Destroy The Godmodder: Renewal (Hole In The Ground)

Update 36.5
Might as well post this I suppose.

Got +3 total

Epsilon: 9/20
Zeta: 8/20

+1 to MrMirrorMan, +1 to Joebob

Thina whirls around as the door slams shut, freezing in the moment. Then, she slowly relaxes down and starts to chuckle to herself.

"Pft. Of course. ... Probably one of those traps that detects plot importance."

Thina gathers up the three guns and then takes out an almost forgotten object out of hammerspace. Namely, that dull knife she found much earlier in the game (found that on update 23). She picks one of the guns at random, let's say the white one, and lays it down on the ground. Then she traces the knife around the outside of the gun, looking for any kind of indents, creases, panels, or anything else she can use to disassemble the gun.

Are the hinges of the door on this side or the outside? Does it seem to have a lock or other sealing mechanism? Are the vents covered with anything? And are they literally for ventilation? As in, they lead into metal pathways?

Also... if there don't seem to be any time based constraints or threats...

"So many lost here..."

Thina's armor turns alight with power and she generates a small swirl of frost around her paw. Then, she goes about coating the skeletons with a layer of frost, to freeze them to the bone. Switching up, the armor's white light turns a little harsher as the frost around Thina's paw turns to electricity. Finally, she jolts the skeletons one by one, shattering them into dust. Then she collects up the dust into whatever container looks small, but still large enough to hold it.

((Wait... If I can still take actions outside of the Bunker... that means I would still be able to have Thina preform actions outside the Bunker, and therefor she can teleport out. Maybe?))



Well... That was disappointing. The GamerGat, that is. Probably nobody even got the pseudo-pun in the name.

---------------------
After fiddling, and accidentally cracking the casing of the white gun, you are able to disassemble it. The interior is surprisingly sparse, just a series of tubes, a funnel of some sort, and a slot for a canister of white energy that's almost entirely empty.

The door doesn't have hinges, its one of those heavy sliding doors. There's no visible sliding locking mechanism, but it's probably up in the door frame. The vents are covered with metal grates. Probably not very secure grates, you can see screws on them. And yes, they're for ventilation. You can hear the airducts flowing now actually.

((Sshhh that's supposed to be a secret. Doing so will end the sidequest without you getting to keep the guns though.))
You grab a box of bone dust. I don't list this because unlike the guns it won't provide a combat bonus on its own.

The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000
2 guns. [A]
disassembled white gun
Thina [PG - Player]
 
Update 37 CHOO CHOO pt 3
/RP Null (here are the introductions from the new marionettes to their owners @Enerald_Mann and @redstonetam15 which I promised in my last post.)

A red Marionette walks up to Emerald and proudly introduces itsself

"Rejoice Descended for I, Unit Two, the greatest of the Marionettes have been assigned to serve you! Give me a task that I might accomplish it with ease and prove my worth! Ah but first I have been told to give this letter to you by my creator."

The marionette frivolously throws a sealed letter to Emerald with this message inside it:
"Dear Emerald, I have finished Unit 02 and it is yours as promised however unfortunately I must inform you that Unit 02 posses a minor defect in it's personality system which prevents it's personality from being altered and has caused it to act in a somewhat vain manner. This defect should not affect it's capabilities however so I expect you should be able to deal with it, if you have any further concerns let me know. Sincerely, Sir Heidal, The Blue Knight."
A Marionette made of black walnut wood approaches redstonetam15 and silently offers him a letter.

Written inside the letter is this message:
"Dear Fellow Descended, This Marionette is Unit 03 unfortunately Unit 03 has a defect that prevents it's audio creation system from functioning rendering it mute however this defect should not effect it's combat capabilities, if you have any further concerns please contact me. Sincerely, Sir Heidal, The Blue Knight."
#WelcomeToTheShow

Somewhere far from the battlefield, a number of individuals were meeting in a nondescript conference room. The chairman of the group began by saying "I, Caretaker Unit 7750HG, Chairman of the Department of Co-ordination hereby call this meeting to session. On tonight's agenda is an anomaly in Universe 9ADJ34, which was recently opened for colonization and exploitation. Tyrom, you have the floor." the synthesized voice emerging from the AI's android avatar seamlessly and organically.

The man addressed nodded, before he brought up a holographic projection of a planet, and said "This is a world tentatively designated as GTHR5992HF, though the locals call it something else. The planet itself isn't all that interesting, being a pretty bog standard Class 4 Terrestrial, but what's on that planet is extremely interesting."

With that, the view zoomed in on a satellite picture of the fighting from a little while previous, showing, among other things, the Godmodder.

Tyrom notes "We have tracked Anomalous Individual #449192A to this planet, though they recently were rather thoroughly killed by the uppity godling that kidnapped them."

This is when the Chief of Military Activities pointed at the Godmodder and asked "Who's that?"

Tyrom replied "Tinpot system lord with ambitions of conquest, nothing we haven't seen before. They have some rather potent reality warping, but their ability to share that with the rest of their would-be Empire is negligible on the strategic scale."

This is when Caretaker Unit 7750HG asked "What is the probability estimate for getting them to sign on as an Autonomous Region?"

Tyrom immediately replied "Approximately 0%, with uncertainty of ±0.3."

Dan nodded, saying "So we'll have to get him out of the way by force, then. Can we just annihilate his current holdings with a JERKKV, or is there something in the way?"

Tyrom's reply was "Sadly, no. There's a defensive shield around the planet which will prevent that sort of attack from working, but it should still be possible to slip some forces though to fight on the ground. That same shield will also limit the amount of forces we can get groundside, so we won't be able to just drop a planetary population's worth of army on him."

Dan noted "I guess I'll go find a General who's up to the task, then."

With that, Caretaker Unit 7750HG replied "Understood. We will re-address this issue at another time if need be. For now, meeting adjourned."

Charges
Heavy Metal (6/20)
??? (1/20)
+1 @EternalStruggle
+1 @Crusher48
The war grows further...
#TheFallenCity

[PG]

"Cherri, I promise you I will help you make sure that none of them are left unpunished for killing Todd so horrible." Corruption uses Weakness Roulette on Death in the Trenches. I also charge at Death in the Trenches are rip it's mask off, before leaving a phosphorus grenade with it's pin pulled, before letting go of the mask and slamming it back onto Death in the Trenches face. Also, what would cursed inferno have done? Also, I try to take the Predator Armor.

Corruption 90,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
4/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

10/20 +1 from Talist
11/20 +1 from JOE
+1 JOE +1 Talist
Cursed Inferno is a powerful DoT effect.
You deal out 16000 damage to Death In the Trenches.
You fail to take the predator armor because TOG un-executed himself later this turn.

2/20 narrrrrrrnia.
10/10 blurble +2 mirror +1 talist +2 TOG
Yōkai: tanuki 1/1 HP x3 provides the monster house with dodge (by going to stone form and blocking it.), 30% each. can be killed instantly, even with a split action, but only of them at a time. also, dodge reduction from death applies to posts/actions After the killing one.
new: 1/10 bllblska
+1 mirror +1 Talist.
in news, pebbletopia doping! sorry for the slowdown, but, well, school.
the new charge started, and a fighter jet tried to shoot the wall. maximum effective range for fighter jets is sliiightly too small to do it this turn. as well, at long range accuracy falls, and fighter jets can have their accuracy further reduced by the introduction of sight-blocking walls. or smoke. as well, their secondary weapons are much shorter range.
entity orders:
monster bed uses theres a human under my bed. monster parents summoned for one round!
monster core uses monsterous, summoning (based on its new summon rate) 2500 monsters. if monsterous is unaffected, it'll summon 7500 monsters.
unknown monsters use We Live Here, a few of the more parental monsters coddling the monster bed since its so scared [flavour text]
if it is ungrabbed, I grab the predator armor, and give it to the M. house. M.house uses it to shield the M.bed. if tog action Doesn't hit me/ the house/its inhabitants, am give to him instead.
now, my action. In progress, conditional.
if memory is unharmed, I poke it.
if memory has been damaged at some point, I warp into 3, then 6, 8. 7 pieces of 8 transform into whispy hands, formed mainly of smoke, and the 8th piece of 8 transforms into a white misty humanoid, remnants floating off and fading. 3 hands float up, and turn into a wheel of sorts, glowing for a moment before beginning to spin, hardening into a corporeal form. they glide forwards, pulling at the space around them as they accelerate. the still somewhat-misty hands begin to fuse together, becoming more of a disk, and a glowing blue circle begins to appear at the edge. it appears they are moving fast enough to create cherenkov radiation at the edges, yet somehow not fusing with the air nor creating superheated plasma. that is, in fact, most of the energy cost of using this technique. the pull on space begins to become more noticeable, spinning blades of air being created, and the new air whipbladeslasherthingymajigs slash parts and shards off Marionette before the hands even hit. after taking [probably] over 9,000!!! damage in the form of scratches, the hands stop hovering and glide down, the glow intensifying, and slam into it, sending them flying through the air, and also shredding their torso in two, transforming the middle into pure plasma from the shear amount of kinetic energy.
You summon the Tanuki, giving the Monster House a very temporary 90% dodge chance.
The dodge chance does not get the bonus against player actions, it will have reduced effectiveness against players like all dodge chances do.

You deal 5000 damage to Memory.

13/20 Lynching Mob
13/20 The Undead Thief
+2 @The Blue Knight

Emerald glances over at Unit 02, then reads the letter "Yes, yes, good for you, I don't have anything for you to fuse with right now, so if you would, please attack that Monster House"
Saying that, Emerald then takes his lamp, and duplicates it, placing the duplicate inside the Monster Kids bed. Then he takes several dozen explosives and randomly fires them at the house. "Hey, Knight, I would suggest getting your dog off the battlefield, I would help but I'm a little busy right now"
You open fire on the monster house and miss completely. It seems a 90% dodge chance is high enough to work even on player actions somewhat reliably.

[AG]
Charge Bank: 10
(+2 from Enerald_Mann)
7/20 Guard
2/20 A handful of good bears

+2 @Enerald_Mann

(is being moved off the battlefield, this entry will be removed next post)
[AG- controlled by The Blue Knight]
5 charge entity (14 charge health increase from Enerald_Mann)
A normal sized dachshund with a smooth red coat, on the left side of his body there is a glass window which shows a variety of moving clockwork parts and a pump mixed in with his internal organs

Health- 1/95,000
Attack power- 4,000
[Special Ability]
A True Companion (Passive)- is unable to act independently but rather aides it's owner in any actions performed by them. (Effectively allowing it to act twice a turn if it's owner posts twice in a turn but also preventing it from acting if it's owner does not act.)
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilities]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 49,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.

While somewhat taken aback by the Godmodder's choice to spare Sir Barksalot, the Knight still rapidly acts to send his gravely wounded companion to safety. The Blue Knight swiftly opens a small Barksalot sized portal to his home universe right in front of himself.

"You have fought bravely Barksalot but you should now rest. Inform her Highness that though the Godmodder is putting up a strong fight I will defeat him in time. I will see you again in due time my friend."

The heavily injured Sir Barksalot lets out one more proud bark before he is thrust through the portal back to Crossbell and safety.

Just to clarifying I don't really plan to make use of Barksalot again, I feel his story as it relates to this war is pretty much finished though I might make mention him again if someone tries to interact with BK's home universe or Queen Tia. If another AG player wants to do something with him later in the game feel free, just if I'm still a regular poster at that time please consult me first.

(Edited flavor text for the action in at 10:30 pm 9/10. Grammar edit 6 min later. Another grammar edit at 7:38 am 9/11)
You safely put Sir Barksalot through the portal. Sir Barksalot desummoned.

20 Post Charge In Use!
It was time. A suitable reservoir of power was available in the form of a maximum charge capacity pool of residual energy. It could be felt even at the significant distance from the body of her summoner they were at, and as always this strange reality warping energy was incredibly easy to manipulate. Hence, she could summon another ally, or launch another devastating attack.

Or she could fulfill a promise she had made. Naturally, Daemons did keep their word, even if often they lied and misled about things such as side effects. Still, she felt obligated to keep her promise to the Assassin, since she had yet to secure herself a permanent place in this realm and could have this avatar slain at any moment. It seemed as if individuals were no longer attacking her, but even so she could die at any moment. Still, as long as it was just another summon, she did not have to worry about mortality, a reassuring fact that kept her centered.

Another portal to a specific universe was deployed, ripping open time and space, giving her access once more to the Komato Empire. More of the energy was expended, a telepathic link forged between her and General Relion, the one who had commanded Avheshi and countless other soldiers, the one who knew about her and the promised aid.

Hello, it's the one whom Avheshi spoke about, do not be alarmed. Hold on, I'm trying to locate the Tasen even as we speak.

Space and time unfolded before her. History became evident, the reasons why the Tasen rebelled and fled unveiled, their location, their warpath, their extermination. One fleet.

Only one major group is left, I believe.

Collision course with aliens. Potential point of conflict, one that must be located, for it was the final bastion. There, there at the heart of the galaxy. Wait, not the heart but to the galactic west. Sol. Segmentum Sol, for certain. That meant the Komato lived in the Milky Way, an interesting fact.

I have narrowed it down significantly.

She projected her will, and a holographic display appeared on the flagship's command bridge, an Imperial map with Segmentum Sol highlighted as the location of the Tasen, information uploaded to ship databanks.

There, they are there. I know this is hardly very specific, but this is a fact. I can narrow it down with time, and will do so, I promise.

The information was close to overwhelming, and so she pulled out of the scrying then and there, before it could get worse. She gasped as she returned to reality, the warm breeze, warm primarily from weapon discharge, bringing her sharply back to existence.

The Heavy Gunner and Unit 00 were looking up at the portal in the sky.

"I do not see reinforcements." Unit 00 notes.

The Daemonette shrugs. "I had to fulfill a promise to an ally. That's all that I did."

Unit 00 paused, cocking its head as it considered the statement. "Fulfilling an unnecessary promise as a Lesser Daemon?"

"Yes, what of it?" The Daemonette snapped.

"Why?"

"Well, because it's a promise, and we keep promises because-" She paused. Why... why had she done that, actually? Well, she knew, because the alien had sacrificed for her and so she aided, but why did that matter? She felt like it? Again, back to feeling about it. Yes, that was valid, but it didn't make much sense. Feeling, her? No, she was a Daemon.

It was back to her independence. She had known she had gained it thanks to her summoner, and proper intelligence as well, but had she also gained human emotions? Was that even possible?

The Heavy Gunner had been silently watching for some time, and chose to intervene as the Daemon was obviously having, in an arguably very ironic turn of events, a crisis of faith. As before, it spoke via using a hologram projector to project words into the open air.

"You've just gained thoughts, feeling and power from a mysterious source and are unsure of what that means for you or how to deal with it." More of a statement than a question.

The Daemon paused as she saw the flickering words, eyes darting about as she tried to momentarily avoid the issue of said uncertainty. "Maybe, but how would you know?"

The words changed. "I was in the same boat. Was just another Eggrobo before I became a loose cannon on the loose thanks to the Phantom Ruby. I've been there, but you appear to have a more extreme case of it."

The (relatively) newly made proper being sighed. "Yes, it's true. I can't deny it, and even if I'm glad for it I am definitely being thrown off balance by it. If I hadn't fought in massive wars before, I don't know what I'd be saying or doing after likely having cracked under the pressure. As it is currently, I'm not sure I'll resolve this while the war rages on. It's a good a distraction as any, I suppose, seeing as I constantly have to strike out just to stay afloat, even with our numerous allies."

"I see, and I bet you did what you did because you considered the 'ally' to be a friend, or you were on the way to that. That's my guess. Still, you're right about there being a fair few enemies. We should get back to blowing them sky-high, yeah?"

The Daemon sighed and slowly nodded in response, but before anything else could be done a large vessel moved through the still open portal, bearing the colors of the Imperial Army. Four hovering attack drones began to descend slowly, small dots that darted away from the battlefield so they could come in slowly. In addition, two soldiers teleported into the battlefield, appearing right by the small group. Both nodding their heads, serious expression present, to the one who had aided them before saluting. These were Berserkers, the Empire's elite, although there were others yet more skilled and armed such as the Assassins. The craft continued to float above as this happened, as opposed to leaving. It was extremely heavily armored and filled to the brim with Komato Troopers, however, so attempting to destroy or board it was unwise indeed.

"General Relion has ordered a small measure of assistance be granted to you in exchange for the information you have provided on the Tasen." One said sharply.

"The supply ship above has a supply of Skysmasher drones that you can call down to assist you in battle. In addition, these drones can then act as targeting relays to allow drops of medical supply crates to heal any wounded among your forces. However, it does lack bombardment capability."

The Daemonette nodded respectfully at the two in turn as they quickly explained the situation. She had not expected reinforcements, but was glad to have them. And it made sense, she suspected that the ship would authorize additional reinforcements in exchange for her performing further analysis work upon their galaxy, as opposed to a more constant stream. Still, it would be very appreciated. She looked over the menacing drones as the quartet launched earlier arrived in the field, heavily armored albeit small and armed with a mean looking cannon. Didn't seem like they'd be of all that much use individually, but with four they should be quite potent, and with more available they could be an excellent addition to the Anti-Godmodder force, especially with the promised healing available. "Many thanks. I shall make sure to keep helping the KIA for this generosity."

ENTITY STATS:
Komato Skysmashers

The Skysmasher drones are each heavily armored and equipped with a Shocksplinter cannon for their weapon. Each drone has 20k HP and does 4k damage a turn. They also function as locator beacons for nanomedical supply crates. Each drone receives a drop of a crate every turn, each crate (hence each drone) healing a targeted Entity by 2k. Naturally they can target their attacks and healing at different Entities, and do both every turn. However, they must all attack one target and heal one target, no splitting.

The drones can be reinforced by a new one being called in from the supply ship. This can be triggered by a healing action equivalent to their max HP, so 20k, but can only be done if all current drones are at full HP. So if a drone had 18k HP and was healed by the Daemonette, a new one would be called in from the ship, but if it had 5k HP then it would only be healed to full. This cannot be done partially, it has to be 20k HP all in one go.

To begin with, there are 4 Skysmashers.

General Action:
"Since you're here anyway, would you mind helping us out? I'm unsure, but maybe you can heal that thing?" She pointed at Death in the Trenches.

The two Berserkers shared a look, and approached the mysterious being. Just by being near it, the focused aspect of the Dark God renewed in vitality, the deadly but simple method of Alpha Striking, burning a planet to ashes from orbit and wiping out all life on it meshing well enough with the power of the creature. The soldiers had been present for a small handful of them, witnessing directly a few of the orbital bombardments, thus meaning that the aura they gave off was sufficient. Distinctly Komato, it healed the wounds and weaknesses of Death, allowing it to fight on.

With that done the Komato infantry turned and left without another word, mission accomplished, moving to a safe distance where they could be picked up by the floating vessel's singular dropship. They returned to their vessel, once again acting as part of the security forces until it eventually left with obligation fulfilled, which it would do when all drones on the ground were inevitably destroyed.



Charges:
Fulfilling a Promise: 20/20, used.
A Most Sacred Number: 11/20.

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

Entity Orders:
Daemonette heals/calls in a new Skysmasher.
Skysmashers heal Death in the Trenches.
Unit 00, Heavy Gunner and Skysmashers attack Monster Core.
19000 health to Death In The Trenches

The Godmodder eyes the ship in the sky, just barely low enough to avoid being torn to pieces by the slew of orbital defenses he had set up.
If that thing comes any closer I'm blowing it out of the sky.

I look at the events of the last round in shock. Wow, I seem to always be on my toes.

I take a breath. This was technically my fault. Because I decided to jump the gun and attempt to Banish Val'Elzathor, it's now going to be a lot harder to kill him for good.

Because I did this, two people have died.
Because I was short-sighted, and tried to do the right thing, two people died.
Their blood is on my hands.


I guess I drag away I just write's corpse? I'm pretty sure that Descended's story is not over yet. In fact, I'm not going to let his story be over yet. Eternal sparks, I need to get my act together.

+2 to The Blue Knight

12/20 Exorcism (+1 from The Blue Knight)
6/10
#GammaPlus

/GMnull for DC, actually Todd didn't soulnommed. Just turned into red paint. He'll respawn.
That doesn't make Cherri any less pissed though.
#Reiteration

Might as well post this I suppose.

Got +3 total

Epsilon: 9/20
Zeta: 8/20

+1 to MrMirrorMan, +1 to Joebob

Thina whirls around as the door slams shut, freezing in the moment. Then, she slowly relaxes down and starts to chuckle to herself.

"Pft. Of course. ... Probably one of those traps that detects plot importance."

Thina gathers up the three guns and then takes out an almost forgotten object out of hammerspace. Namely, that dull knife she found much earlier in the game (found that on update 23). She picks one of the guns at random, let's say the white one, and lays it down on the ground. Then she traces the knife around the outside of the gun, looking for any kind of indents, creases, panels, or anything else she can use to disassemble the gun.

Are the hinges of the door on this side or the outside? Does it seem to have a lock or other sealing mechanism? Are the vents covered with anything? And are they literally for ventilation? As in, they lead into metal pathways?

Also... if there don't seem to be any time based constraints or threats...

"So many lost here..."

Thina's armor turns alight with power and she generates a small swirl of frost around her paw. Then, she goes about coating the skeletons with a layer of frost, to freeze them to the bone. Switching up, the armor's white light turns a little harsher as the frost around Thina's paw turns to electricity. Finally, she jolts the skeletons one by one, shattering them into dust. Then she collects up the dust into whatever container looks small, but still large enough to hold it.

((Wait... If I can still take actions outside of the Bunker... that means I would still be able to have Thina preform actions outside the Bunker, and therefor she can teleport out. Maybe?))



