're pushed back into the radioactive ruins just before the pyramid's location. Everything gets radiation poisoning. Again. -5% distance.
Everything ticks up and down. One of the engineer buns dies of radiation poisoning.
Itinerary:
Destroy the Godmodder!
Destroy the new Terror!
Keep the Supernova alive!
Kill the boombot core without activating the boombot's retaliatory abilities!
Destroy the buns!
Kill the assorted PG entities.
Distance: 45% Main Battlefield:
Terrain: Irradiated Ruins (attacks can be redirected by player actions into the surrounding pillars, 5 pillars remain. Everything biological is inflicted with radiation poisoning.)
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.
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. 1 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
4/? even newer stuff
4/? more stalling
+1 mirror +1 talist
JOE?lazes around some more like he did last round, eyes closed. meanwhile, some templars enter the castle the adventure started in, using portals as they are wont to do, and begin to storm through it, clearing out most of the invaders regardless of alignment. templars aren't Evil though, just insane. if someone displays no magical powers and does not have tech advanced enough for them to consider it magic, they merely portal them into another realm...
aside from if they find a small child, in which case the templar's current leader'll probably kidnap the kid and turn him into another templar, somehow.
also the templars don't kick out my pre-existing energy orb scribes, mostly because the energyscribes are in a collapsed room, so the templars don't bother. the templars might enter eventually, but it'll take a while.
JOE?wakes up and sees nothing changed. "Did literally nothing happen while I was out this time?" "That was a waste."
"..."
"Yo, Mr The Disciple, who are you the discipleOf?"
meanwhile, bun-me gasps quietly in surprise, and proceeds to look for magic,godmodding, or descendancy-related texts to read.
ENTITY ORDERS:
light and dark dragons are off the field, so they idle.
the emperor bun calls in some more engineers.
the existing engineer buns work with the barron bun to turn the burrow into a temporary radiation shelter, meaning all buns within it will not be radiatoned any more. if this is impossible, the barron bun heals himself and the emperorbun by a total of 10,000 HP across the two of them, and the engineers start to build a bun portal, to portal in buns from distant lands, and also to ensure that when a bun would die, they are instead transported to a far away very safe place.
the drones swirl, the box produces more drones, the core uses boombot cocoon. the pyramid sends 2 of the 4 bombs that orbit it to swirl around the bot core, bodyguarding it, or if the bot core is dead, prematurely detonates one of them between cuphead and the repair portal, splitting its attack among the duo (damage cuphead first, then the portal).
5/5 Bang Bang [EXPENDING]
Emerald pulls out his lamp, and, using some fancy finger work, twirls it around in circles in front of him. As he does this, he begins to infuse energy into the lamp, causing its conduit, the bulb, to begin to glow as it spins around in circles. He continues this process for a bit, and then abruptly stops, planting his right food forwards into the ground, and the glowing bulb facing the Terror Ravager Bot, and then firing an orb of light, which travels into the Terror Ravagers extra weapons
20/20 +20/20 from ToG [EXPANDING]
Emerald realized that Halloween came and went without anything special happening, and decides to summon a festive Skeleton. And by festive, we mean he's still celebrating Halloween.
Skeleton:
HP: ???
ATK: Non-standard
3 charge: Calcium!: Happens instantly when ordered to. Still takes the action, but just happens instantly. Gain 1 AC until the end of time, or death.
5 charge: Got a Bone to Pick. Evolves into a better skellington
The Skeleton uses its first turn on the battlefield to make the obligatory Undertale "Nyeh Heh Heh!" Skeleton reference, and tosses some bones at the Terror Ravager Bot
Emerald continues conversing with the ??? "You're aware that you can be attached at any point, right? Unless you have some plot armor or plot importance, you're going to be attacked by something if you stick around"
18/20 Colorado.
5/20. Sitcom
+2 @redstonetam15
Cuphead uses Spread on the Boombot COre again.
I expose the RavagerBot to the most unspeakable horror imaginable, that which sends all who see it into a blinding rage. I refer to, of course, Trump's Twitter.