Well... That was disappointing. The GamerGat, that is. Probably nobody even got the pseudo-pun in the name.

---------------------
#HowDoBallsCue

"Reinforcements are welcome, but we still have a problem." The Daemonette gestures directly at the Godmodder himself. "If we don't actually defeat the man himself, then this war will drag on forever, since he doesn't seem to have any limits to his stamina. I tried to attack him before with the help of Avheshi, but that went..." She recalls the event. "Less than optimally. I don't think we have the capability to get past his defenses at this point-"

She is barely able to catch a large gem that the pilot of the Heavy's helicopter threw at her. "And this is?"

"The Phantom Ruby." The Gunner himself holographically projected. "At least it's a Phantom Ruby, it was used as part of how you brought me here. Don't know why you conjured up one to do it, I assume something about path of least resistance, but you did and I grabbed it. Think it's only one use, but it's the kind of reality distorting heavy weaponry we need to hurt that Godmodder guy if what you say is true."

"Wait, why didn't you say you had this earlier?"

The Gunner shrugged. "Wasn't a need for it, and I wanted to keep it in reserve."

The Daemon smirks. "Well, this more than works. How utterly perfect for this plan, I can feel the power radiating off of it!" She basked for a moment in the cool glow of the fearsome gem, before pointing it towards the Godmodder, grasped tightly in her hand.

A wave of energy emanated, its passage obvious as colors inverted inside the field. It expanded at normal for just a second or so, then as if a switch was flicked had covered the entire battlefield, including the Godmodder. Despite his incredible power, he couldn't avoid being caught by the Phantom Ruby, and even though he rapidly adjusted and regained control of his spacial positioning quickly, the momentary confusion was long enough, even if it was over almost instantly.

For in that instant, the Daemonette had moved from her position in the battle line all the way over to the Godmodder's location. Time and space had distorted and contorted, several Daemonettes appearing, all looking identical, each with a Ruby in their hands. Each stabbed forward with their claws, and this was impossible to defend against. For space was badly twisted, and each deadly spike skipped the intervening space along with any and all armor the Godmodder had to strike at unprotected flesh from all angles. Unit 00 got in on the action likewise, several Lúins, holy lances in plural, lashing out with the same rending properties that allowed them to bypass armor. The temporal manipulation aspect ensured that all this happened as the effect had been originally triggered as opposed to later, and thus before the Godmodder would have defended himself, because the attacks happened later even though after temporal manipulation they happened earlier, making them impossible to block. Dodging was covered still by spatial manipulation, for the coordinates where the deadly talons would 'exit' was based on the Godmodder's current (when the attacks where happening) location as opposed to any fixed or semi-fixed point in space.

Then the furious assault was over as suddenly as it had begun, the Phantom Ruby disintegrating into dust in the hands of the Daemon, now standing back in her original position. As the Godmodder got up, he was struck from behind by several high speed rockets, fired by the Heavy Gunner, along with energy pulses from the Skysmashers that splintered into smaller projectiles on impact, although each was still deadly and fully capable of armor penetration, such was the nature of the Shocksplinter cannon, the weapon of the attack drones.

Charges:
A Most Sacred Number: 12/20.
Komato Assassin 2: The Empire Strikes Back: 1/20

+1 @I just write
+1 @The Blue Knight
The Godmodder prepares to intercept the attack... then gets stabbed on several angles through the use of spatial trickery.
He stands up, but is completely undetered by the stream of rockets and energy pulses.
He coughs up a little blood and spits on the ground.
Nice, I'll have to pay more attention in the future.

1 damage to the Godmodder. 5% distance gain. +10 charge token granted to you. 6000 damage to all PGs.

your army advances another 5%... right up to the stone watchtower...
A spray of a minigun fire from the top of the tower, followed by a baseball bat wielding maniac and a pyromaniac with a flamethrower charging out of the front door of the tower.
Meet the mercs! Heavy summoned. Medic summoned. Scout summoned. Pyro summoned.

Meanwhile, in another universe entirely, an invasion force was being readied. The composition of said force was still being decided, but there was still a matter of contention. One of the planners asked "You want to deploy that!? WHY? It's an overengineered show piece that's completely impractical for large-scale deployment!"

Another replied "Be that as it may, it is still a heavily armed weapons platform with plenty of ability to dish out pain."

"You'd get better results for the same cost from deploying twenty Type 330-S tanks, and those are almost forty years out of date!"

"Still, we may as well deploy it just to get it out of the warehouse."

Charges
Heavy Metal (8/20)
In The Army Now (1/20)
+1 @EternalStruggle
+1 @The Blue Knight
#Oops

15/20 Lynching Mob
15/20 The Undead Thief
+1 @The Blue Knight @I just write

Emerald notices something he didn't before, and starts laughing. JOEbob is vulnerable. With that, he quickly grabs Lon'Qu's sword off his body, and runs up to JOEbob, slashing him across the chest
3 damage to JOEbob!

Still lost, the massive beast kept trying to remember their conversation before they fell behind. "Italian?" The monster exhales a cloud of steam, shaking their head back and forth.
"Prana, Mana, Essence, Prime, Motes, Whisps? My world had way yo many names for the stuff, main point is that it's the power source for the magic I use, though I've been... cheating, by using my status as a descendant to generate my personal supply."

"It certainly doesn't require becoming a blade of grass."
A forced cackle, a tilt of the head. "Though I have known a few to kill themselves to try and get some benefit. It's not a good idea, even if you survive."

Stray knives drift by, a mandala above the creature as he speeds up, he fell even farther behind last time he stopped to consider things. "First, I'm going to assume you have access to some amount of gold, since that'll hold a decent charge. Or should I provide it?" Most worlds seemed to have gold, in his experience. It was a constant.

A More Convenient Avatar: [15/15] (+1 from King)
Equip?: [3/10]

+1 @CrownlessKing
#RestInPepperonis

13/20 The Wall (+1 from Moniker)
10/10 The Standard (+1 from I just write) (Using!)
1/7 Staff of Curing

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

(The Standard)
A SWAT truck comes onto the scene. Out of it come many SWAT units.

SWAT Team: SWAT Commander [AG] 50,000/50,000 HP 0/3 Command. 1,000/1,000 HP [AG] SWAT Unit (x10). 1,000/1,000 HP [AG] SWAT Shield Unit (x10). 25% chance to ignore an incoming attack.
SWAT Commander Abilities:
Command. Give an allied entity an extra action. If you command a swarm unit, all units get an extra action.

The SWAT Commander, the SWAT Units, and the SWAT Shield Units all attack the Monster House.
Unit 03 attacks as many Unknown Monsters as they can.

/twerking on it
SWAT team summoned!

[PG]

I throw Death in the Trenches into a painful acid bath, and then I throw them into a fire bath, then an ice bath, than a mud bath, than a normal bath, so that they are nice and clean.

Corruption 90,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
4/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

13/20 +1 from Talist +1 from JOE
12/20
+1 JOE +1 Talist
rub a dub dub dead god in a tub. 15000 damage.

I distractedly do a Firefight and pull a Godmodder from an alternate mirror universe to do battle against our Godmodder. If possible, I try to switch our Godmodder with the mirror universe's Godmodder permanently.

13/20 Alliance
7/10

+2 to @Enerald_Mann
The mirror universe Godmodder is immediately struck by the Curse of Repetition and then banished back where he came from by the real Godmodder.

20/20 using

20/20 also using

+2 @JOEbob

EXECUTE THIS, B[various, non-descript entities that are not being specified beyond having the Pro-Godmodder or Hostile trait]

Suddenly from the depth of the worlds largest error swarms a million swarms of swarming Swarm Mothers, each ripe for the Great Babying: the Swarm Mothers then proceed to Baby, and boooooooy howdy is it great (great as in grand (grand as in very very big)). Unfortunately for the Pro Godmodder entities on the field right now closest to death, they all birth more Swarm Mothers that, despite what Logic and Reason keep screaming from their respective prisons in the fridge of the universe and my 9th basement, are also ready to baby. they do. surprise surprise (not really though), the babies are also swarm mothers, also ready and also babying. finally, though, these ones decide to listen to reason (not logic though. everyone knows nothing can penetrate the walls of a fridge: not even sound) birth Swarm Warriors. a few minutes later, all the other Swarm Mothers proceed to do the same. a few dozen years later, the warriors have conquered most of the continent and have been training the the constant onslaught of tribute from other tribes into great fighters. the Swarm's conquered people, however, have it quite easy. in fact, they have it so well that they have no qualms about putting all their efforts into designing great technologies to be granted to their rulers. soon, the Swarm is a great, inter galactic nation, prosperous, and all around pretty happy with life until... suddenly...
suddenly, the newly developed hivemind catches a cold, sneezes and (because of the way the Swarm's language works) accidentally starts a nuclear war with the universe. the universe, caught totally off-guard by this sudden and unexpectedly stupid move, fails to defend itself in time and suddenly explodes. Everyone and everything is caught in the blast and dies, upping the universes PPE by 100%! this incredible burst of power is made convenient when the next universe over, stuck in a conflict with its sadistic pet fish and someones ex, decides to channel the energies from the next universe over into one major beam of doom. it misses the intended targets, but utterly annihilates a random person somewhere. now, since every good story ends with a question, I leave you with this: what kind of swarm was the Swarm? a very good question, responds a cult of marine biologists (as in, biologists who are marines). they spend years and years, trying to find the answer, passing down notes and knowledge and their quest generation to generation until finally, the last surviving member dies just after having discovered the answer. with the death of such knowledge, a part of the universe dies too. that part just so happens to be two twenty post charges worth of pro-godmodder entity health that, in a spontaneous cosmic event completely unrelated to me suddenly dropping two twenty post charges, are killed (priorities are Joe's Hotel < Joe < random PG. that means that Joe's stuff is killed after everything else, with his hotel being the last to die. because I kind of like Joe)
I spent the charges on vodka, which I drank.
moral of the story is: heroes never die. that's a fact. no matter what, they simply cant seem to stay dead. really terrible, once you think about it. never dying, despite all you know, love or hate doing so. really awful. but anyways, as I was saying:
heroes never die; I simply chose not to.
in a very similar manner, I chose not to have dropped the Predator because I am still alive and active.
You completely annihilate Cherri's Mech and deal 30000 damage to the Heavy.

You also reclaim the Predator Armor.

Somewhere... a magical box slinks off away from the battlefield, carrying it's cargo to safety.

A massive tower rises up from a metropolis branded only by a stylized crown, in this tower at the very top lies an office. The office itself contains a rather massive man in golden armor and a cape sitting at a desk resembling modern art. A woman in a rather stylish pantsuit shoves another paper of him to be read through and signed like dozens of others.

"How about the deal between us and CyberDyne? You've been slacking on that for weeks." The chief financial officer chirped, electing a groan from the armor clad figure.

"OF COURSE I HAVE CAROL, IT WILL GO THROUGH EVEN IF I HAVE TO BUYOUT THE ENTIRE COMPANY, THEIR AFFILIATES, AND THEIR MOTHERS! NOW WILL YOU PLEASE, FOR GOD'S SAKE, ALLOW ME TO GET BACK TO THE THREAT OF HAVING A GODMODDER RUNNING LOOSE IN THE UNIVERSE LIKE A ROACH INFESTATION IN A MOTEL. I COME HERE TO CHECK IN WITH KALIM AND YOU'VE SHANGHAI'D ME INTO DOING WORTHLESS GARBAGE WHEN I HAVE SERIOUS BUSINESS TO ATTEND TO. CAN'T YOU TAKE PITY UPON ME IN MY ABJECT AGONY?"

She raised her eyebrow questioningly at King gesturing to the messily filled folders which he's haphazardly stacked amidst various work in progress inventions and knickknacks in the outgoing box on his desk. "Listen, I'm making sure that you have something to come back to when you aren't doing 'serious business' Last time I heard the greater good pays zilch half the time." She added air quotes around the last phrase. "Now get out of here and come back in one piece, alright? What will people think if Royalty "

"THANK YOU FOR YOUR BLESSING MOTHER." King pushed up from the table rolling his shoulders. "I LIKED IT BETTER WHEN I I WAS IN IN THAT FESTERING WORKSHOP." He grumbled passing by her and pushed the two grand doors open to freedom and fleeing the office space leaving Carol behind to remove and transfer the paperwork which was the lifeblood of of Royalty. Kalim stood in the waiting room outside King's office standing off to the side. The tactical android walked with King as he passed Kalim.

"[You seem to be in a good mood."]

King responded about how he desired Kalim to silence itself while invoking the underworld.

["Back to work?"]

"OF COURSE MY FRIEND, IT'S TIME I GOT BACK INTO THE FIELD."

And with that King teleported back onto the Battlefield only to find nothing but a ruined path of carnage and corpses. The sounds of faint warfare in the distance assured him that this was indeed the right place.

"WELL, SOMEBODY HAS BEEN BUSY."

King took flight following the ruined path to their owners soaring over rubble and detritus to join the fray, he sped past the corpses of allies and enemies alike. He looks down at all of this ruination and shakes his head before focusing on his target. The battlefield of the current struggle appeared first as aspect before rapidly growing into a Monster Mash courtesy of Joe.

"WHAT, HAS HALLOWEEN COME EARLY THIS YEAR?"

King sunk to the the ground with his red cape billowing behind him, as soon as he hit the ground he goes to work and takes a blanket off the Monster Bed and places it upon the Monster Core. As any child knows monsters disappear when you place a blanket over your head, therefore what happens when you place a blanket over a monster's head? The Moster Core enters a state of existential limbo surrounded by cats and copies of delayed video games.

"ERM, HAS ANYONE SEEN THE SMALL ANTHRO? I WAS HOPING TO SPEAK TO HER."

+1 to @Talist and @The Blue Knight
You fail to attack the monster core, as the monster house gets in the way, but you DO deal 20000 damage to the Monster House.

Alright, this isn't working.
So stop standing around wasting time!

Okay, fine.
I guess I should go somewhere else.


I leave the armory, having now been frustrated enough by this sword, and go to investigate what lies in the keep.

I also order the Heisenburg to start bombinb the Monster House, as that seems like an important structure to the growing monster offensive (as reported by the Heisenburg's crew)

Also, since @I just write brought it up, I might as well +2 them

8/15 From the Ground Up
3/15 A Terrible Idea
You enter the keep, lots of corpses are scattered about, the main hall is a bloody mess, but after a thorough search of the keep it seems that either it was just a filler room, or the GM forgot what was going to be in here because he was a doofus and didn't write it down beforehand.

After wasting far too much time tinkering, I finally have this barrier projector project completed. All I need to do is summon in the final power source for it and I should have a near-impenetrable force field to protect the AG forces.

So, time to summon up a power source and... whoops. I accidently summoned an individual known as Zarya, who appears to be a Russian armed with a beam cannon and protected by force fields. How does this even happen?

Thankfully, Zarya does have some sort of barrier projector ability, but this one appears geared more towards stealing energy from attacks and channeling it into Zarya's primary weapon, rather than blocking an incredible amount of damage. Also, she appears to be friendly to me, for now.

I decide to take a look at her technology, and give it some upgrades. I augment her equipment's barrier projector with whatever I can salvage from my current research, and improve her energy storage capability as well.

Zarya [AG]: 80000/80000 HP, 20000 base damage.
*Shield Regeneration: If Zarya is not attacked at all during her turn (this includes an attack on her self-barrier if it is active), she regenerates 10000 health.
*Barrier Projector: Zarya's barrier projector can project a barrier onto either herself or a single ally each turn, in addition to her normal attack. This provides them with a barrier that blocks up to 40000 damage, and prevents status effects from being inflicted until the barrier is destroyed. However, Zarya cannot protect the same target (or herself) for two rounds in a row. The barrier expires at the end of the EOTB if it is not destroyed by then.
--Note: If ordered to provide a barrier on a certain target, Zarya should instantly apply the barrier at the time of that post, blocking any attacks made after that post until the end of the EOTB. Zarya requires specific orders to use the barrier on allies, if she does not recieve orders she will self-barrier. if possible
*Charge: The Barrier Projector absorbs energy from incoming attacks and channels it into Zarya's weapon. Zarya's damage is increased by 20% of her accumulated charge. She can hold a maximum of 100000 charge, and loses 10000 each round after attacking.
*Graviton Surge: Five turn charge. When fired, Zarya launches a black hole that pulls up to 5 enemies. The enemies that are pulled in are undamaged, but they cannot dodge attacks this round, and take splash damage from attacks aimed at other units that were pulled in (an attack against one of the enemies pulled into the surge deals normal damage to the unit that was pulled in, and 25% damage to all other enemies that were pulled in.
--Notes: This can be used on a unit being bodyguarded if one of the enemy slots is spent to pull in the bodyguard as well, and though the bodyguard can still bodyblock the main damage, it cannnot block the splash damage. This can also be used on a boss with multiple sections to pull all of then together to set up splash damage, though each separate type of component on the boss can only take splash damage once (for instance, if a boss has a body and 4 identical limbs, 2 slots of enemies are considered pulled in, and the splash damage will be dealt to one of the limbs instead of all of them, but if the boss had 4 different limbs, Zarya could use all 5 enemy slots to give anyone attacking the boss's body splash damage against all of its limbs). Further strange interactions should probably be resolve in a PM.
*Barrier Projector Drop (Optional): On Zarya's death, players can steal the experimental technology I upgraded Zarya with, giving them an Artifact with 5 charges. A charge can be spent as a free action to give a 25000 health barrier to an ally. This barrier does not provide charge, however.

Suddenly, a planet appears in the middle of the solar system, heading straight for the Godmodder's planet! The planet is thankfully a lifeless gray rock, but with its incredible mass and its impact speed (due to appearing with the same orbit as the Godmodder's planet, but the opposite direction), it will collide with enough impact force to turn both planets into interstellar gas if it isn't dealt with. Thankfully, it is currently an hour out from a collision.

"So why are we trying to obliterate a planet with our team member on it?"

"The Godmodder has already been proven to have the capability to blow up planets when sufficiently threatened. Worst case scenario, he comes out himself to blow up the planet. The objective here is to test his outer defenses. If he has guns powerful enough to destroy planets, we'll never get in with a brute-force attack."

How did we even get access to a planet anyways?


"The Divine Council authorized the use of 'any and all' of their resources to aid in countering this threat. That includes some of their barren worlds. Though the energy needed to transport them here was a bit excessive..."

As the planets come close to collision, not only does our team of "heroes" watch the event, but several other forces also show up to watch the show...

20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
20/20 Barrier Projector (+2 auto-crafter)
+2 @Moniker
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • 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.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Okay, Zarya needs to be reworked, as her barrier projection alone counts as around roughly 30K's damage worth of damage prevention on average, NOT including the fact that it funnels more power into her attack. And the black hole weapon, if a 5 charge, needs to only pull in 3 enemies. If you up it to say and 8, then it can be all 5.

The war grows ever larger...
Your summoned planet is likely going to put the EoTB on hold while everyone watches the fireworks.

You gain a +10 for making your 3rd post since the 3rd post award was created.

9/10
9/20

Hitlist:
The Terror Troll
Purity
Mech Duo(Todd/Cherri)
Monster Enemies

We continue working our way up to hitlist rainbow.

Cherri's mech is suddenly locked in a crushing hug of death by a hugfriend.
Cherri's mech got nuked by TOG.

The massive figurelooks down at his golden armor shining and gleaming.

"I GUESS I HAVE SOME."

+1 from @KuraHyena

+1s to @KuraHyena and @Moniker
#BeepBoop

3/20 narrrrrrrnia.
2/10 bllblska
+1 mirror +1 talist
sorry, couldn't dop pebbletopia this time : (
I walk over to the monster bed, transforming into the dracon-like form i have used for negotiations in the past, and sit next to tell it some bedtime storys.
once upon a time, there was a monster, and he was a good monster. he did his dishes every day, and always cleaned up after himself.
one day, he heard a sound under his bed. he peaked, and saw a smiling face bellow. a human! he jumped away, back atop the bed, and covered himself in blankets.
the next night, the human was still there, but the smile was larger, and the face, closer.
night after night, this happened. he asked his parents about it, and they said that was ridiculous. there was no such thing as humans.
but one night, the smiling face was barely under the bed at all. when the monster went to sleep...
well, he never woke up again.
the scary story makes the monster bed more scared.​
6 scaredness added to the monster bed!

[AG]
Charge Bank: 10
(+1 from Enerald_Mann, +2 from EternalStruggle, +2 from DCCCV, +1 from I just write, +1 from CrownlessKing )
15/20 Guard
3/20 A handful of good bears

+1 @DCCCV
+1 @EternalStruggle

[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilities]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 65,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 49,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.

The small portal formed by the Knight closes as soon as Barksalot is through it leaving him alone with his faithful squire. Almost in a whisper William sadly mutters "It would appear it's just you and me again Blue Knight..."

The Blue Knight stands firm turning to face the Train of Thought with new resolve. "I knew this crazed train would be a problem and it running over Sir Barksalot has only made it more clear that it needs to be stopped. First however the Portal that summoned it needs to be closed before it grows even larger." Once again the Knight turns his attention to the Portal. The Knight jumps atop the portal and with his gauntlets clothed in Descended energy tries to forcefully close the Portal with his own hands.

[Orders]
Bouvreuil- Listens in on conversations between Mercenaries to see if it can figured out who hired them and how they were hired.
You are unsuccessful in your portal closing, but you do tear a few pieces of it off, removing 20000 hit points.


#LookingForSomething​

Everyone prepares to continue the daily onslaught, when somebody points up in the sky. Everyone looks up. There is a new celestial object visible in the daytime sky, and it is very visibly and quickly growing larger.
What the GORILLA is... Oh GORILLA no. This is EXACTLY why I set up a veil on my planet, why can't people just leave well enough alone? The Godmodder flies up into the stratosphere.
Zoom out. Two planets are on a collision course of epic proportions. Not the biggest collision ever seen, most certainly not. But it's big enough that it might cause a catastrophic failure of epic proportions.
Zoom in, there is a tiny little dot, zooming from one of the two planets towards the other. If there were air through which sound could travel, you would hear a yell of defiance.
The planets begin to make contact and the-
Introducing: The OP Scale! An old artifact I dug up somewhere on the planet, I'm not telling you where.
Legend has it that once upon a time, Godmodder of most ranks were able to construct artifacts in this vein in order to weight the scales in their favor when up against cosmic scale forces. And HERE WE ARE.


The oncoming planet abruptly shatters, as if hit with a massive force of some kind, sending all the rocks flying out in different directions.
And stony debris begins falling from the sky on the battlefield as the Godmodder comes screaming back down to Earth.
for the next 5 rounds, the field effect: meteor storm will be in effect.

Everyone stands there completely awestruck by the massive cataclysm that just occurred over their heads. Except the two hostiles. Who take the opportunity to wreak some havoc completely unmolested. The Winds of Anarchy attempt to rip up JOEbob's monster house again. And miss. And miss again. The winds of anarchy are REALLY angry now. The Train of Thought continues barreling down its tracks, heedless of the destruction overhead, gaining a new car that... gives a debuff? The train of thought barrels into the skysmasher drones, and thanks to the new inversion ray car, generates 3 new skysmasher drones. Whoops. To compensate for this, the railfun car opens fire on Death In The Trenches, dealing 30000 damage.

The Godmodder lands on Death In the Trenches, smashing it flat, and sending rocks flying out in every direction, dealing 30000 damage to Unit 00 and Unit 01.

Even with the addition of the mercenaries, you still have the entity advantage, and push forward another 5%, very suddenly passing out of the forest and finding the edges of a very recently abandoned archaeological dig that's massive. There is a city off in the distance, and a broken billboard that reads, "Welcome t Aeth" stands at a distressing angle to the ground.

Everything ticks up. Various entities take damage.

Itinerary:
Destroy the Godmodder!
Hold the entity advantage!


Distance: 80%​

Main Battlefield:

Entity Advantage: [AG]

Field Effect: Meteor Storm: all entities have a 50% chance to take 5000 damage each round.

The Godmodder [PG]: Hp: 92/100. Fluorite Duet [A] Runic Battleaxe [A]
The Monster House [PG - JOEbob]: Hp: 63,500/200,000. 60% dodge.
Unknown Monsters x13000 [PG - JOEbob]: Hp: 5/5
Monster Core [PG - JOEbob]: Hp: 150,000/150,000. Monstrous 3/3.
Monster Bed [PG - JOEbob]: Hp: 30,000/30,000. Scaredness: 28. There's a Human Under My Bed: 3/3.
Tanuki x2 [PG - JOEbob]: Hp: 1/1. Granting dodge to Monster House
Corruption [PG - MrMirrorMan]: Hp: 84,000/100,000. Poisoned Homeland: 4/9
Heavy [PG]: Hp: 120,000/100,000. Ubercharged
Scout [PG]: Hp: 45,000/50,000
Pyro [PG]: Hp: 75,000/75,000
Medic [PG]: Hp: 55,000/60,000
JOEbob [PG - Player]: Hp: 6/20 Aetheric Particle Collider [A] 2/3 uses. Cooldown: 2/2.
Winds of Anarchy [H]: Hp: 290,000/300,000. Every Man For Himself: 3/4
Portal To The Plane of Train [H]: Hp: 59,000/150,000.
Train of Thought [H]: Connections: A-B-C-D-E-F-G-H Carriage A: 13,000/30,000. Carriage B: 30,000/30,000. Carriage C: 30,000/30,000. Carriage D: 30,000/30,000. Carriage E: 30,000/30,000. Carriage F: 15,000/15,000. Carriage G: 15,000/15,000. Carriage H: 15,000/15,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 59,000/66,000. 25% dodge. Plot Armor.
Unit 00 [AG - eternalstruggle]: Hp: 35,000/65,000. Merged with: Lúin [A] 100% Durability.
Unit 01 [AG - DCCCV]: Hp: 14,500/52,500. Merged with: none
Memory [AG - enerald_Mann]: Hp: 5,000/0. Remembrance: 3/10
Heavy Gunner [AG - eternalstruggle]: Hp: 100,000/105,000. Missiles: Red x2: Hp: 10,000/10,000. Blue x1: Hp: 5,000/5,000
Heisenberg [AG - Variant]: Hp: 50,000/50,000. Maintenance: 2/5.
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000
Unit 02 [AG - enerald_,mann]: Hp: 47,500/52,500. Merged with: none
Unit 03 [AG - redstonetam]: Hp: 52,500/52,500. Merged with: none
Skysmasher Drones x7 [AG - eternalstruggle]: Hp: 20,000/20,000.
Spy [AG]: Hp: 15,000/20,000
Swat Commander [AG - redstonetam]: Hp: 45,000/50,000.
SWAT Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
SWAT Shield Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 8/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields

The Fortress (sidequest):
Directions: Keep, Cellar
Variant [AG - Player]

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

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

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle: 1 round cooldown
DCCCV: 11 health.
I just write: 1 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48:
lytea: 1 post
The Blue Knight
Jaquecrissont

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

[PG]
JOEbob: 3 round cooldown
MrMirrorMan
Talist
 
Last edited:
Update 37.5
Announcement to all that I forgot to make yesterday!
The second official art contest is now open!

PM me here or over Discord if you wish to participate. As always, the winner will be awarded a +50 charge token, and all runners up will be awarded a +10 charge token in addition to the ability to use their artwork to SMAAAASH in-thread.

Now that the room is much nicer without all those ugly skeletons everywhere, Thina slowly looks around the room, taking in her options. Her eyes land on the vent grates, and she slowly approaches them, knife in paw. Seeing how it's loose, she taps the grate with the knife, listening to how it rattles against the screws. Leaning in, she glances at the screws, noting the threads. Then she runs a paw against the screw head, feeling how it can rotate.

"How neat... So if..."

She runs the knife against the screw head, using it as a screwdriver to take the screws out. She repeats this for each one until, with a clank, the grate falls off. Thina then ducks down, staring down the tight dark passage.

"..."

After a frigid standoff against the empty space, Thina spins back around and instead looks up at the light in the ceiling. Stopping completely, Thina focuses on the sound around her, picking up the hazy buzz from the light. There was electricity running through this place, and probably through the light. Memories of wires and experiments drifted through Thina's mind as she stacks up crates to reach the ceiling lamp. Once her shaky tower stood, she grabs a small shard of wood and climbs up to the top and reaches for the lamp, cracking the glass with her knife. Delicately, she prods at the light bulb with the wooden shard and adjusts something in her visor so she doesn't go blind. Eventually, she finds something relevant and glances down.

"May as well try. We'll learn a lot about this..."

Holding the light bulb steady in one paw, she coats the other in a swirling cloud of frost and waves that around in the air, collecting dust and impurities. Then, after a steadying breath, she uses the wooden shard to jam the two live wires of the light bulb together, and then blasts them both with frost, sealing them together to short circuit the light bulb. Finally, she channels a surge of electricity from her armor and blasts it directly into the light bulb in an attempt to short circuit the entire system this is connected to. Then, she falls off the wobbling tower of boxes due to moving too quickly and tumbles to the ground.

...

((The goal of this is that, the door was supposedly powered by electricity, so maybe we can short circuit the power system. To be perfectly honest, this shouldn't work, but I thought it was clever, so I want to try it anyway. This would only work if 1) The people who designed this bunker were the same people who designed the stupid doors in FNAF, 2) This bunker doesn't have a surge protector, and 3) The lights and door are on the same circuit for some dumb reason.))

If that somehow worked and seemed to disable the doors for at least a little while before either backup generators start or the main generator restarts, then Thina grabs the grate from the vent and drags it over to the door. There, she flips it around and uses it as a crowbar to pry open the door.
The bunker does in fact, turn out to be poorly designed, and you are able to wedges the heavy door open just barely enough to slip through. You are reunited with your precious defense drone!

You hear heavy footsteps thudding down the hallway in the distance. Someone else is out and about down here it seems.

Look what we have here.
I know what's in one room, and isn't in another…
So there's nowhere to go but down.


So, with going down my only (sidequest-related) option, down I shall go, and I start descending into the cellar.
You enter the cellar and go down the stairs, deeper and deeper. It's like a mineshaft, in fact... it IS a mineshaft. Until you turn the corner and find yourself confronted by an enormous towering beast, so big it doesn't fit through the cramped space... ringed around it is piles and piles of glimmering blue adamantite. You could probably use that adamantite for a nifty bonus to an action or summon... if you can get past the thing guarding it first.
Forgotten Beast fight: go!

The Fortress (sidequest):
Forgotten Beast [H]: Hp: 100,000/100,000. Death Dust: 0/3.
Variant [AG - Player]

The Bunker (sidequest):
Personal Defense Drone [PG - Talist]: Hp: 120,000/120,000
2 guns. [A]
disassembled white gun
Thina [PG - Player]
 
Update 38 CHOO CHOO pt 4
Also, going to reannounce that the art contest for the second Guardian has begun.
Contact me if you're interested in doing some artwork for a chance at a +50 charge token.

Check
The Monster House is scanned

Main Action: Scouter Drones
In a universe adjacent to the main battlefield, where the Godmodder's planet is completely abandoned, an army is being briefed on what is expected of them. The plan is quite simple; the main invasion will be preceded by an array of scouter drones, each of which was completely and utterly disposable. Next to follow would be the outdated, over-engineered chunk of armor and weaponry known as the Arbitrator-Class Low Altitude Battleship, carrying the wormhole generating equipment needed to bring in the main force. Then the main force would be brought in, crossing the multiversal boundary with a nearly limitless supply of reinforcements courtesy of the Technocracy's amazing logistical apparatus.

As this was being said, a series of miniature Jump Projectors fired, transporting half a dozen Scouter Drones to the battlefield. Though each drone was of course armed, their main purpose was simply to collect information.

Scouter Drone *6 summoned!

Charges
Heavy Metal (13/20)
In The Army Now (2/20)
+1 @EternalStruggle
+1 @The Blue Knight

Entity Orders
Scouter Drones: Attack the Monster House!
Scouter Drones summoned.

4/20 narrrrrrrnia.
3/10 bllblska
+1 mirror +1 talist
monster core, use monsterous. monster bed, yell for parents. unknown monsters, use we live here.​
looking at my HP, I sigh and toss the godmodder my aetheric particle collider. i guess I won't get to use it, but i can at least keep it safe.
I proceed to noting that i can't die since I just gave the godmodder my artifact, then eat the portal to the plane of train.
You toss your artifact to the Godmodder, who catches it, and tucks it away into his inventory.
You then proceed to die from eating 12000 hit points of the portal to the plane of train. This doesn't actually hurt you but it proves you wrong.

Scan:
Spy, focus on checking alignment. I don't trust it, not one bit.

General Action:
First thing's first, a Skysmasher floats over to a Tanuki and shoots it with the Shocksplinter cannon, killing it instantly.

Then, the Monster Bed is targeted, this time in the form of actual damage. It is about to summon a great creature, even if only briefly, and if it could be stopped that would be very convenient for the AG forces. A furious assault is launched by all parties under the Daemon's command, the 6 remaining Skysmashers, the Daemonette, the Heavy Gunner and its Eggrobos, Unit 00, they all launch a stream of utter annihilation against the foul furniture with their signature attacks. Shocksplinters, elegant stab-work two times over, several rockets, nightsticks to apply blunt trauma, it all comes out in a show of immense force, the full power of the battlegroup of Entities. This is done by going around the Monster House via ramming through the insides to get to the bed on or behind the Egg-copter, and the leaving before the monsters inside can do anything just as quickly by the same method. In addition, the initial entry of the helicopter smashed into the bed, doing more damage, and the landing gear kicked it up into the rotors, shredding it to bits before the actual attack proper had even begun.

Up above, the captain of the Komato supply vessel is very confused that he was given the ability to deploy additional Skysmashers to the planet's surface by the flying attack drones being run over by a train, but supposes he approves. He also notes that the meteor shower poses no real threat to his vessel, although they aren't in a position to provide cover to the combatants below.




Charges:
A Most Sacred Number: 14/20.
Komato Assassin 2: The Empire Strikes Back: 14/20.

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

Entity Orders:
Daemonette heals Unit 00.
Skysmashers call in medical crates for Unit 01. It may belong to the crusader, but perhaps if the help is indirect enough we won't get smashed for it. Plus Unit 01 is currently inferior to the original model, so there's that safety net.
Unit 00, Heavy Gunner and Skysmashers target the Monster Core.
You brutally slaughter another tanuki, and then unleash a series of furious blows that all get caught on the monster house, dealing 18000 damage.

10/10 UNLEASHING!
11/20

Hitlist:
The Terror Troll
Purity
Mech Duo(Todd/Cherri)
Monster Enemies
Heavy

Okay, time to stop attacking things that are already dead! I active my TEN POST CHARGE attack, and then use my TEN SLICE DICE on the Monster Core. Ten separate attacks:

1: Covered in spiky tomatoes
2: Being shoved through the lettuce patch of doom
3: Cut into three-separate carrot-stick-like parts and then having those be sliced up into carrot slices
4: Made to eat way too many radishes
5: Sprinkle on some almonds... OF DEATH
6: Throw on a few pickles... but they're DILL-BRAND pickles
7: Being brutally stabbed through the heart with a sunflower seed
8: Put on some salad dressing (literally use lava)
9: Mix it all up... in a blender
10: Finally! I can eat my vegetables/Mangled monster core smoothie... I mean, salad! In it goes!
The monster house completely intercepts your attack.
And gets completely and utterly obliterated for doing so. Monster house removed from existence.

new charges:

1/?? Something missing

1/?? Large Collision of cars

+ @JOEbob

I dunno, I guess I heal one of Joe's entities
Unfortunately, the lone one of JOE's entities that would have needed healing is now a pile of disassembled bricks on the ground.

16/20 Lynching Mob
16/20 The Undead Thief
+1 @The Blue Knight @I just write
"OH NO YOU DON'T"
Emerald realizes that there's some things buffing up the Monster House, and pulls out a knife, stabbing each Tanuki in the chest
Final Tanuki murdered!

I open up my pocket dimension, and walk into it. Sitting down at my desk, I boot up my computer. Thankfully, Voidic Internet still worked here. Time to purchase some things on Rift.

Rift, the Voidic equivalent of Amazon. Named for their use of plane-shifting delivery people, pretty much everyone who was Void-Aware has used it at one point in their lifetime. Well-known for it's delivering to anyone who could pay, Rift was controversial for selling to people who didn't have the best intentions, everyone agreed that Rift is a godsend. With Rift, you could purchase a Scroll of Magic Weapon on a Bota Magna, and one of their robots would pop in and drop you a box within a few hours.

Let's see.... what do I need? I decided to purchase a Zircon the size of my fist. I also decided to top up my supply of soulthreads and healing potions. You never would know when something might go horribly wrong.

As I was about complete my purchase, I notice that they were having a clearance sale on Spheres of Annihilation. I decided to buy one, because why not. Proceeding to checkout, I was somewhat shocked that the price for shipping to here were a lot higher than normal probably because this was a dangerous location. To make the most of it, I decide to buy even more stuff. It is a flat rate based on distance.

Why not get some White Wolf-grade Thaumium? Some shards too. Elemental essences, Aerolia Flowers, a captured Lord English, and last, but not least, a crate of Butter Chicken Sauce. You There. That should be enough supplies to last me for the next few months.

Leaving my sword behind, I pick up a Gauss Gun. I think ranged combat is going to reign supreme at this point.

Leaving my Pocket Dimension, I immediately notice the Scout, so I take a potshot at them.

14/20 Alliance
8/10

+2 to @I just write.
That's quite the round up of items you've got there.
You take a potshot at the scout, but he dodges! Seems like this sucker's got a hidden dodge chance!

[PG]

I repair the Monster Houses structure. I create many clones of myself and begin pulling repair materials out of myself, the original. I bring out wooden panels, concrete mixers, roofing tiles, scaffolding, insulator, paint, drywall, monster flesh cloned in a monster lab, everything needed to repair a living house. Corruption uses Weakness Roulette on the Heisenburg.

Corruption 84,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
5/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

14/20
15/20 +2 from JOE
+1 JOE +1 Talist
Alas, what great misfortune, but the Monster house has been leveled.

Great. Somehow, not only did my team acquire a planet and get the urge to collide it with ours, but they almost succeeded, causing a rain of meteors down on the battlefield. I quickly retreat back to my pocket dimension base, and begin turning on the time dilation field to pump out countermeasures against the incoming bombardment.

After a few minutes of battlefield time, I come out carrying some new equipment: the Knockback Shot for my Multicannon. This specialized shot applies incredible concussive force while minimizing damage, providing high knockback against targets. I fly to the rear of the AG team, activate my Ballistic Calculation System, and take aim. After feeding in the specs for the Knockback Shot, the calculation system allows me to aim at incoming meteors and shoot them down. Or more precisely, deflect them into the PG forces, protecting the AG forces and bombarding the PG forces at the same time.

At the same time, I also begin a tactical analysis of the battlefield, providing AGs with a tactical advantage. This will cover key AG and PG forces

Zarya's Orders: Zarya somehow got nerfed by the deployment of the OP scale. Her base damage was reduced to 10000, her barrier health was nerfed to 30000, and her graviton surge now takes 7 turns to charge. However, she gains an additional 10000 charge if one of her barriers is completely destroyed by an enemy attack to mantain the same potential rate of energy gain.

Zarya casts a barrier on a random AG, then zaps a random PG. We need a better strategy soon.


Scan: I scan the Pyro.

20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
12/20 Sonic Amplifier (+10 time dilation/3 post boost, +1 auto-crafter?)
+2 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
AG Forces:
Zarya (Crusher48): A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Spy (TRAITOR): KILL THIS THING NOW!!!
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: Heavy is currently invulnerable, do not target. Scout likely has high dodge chance. Pyro can set things on fire? Medic is making heavy invulnerable, kill medic first. Also, they have a spy on our team. Kill him please.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You begin knocking meteors out of the sky, dealing 19000 damage to Corruption.
Zarya summoned, but WITHOUT the additional boost to damage on breaking a shield. I knew what I was doing when I said my rebalance requirements Crusher. Actually, no, I didn't because there's a one more nerf coming her way. Zarya's regen is getting nixed, as that's actually kidna high regen, especially considering the potency of her shield.
Zarya retroactively shields the SWAT commander.

Pyro: One of the TF2 mercenaries. Views the world through rose-tinted glasses. Or rose-painted. He's just nuts. Inflicts Burning on targets every time he attacks.

Thina's currently stuck in a bunker off somewhere or another. I spent an action looking around the battlefield and found it.

Got +5 total

Epsilon: 12/20
Zeta: 12/20

+1 to MrMirrorMan, +1 to CrownlessKing

Now that the room is much nicer without all those ugly skeletons everywhere, Thina slowly looks around the room, taking in her options. Her eyes land on the vent grates, and she slowly approaches them, knife in paw. Seeing how it's loose, she taps the grate with the knife, listening to how it rattles against the screws. Leaning in, she glances at the screws, noting the threads. Then she runs a paw against the screw head, feeling how it can rotate.

"How neat... So if..."

She runs the knife against the screw head, using it as a screwdriver to take the screws out. She repeats this for each one until, with a clank, the grate falls off. Thina then ducks down, staring down the tight dark passage.

"..."

After a frigid standoff against the empty space, Thina spins back around and instead looks up at the light in the ceiling. Stopping completely, Thina focuses on the sound around her, picking up the hazy buzz from the light. There was electricity running through this place, and probably through the light. Memories of wires and experiments drifted through Thina's mind as she stacks up crates to reach the ceiling lamp. Once her shaky tower stood, she grabs a small shard of wood and climbs up to the top and reaches for the lamp, cracking the glass with her knife. Delicately, she prods at the light bulb with the wooden shard and adjusts something in her visor so she doesn't go blind. Eventually, she finds something relevant and glances down.

"May as well try. We'll learn a lot about this..."

Holding the light bulb steady in one paw, she coats the other in a swirling cloud of frost and waves that around in the air, collecting dust and impurities. Then, after a steadying breath, she uses the wooden shard to jam the two live wires of the light bulb together, and then blasts them both with frost, sealing them together to short circuit the light bulb. Finally, she channels a surge of electricity from her armor and blasts it directly into the light bulb in an attempt to short circuit the entire system this is connected to. Then, she falls off the wobbling tower of boxes due to moving too quickly and tumbles to the ground.

...

((The goal of this is that, the door was supposedly powered by electricity, so maybe we can short circuit the power system. To be perfectly honest, this shouldn't work, but I thought it was clever, so I want to try it anyway. This would only work if 1) The people who designed this bunker were the same people who designed the stupid doors in FNAF, 2) This bunker doesn't have a surge protector, and 3) The lights and door are on the same circuit for some dumb reason.))

If that somehow worked and seemed to disable the doors for at least a little while before either backup generators start or the main generator restarts, then Thina grabs the grate from the vent and drags it over to the door. There, she flips it around and uses it as a crowbar to pry open the door.
#BeepBoop

Look what we have here.
I know what's in one room, and isn't in another…
So there's nowhere to go but down.


So, with going down my only (sidequest-related) option, down I shall go, and I start descending into the cellar.

Also, since I did it once, I might as well start doing it more regularly.

+1 @EternalStruggle and @The Blue Knight
9/15 From the Ground Up
4/15 A Terrible Idea
#LookingForSomething

The group was no looking at the battlefield in detail, comparing and contrasting forces.

In raw numbers they most certainly had a strong lead, but it wasn't quite as simple as that. The Units currently lacked heavy firepower, although an artifact or two attached to another of the marionettes might be able to solve that issue, while Bouvreuil lacked any. By contrast, the Monster Core was rapidly growing in power and summoning more and more hundreds of hostile creatures and the mercenaries seemed to be a potent force indeed, even if they might seem lacking by their appearance.

True, the energy that had been thrown off the Godmodder with their last hit had been used to help charge up another potent attack by about half. True, some allies of their own had recently come into play. The Skysmashers, the SWAT Team, the Spy-

Wait, what was that last?

The impromptu group turns as one towards the masked man who appeared within their lines, having no introduction. In fact he seemed to be sneaking around.

"That Spy is a spy." The Daemonette states simply enough.

"Indeed." Replies Unit 00. "But what does that have to do with us?"

"Well I'm saying it's not on our side, and we should... take care of it." The Daemon says in turn.

"Do we not need to launch a more thorough investigation?" Asks 00.

The Daemon just shakes her head. "Of course not, if this sort of thing is good enough for the Imperial Inquisition, it's more than good enough for us. Besides, he hasn't said his alignment at all so far, he's just stood vaguely in the middle of our battle line and apparently we've let him. Well, that's about to change. Let's get into position and show him why this was a bad idea."

"Hey! You there!" She yelled while striding towards the Spy. "Stay right there, I have a question for you!"

The Spy turned to face the Daemon, and was thus completely blindsided when Unit 00 came in from the side and stabbed him, sending the enemy stumbling back into a circle of three Eggrobos, each equipped with a club. A brutal beatdown follows, quickly finishing off the disguised foe, although just to be sure a pair of Skysmashers close in and open fire with Shocksplinters, energy pulses and spikes finishing off the mercenary for sure.

"The question was why you thought this was a good idea." The Daemonette says once the deed is finished.

Charges:
A Most Sacred Number: 16/20.
Komato Assassin 2: The Empire Strikes Back: 15/20.

+1 @I just write
+1 @variant

NOTE: I want to hold these two charges to unleash simultaneously against the Guardian that we're getting rather close to, so I'd rather not get any more charges directed my way. Plus other people instead.
The Spy curses in french and dies like a wuss.

2/?? Something Missing: illogic

2/?? big scary car accident involving waaaaaaaaaaaaaaaaaay too many unccoked beans
+2 @JOEbob


I question how the Forge works
''How's the Forge work?''
Pay no attention to the Forge, it was a failed experiment.
But if you must know it operates like the Alchemiter in DTG: terraria.

12/20
1/15

+1 @EternalStruggle
+1 @I just write

I look at the Monster House with its stupidly high dodge rate, and fire at it with my anti-dodge lasers of anti-dodging!
Your previous attack already saw to the destruction of the monster house!

[PG]

I medic the Monster house, healing it more.

Corruption 84,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
5/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

16/20 +1 from Talist
16/20
+1 JOE +1 Talist
So many attacks wasted this round...
I almost feel bad.

I get closer to the mercenaries. I take aim and fire at the Pyro, who tries to spray me with the flamethrower. The hot flames melt my magnetically accelerated bullets, which leaves molten metal trying to melt through their mask.

+2 @Enerald_Mann

15/20
9/10
14000 damage to the Pyro.

I take out a ridiculously sharp pen and write on the Godmodder's face a reminder to me to actually post.
The Godmodder reminds you to post by threatening to track you down and break your knees if you don't post.

General Action: Ramming Speed

General Mack 445AFD asked the AI for his ship "Current heading?"

The mind of the ship immediately responded "We are currently heading south, with a 23 degree divergence to the west. Readiness for dimensional transfer will be achieved within 30 seconds."

General Mack nodded, before saying "Understood. You may jump when ready."

Soon, the entire ship shuddered with the distinctive lurch which accompanied a vehicle undergoing dimensional transfer, and the AI declared "We have successfully reached the destination and must now find a suitable location to deploy the jump receivers for the main force. Proximity alert."

General Mack asked "Proximity alert? But there's-" And that's when he was interrupted by a large thud as something slammed into the extremely thick transparent armor section surrounding the bridge.

As it turned out, the vessel had arrived at just the right time and place that the godmodder was facing away from its entry point, and a mere few dozen meters in front of the bridge. This resulted in what is colloquially known as ramming, as he wound up slamming into the vessel's windshield and being subsequently scraped off by the windshield wipers.

Charges
Heavy Metal (20/20)(FIRING!)
In The Army Now (3/20)
Augmented Infantry (1/20){new!}
+1 @EternalStruggle
+1 @The Blue Knight

Heavy Metal: Arbitrator Class Low Altitude Battleship

The vessel that General Mack was currently in the bridge of was known variously as the Arbitrator, the Type 2209-S ASCC, and the overengineered pile of crap. It had never before been deployed in the Technocracy's history, for the simple reason that it was impractical to mass produce. As such, the only completed unit in the Technocracy's entire military had been left in a warehouse for the past five years since its completion. Still, today a reason to deploy it had finally been found.



This reason, put quite simply, was sheer firepower. The Arbitrator carried a grand total of 21 railguns, three separate missile launch systems, and a Flexible Laser System rated at five hundred terawatts of power. Combined, this was more firepower than the nuclear arsenals of most nation-states at the dawn of the 21st century. And all of that firepower was currently in use. Missiles flew from their tubes, railguns fired their deadly munitions, and lasers lanced nigh-instantly across the distance towards their target.

That target was the Monster Bed, one of the most physically fragile Entities on the PG side, currently on the receiving end of more than enough firepower to reduce it to splinters. Needless to say, when the railgun shells hit, the shieldbreaker rounds fired by three of the Arbitrator's railguns probably would not be needed.

(NOTE: The Arbitrator's barrage happens during the EoTB. This is just extra fluff.)
Arbitrator Class Low Altitude Battleship
-Alpha Strike: Any Entity the Arbitrator attacks with a max. HP lower than twice this Entity's current attack power gets oneshotted.
-MHD shielding: This Entity has a force field represented as a secondary HP bar that heals to full every round; while there's still HP in the shield the main HP bar cannot take damage.
-Overengineered: Healing is half as effective on this Entity.


Entity Orders
Low Altitude Battleship: Attack the Monster Bed! If it's dead, annihilate the Spy! If both of those are dead, attack the Scout!
The Godmodder cracks the windshield wipers, but that was too funny to not give it Godmodder damage.
1 damage to the Godmodder! 5% distance gained! +10 token to I Just Write.
Your party pushes forwards into the ruins of the massive city. In the distance, you can see light and smoke rising up into the sky. As well as the great black pillar that is sapping your powers.

You obtain a SMAAAASH with your action and buff the attack and shielding of the Arbitrator, sending your cooldown time up to 6 rounds.
arbitrator summoned!

[AG]
Charge Bank: 10
(+2 from I just write, +1 from EternalStruggle, +1 from Enerald_Mann, +1 from variant)
20/20 Guard- Expending...
5/20 A handful of good bears
0/20 Energy Device

+2 @variant

The Blue Knight converts the unstable pieces of portal he tore off into energy which he supplies to his creation Unit 01 healing it. His hands now empty the Knight stares up at the meteor storm raining down on the battlefield.

"These raining rocks are a danger to everyone, I need to do something to protect us from them."

20 Charge Expended

The Knight once again extends his hand using charge to create a new Entity, this time a large beacon of light shines out from the ground in front of him. After the beacon dissipates a tower emerges from the ground where the beacon was. The tower is about the as tall as a lighthouse and it's base has about the width of one, the Tower itself is made out of a gray metal and at it's peak is a massive roughly-cut blue gem about the size of a full grown man. Suddenly the ground around the tower begins to shake as the tower slowly rises into the sky taking some of the ground around it with it. The Tower appears as if it was somehow propelled into the sky by a massive propeller that was initially hidden underneath it but is now fully visible thanks to the tower's ever increasing altitude. Once the Tower is approximately 30,000 feet above the battlefield it stops ascending and beams of light begin shooting out of the crystal on it destroying one meteorite after another.
[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilities]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 35,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 14,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 47,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.

[Orders]
Bouvreuil- Investigates the abandoned archaeological dig site.

(10:55 Grammar edit. 11:05 another grammar edit.)
You restore 14000 health to unit 01.

You summon the Beacon of Protection

Oh shoot!
One second!


Before doing anything, I pull out my cell phone. Naturally, being deep underground, it gets no reception.

Be right back!

I quickly run up the stairs and call the Heisenberg's crew, ordering them to bomb Corruption, and then quickly run all the way back down. And keep running. At full speed. Right into the Forgotten Beast.

+1 @Crusher48 and @Moniker
10/15 From the Ground Up
8/15 A Terrible Idea (+1 EternalStruggle, +2 The Blue Knight)
You slam into the Forgotten Beast at top speed, dealing 15000 damage to it.

I continue shooting meteors out of the sky and deflecting them into the PGs, while developing the stats for the Golem Core.

20/20 Golem Core (holding bcs I can't be bothered to make stats right now)
12/20 Sonic Amplifier (+1 variant)
+2 @variant
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
AG Forces:
Zarya (Crusher48): A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Spy (TRAITOR): KILL THIS THING NOW!!!
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: Heavy is currently invulnerable, do not target. Scout likely has high dodge chance. Pyro can set things on fire? Medic is making heavy invulnerable, kill medic first. Also, they have a spy on our team. Kill him please.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You continue helping to redirect the meteor barrage. AG chance to get hit has been reduced to 10%, PG chance to get hit increased to 60%

18/20 Lynching Mob
18/20 The Undead Thief
+2 @DCCCV

Emerald pulls out his lamp, holding it near the top and striking the base of it into the wall of the Monster House, SINCE THAT THING HAS LOTS OF HP AND WEIRD EFFECTS
RIP a dip dip.

5/20 narrrrrrrnia.
10/10 bllblska +4 TOG (thanks yo!) +2 mirror using!
new: 1/20 perrrrrrrceptual form
10 post charge. bllblska.
a pile of slime crawls over the hills from the distance, yells about the death star, and decides to join the monsters in the house.
2,000/2,000 HP Slime beast. 1/3 slimy
passive: [REDACTED.]: [Redacted]
passive: monster. protected by the house most of the time.
Active: slime mend- fills holes with slime, which then coagulates. heals the target by, idk, 10,000 hp? 15,000 hp?
special: slimy. heal more.
+1 mirror +1 talist
Slime beast heals the monster house.
I check the monster beds aliveness. is it alive? if it is alive, but hurt, I heal it by dunking it in a pit of sli- wait no that'd be the slime beast. I take the bed out of the slime-beast-healing-pit and dunk it in the monster flesh pi- wait no thats the pit for the monster core... Alright, then I dump it in the acorn pi- wait thats for the tanukis. alright, alright, i get it, the joke getting old. I'll just toss it into the wooden building supply pit. the monster house is supposed to use those, but a bed is similar to house, i'll let it slide.
if it is not alive, i counter its not-alive-ness with the knowledge that I just healed it into the realm of the living by rebuilding it with wooden supplys, which counters the last action-attack aimed at it.
if the monster bed is untouched, I heal the monster house in the same way, somehow, despite it being about 20 times bigger. logiksae.​
Fine if you want slimy to heal more, it'll heal more. I'm not letting you put down fake stats anymore, I already told you that.

You fail to heal anything, because the house is dead and the bed's at full health.
This is getting ridiculous.

[AG]
Charge Bank: 10
6/20 A handful of good bears
1/20 Energy Device

+2 @I just write - "It would appear the Descended this name refers to has... altered in some way. How interesting."

[A- Merged with Unit 00]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100/100
Ability-
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilities]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Edited ability description to reflect the change made as I understood it, if I misunderstood something let me know)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are four Marionettes
[AG- EternalStruggle]
It's gem is aquamarine. Now appears feminine with a resemblance to the Daemonette.

Merged with Lúin

Adjusted Health- 35,000/65,000 (Source(s): +25,000 from Lúin)
Adjusted Attack power- 10,000 (Source(s): +10,000 from Lúin)
[Unique Ability]
Attack with Lúin's Full Power- consumes 20 durability, action is treated as a normal attack by the user with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

Durability: 100%
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 14,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 47,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 52,500/52,500 (Source(s): +12,500 from Link to Unit 00)
Adjusted Attack power- 5,000 (Source(s): +5,000 from Link to Unit 00)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.

The Blue Knight, finished with his latest creation, returns his attention to the portal. "If I can tear pieces of this portal off then perhaps it is somehow susceptible to physical attacks from this end." Once again clothing his gauntlets in pure energy the Knight sprints toward the portal before jumping and delivering a grand punch into the center of the portal.
FLYING KICKAPOW.
16000 damage.


#SearchTheRuins​

The unknown monsters have no place to live and swirl and shriek with anguish, before targeting Unit 00, for 27000 damage. the Monster Core uses Monstrous, summoing up 1500 monsters. The Monster Bed cries out in terror, THERE'S A HUMAN UNDER MY BED. The Monster Parents arrive to take care of their poor monster child, and trample on carriage A of the train of thought, as well as Carriage B for some carryover damage, smashing the first and dealing 21000 damage. Corruption uses Weakness Roullette on the Heisenberg, somehow inflicting it with Poison for three rounds.

The Heavy laughs his heavy laugh and begins opening fire with his minigun, sending a spray of bullets outwards, minicritted 7500 damage to Unit 00, Unit 01, and Memory. The Scout sprints up to Unit 00 and yells "BATTER UP" before swinging his bat with extreme prejudice. Unit 00's head goes flying off. All of the marionettes recoil as they suddenly lose their stats and 5000 health. The pyro tries to catch the flying heavy gunner with his flamethrower, but misses, the flamethrower is simply too... whoa is that a laser attachment? Yes, yes it is. 10000 damage and burning inflicted upon the Heavy Gunner. The Medic keeps his ubercharge procced on the Heavy, overhealing up 10000 health. The slime Beast heals the pyro to full.

The Winds of Anarchy swirl and pitch in the winds of the real world, the hot wind blowing off the city you are heading into, swirling up at the Heavy Gunner, dealing 30000 damage to him. The Portal to the Plane of Train spits out another cart, the Oil Carriage, which will be setting the entire battlefield on fire in short order. I then realize I have 4 steam trainees I'm supposed to be dropping into the field, so I do that. The Train of Thought barrels down the tracks and slams into Unit 01, healing it to full health. The Railfun car proceeds to open fire on it for 30000 damage, undoing all of that good. The Oil tanker then sets fire to: Corruption, the Monster Parents, Unit 01, the Heisenberg, Bouvreuil and Unit 03 for 2 rounds. The steam Trainees hit the heavy gunner for 2000 health.

The Daemonette is unable to heal Unit 00, due to Unit 00's untimely death, and instead opts to heal the Heavy Gunner for 22000 health. Unit 01 has been rendered completely impotent by the death of Unit 00. Memory smacks the train of thought, smashing carriage B and taking 3000 damage in retaliation. The Heavy Gunner's missile slam into the monster core, dealing 30000 damage to it. the Heisenberg lands its shot on Corruption this time, dealing 20000 damage.

Bouvreuil flies up in the air, it has no idea where to start looking. The entire city seems to have been excavated by a massive force. Where that force is now is... a good question. But this place is massive. But there does seem to be a large building or a library nearby the main force of the battle. Units 02 and 03 have been neutered. The Skysmasher drones heal unit 1 for 14000 health, and attack the monster core for 28000 damage. The SWAT team deals 8000 damage to the Medic. The Scouter Drones spin around in circles looking for the monster house. Looks like instant summons aren't that bright. The Arbitrator opens fire on the Monster Bed and completely bypasses the monster parent's damage reduction passive by smashing the INSTEUNT DEAF status effect on the Monster Bed, blasting it to smithereens with an unholy amount of high explosive ordinance. Zarya smashes into the Heavy, dealing 5000 damage. The Beacon of Protection continues doing its thing.

The Godmodder growls angrily at having taken damage AGAIN already, and the fact that he still doesn't have entity advantage even after summoning the mercs. Then he realizes, wait a minute, he didn't summon ALL the mercs! He then gets to work hammers and pounding at a spot at the ground, and when he steps back a level 3 teleporter sits proudly on the grounds. Immediately several mercs pour out. Demoman summoned! Spy resummoned! Sniper summoned! Engineer summoned! Soldier summoned!

The battlefield pushes back and forth, but with the arrival of more of the mercs... you guys still have advantage. 5% distance gained. you push forward down the empty streets and boulevards with a vengeance.

Everything ticks up. Autocrafter fails. Scouter Drones are annihilated by a falling meteor.

Itinerary:
Destroy the Godmodder!
Hold the entity advantage!


Distance: 90%​

Main Battlefield:

Entity Advantage: [PG]

Field Effect: Meteor Storm: PG entities have a 60% chance to take 5000 damage each round. AGs have a 10% chance. 30% for all others. 3 rounds left

The Godmodder [PG]: Hp: 91/100. Fluorite Duet [A] Runic Battleaxe [A] Aetheric Particle Collider [A]
Unknown Monsters x15000 [PG - JOEbob]: Hp: 5/5
Monster Core [PG - JOEbob]: Hp: 92,000/150,000. Monstrous 0/3.
Monster Parents [PG - JOEbob]: Hp: 407,000/420,000. Go Back to Sleep: 0/1. burning: 1 round.
Corruption [PG - MrMirrorMan]: Hp: 40,000/100,000. Poisoned Homeland: 4/9. burning: 1 round.
Teleporter [PG]: Hp: 50,000/50,000
Heavy [PG]: Hp: 125,000/100,000. Ubercharged
Scout [PG]: Hp: 45,000/50,000
Pyro [PG]: Hp: 70,000/75,000
Medic [PG]: Hp: 42,000/60,000
Soldier [PG]: Hp: 85,000/90,000
Demoman [PG]: Hp: 75,000/75,000
Engineer [PG]: Hp: 45,000/50,000
Sniper [PG]: Hp: 50,000/50,000. Boom Headshot: 1/2.
Slime Beast [PG - JOEbob]: Hp: 2,000/2,000. Slimy: 1/3.
Winds of Anarchy [H]: Hp: 290,000/300,000. Every Man For Himself: 4/4
Portal To The Plane of Train [H]: Hp: 26,000/150,000.
Train of Thought [H]: Connections: C-D-E-F-G-H Carriage C: 25,000/30,000. Carriage D: 30,000/30,000. Carriage E: 30,000/30,000. Carriage F: 15,000/15,000. Carriage G: 15,000/15,000. Carriage H: 15,000/15,000. Carriage I: 15,000/15,000
Steam Trainees x3 [H]: Hp: 7,500/7,500
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Lúin [A] 100% Durability.
Daemonette [AG - eternalstruggle]: Hp: 54,000/66,000. 25% dodge. Plot Armor.
Unit 01 [AG - DCCCV]: Hp: 19,000/40,000. Merged with: none. burning: 1 round.
Memory [AG - enerald_Mann]: Hp: 20,500/0. Remembrance: 4/10
Heavy Gunner [AG - eternalstruggle]: Hp: 70,000/105,000. burning: 1 round. Missiles: Red x2: Hp: 10,000/10,000. Blue x1: Hp: 5,000/5,000
Heisenberg [AG - Variant]: Hp: 40,000/50,000. Maintenance: 3/5. Poison: 2 rounds. burning: 1 round.
Bouvreuil [AG - The Blue Knight]: Hp: 35,000/40,000. burning: 1 round.
Unit 02 [AG - enerald_,mann]: Hp: 31,000/40,500. Merged with: none
Unit 03 [AG - redstonetam]: Hp: 30,000/40,000. Merged with: none. burning: 1 round.
Skysmasher Drones x7 [AG - eternalstruggle]: Hp: 20,000/20,000.
Swat Commander [AG - redstonetam]: Hp: 45,000/50,000.
SWAT Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
SWAT Shield Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
Zarya [AG - crusher48]: Hp: 80,000/80,000. 0 Charge. Graviton Surge: 1/7.
Arbitrator [AG - I Just Write]: Hp: 80,000/80,000. Shields: 30,000/30,000.
Beacon of Protection [AG - The Blue Knight]: Hp: 150,000/150,000
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 7/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields

The Fortress (sidequest):
Forgotten Beast [H]: Hp: 85,000/100,000. Death Dust: 1/3.
Variant [AG - Player]

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

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

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV:
I just write: 6 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48:
lytea: 1 post
The Blue Knight
Jaquecrissont

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

[PG]
JOEbob: 6 HP. 2 round cooldown
MrMirrorMan
Talist
 
Last edited:
Update 39: CHOO CHOO pt 5
A few housekeeping errors have been cleaned up, notably the Monster Parents not having their ability fully charged this round like it was supposed to be.

Also, it is now possible for Hostile to take the entity advantage.
6/20 narrrrrrrnia.
3/20 perrrrrrrceptual form +1 mirrorrrrrrr
+1 mirror +1 talist
I grab Luin and hand it to the godmodder, then scan every man for himself.
slime heals the monster core, the monster parents look at their childs corpse, [AKA: bed is dead]and scream in rage and sadness, before looking down at the field, eyes seeming to burn with rage. they then see who killed their child, and scream again, before running, encased in flame, at the arbitrator. in case it is unclear, they Want the arbitrator Dead and Gone. 64K damage to the arbitrator, -30k for shields. the arbitrator takes 34K damage and its shields are down. the unknown monsters rally around the parent, and charge. 30K more damage to the arbitrator, unaffected by the now-destroyed shield. no, this decision was not made because of tactics. the arbitrator attacked killed their child, so it will die.
Now, my action.
I look at the grieving, enraged parents and remember a little status effect from the simulation. granted, past is not present and the GM's are different, but they seem similar, maybe he'll let this slide.
I pull out a small computer terminal, brightness set to minimum out of habit, and press fullscreen. it instantly surrounds me in an orb of world-warped code, from a more code-like simulation-world, a light grey with black text. not knowing binary, and without much experience, I enable the automatic semiaccuracy module which alters the code somewhat based on intent. ((would you prefer i lied and said i was a master at coding?))
import class SIMULATION.sim.main.java.hex;
import class HACK.giz.sim;
import Public_history.inf;

public static ();
class "post_#972" extends class "SIMULATION.sim.main.java.hex";
class "post_#972" extends class "HACK.giz.sim";
Interpret class "post_#972" with class "superint" train of "Public_history.inf";
Export class "post_#972" to :M drive;
end;

a usb storage drive appears in my hand, made of a strange purple crystal, and I warp to the parents while their still looking down, jabbing the usb drive into their neck. they are unable to feel pain, and as such don't notice. the purple drive extends the simulation-verse to here for a moment, and applys the HACK status effect to them. Go Back To Sleep becomes unusable and incapable of charging, as per the HACK status. i hope i can apply it for a good many turns.
Whoops, I missed your scan it seems, should have been in the OOC thread, I apologize.

Luin disposed of. kicked out of your reach by the Blue Knight.
Winds of Anarchy: A sliver of the powerful winds that drive about the forces of anarchy. About as scatter brained as you would expect from such a being.
Every Man For Himself: Inflicts 5 entities with confused, giving them a chance to attack allies or even themselves on their turn.

You completely fail to inflict HACKED. I'm not stupid JOE.

Check
I scan for the Spy. The EoTB said they'd been summoned, but they aren't appearing in any of the lineups. WHERE IS THAT BACKSTSABBING FRENCHMAN!?

I also scan the Teleporter.

General Action: Onshore Bombardment

The Arbitrator's centerline turrets now swung to the right as the massive war machine targeted the Sniper. Carefully, the AI's targeting algorithms lined up a shot, accounting for wind, thermal effects, magnetic disturbances, and even the subtle manufacturing defects in the guns themselves. The Australian only barely had time to swear before the massive 500mm-wide shell impacted them. Fortunately for the Sniper, this was merely one of the shieldbreaker rounds used to punch a hole in enemy shielding rather than an HE round, as they would have otherwise surely been annihilated.

Charges
In The Army Now (16/20)
Augmented Infantry (2/20)
+1 @EternalStruggle
+1 @Crusher48
18000 damage to the Sniper.

[PG]

I heal Corruption by connecting it to the internet, and downloading various horrible things for normal things, but is good for Corruption due to it's nature. Corruption uses Weakness Roulette on the Beacon of Protection.

Corruption 40,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
6/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

18/20 +1 from JOE
18/20 +1 from JOE
+1 JOE +1 Talist
You corrupt corruption even more, restoring 14000 health.

Scan:
We have an invisible Spy on the loose. Help find it.

General Action:
The Daemonette walks over to the decapitated head of Unit 00, noticing the cracks in the wooden frame and the shattered gem in the center of its forehead. She picks it up, looks it over, and sighs heavily. Such, she supposes, is life. "It's a shame." She notes morosely. "Another ally dead and gone."

The Heavy Gunner jumps down beside her and looks at the head as the Daemon picks it up to inspect it closer. "Strange, isn't it?" He projects.

The Daemon turns as the sound of metal on ground emanates, and blinks as she sees the flames. "You appear to be on fire."

He simply shrugs. "True, it's really annoying. Also all my Eggrobos got shredded by winds, likely of anarchy, so that's not too great either. But I'm more interested in you. Inhuman monster with increasingly human characteristics, eh? It's an odd combination. If you weren't on our side my trigger finger would be getting itchy. More itchy at least."

The Daemonette reads the rapidly flickering words in sequence, and simply shrugs as she tosses the wooden head over her shoulder. Now her eyes are firmly on the Monster Core. "We shall take.... revenge, I'm comfortable with saying, on that scout later. For now, I wish to take some emergency measures."

She walks over to JOE as he's about to jab a USB drive into the Monster Parents, and forcefully grabs his hand, preventing him from doing so, and stabbing her claw gracefully into the USB, crushing it and breaking it apart, rendering it totally useless.

"Don't you think they've suffered enough?" She asks, completely doe-eyed and looking like the picture of innocence. "I think we can avoid trickery like that, don't you?"

Before he can argue and to accentuate the point, the Daemon's knee slams into the approximate torso area of JOE, causing him to double over as she walks away.



Charges:
A Most Sacred Number: 18/20.
Komato Assassin 2: The Empire Strikes Back: 18/20.

+1 @I just write
+1 @Moniker

Entity Orders:
Daemonette heals the Heavy Gunner.
Skysmashers heal the Daemonette.
Skysmashers and Heavy Gunner target Monster Core, if dead Medic, then Corruption.
You counter an action that wasn't going to be allowed on sheer grounds of me not holding with that level of tomGORILLAry.

I swat the SWAT Commander with a fly swatter.

a cool artifact thingy: 1/10
13000 damage to the SWAT Commander.

14/20 The Wall
2/7 Staff of Curing

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

Unit 03, suspicious of the allied Spy, attacks the Spy.
The SWAT Team attacks the Medic. Because you should always shoot the gorillaing medic first. Unless he's dead, then the SWAT Team attacks the Demoman.

Redstone waits for the Soldier to fire a rocket and then grabs a flamethrower and airblasts the rocket in the Soldier's face.
The soldier lets out a stream of curses as you turn his own rocket jumping strategy upon him. 15000 damage.

I take out my Spoil a,d use it on the Monster Parents.

I can hear the distinctive chime that plays before a Rift Drone appears. It seems my delivery will arrive shortly.

18/20 (+2 from Emerald_Mann, almost there....)
10/10

+2 to @Enerald_Mann
You cast stoneskin upon the monster parents for 3 rounds.

#Hashtags

20/20 Lynching Mob
20/20 The Undead Thief
+2 @DCCCV

Lynching Mob: 20/20 [EXPANDING]
Emerald laughs, and spends his stored up energy boosting each and every entity on the field (minus the Godmodder, since Emerald doesn't think he cares). This works via infusing energy into either the entities weapon, or entity itself, boosting its damage.
Temporarily Field Effect Added!
Happy Murder Party (1 turn): All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks (so no using a heal before dying or anything like that)

The Undead Thief: 20/20 [EXPANDING]
Emerald pulls out a knife, and slashes open a hole in reality, out of which steps a male garbed in a cloak and veil.
"Why am I here? Why did you bring me here?"
"Because I can grant you that which you seek. And also because I can tell you of your future, and your fate with your companion"
The figure looks skeptical, but brandishes his Dagger. "Let's get on with it"

Donovan:
HP: ???
ATK: 5000
3 charge: Rapid basic attack. Deal twice of basic attack damage to an enemy, and that enemy cannot harm you this turn.
10 charge: Deal with the Enchantress. Evolution charge.
5 charge: Caltrops. For the next 3 turns, give yourself the buff Scattered. This buff cannot be dispelled except by its own effect
Scattered: The next two attacks against you are reduced by 50%, and the attacker takes 5K damage.

Sealed to the Enchantress: 1/20
Avengers 2: Civil War: 1/20

Memory and Donovan both attack the Monster Core
Yay Happy Murder Rampage Mode Fun Time!
You summon Donovan, who I feel like wasn't supposed to be a huge tank, but because you set him up with subpar attack he has over twice the health of a normal 20 post charge.

"Now then, the Monster Core." The Daemonette mutters. Mostly she was analyzing the situation at hand, however. Even if they technically had a numerical advantage, in terms of quality the enemy were clearly superior. Not that they were incredibly good, more that a few of their own couldn't truly pull their weight. And a certain few of the enemy's elite was far and away above the Daemon's allies, although at least the deadliest would soon be gone, vanishing of its own accord.

She walked over to the pit of undulating flesh that was constantly spitting out new monsters, which was deadly if left alone. It had already proven bad enough, they needed to get the situation back under control. To start with, that involved purging this... thing. The mercenaries were also major problems, of course, but they could be dealt with later. They wouldn't get worse over time. Well, most of them.

Still, how to go about this? It wasn't exactly easy to destroy such a core. In fact, it was incredibly difficult.

Hmm, perhaps? Yes, that could work.

With a gesture, she brings over the Gunner, who walks closer on foot. A few more gestures, pointing to various spots on a crumbling building nearby, and the Hard-Boiled Heavy gets to work. Dumping a rocket there, a missile here, rigging them all up for remote detonation...

The Monster Core is, as predicted, moved to the wrong place at the wrong time (or right place at right time if you asked the Heavy) and has a building unceremoniously dropped on top of it. The fact they were fighting in an abandoned city had proven to be a major advantage, and the foul beast creation facility was crushed under the stone and steel of an empty skyscraper. A group of stuck together bombs exploded seconds later as they fell directly on top of the thing, doing a bit more damage just to prove a point. It wouldn't exactly hinder the Core, at least not for long, but it would most certainly hurt it.

Charges:
A Most Sacred Number: 19/20.
Komato Assassin 2: The Empire Strikes Back: 19/20.

+1 @I just write
+1 @The Blue Knight
20000 damage to the Monster Core!

General Action: Sniper Got Run Over By A Battleship

Of course, the pain experienced by the Sniper was far from over. Just as they were getting up from the massive railgun shell that had slammed them into the ground, the came face to face with the sight of a massive, armored prow coming straight for them. On the bridge of the Arbitrator, General Mack was calling out "Pull up! Pull up! We're too low!"

To this, the AI simply replied "There is no need to worry, I know my exact altitude, and there are no terrain features on course to impact my underside."

Back on the ground, the Sniper was literally face-to prow with the massive war machine, pitching over backwards as they got slammed by 80,000 tons of heavily armored metal. That wasn't the worst of it though; to stay in the air, the Arbitrator relied on massive arrays of thrusters mounted to the underside, staying aloft through sheer vertical thrust. This produced a massive amount of scorching exhaust underneath the vessel, and the Sniper got the full blast of such, being both burned and crushed by the immense heat and pressure.

Still, soon enough the massive battleship continued on, leaving the Sniper face up on the ground, blasted, concussed, burned, and battered.

Charges
In The Army Now (20/20)(FIRING!)
Augmented Infantry (3/20)
Teleport Spam (1/20){new!}
+1 @EternalStruggle
+1 @Enerald_Mann

In The Army Now
The Arbitrator proceeds to drop a package. As it turns out, said package rapidly unfolds into a dimensional gate leading back to the Technocracy's staging area. Within microseconds of the wormhole opening, a massive column of tanks, artillery, and mechanized infantry come roaring out onto the battlefield, locked, loaded, and ready to kill. The 312A421st Technocratic Army had just deployed into battle.

Technocratic Spearhead Forces
-This is a Horde Entity, though the exact strength and numbers of its membership have been left deliberately vague.
-Every round at the start of the EoTB, this Entity gains 20,000 HP, uncapped.
-This Entity has attack power equal to 1/8th of its current HP.
-This Entity does not participate in the EoTB, instead boosting the damage output of my attack action posts by an amount equal to its attack power.


Entity Orders
Arbitrator: Attack the Teleporter!
The Sniper is properly tenderized and roasted. 20000 damage to the Sniper.

Just, I already told you to nerf the stats on the Technocratic Spearhead Forces. If you're not going to listen to me, your entities aren't going to be fielded.
Resummon them again next round WITHOUT absurd amounts of uncapped regen.

Okay, one se--
You know what?
I'll handle the entity orders.

How do you plan on doing that?
You're a voice in my head, you don't have limbs.

I'm not the one who said I was a voice in your head.
You were.
I'm actually something different that I'm not going into.

Fine, be that way.
But until you say who or what you are, you're still a voice in my head.

Noted.
Actually, wait, could I get that in writing?
I…
Guess?


So, I write on a paper that the voice in my head shall continue to be identified as such by me under all contexts outside of having had its true nature revealed. I add two lines to the bottom, and sign one of them.

How should I sign for you?
I don't care.
Just draw a squiggly line instead of sitting here wasting time!


I then attempt to do this, but then realize that my pen has run out of ink. Then, I realize how poorly my own signature came across because it had been so low on ink while I made it.

Hang on, I have to fix this.

I impale the Forgotten Beast with the pen (which can totally impale the Forgotten Beast, btw) and sign both lines in its blood (analogue).

Then, the Heisenberg is ordered to bomb Corruption again, to try to prevent it from statusing too many AGs.

+1 @I just write and @existencesuccess
10/15 From the Ground Up
8/15 A Terrible Idea (+1 EternalStruggle, +2 The Blue Knight)
20000 damage to the Forgotten Beast

Sealed to the Enchantress: 2/20
Civil War: 3/20

+1 @I just write @EternalStruggle

Emerald slaps the Monster Parents, with explosives.
Emerald slaps the Monster Parents, but every time things blow up he slaps them again.
Emerald slaps the Monster Parents, dubstep remix.
Emerald slaps the Monster Parents-ovania (now available on SoundCloud)
BA DA DA DA, DA DA DA DA DA DA, BA DA DA DA, DA DA DA DA DA DA
18000 damage.

The Rift Drone appears.

"[SPECIAL DELIVERY FOR BR-]"

"Over here."

"[AH. I SEE WHAT YOU ARE DOING. YOU SEEM INJURED. WOULD YOU LIKE TO PURCHASE A USE OF MY HARD-LIGHT HEALING NANOBOTS.]"

"No, but thank you. I've purchased potions. This will work on anything, correct?

"[AFFIRMATIVE. THE OCCULT RECREATIONAL BEVERAGE WILL FUNCTION EVEN WHEN USED ON INORGANICS ,SUCH AS ME.]"

"Excellent."

"[SIGN HERE.]"

"...Some things are missing."

"[CORRECT, VALUED CUSTOMER. YOUR OTHER PURCHASES UNFORTUNATELY EXCEED MY CARRYING CAPACITY. THEY HAVE BEEN GIVEN THE UTMOST PRIORITY, AND WILL ARRIVE AT A LATER DATE.]"

"I think we're done here."

"[INDEED WE ARE. THANK YOU, PLEASE SHOP WITH US AGAIN. HAVE A GOOD DAY.]"

I take the Zircon I purchased, and fill it up with power from my first reservoir of Descended Energy. It begins to glow with a swirling inner light. I apply some extra magic by carving some glyphs on the bottom on the gem.

20/20 Post Charge Used, Oilstone Created.
If there are any issues, please tell me.

Oilstone
-This artifact has 10 uses.
-It can be used as part of an attack.
-When used, the Oilstone transmutes a portion of the flesh of an attacked entity into oil, covering said entity in oil, and applying Oiled to them.
-Entities that have Oiled on them take double damage from fire-related attacks.
-Oiled goes away after one round. You cannot stack Oiled onto an entity.

Calling over the Marionettes, I hand the Oilstone over to Unit 02.

I heal up Unit 01 by pouring them a cup of healing potion, as well as removing Burning. If I still have any leftover healing available, I remove burning from Unit 03.

12/12 Post Charge Used, Units Healed.

20/20 (+1 from Emerald_Mann), USED
12/12 (+1 from Emerald_Mann), USED


+2 to @redstonetam15
Oilstone summoned! And then given to Unit 02. It's up to enerald whether they merge with it or not.
You restore Unit 01 to full health and extinguish Unit 01 and 03.

I take a break from meteor interception duty to deploy the golem core: a cube. A blank white cube, with lights at the center of each face, currently glowing red.

Oh right, I didn't activate it. My bad. I send the activation signal, and suddenly those lights turn green. The Golem Core suddenly begins to draw in all of the rocks nearby on the battlefield, particularly the leftover meteors. About a minute later, it completes its initial growth phase, creating a gigantic pillar of stone underneath itself before turning blue. The whole structure appears to be surrounded by a blue sheen, almost as if it was protected by a force field.

Golem Core: 50000/50000 HP. Body: 0. Leg: 10 Segments.

Segments: The Golem Core begins with ten segments, and gathers more over time. In each round, after taking actions, the Golem Core can redistribute its segments into a new configuration. However, because this happens at the end of the turn, opponents will have the opportunity to attack the Golem and knock off segments to cripple the Golem and prevent it from using its configuration. By default, each Segment takes 5000 damage to destroy, and destroying Segments of a Body Part will reduce the effectiveness of that part. Overkill damage from the destruction of a body part will hit the Body first, then damage the Golem Core itself if its body is gone.
*Note: Entities and players can target specific sections of the Golem Core. If an attack on the Golem Core does not specify a target, the attack hits the body part a random segment occupies (so if the golem has 10 body segments and 5 leg segments, the attack has a 66% chance to hit the body and a 33% chance to hit the leg).

Body Parts: The Golem Core organizes its segments into various body parts, which is uses as part of its action. During its action, the Golem Core can activate one body part, plus an additional one for every head segment it has.
*Body: The Golem Core cannot be attacked until all body segments are removed, and for every Body Segment the golem core has, it takes 250 additional damage to destroy a Segment of the Golem (up to a maximum of double health for each segment). The Golem Core can only create one Body, and always has a Body even if it has 0 segments in it.
*Legs: The Golem Core can use a Leg part to gain additional Segments for its next Configuration, according to a triangular pattern (1 leg segment = +1 segment, 3 leg segments = +2 segments, 6 leg segments = +3 segments, 10 leg segments = +4 segments, etc.).
*Arms: The Golem Core can attack using an arm, dealing 2500 damage, +2500 for every segment in the arm. This attack has a 25% base miss chance.
*Head: The head has a 50% dodge chance. Every head segment allows the Golem Core to use an additional body part during its action. In addition, the Golem Core gains 1 Intelligence point for every head segment, which can then be spent on upgrades.
--Note: Upgrades are TBD.

As my action, I run a slight modification to the Golem Core, giving it the Absorb Earth passive:
*Absorb Earth: If hit by an earth or rock-type attack (such as say, a meteor hitting it) that does less than 20000 damage, the attack does no damage and the Golem Core instead gains an additional section.

Scan: The Heavy.

Entity Orders: Zarya puts a barrier on the Heavy Gunner, and then engages the Demoman.

Bonus Action: You remember that Electrostaff, that I spent 10 charge on and then it got lost in some sort of balance issue? Yeah, I make everyone remember it exists again, and then give it to the highest-numbered UNIT currently on the field.

20/20 Golem Core
16/20 Sonic Amplifier (+1 I just write) (yes, I derped my charging. The number should still be accurate, I just forgot to change the number for last post from 12 to 14).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You summon up the Golem Core!
You fail to grant that passive to the Golem Core. Gotta put some effort in if you want a passive that strong m8.

Heavy: This heavy set man from the far north of eastern Europe has a thing for his minigun. Nothing special here, just a lot of health and decent attack.
Zarya shields the heavy gunner.

Electrostaff sort of summoned, and handed to Unit 03. If I recall correctly the issue was over it having way too much capacity to stun folks. If you want it to have an actual effect aside from being something to power up the marionettes, just come up with something, and I'll rebalance as necessary.

[AG]
Charge Bank: 10
(+1 from EternalStruggle)
6/20 A handful of good bears
2/20 Energy Device

+2 @DCCCV

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilities]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Read through this again to remove the disadvantage that the artifact was destroyed on death, turns out though I didn't actually specifically state it in the description of the ability so it was my screw up piono sorry. Not that I really mind I had originally thought to add that as a balancing disadvantage on the Marionettes so not having it is a buff in my mind.)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are three Marionettes
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 19,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 31,000/40,500 (Source(s): +500 from Piono's mistake)
Adjusted Attack power- 0 (Source(s): )
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 30,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (1 round)
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
6/20 narrrrrrrnia.
3/20 perrrrrrrceptual form +1 mirrorrrrrrr
+1 mirror +1 talist
I grab Luin and hand it to the godmodder, then scan every man for himself.
slime heals the monster core, the monster parents look at their childs corpse, [AKA: bed is dead]and scream in rage and sadness, before looking down at the field, eyes seeming to burn with rage. they then see who killed their child, and scream again, before running, encased in flame, at the arbitrator. in case it is unclear, they Want the arbitrator Dead and Gone. 64K damage to the arbitrator, -30k for shields. the arbitrator takes 34K damage and its shields are down. the unknown monsters rally around the parent, and charge. 30K more damage to the arbitrator, unaffected by the now-destroyed shield. no, this decision was not made because of tactics. the arbitrator attacked killed their child, so it will die.
Now, my action.
I look at the grieving, enraged parents and remember a little status effect from the simulation. granted, past is not present and the GM's are different, but they seem similar, maybe he'll let this slide.
I pull out a small computer terminal, brightness set to minimum out of habit, and press fullscreen. it instantly surrounds me in an orb of world-warped code, from a more code-like simulation-world, a light grey with black text. not knowing binary, and without much experience, I enable the automatic semiaccuracy module which alters the code somewhat based on intent. ((would you prefer i lied and said i was a master at coding?))
import class SIMULATION.sim.main.java.hex;
import class HACK.giz.sim;
import Public_history.inf;

public static ();
class "post_#972" extends class "SIMULATION.sim.main.java.hex";
class "post_#972" extends class "HACK.giz.sim";
Interpret class "post_#972" with class "superint" train of "Public_history.inf";
Export class "post_#972" to :M drive;
end;

a usb storage drive appears in my hand, made of a strange purple crystal, and I warp to the parents while their still looking down, jabbing the usb drive into their neck. they are unable to feel pain, and as such don't notice. the purple drive extends the simulation-verse to here for a moment, and applys the HACK status effect to them. Go Back To Sleep becomes unusable and incapable of charging, as per the HACK status. i hope i can apply it for a good many turns.[/SPOILER]
]

As JOEbob moves to pick up Lúin he is surprised when it is suddenly kicked away from Unit 00's body by a streak of blue.

"It's time I get a little payback for our first encounter Descended of Cyan! If you desire this artifact than swiftly get past me and take it. @redstonetam15 or anyone who can hear me, could recover Lúin while I delay JOEbob?"

With those words the Blue Knight enters a defensive stance to prevent JOEbob from easily taking the artifact.

This action is a counter to JOEbob picking up Lúin, because this is a counter I would imagine I can not preform the action of picking up the weapon myself as per counter rules therefore someone else will have to. I was not actually sure if I could counter an item pickup but reading through the counter rules and considering that artifact pickup is just a free action it would seem unreasonable to me if it was completely uncounterable so I'm going to try to do it because I would hate for my artifact to just become Godmodder charge without it even being properly used once. Of course what happens is ultimately up to you Piono.
Nah, you're cool buddy.

You kick Luin out of Joe's reach...

16/20
2/15

Nice! Got the Monster House! And now, for the heavy! I grab the Heavy, and force him into his worst nightmare: A dainty tapping pressure plate room! Only light people can pass! And Heavy... isn't light. When he fails, he is obliterated by an infinite tide of light but numerous feathers.
Oh no! Not its too dainty!
9000 damage to the Heavy.

[AG]
Charge Bank: 10
7/20 A handful of good bears
3/20 Energy Device

+2 @redstonetam15

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
(Even though these now belong to others I'm gonna continue to keep track of them here)
Equivalent to 10 charge entities
Highly articulated wooden marionettes with marble sized gems in their foreheads. Given as gifts from the Blue Knight to other Descended.

Base health- 40,000
Base attack- 0
[Special Abilities]
Merge (Active)- One time use ability, requires owner's permission to activate, does not consume action in a turn to use, Entity merges with an artifact gaining the use of the artifact as an action while still consuming the durability of the artifact as normal, if the durability is fully consumed the Entity will die along with the artifact. The Entity can no longer be separated from the artifact. In exchange the Entity will gain attack equivalent to halve the charge value of the artifact and max health equivalent to one fourth the charge value both numbers rounding down.

(Read through this again to remove the disadvantage that the artifact was destroyed on death, turns out though I didn't actually specifically state it in the description of the ability so it was my screw up piono sorry. Not that I really mind I had originally thought to add that as a balancing disadvantage on the Marionettes so not having it is a buff in my mind.)

Linked (Passive)- Other marionettes gain stats equivalent to half those gained by the marionette that merged, in exchange they lose those stats if the marionette that merged dies and whenever another marionette dies all marionettes take 5,000 damage.

Currently there are three Marionettes
[AG- DCCCV]
It's gem is lavender in color.

Has not yet merged

Adjusted Health- 19,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG-Enerald_Mann]
Is made of redwood and has a ruby like gem.

Has not yet merged

Adjusted Health- 31,000/40,500 (Source(s): +500 from Piono's mistake)
Adjusted Attack power- 0 (Source(s): )
[AG- redstonetam15]
Is made of black walnut wood and has an onyx like gem.

Has not yet merged

Adjusted Health- 30,000/40,000 (Source(s): )
Adjusted Attack power- 0 (Source(s): )
Is currently burning. (1 round)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (1 round)
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
The Blue Knight takes advantage of JOEbob's inaction and grabs Lúin whilst retreating to safety.

(If my last action was not allowed BK removes burning from as many AG targets as he ca
[Orders]
Bouvreuil- Investigates the large building or library you mentioned near the battlefield.
...and pick it up.
You also remove the burning status effect from Bouvreuil and the Heavy Gunner.


#GuardsGuards​

The monster core spits out 1000 more monsters as it always does, and the unknown monsters slam into the Arbitrator, wiping out the shields and dealing 5000 damage to the Arbitrator itself. The Monster Parents are slow and sluggish, but they get to the Arbitrator and smash into it with their great might, dealing 35500 damage to it, before Go To Sleep procs and they go to sleep, leaving the battlefield This counts as a death for happy murder party. Corruption casts stun on the Beacon of Protection for 1 round. This is utterly useless as the Beacon of Protection has no activate abilities. The Teleporter remains silent.

The Heavy decides to take on the person who's trying to steal his name and opens fire on the heavy gunner, dealing a minicritted 27000 damage to Zarya's shield. The Scout runs up to Unit 01 and wabs on it, dealing 13K damage. The pyro chips in on attacking Unit 02, dealing 13000 damage and inflicting burning for 2 rounds. Again. The medic keeps plugging away at keeping the Heavy alive and ubercharged, restoring 10000 more health. The soldier launches a barrage of rockets right at Unit 01, dropping their health by 23000.

The Demoman points his gun high up in the air, and fires away, soon there's a bunch of sticky bombs stuck onto the side of the Heisenberg's gas bag. The Engineer bangs away, making a sentry, which takes its little miniature guns and blows Unit 01 to pieces. The Sniper is busy lining up his sights and doesn't take an action, and the slime beast, having been unordered, heals the sniper up for 25000 health. the Heisenberg takes 10000 damage.

The Winds of anarchy screams through towards the Heavy Gunner... and then splits around and through Zarya's barrier, completely bypassing it and dealing a solid 33000 damage to the Heavy Gunner without any sort of interference. The Portal to the Plane of Train, damaged and almost ruined as it is, keeps chugging along, and spits out another carriage: the Production Car. The Train goes screaming down its tracks and careens right into Unit 03, smashing it to little wooden splinters. The Railfun Car lifts its cannon and swerves aroud, blowing the heavy gunner's missiles out of the sky with its railfuns. I mean railguns. Now it's time to set people on fire! SWAT Commander, Arbitrator, Winds of Anarchy, Pyro (whoa the irony), Corruption, Soldier, Bouvreuil, thou hast been choosened! you're all burning for 2 rounds! Except Corruption, who is now burning for 3! The Production Car quickly assembles a new car, and sets it rolling down the tracks behind it. Artificier's car summoned! The Artificier's Car creates a giant bomb. I wonder what that could be for.

The Daemonette restores 22000 health to the heavy gunner. Memory reaches out and smacks the monster core for 18000 damage, and the heavy gunner has to completely reset his supply of rockets thanks to the railfun carriage. The heisenberg drops its bombs and deals 23000 damage to Corruption. Bouvreuil, still on fire, leaves the battlefield and initiates themselves a sidequest. You fly into the library, it is mostly ruined and the bookshelves are in a great state of disrepair. There are a number of books lying on the ground, miraculously preserved by... something, you have no clue what as you haven't begun investigating, but the covers are worn and faded.

Unit 02 is twitching and doing the marionette equivalent of heavy breathing. Having both of its siblings die on such short notice has hit them very hard indeed. The Skysmasher drones heal up the Daemonette to full health, and then dole out their damage on the monster core for 31000 damage. The SWAT team attack the medic, altogether having their attack boosted by the field effect THREE TIMES, dealing 17000 damage. Zarya goes after the demoman, a short fight that ends with the demoman taking 13000 damage.

The Arbitrator opens fire on the teleporter, reducing it to slag almost immediately. Well that's unfortunate. The Beacon of Protection continues to zap meteors, completely ignoring the stun effect on it. Donovan stabs the Monster Core, dealing 5000 damage, and the Golem Core picks up 5 pieces, adding them to its body.

The Godmodder looks up at the Happy Murder Party field effect, and shrugs. 4 deaths. Looks like it's time to extend the time on it a bit further. He pulls out the Runic Battleaxe and spins it around a couple of times, before muttering out under his breath, and many runes begin pouring from his mouth, spilling outwards. He lifts up off the ground in a vortex of glowing symbols, and opens his eyes, which glow. Then he launches forwards, carving straight through Memory, who looks confused for a few seconds, before poofing into dust and blowing away in the wind, He leaps upwards off the ground, and with a quick smash, shatters the Heavy Gunner into pieces, a piece of which flies up into the sky and punctures the heisenberg's gas bag, sending it spiraling down to the ground below in a ball of fire. By this point the Godmodder is screaming down towards the battlefield again and slams into the SWAT commander, the shockwave of which rattles off and obliterates the already barely-held-together Unit 02. The Godmodder stands back up, holding the now-broken runic battleaxe, and cracks his knuckles BUT I'M SORRY FOLKS TIME'S UP. It seems the Godmodder will have to TPK the AGs without warning on a different occasion.

Thanks to the sudden massacre of the AG forces by the Godmodder, the PGs have just barely gained advantage. 5% distance lost, and you are pushed back towards the outskirts of the city.

Everything ticks up/down, autocrafter succeeds. The Slime beast gets annihilated by a meteor.

Itinerary:
Destroy the Godmodder!
Regain the entity advantage!


Distance: 85%

Main Battlefield:

Entity Advantage: [PG]

Field Effect: Meteor Storm: PG entities have a 60% chance to take 5000 damage each round. AGs have a 10% chance. 30% for all others. 2 rounds left
Field Effect: Happy Murder Party: All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks. 1 round left

The Godmodder [PG]: Hp: 91/100. Fluorite Duet [A] Aetheric Particle Collider [A]
Unknown Monsters x16000 [PG - JOEbob]: Hp: 5/5
Monster Core [PG - JOEbob]: Hp: 13,000/150,000. Monstrous 2/3.
Corruption [PG - MrMirrorMan]: Hp: 21,000/100,000. Poisoned Homeland: 6/9. burning: 2 rounds.
Heavy [PG]: Hp: 123,500/100,000. Ubercharged
Scout [PG]: Hp: 40,000/50,000
Pyro [PG]: Hp: 65,000/75,000
Medic [PG]: Hp: 20,000/60,000
Soldier [PG]: Hp: 65,000/90,000. burning 1 round
Demoman [PG]: Hp: 62,000/75,000.
Engineer [PG]: Hp: 45,000/50,000
Level 1 Sentry [PG]: Hp: 10,000/50,000
Sniper [PG]: Hp: 37,000/50,000. Boom Headshot: 2/2.
Winds of Anarchy [H]: Hp: 285,000/300,000. Every Man For Himself: 4/4. burning 1 round
Portal To The Plane of Train [H]: Hp: 26,000/150,000.
Train of Thought [H]: Connections: C-D-E-F-G-H-I-J-K Carriage C: 23,000/30,000. Carriage D: 30,000/30,000. Carriage E: 30,000/30,000. Carriage F: 15,000/15,000. Carriage G: 15,000/15,000. Carriage H: 15,000/15,000. Carriage I: 15,000/15,000. Carriage J: 15,000/15,000. Carriage K: 35,000/35,000
Steam Trainees x3 [H]: Hp: 7,500/7,500
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Electrostaff [A] durability: 10/10.
Giant Bomb [A]
Oilstone [A] durability: 10/10.
Daemonette [AG - eternalstruggle]: Hp: 66,000/66,000. 25% dodge. Plot Armor.
Missiles: Red x2: Hp: 10,000/10,000. Blue x1: Hp: 5,000/5,000
Skysmasher Drones x7 [AG - eternalstruggle]: Hp: 20,000/20,000.
SWAT Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
SWAT Shield Unit x10 [AG - redstonetam]: Hp: 1,000/1,000.
Zarya [AG - crusher48]: Hp: 80,000/80,000. 27,000 Charge. Graviton Surge: 2/7.
Arbitrator [AG - I Just Write]: Hp: 34,500/80,000. Shields: 0,000/30,000. burning 1 round
Beacon of Protection [AG - The Blue Knight]: Hp: 150,000/150,000.
Donovan [AG - enerald_,mann]: Hp: 225,000/225,000
Golem Core [AG - Crusher48]: Hp: 50,000/50,000. Body: 5 segments. Leg: 10 segments.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 7/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 10/10

The Fortress (sidequest):
Forgotten Beast [H]: Hp: 65,000/100,000. Death Dust: 2/3.
Variant [AG - Player]

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

The Library (sidequest):
Bouvreuil [AG - The Blue Knight]: Hp: 35,000/40,000. burning 2 rounds

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 1/6

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV:
I just write: 5 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48:
lytea: 1 post
The Blue Knight
Jaquecrissont

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

[PG]
JOEbob: 6 HP. 1 round cooldown
MrMirrorMan
Talist
 
Last edited:
Update 40: 1000th post party
[AG]
Charge Bank: 10

8/20 A handful of good bears
4/20 Energy Device

+2 @DCCCV

[A]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

(Piano has a different durability display for Lúin in the latest update, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)

Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (2 round)
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.

(This post was originally a placeholder and my action was edited in after several other individuals had already posted their actions, due to this depending on the results of my actions the actions taken by other players might be effected. The individuals who's actions are affected by this post have the right to edit their actions if they wish to better reflect or respond to the action taken in this post. I have identified @JOEbob, @MrMirrorMan, and @DCCCV as the individuals most likely to be effected by my action.)

The Blue Knight picks up the Oilstone and calls out to the Descended who made it. (@DCCCV) "I believe this is yours friend." With that he tosses the stone at high speed to his fellow Descended, the stone is thrown not so fast as to prevent DCCCV from catching it but fast enough to make it difficult for just anyone to intercept it. "Me and William are going to examine a site of interest Bouvreuil found, we will return shortly, farewell friend."

With that done William packs up the Knight's cart and the two set off toward the library.

[Orders]
Bouvreuil- Flies around inside the library careful not to let anything inside catch fire due to his current status. Bouvreuil is trying to get a better idea of the layout of the Library. (By the way @pionoplayer would the nearly daily side quest updates allow Bouvreuil to act twice as long as he is in the side quest or is it still only once per normal turn.)

(If I'm allowed an action once I enter the Library, BK throws a bucket of water on Bouvreuil curing the burning status.)
You pick up the oilstone and toss it to DCCCV, and then head off to the library.
And yes, Bouvreuil will get to act twice. I really need to start having the forgotten beast act twice.

7/20 narrrrrrrnia.
4/20 perrrrrrrceptual form
+2 mirror
PEBBLETOPIA DOPPE!
All damage methods have had their potency doubled to accelerate pebbletopia, as dopping twice a week is much slower and I don't like it being so slow.
" She walks over to JOE as he's about to jab a USB drive into the Monster Parents, and forcefully grabs his hand, preventing him from doing so, and stabbing her claw gracefully into the USB, crushing it and breaking it apart, rendering it totally useless.
"Don't you think they've suffered enough?" She asks, completely doe-eyed and looking like the picture of innocence. "I think we can avoid trickery like that, don't you?"
Before he can argue and to accentuate the point, the Daemon's knee slams into the approximate torso area of JOE, causing him to double over as she walks away."
"pft. you think they want to leave here?"
"the burning fire in their eyes and scream of rage must not have been clear enough."
"they want the Arbitrator to Die for killing the bed."
"or its pilot to die i suppose."
"empowering them shortens their suffering, as they, I suspect, will suffer until they learn that they have been avenged."

the daemonette is unable to react, possibly partly from shock, but mostly from having already used both actions. JOE sighs, and tendrils of code burst from the shards of the USB drive. the first, composed largely of GoTo's, clears the surrounding area, and the remaining two form a rift. they bend, and the rift becomes a portal, before stabilizing, and out floats an update terminal.
not this worlds update terminal, mind you, nor one with much power here.
the only thing I'll need it for is to record the code within. More specifically, the code for the HACK status effect.
It floats over in a cyan grip, a goop enveloping the keyboard to press the keys quicker then any human possibly could, and quickly about 83 files, folders, subfolders, and directors are searched, before I find the right one: HACK.cmd .
I proceed to stick a hand through this alternate update terminal's screen, breaking it but also letting me grab the physical incarnation of the HACK effect, before telling the monster parents "you want the Arbitrator dead right?"
when they nod, I say "alright, well this will let you stay until that happens.", before fusing the HACK with their skin, applying hack and preventing go back to sleep from ticking up.

well, thats what my post woooould have been.
if the school internet didn't give out at 11:00 and stay off till 1:40.
as it stands, i missed last round. hooray.

The monsters didn't work out very well, sadly, but eh. not everything can work the way I want it to.
I hope Narrrrrrrnia does though.
unknown monsters attack the arbitrator. its shields are at 0, so this very nearly kills it.
monster core makes more monsters, if it survives.
I look at the 3 artifacts on the floor and grab them. first, I grab the oilstone...
and give it to the godmodder.
then, I grab the electrostaff...
and give it to the godmodder.
then, I grab the giant bomb...
and toss it at the arbitrator.
Boooosh.
You pick up too much too fast and awaken an ancient evil in the caverns far below the... nah i'm just kidding. But attempting to pick up 3 things all at once makes you drop ALL of them.
The giant bomb lands on the arbitrator however, exploding in a massive fireball of 48000 damage. Shields annihilated, arbitrator itself takes 18000 damage.

AHHHHH I LEFT THE SHIELDS AT 0 THAT WAS A MISTAKE. I'M SORRRYYYYYYYY. Although the giant bomb fixed that pretty handily.

Civil War: 4/20
Sealed to the Enchantress: 3/20
+2 @DCCCV

Emerald sighs at the death of Memory, but then gets over it quickly. It's it like he knew Memory very well, Memory just owed him a favor. Then he punches the Medic in the face.
You punch the medic in the face. How rude. 12000 damage.

I use mysteryaway(tm) brand mystery revealing spray to reveal the identities of the unknown monsters.

artifact cool thing: 2/10
You turn the unknown monsters into known monsters. This doesn't do anything useful. At all.

[N]

1/20. Expectation.
1/3. Unexpectation.

I join as Media. Picture a figure befitting of the name 'Media'. This is who you see. To ensure that you read this before anything else, I have placed it foremost in my post, and will contain the rest in a spoiler.

I will now reveal that regardless of what you percieve Media as, she is, in fact, a female. This may be unusual if you expected 'her' to be a 'him', by the name alone. But perhaps you did not expect a female figure, or even a humanoid figure. Perhaps you are picturing a mass of pixels that rapidly switch between various images of 'media'- video games, movies, books and whatnot. Pehaps you did expect a female Media after all. Perhaps you would compare her to the Medea of Greek mythology, due to the extraordinarily similar names. Don't be confused, though, I'm not telling you what you see, that's up to your subconcious.

Perhaps, your perception of Media has been twisted from what it was originally- but that's fine. She likes it that way.

Now that you are familiarised with Media, and that necessary introductions have been made, I can continue.

'All roads lead to Rome,' as they say. "Who is 'they'?, you might ask? Everyone, of course. Everyone says 'All roads lead to Rome.' If everyone is saying it, it can't possibly be false, and expecting anything to the contrary would be unreasonable. With this in mind, Media bought the name 'Rome' through means that will remain vague and undefined. Without any further ado, she chooses to attribute 'Rome' to the immediate area around the Portal of the Plane of Train.

And that's it! That's all she would need to do. The Portal to the Plane of Train would find itself healed, through means I will now explain.

The Plane of Train is, of course, a plane (as in a dimension, not an aircraft) occupied entirely by the carriages of trains. By attacking the Portal to the Plane of Train, connections between these carriages are damaged, thus reducing the structural stability of the portal. The only way to fix such connections would be to introduce a carriage specially designed for the job. Given the size of the universe and/or multiverse, there's bound to be one somewhere out there. The fact that a random collection of molecules may be arranged into such a carriage means that it is possible for one to simply exist without intervention. Infinite improbability (due to the size of the universe) therefore makes it certain that such a carriage exists. And, due to the same logic, there is therefore such a carriage in any describable environment. What relation does this have to my earlier statements regarding Rome?

Well, allow me to present a series of statements and expectations from roads, Rome, and carriages:
'All roads lead to Rome.'
Cars drive on roads.
Carriages may also be described as 'cars'.
Therefore, carriages drive on roads. It is only logical.
In the universe, there is at least one specially designed carriage on a road. All roads lead to Rome.
At that, the carriage is lead to Rome, where the Portal to the Plane of Train sits. The carriage enters the portal, and begins repairing it from the inside. Perhaps it is also summoned as a carriage for the train. Perhaps it may be summoned the later this turn, by the Portal itself. Perhaps the Portal has health regeneration, for however long it lasts. Perhaps, and this is what I expect to happen, this action will simply be a heal for the Portal to the Plane of Train.
You heal the portal to the plane of train Rome for 20000 health.
Man, we're just on a spree of entity name changing today aren't we.

"If you are reading this, then I have failed horribly."
-Vacuous Archive, Foreword

If possible, I pick up the Oilstone. If not, ah well. There are other, cooler transmuting gemstones I can make and use later on. Just you wait until I get to the one that turns Oxygen into Type O blood.
I take a look at the Heavy and Medic, and recall my training for this type of situation.

What do you think I'm going to do?
If the Medic has been downed, I turn my Gauss gun onto Corruption next.

+2 @variant

5/20 Research (+4 from The Blue Knight)
3/10 Development (+2 from Enerald_Mann)
Medic neutralized! Ubercharge depleted!

3/?? Something Missing: illogic

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

+2 @JOEbob


I get my post in this time! YYYYYYYYEAH!
I should probably get around to fixing this whole problem with all these wasted posts...
suppose its a time thing


I use my post to bludgeon the Heavy to death.
(pleasegetthepun)
And if you read this its a post script.
13500 damage to the Heavy.

17/20
3/15

+1 @EternalStruggle
+1 @I just write

I use my FINISHING MOVE on the Monster Core! BE OBLITERATED! No more monsters!
You use a finishing move so final that I can't describe it this early in the game.
Monster Core destroyed.

[PG]

20/20 +1 from JOE IN USE: DISCARDED
20/20 +1 from JOE IN USE: DECORUM

"Well, seeing as how I haven't made a charge attack in some time, I think it's time I did an attack, and what better opportunity at this time than with a 40 point charge. . . well 2 20 point charges, but I'm using them on the same thing, so not much difference, right? Well, I best get to work." And with those words, I smash the clock that is my face. . . some remember that I did that when I tried to freeze time once before. . . through the crack, you see a void of static, there is only static, static and static but a different color, standing still for up to a minute, until I vanish, before reappearing with my fist appearing in the Arbitrator's face, before throwing them up into the air and throwing many metal needles into their everything, before grabbing them by the legs and smashing them into the Golem Core, breaking many parts of it, before picking them both up and crushing them into a ball of barbwire and sharp metal scrap, slamming it into Zarya, making it drag her around the battlefield. At this time, I grab a bomb, throw it upon the rolling metal ball of death, making it explode, sending glass shrapnel at the Missiles Skysmasher Drones and SWAT team members. I then appear behind Donovan, crush him into a ball, and appear a golf club, smashing the ball into the Beacon of Protection's beacon. I then drag all of the entities I attacked this turn minus the Beacon and the Daemonette, since I didn't attack the latter, before surrounding them all with glass needles surround them all, stabbing into all of them. I then appear before the Daemonette, raise my hand. . . and gently boop her on the nose. . . the entities that are alive just stare at me for a minute, and so I respond "What, did you expect me to end this with something violent and horrifying? Welp, sorry to disappoint, but you get something random to end this instead." Before walking back the the PG side of the field.

Corruption uses Weakness Roulette on the Blue Knight.

Corruption 21,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
7/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

1/20
1/20
+1 JOE +1 Talist
you attack the:
arbitrator
golem core
Zarya
Skysmashers
SWAT Team
Donovan
and Beacon of Protection
in a massive chain attack for 20000 damage apiece. This kills a skysmasher drone, all of the SWAT units, the Arbitrator, and 3 of the Golem's body segments. OUCH.

15/20 narrrrrrrnia.+2 tog +2 tog +1 mirror +1 mirror +1 talist
5/20 perrrrrrrceptual form
+2 *talist
pebbletopia dop! the weekend is a good time for these. I'd be able to do them on a school day, but there aren't any good blocks of time where I can just do it for a hour or two, and 4 15-minute time blocks are worse then one 1hour time block, by far.
I, by the power of the 1000th post... hm, what to do...
Well, unless something 1.1 or more times awesomer comes to me, I create a giant Fwee thing from birthday partys. who knows what it'll do, but it certainly involves celebrating!
ooh, idea. not sure its a good one, but I'm putting it out here in case piono thinks it is(... though it probably isn't); the pebbletopia battlefield somehow connecting to this one, like, say, troops from one being able to go to the other... or just whatever wacky effect a connection would have... maybe multiple GM's updating or something? who knows, pebbletopia is a weird case for a sidequest, being run entirely by a player.
1000TH POST

I'd just like to stop and thank all of you for making this the incredible game that it's been so far. And I hope that you all continue to enjoy the eternal suffering and death of the godmodding war. Wait hold on...
JOE participates in this gratitude giving by summoning a FREE BIRTHDAY PRESENT. Whatever could it be?
For one round, people can input ideas as to what's in the present, and one of the ideas will randomly be chosen to be what's inside of the box when it opens.

"You probably found this on my dead body, expecting this to be my spell book."
-Vacuous Archive, Foreword

I attempt to tear apart the Planetary Shielding of the world and broadcast a psychic message across the Void to make everyone aware of what a Godmodder is, and what they can do.

"Let the chaos begin."

((Good luck, everyone. Happy 1000th post!))

+2 @variant

6/20 Research (+4 from The Blue Knight)
4/10 Development (+2 from Enerald_Mann)
The planetary shielding isn't that easy to tear off, sadly, and someone else got the 1000th post.
But you get the feeling that something along these lines might be happening soon anyways...

The Heavy Gunner's eyes go wide as the Godmodder streaks towards him, and he evacuates the field immediately. Dropping his missile launcher, he shoots away using his jetpack while the Godmodder simply turns the helicopter he was hitching a ride on and its piloting Eggrobo into so much scrap and shrapnel.

The Daemonette looked up and simply sighed. "Stay... safe, perhaps?" She said, mostly to herself. Another ally gone, although this time the thinking and breathing part lived on. She wasn't sure what the Gunner would do when safely away from the field, of course, but that wasn't truly her business.

So, here she was, alone again. Perhaps if she was human that might sting a little, but despite appearances she remained very much distinct. Alien. Demonic, of course.

Monstrous.

That was a word with very specific connotations where she came from. Some ancient Eldar philosopher came up with it? That sounded right. It was the idea that the biggest difference between the People and the Monsters of the universe was their capacity to change. Orks were of course sapient, but since they would always desire war all the time with no exceptions at any point or have any member with a diverging goal, they were Monsters. Necrons could decide to follow goals that were fundamentally different. Some wished to exterminate all life, others desired to rule the other species with an iron fist. Both were perhaps lower case monstrous goals, but they were different in a way you would never see in an Ork.

Naturally, Daemons were definitely Monsters. Each kind followed different ideas, but within their various godly sections they all worked towards the exact same goal even if there was differing precise methods. Performing actions to promote the concepts of their deities. It had been commented by apparently everyone that she had gained independence through her interactions with the Descendant, but that meant more than perhaps some realized. Not just sapience, but true freedom from the shackles of her own core. A hybrid creature.

She was not upset due to being alone, not at all. She was miserable because while alone she could contemplate the new nature of her existence, and it did not fully sit well with her. As easy as it was to identify the issue, the fact was that it is proving significantly harder to actually live with it.

To take her mind off of it, perhaps temporary reinforcements were in order.

A Most Sacred Number USED

Once again, a vast amount of power had pooled thanks to the fallen summoner, and as always it was easy to manipulate. With only minimal special abilities, it simply responded to the beck and call of the Daemon, doing as she willed with ease. A satisfying feeling to have such power at your fingertips for sure. No doubt her summoner felt this way often indeed, when he still walked in the Materium.

So without further preamble, she skipped the usual rituals, and tore open a hole between here and the Warp, chanting as she brought forth 6 upon 6 upon 6 followers of the Prince of Pleasure. 216 all in all, Chaos Space Marines to be precise.

Naturally, they were rather unhappy that they had been interrupted. Their Lord in particular stomped over to the Daemon clearly visible, and made his displeasure clear.

"What is the meaning of this, worm? You best explain quickly, or I'll ensure you die before these other whelps." The Lord had apparently not been having a good day before arriving here.

In response, the Lesser Daemon simply smiled, and gestured with her human hand at the hostile mercenaries. The implication was clear, especially as her hand drifted towards the Godmodder himself.

"So, this is the other realm I've heard rumors of, where the "Godmodder" lies? Very well."

A force of over two hundred Astartes was not one to be underestimated, and so the field had momentarily fallen silent as they had arrived. The Chaos Lord marched up closer to the enemy, his retinue of Noise Marines right behind him, and looked around with incredible disdain at the foes he saw before him.

"THIS QUIET OFFENDS SLAANESH!" He roared.

"THINGS SHALL GET LOUD NOW!" He marched to the sides of his strike force, which raised their weapons as one. Sonic Blasters, Doom Sirens and Blastmasters all fired, an anarchic mess of light and sound that shredded a pair of unfortunate souls in their sights. The Sniper and the Engineer were torn to shreds by the sonic weaponry instantly, practically removed from existence by the overlapping sound waves. Wiped from the face of the planet, such was the strength of the weaponry.

The Lord had not been idle, of course. He had simply been attacking a different target. He had charged the Sentry Turret, just out of the cone of fire of his Noise Marines, plasma pistol firing. It was soon turned to slag, but he rested not and with a few slashes of his power sword it was turned to several small pieces of slag, destroyed utterly. Although not quite as thorough as the executions of the two guns for hire, the Sentry Turret was most definitely not coming back from that one.

With that, their mission was done, and rapidly the Astartes were consumed in flashes of unearthly purple light, returning to the Warp one by one. The Lord locked gazes with the Godmodder just before he left, implication clear.

We shall return, for longer or in greater force. You cannot deny the Gods.

And during all this, the Daemonette was simply standing near the rear of the battle line, smiling to herself.



Charges:
A Most Sacred Number: 20/20, used.
Komato Assassin 2: The Empire Strikes Back: 20/20.

Target Locked: 3/20.

+1 @I just write
+1 @Moniker

Entity Orders:
Daemonette heals/calls in a new Skysmasher.
Skysmashers attack Corruption if not dead, otherwise whichever PG. They heal whatever needs healing, but not the Arbitrator since that's dead whatever we do.
You call forth a contingent of marines. The Godmodder seems to be losing his temper.
HOW ARE YOU CALLING SOLDIERS THROUGH MY SHIELDING. THIS IS BULLGORILLA
Anyways, Sniper, Engineer and Level 1 Sentry all obliterated with extreme prejudice.

Stats for re-summoned Technocratic Spearhead forces.
Technocratic Spearhead Forces
-This is a Horde Entity, but the exact strength of each member of the horde is left deliberately undefined
-This Entity simply represents the bulk of the vast army the Technocracy has deployed to the battle; units that stand out from the crowd are separate entities
-This Entity gains 20,000 HP each round after the EoTB has resolved, capped at twice its initial strength. This ability is tagged as Reinforcements.
-This Entity has attack power equal to 1/8th of its current HP, and does not participate in the EoTB, instead contributing that attack power to boost my attack actions.
-If I only make a single attack post in a given turn, this Entity is considered to have attacked the target of that post twice.


General Action: Hold It Together

As the Arbitrator shook, General Mack pointed out the Medic and asked "Arbitrator, can you take that target down?"

To this, the vessel's AI replied "Easily, but there is an issue in the form of the barrage I am currently being subjected to. I do not anticipate survival until the point where I can fire my weapons again."

General Mack nodded, before saying "Then I am commanding you to put your shields into Overload."

The Arbitrator replied "Acknowledged." as Mack vacated the bridge, heading for the teleporter room. Deep within the ship's systems, the power plant released certain safety measures put in place to keep it from ripping itself to shreds in the process of normal operation. The generators spun faster and faster, producing immense amounts of power. This additional power was, by and large, routed to the shields, the barriers of shimmering plasma glowing brighter as they intensified to the point of near impenetrebility.

As Mack prepared to teleport out to his rear command post with the Spearhead Forces, the Arbitrator replied "My power generators cannot safely sustain this level of output. I estimate two minutes to total failure, at which point my current shell will cease to function."

General Mack nodded, saying the Technocracy motto "Glory to the Technocracy." as they teleported off the doomed vessel.

(Desired effect: The Arbitrator becomes invincible long enough to attack during the EoTB, after which it dies due to its power systems being pushed beyond design specifications)

Charges
Augmented Infantry (9/20)
Teleport Spam (2/20)
+1 @EternalStruggle
+1 @The Blue Knight

Entity Orders
Arbitrator: Attack the Engineer
Unfortunately, you are a bit too late to enact this particular action, the Arbitrator has already fallen prey to the combine power of an unusually large bomb and a charged attack.
Technocratic Spearhead Forces summoned!

Alright, time to derail something. No, not the plot of this story, that stupid Train of Thought that keeps growing exponentially over time.

I use my Goggles to analyze the Train of Thought. How does it keep going, and what is it using for its rails? It's quite obvious that the train is generating its own rails as it goes, and despite some of the firepower directed at the train, its engine doesn't appear to have taken any damage. Well, actually the engine doesn't exist, and yet the train keeps chugging along. Magic, apparently. The rails appear to be some sort of Wall of Force derivative as well, given how they disappear behind the train as it travels (because obviously, the battlefield isn't covered in rails).

If I could sabotage the rail creation mechanism, the train would end up either turning into a long train of trailers hooked together and driving like a car, or it would end up no longer being a train and would die. But how on earth am I supposed to do that? I wish I could just launch some sort of magic-based virus that can change the attributes of an active magical effect, but that either outright can't happen or requires a huge amount of work and excessive amounts of effort.

Time to try it anyways.

Now, the way a standard computer hack works is by changing the functionality of a targeted program, changing its function from its intended purpose (namely, not letting you access the data) to the purpose you want (namely, accessing that data). If security didn't exist, this would be a simple matter of writing and deploying code that replaces the unwanted functionality with the functionality you desire. However, in almost all cases, that is prevented by security features. Such security ranges from hard blocks on access (such as putting up a firewall that blocks malicious code entries, or making the only access point to the server a locked room guarded by armed guards) to countermeasures that shut down disruptive code, preventing the code from running. In order to successfully hack a program to complete your objective, you need to find a way around the security systems.

With a computer program, this could be something like injecting a payload into a packet that the firewall allows through (a code injection attack), or gaining root-level access that ignores those security measures (such as by putting the payload on a portable storage device and setting it to run automatically when a clueless admin plugs it into her computer). However, gaining direct hardware access to the computer is always the best way to hack into it, if you have the right kind of magic. With a little bit of technomancy, it is possible to deploy a program with root-level access onto a computer, and wipe out all of the security software at the same time.

So how does that relate to a magical effect? Well, a magical effect can be considered a program of some sort: a fireball could be considered a program that creates a projectile that explodes on impact with a surface. But each magical "program" is essentially in its own independent bubble, protected against outside manipulation. The usual countermeasure to magic you don't like is to dispel it, which is the hacking equivalent of either a DDOS (brute-forcing the system so that it can't do anything), or grabbing a sledgehammer and smashing the computer to bits. Except a dispel won't do anything against ongoing effects created by an external source, because even if the effect is briefly cancelled, the external source will quickly redeploy the effect in just a couple of seconds.

To knock out the Train of Thought's rail generation system, I have to breach the "bubble" that prevents me from manipulating it, then change it without either completely dispelling it or causing it to be replaced by the correct effect. An it's not like I can just utilize the same route that originally created the effect to-

Wait. Wait a minute. The Portal that keeps powering the train. It appears to be able to hold the key to solving the problem. Its system is heavily linked to the train's system, and it generates new carriages that work under the same rules.

I head over to the portal, and take a detailed Scan of it, including taking a nice good luck at the Carriage about to be pushed through on the other side of it. That gives me most of what I need to launch my plan.

Operation: Fail Engine:

Step 1: Set up a work environment. Because of the space needed for the construction project, this is most likely not possible in your pocket dimension base (unless you paid $10,000,000 for the Advanced Version with the hugely increased area). Thus, you instead mark out a random flat section of the battlefield, and deploy a time dilation field with a 50ft radius. Now, unfortunately, this field is heavily vulnerable to being disrupted by an arrival from outside with a different time stream (hence why it usually isn't used), so you also need a 50ft radius force field to keep out intruders.

Step 2: Build a train engine. Thankfully, because this is magic-based and all, it doesn't really have to be a realistic, useable, train engine. As long as it looks like a train engine on the outside, and has useable wheels, you should be okay.
-Note: Make sure to actually have the supplies on hand before building the train engine. Otherwise, you'll run out of materials halfway through, have to take a break from construction and deactivate everything to gather the rest of the supplies, then come back to see all the wheels taken off the train and some sort of "electro-sapper" placed on it.

Step 3: Using the data gathered from the Portal to the Plane of Train, enchant the train engine with all of the systems used by the other carriages in the Train of Thought. This means that if deployed to the Train of Thought, it can act just like any other carriage.

Step 4: Because you created those enchantments, you are able to modify them easily. Modify them to plant the payload onto the engine, which will do {REDACTED-SPOILERS}.

Step 4.5: Double-check the force field generator. Something's disrupting it. Wait a minute, here's another "electro-sapper" thingy attached to it. Shoot that thing off, and the force field shoot return to normal.

Step 5: The hard part: deploy the engine to the Train of Thought successfully. Or actually, not that hard. As it turns out, the Train of Thought actually implements a system that allows any individual with enough time and strength the ability to deploy a new carriage onto the train fairly simply. The only slight difference is that the train engine has to be on the front of the train to work properly, but it seems that the train already knows that and accounts for it (probably because someone planned to put an engine on it later anyways), and deploys the engine to the front of the train.

Step 6: profit.

The Results:

Well, the newly deployed engine is designed to deploy a number of special effects to destroy the Train's functionality. Firstly, it begins causing the train to go up an incline. Taking advantage of the already built-in systems that allow the train to changes its elevation up and down to go through the myriad craters all over the map and to hit targets on hills, the Fail Engine gradually begins to incline the train vertically. But whereas a normal train could only handle a 10 degree incline, the Train of Thought is apparently able to climb any incline it feels like, even a straight 90 degree incline. So soon, the train is climbing into space, with the trail end of carriages barely hanging onto the rails. But then, the incline goes past vertical, and the train begins to go upside-down. At this point, the train either finally succumbs to the law of gravity and falls off the rails, or the second part of the payload kicks in and removes the rails.

Now, as for the second part of the attack, the Fail Engine delivers a viral payload that modifies the rail creation system of the entire train, effectively disabling it. How? Well, just removing the rail creation system wouldn't work (because it would just be reinstated), so instead the system is modified to create the rails one foot below the carriages (or above them, if the carriages happen to be upside-down). Because the rails will always be a foot below the wheels and never actually touching them, the wheels will no longer be usable as rail wheels. This should ensure that all of the train's carriages get flipped upside down and dropped at terminal velocity.

Now, after all of the carriages end up in the dirt, the Fail Engine delivers another trick: it detonates. Yes, it turns out that while the Fail Engine was taking all of the carriages up an impossible mountain, it was also converting its momentum into stored energy in the form of fullerened antimatter. When the Fail Engine hits the ground after falling with the rest of the carriages, the hard impact jars the antimatter lose and detonates it in a massive explosion. It also manages to apply a last bit of enchantment to redirect some of the energy into the Portal to the Plane of Train, destabilizing and collapsing it before it can produce a Repair Carriage or something that fixes the carriages.

Oh wait, you thought that was it? Well, it was, for the engine. But not for the carriages that were hit by the viral metamagic carried in the Fail Engine. One other trick I had put in there was a single-use effect to swap the carriage's location with the location of any AG entity, controlled and activated by me. The idea is that it would be used to separate the carriage out into single components, and scattering them all about the field instead of maintaining a cohesive train.

But then one of the Godmodder's cronies decides he wants to attack a bunch of entities with an advanced charged attack, and a creative opportunity pops up. I activate the effect to swap the train carriages with the entities that are being hit by the attack as the attack is being executed, resulting in a significant portion (like 50%) of the damage from that assault being directed into the sorry remnants of the flipped-over, smashed, and blown-up train carriages. Out of all the stupid stories I can tell out of this fight, saying "My team escaped certain death by swapping locations with a train" is probably one of the weirder ones.

1/20 Chronal Accelerator
18/20 Sonic Amplifier (+1 autocrafter).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Golem Core: An advanced golem generating system.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
SMAAAASH!!!!
Things go off the rails almost immediately.
Which in this case is a good thing.
You completely obliterate the front three carriages of the car, before the other carriages jump rails, snap the connection and go careening off in a different direction.

It looks like the Heisenberg's been shot down.
Oh…
That's…
Terrible.
We ought to inform the families of the crew.

I wouldn't worry about it too much.
I don't think the crew had any families, seeing as they only started existing when the blimp did.
Besides, it is the nature of entities within this world to die.
So, I suppose that was always going to happen.
Especially with a massive ball of explosives.
But, it did its purpose.

Even so…
We ought to do something.
How about this?


So, in honor of the Heisenberg's crew, and its mission, I start lobbing bombs at the Forgotten Beast. It's what they would have wanted.

+2@DC3V
11/15 From the Ground Up
13/15 A Terrible Idea (+4 DC3V)
16000 damage to the Forgotten Beast.

Scan:
Alright, where's that bloody Spy? Use a 4 charge (Target Locked) action to break his cloaking so we can actually see the git.

General/Charge:
Another summon was ready, and this time the Daemon switched back to calling for aid from the Komato Empire. She paused, thought, and tore open another portal with but a thought and a vast stockpile of energy.

More thoughts, more scrying, another simple message. She had it about down to a sector now, whoever these Tasen were they surely wouldn't be able to evade detection for much longer. This time, she also made the amendment of maybe requesting help, if it wouldn't be an issue.

Out of the fairly sizable portal next to her emerged another Assassin. This one looked clearly different from the other, however. Mainly because he seemed to be down an arm.

She just sort of looked at him blankly for a moment. "So are you?"

"Your salvation, yes." He replied. "A portal opened on the flagship and I came through. Your information has been helpful according to the Generals, but we shall take it from here. There is only so many places where the Tasen could hope to hide, Tor and Kiron's combined fleet are moving in. I just wanted the exercise."

The Daemonette blinked. "Alright then." She gestured towards the Unknown Monsters. "You can start by finishing them off."

With that, he teleported away. Reappearing right next to the front line of the Monsters, he sliced out with a laser dagger, killing five instantly. He frowned as he compared his current tally to the total number remaining, and teleported again. Appearing up above the center mass, he took in the sight of over ten thousand such weak creatures, and growled in frustration. The map data provided meant he could dodge anything the slow creatures could throw at him, but he was becoming annoyed by them.

"JUST DIE!" He yelled, falling to the ground with fist outstretched. A significant circle of land around him exploded, erupting into towering pillars of flame and easily burning dozens of the enemy to ashes. Now surrounded on all sides, it looked like he might be in trouble. Yet he only smirked as the monsters closed in from all sides.

He began teleporting around the circular area, creating countless bright flashes of light as he got up to speed. Satisfied with his progress in seconds, he raised an arm and began firing charged Plasma Cannons from a rack back on the supply ship, allowing him to maintain a constant rate of fire. The beams sliced through those closing in, the constant firing punching through and vaporizing numerous monsters before stopping, the circular pattern meaning no side was left untouched. After less than a minute, thousands upon thousands had fallen to this tactic, turned to so much dust and blood, with a massive area around the alien now clear of interlopers.

This tactic was harder to execute than it seemed. Even with the accurate mapping data provided, continuous teleports so close to the ground ran the very real risk of getting stuck in the ground and losing one's legs because of it. Still, the Assassin hardly cared. He was more than skilled enough to pull something as simple as this off, after all. You don't become the greatest Komato soldier ever without learning these tricks.

Most of them had died to just that, but several hundred yet remained, at inconvenient angles or trying to attack through different routes. Like they would present any more of a challenge. They dashed forward, soon entering melee range, and died for their arrogance. The Assassin teleported up into the sky, easily dodging their strikes, before almost flying through the sky with a string of chained teleports, dropping an array of laser daggers as he went and slicing many monsters to bits. He landed outside of their attempted encirclement, and they soon reorganized, turned and charged him. It hardly helped them. A final plasma cannon shot for good measure took out the central column, and when they got close a sweeping strike with another laser dagger took out those who attempted to envelop from the front. A strike repeated a few times as more came in, until the very last monsters turn and ran. A handful more were taken out by strikes from above, the Assassin falling on them with blade outstretched, and the Skysmashers coordinated with him to hunt down and execute the last few.

He walked back to the Daemonette, who was just standing there looking on at the carnage with a small amount of awe. "I... expected less."

The Komato just snorted. "You shouldn't have, I'm the best there is. They never stood a chance." He turned to look at the surviving mercenaries. "The name's Asha, and don't forget it." He teleported over to the Soldier and slashed at him repeatedly with his blade before teleporting back through the portal which closed behind him. Well that had worked, definitely, although the Soldier still lived.

Asha... the Daemon would have to remember that name.

Charges:
Komato Assassin 2: The Empire Strikes Back: 20/20, used.
Target Locked: 4/4, used.

War Wars Episode 3: Revenge of the Krork: 1/20.

+1 @I just write
+1 @The Blue Knight
You blow a 4 post charge on removing the Spy's special ability, which was simply to not be listed on the battlefield. Any regular attack targeting him would've landed.

And then Asha comes through and completely obliterates the Unknown monsters, finishing up with a 20K damage attack on the Soldier.

4/?? Something Missing: illogic

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

+2 @JOEbob


The Heavy continues to DIE a HORRIBLE life
PAINFULLY
Dying a horrible life.
Sounds horrible.
10000 damage.

[PG]

Since it seems Corruption is dying this turn, I decide to use their filthy slime body to cover the Beacon of Protections beacon.

Corruption 21,000/100,000 A black sludge like creature, with tar, blood, body part's and . . ."other" things rolling around in it. Has a mask with a four leafed Clover on it.
7/9 Poisoned Homeland
Active: Corrupted Barbs- Deal 20,000 damage to targeted entity
Active: Weakness Roulette- Inflict a random negative status effect to a targeted entity.
Special: Poisoned Homeland- If AG entities attacked other AG entities, then all? AG entities must attack one another.

2/20
2/20
+1 JOE +1 Talist
You mitigate the Beacon of Protection's ability by 5%.

Civil War: 7/20
Sealed to the Enchantress: 4/20
+1 @The Blue Knight @Moniker

Emerald introduces the Medic to a concept known as "death". And by that I mean he takes him to a war zone and drops him in the middle

Unit 02 can fuse with the Oilstone, yes sure
The Medic is dead, and so is Unit 02.

19/20
6/15

+1 @Enerald_Mann
+1 @Crusher48

I shine a bright light on the Unknown monsters, making them known to the world! The light of knowledge causes them to shrivel up and die!
And so are the known monsters.

In an attempt to make some of my abilities actually relevant again, I pull out a chunk of enriched uranium (which I would always carry on me for reasons that will soon become apparent), throw it at the Forgotten Beast, and use Atomancy to cause it to go critical right in front of it.

+2@DC3V
12/15 From the Ground Up
14/15 A Terrible Idea
You use callback powers and minicrit on your attack, dealing 24000 damage to the Forgotten Beast.

Time to deploy my next device, the Sonic Amplifier and - great, I did it again, didn't I. Yep, I summoned Lucio. This won't happen a third time, hopefully. I'm a tinkerer, not a field commander.

Also, I was going to use the sonic amplifier to release an ultrasonic pulse to disrupt and short out any cloaking devices in the area. Someone's invisible in the area, and if it's not discovered, I could easily find myself dead due to a backstab. That Spy already significantly delayed Operation: Fail Engine, and only the fact that he can't get into my pocket dimension base is keeping all my valuable intel safe.

Wait a minute. How about instead of doing the convoluted "hit everything within a several mile radius with 1 damage" maneuver, I just upgrade my sensory equipment? After a quick RTB and a rapid refit later, my goggles now have a Truesight module installed. This module is designed to counter hostile stealth in several ways. First off, it picks up extremely low opacity values and optical distortions, then amplifies those effects to turn the invisible target translucent and visible to the naked eye. Invisibility is nearly impossible to get exactly perfect, and I doubt a Spy running on alternate-universe 20th-century technology would have a completely perfect cloaking system. Secondly, the module detects inaccuracies in the physical appearance or attributes of an object, and can then classify them as illusions. If the spy is disguised as one of our units, unless it acts just like them (in which case, thanks for the help), it will be exposed. Thirdly, it detects inaccuracies in an object's mass or chemical makeup through the application of low-level telekinetic fields, a technological variant of the psionic technique known as Starsight. Starsight is nearly impossible to fool, though it does suffer slightly from limited range (in this case, only about 480 feet).

So with these systems combined, the unfortunate Spy that dares to infiltrate our ranks is completely boned. And there he is, sneaking about, trying to backstab one of our units. Not today. I level my multicannon at him, charge up to 100%, and fire. Something in him compels him to look into my direction right as I fire, and the look on his face (or what I can see of it, anyways) is completely priceless, then gone as his head turns into ludicrous gibs. When you fire anti-tank weaponry into a mere human skull, stuff like this nearly always results.

Lucio: 50000 HP, 10000 attack
*Evasive: Lucio is REALLY hard to pin down, and can heal himself quite quickly to negate the damage he does take. He has a 30% dodge chance, and regenerates 5000 health every round.
*Awesome Music: Lucio's music is so awesome that it buffs allies. Lucio can pick 5 allies to buff with his music, providing either 2000 healing per round or giving them a 10% dodge chance (Lucio's choice). This is in addition to his normal attack.
*Amp it Up: 3 turn charge. Lucio amps up his awesome music, making his teammates even more boosted (and also deaf). Lucio's Awesome Music has 2.5x the effect, healing for 5000 healing per round or providing a 25% dodge chance. This is in addition to his normal attack.
*Sound Barrier: 5 turn charge. Lucio breaks it down and starts an epic dubstep solo, creating a 100000 strength barrier that blocks all attacks against the AGs until it is destroyed (or the end of the turn hits). This is in addition to his normal attack.

Entity Orders: Lucio applies a dodge buff to Zarya, the Golem Core, the Arbitrator, the Daemonette, and Donovon (substitute other random AGs if those entities are dead). Zarya shields the Golem Core. Zarya and Lucio team up to attack the first valid target on this list: the Medic, the Demoman, Corruption, and a random other PG entity. The Golem Core, if it ends the turn with at least 15 segments, will create a single head segment, two legs with 6 segments each, and put the rest into body; otherwise, it will prioritize putting 6 segments into its leg and put the rest into body to protect the core.

1/20 Chronal Accelerator
20/20 Sonic Amplifier (+1 moniker).
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio:
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
The Spy's head takes a permanent vacation, and you summon Lucio.
Zarya shields the golem core.

Got +8 total

I keep wanting to introduce another character, but I never have enough time for both my actual action and a character introduction.

Epsilon: 17/20
Zeta: 17/20

+1 to MrMirrorMan, +1 to Joebob

"Hm?"

Hearing the noise, Thina glances from side to side, looking for a spot to hide before realizing she has one with her. Then she taps a few buttons on her visor, and the defense drone powers down temporarily, leaving it leaning against the door to the armory. For more realism, Thina gets a few pawfulls of dust and tosses them over the defense drone, before ducking behind it and looking at what is coming down the hallway. Hopefully, the defense drone will look like just another abandoned machine down here.
You hear more thumping, and then a whir. It seems like the who/whatever it is has gone to go turn on the generator and is leaving you alone.

General Action: Tip of the Spear
As General Mack arrives with the Technocractic Spearhead Forces, he notes "Our primary target right now is that Sniper. All forces, find that marksman, and ELIMINATE THEM!" As it turned out, finding the Sniper was pretty straightforward; they were right out in the open, on a nearby hill. The Sniper got a brief glance at General Mack entering a command IFV, before they saw every single one of the massive railguns and lasers in the Technocratic Spearhead Forces turning in their direction.

Suddenly, the hill the Sniper was on exploded as railgun shells and coherent blasts of light pulverized their position, but that wasn't the end of the onslaught. Just as they were managing to get up, a second barrage of projectiles impacted the Sniper, this time with one of the railgun shells punching a hole clean through their torso, annihilating most of their internal organs. As the sniper fell clutching the blasted ruin of their chest and their vision faded, they caught a glimpse of a massive column of tanks and self-propelled artillery pieces trundling towards them.

In the rapidly failing haze that was the Sniper's mind, they noticed that one of the tanks was coming towards them. Then they thought no more, as their brain was crushed beneath a tank tread, the machine barely slowing as it ended the Sniper's life.

Charges
Reinforcements (13/20)
Special Forces (3/20)
+1 @EternalStruggle
+1 @Enerald_Mann
People keep losing actions to trying to kill entities that are already dead.
I'm not sure whether to laugh or cry.

[AG]
Charge Bank: 10

(+1 from I just write, +1 from EternalStruggle and +1 from Enerald_Mann
9/20 A handful of good bears
8/20 Energy Device

+1 @I just write
+1 @EternalStruggle

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

(Piano has a different durability display for Lúin in the latest update, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)

Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is currently burning. (2 round)
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

Health- 150,000/150,000
Attack power- 0
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one to 20% but is imprecise and also protects other forces reducing their percentage chance of being hit to 30%.
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(I don't actually know if I'm in the library due to lack of side quest update but I'll assume I am in this post. Also I updated my last post late Friday night (actually very early Saturday morning but it was still night for me.) so if you didn't see it go back and read it if you want, especially @JOEbob, @MrMirrorMan and @DCCCV because it had the potential to effect the actions you took.)

Arriving in the ruined library, William immediately gets to work unpacking items from the cart and setting up a small base camp at the library's reception desk. (if it has one, else just somewhere in the library.) An on fire Bouvreuil flies around it's armored creator chirping in it's own odd way. "You've done well to find this place Bouvreuil, now give me a moment to heal your current affliction..." following this statement the Blue Knight extends his hand out and and a water like liquid begins to come out of the gaps in the knight's gauntlet, this liquid envelops the knight's extended hand in a thin membrane without a drop falling to the ground. Bouvreuil lands on the Knight's extended hand and the liquid flows upward surrounding Bouvreuil in the liquid, the fire on Bouvreuil is put out instantly and slowly over the course of several minutes the worn parts on Bouvreuil begin to glow a light blue as they revert to a pristine condition. Once Bouvreuil is good as new the liquid membrane over him splashes to the floor as regular water.
You extinguish the fire on your mechanical bird.


#Reiteration​

The known monsters are technically still alive, just with 0 members, and unfortunately don't get to participate in the Happy Murder Party. Oh what the heck, they deal 3000 damage to Zarya. the Monster Core creates 1000 more known monsters. Corruption is unable to use weakness roullette on the blue knight, as he's currently somewhere else. It instead opts to roll a 100 on the weakness roullette and inflicts DOOM on the skysmasher drones. The Heavy sends out a spray of bullets once again, dealing 6000 damage to Zarya, Donovan and the Beacon of Protection. The Scout runs up and bats a skysmasher drone with a running leap, which is backed up by the pyro, taking the skysmasher drone down.

The Soldier rocket jumps into the air, and lands right on top of another skysmasher drone, and then puts his rocket launcher straight to its chasis and fires. skysmasher drone destroyed. The Demoman launches another 'nade, this time, landing it right at Zarya's feet. The Spy, disguised as a corpse, sneaks up behind Zarya and deals out 13000 damage with a backstab. The engineer doesn't have an attack, and vanishes into the ether with the medic. The Level 1 sentry opens fire on the Beacon of Protection, dealing 8000 damage before it collapses into spare parts. The Sniper uses BOOM HEADSHOT, lining up his sights and dropping a 33K damage attack right into the Beacon of Protection.

The Winds of Anarchy opt out of taking an attack action and instead submit something to the present. ANARCHY. The Portal to the Plane of Train summons up another car, just labeled Let's Ruin Crusher's Day. Wow. That's mean. (You guys really should start targeting specific cars by the way, you're allowed to do that.) The Train of Thought barrels down its tracks some more... and slams right into Zarya... healing her for 30000 health, but also setting her on fire for 6 rounds. The Railfun Car levels its sights on... the steam trainees? That's right folks, faulty targeting just made the Train of Thought wipe out its own summons. Time to set things on fire again! Skysmasher Drones, Beacon of Protection, Donovan, Demoman, Pyro and Heavy all inflicted with Burn for 2 rounds. The Production Carriage sets down the flat car. This thing does literally nothing. The artificier's carriage drops a 2 use artifact labeled swordchucks Round 2. Let's Ruin Crusher's Day heals up the Portal to the Plane of Train for 14000 health. the Steam Trainees deal 5000 damage to the Beacon of Protection.

The Daemonette heals up the beacon of protection, restoring it 22000 health. The missiles, without guidance, aim straight for the demoman, dealing 39000 damage in total to him. The Skysmasher drones heal up Zarya for 8000 health, and dole out 19000 damage to Corruption. The SWAT units get one final attack off and finish off Corruption. Zarya opens fire on the demoman, dealing 13000 damage. The Arbitrator, in its last moments of dying glory thanks to the happy murder party, opens fire on the Scout, blasting him to pieces when he fails his dodge roll. The Beacon of Protection continues shielding things from meteors. Donovan stabs the Demoman for 8000 damage. The Golem core collects 5 more pieces. Lucio sprints his way around the battlefield, and slams a soccer sorry, football, kick down on top of the demoman's head, KOing him. The demoman's grenades explode, dealing 33000 damage to Zarya.

The Godmodder looks up, and decides he's really not in the mood for meteor showers. Well, that's not true. He's in the mood for aimed meteor showers. PEEE-KAAAAAAAYYY STAR STOOOOOOOORRRRRRMMMM!!! A massive rain of fiery meteors begins falling from the sky, knocking the previous meteors out of the way entirely, and focusing their fire on the AG entities. Meteor Storm effect changed to PK Starstorm, and extended a few rounds.

Having regained the advantage in a massive party of death and slaughter, you make your way down the blasted boulevards. +5% distance.

In sidequest land, the forgotten beast bellows and charges straight at variant. It may be slow to react, but it's action may just be enough to disrupt one of your attacks. Counter it!

Everything ticks up and down. The autocrafter makes another charge point for crusher.

Itinerary:
Destroy the Godmodder!
Hold the entity advantage!


Distance: 90%​

Main Battlefield:

Entity Advantage: [AG]

Field Effect: PK Star Storm Storm: AGs have a 75% chance to take 8000 damage at the end of round. 50% for all other non-PGs. 3 rounds left
Field Effect: Happy Murder Party: All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks. 2 rounds left

The Godmodder [PG]: Hp: 91/100. Fluorite Duet [A] Aetheric Particle Collider [A]

Heavy [PG]: Hp: 95,000/100,000. burning 1 round.
Pyro [PG]: Hp: 60,000/75,000. burning 1 round.
Soldier [PG]: Hp: 40,000/90,000.
FREE BIRTHDAY PRESENT [???]: Ideas: ANARCHY.
Winds of Anarchy [H]: Hp: 280,000/300,000. Every Man For Himself: 4/4.
Portal To The Plane of Train Rome [H]: Hp: 60,000/150,000.
Train of Thought [H]: Connections: F-G-H-I-J-K-L-M Carriage F: 15,000/15,000. Carriage G: 15,000/15,000. Carriage H: 15,000/15,000. Carriage I: 15,000/15,000. Carriage J: 15,000/15,000. Carriage K: 35,000/35,000. Carriage L: 15,000/15,000. Carriage M: 30,000/30,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Electrostaff [A] durability: 10/10.
Swordchucks Round 2 [A] durability: 2/2.
Daemonette [AG - eternalstruggle]: Hp: 66,000/66,000. 25% dodge. Plot Armor.
Skysmasher Drones x3 [AG - eternalstruggle]: Hp: 20,000/20,000. DOOMed 1 round.
Skysmasher Drones [AG - eternalstruggle]: Hp: 7,000/20,000. DOOMed 1 round. burning 1 round.
Zarya [AG - crusher48]: Hp: 30,000/80,000. 27,000 Charge. Graviton Surge: 3/7. Burning: 4 rounds.
Beacon of Protection [AG - The Blue Knight]: Hp: 88,000/150,000. burning 1 round.
Donovan [AG - enerald_,mann]: Hp: 186,000/225,000. Rapid Basic Attack: 2/3. Caltrops: 2/5. Deal With The Enchantress: 2/10. burning 1 round.
Golem Core [AG - Crusher48]: Hp: 50,000/50,000. Head: 1 segment: Body: 4 segments. Leg x2: 6 segments.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 80,000
Lucio [AG - crusher48]: Hp: 42,000/50,000. Amp It Up: 1/3. Sound Barrier: 1/5. 30% dodge. 5000 regen.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 7/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 10/10.

The Fortress (sidequest):
Forgotten Beast [H]: Hp: 25,000/100,000. Death Dust: 3/3.
Variant [AG - Player]

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

The Library (sidequest):
Bouvreuil [AG - The Blue Knight]: Hp: 35,000/40,000.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 10/10

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 3/6

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV:
I just write: 4 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48: 5 round cooldown
lytea: 1 post
The Blue Knight
Jaquecrissont

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

[PG]
JOEbob: 6 HP.
MrMirrorMan
Talist
 
Last edited:
Update 41: The Plaza
17/20 narrrrrrrnia. +1 mirror
6/20 perrrrrrrceptual form
+1 mirror +1 talist
I toss the sword-chucks 2 and electrostaff at the godmodder so he can catch them, before giving the birthday present the idea: Link pebbletopia battlefield with this one.
You fail to learn your lesson from last time and drop all of the artifacts when you try to pick them up all at once.
Battlefield link suggested to the present!

[PG]

I suggest that the Present Box contains absolutely nothing, because all random chance items need to have the chance of doing absolutly nothing. I also pick up any remaining artifacts on the ground and present them to the Godmodder. I also suggest to the Godmodder that the update terminal is what's allowing people to summon their troops in despite the shield you have in place.

4/20 +1 from JOE
4/20 +1 from Talist
+1 JOE +1 Talist
nothing suggested to the present!
You also try to pick up more than one artifacts at once, utterly failing to pick up any of them. Whoops.

Hmm... you're probably right. I haven't read up much on Update Terminals but that would make sense.

The Daemonette sighs, somewhat unhappy with the state of the field. There just wasn't enough firepower on their side of the field, thanks to the party that one of their own had started allowing the foe to keep fighting beyond death. Still, it had done the same for them, so that was something. And she had somehow lived through it all, of course, flitting through the shadows, somehow ignored by the enemy. A fact that was extraordinarily appreciated. After all, she still had much to do here.

First of all, that train was beginning to get out of control. She turned towards it, and prepared to attack with... what, exactly? For once, she had no allies. The Komato drones had gone utterly haywire thanks to their status as doomed, attacking along with the other members of the battle line and nothing else. She had a knife, of course, but that wasn't exactly capable of dealing with an entire train car.

Frustrated, she cursed out loud in High Gothic, although naturally not any kind of blessing or damning in the name of the God-Emperor, that would be bad for her health. Her mind began to drift, but she swiftly clamped down on that. Getting distracted and caught up in her own issues was the last thing needed.

She looked around when she saw what she needed. The missile launcher of the now absent Heavy Gunner! She dashed over to it and picked it up, before walking into sight of the Train of Thought and getting into a kneeling position. The device only had one shot left, making it effectively a disposable rocket launcher, and it would be difficult to trigger. She braced it against her shoulder, right arm wrapped around the heavy box, and with her claw sprayed some confusion dust over it, tricking the thing into firing a full load of three missiles, the last it would ever fire. The explosives screamed towards the Train and impacted rapidly, fired on the ground level and actually fairly close to the train. One of the carriages exploded, the target of all the missiles, and one of the most dangerous ones. The Production Carriage was no more.


Charges:
War Wars Episode 3: Revenge of the Krork: 2/20.
Furious Strike: 3/20.

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

Entity Orders:
Don't know what DOOM does but I assume it's instant death, so uh.
Skysmashers do stuff if they're still alive.
Daemonette heals Zarya if alive, otherwise Donovan, I guess.
Production Carriage obliterated! This neatly splits the train of thought in two.

DOOM isn't quite instant death, you have until the debuff expires naturally to cure the effect. If it expires naturally, then the entity dies, but if its cured beforehand you're safe. Guess that's not happening though.

Okay, the Train of Thought survived being derailed, and it almost completely recovered from my attack already. The engine was supposed to go off on the portal, but apparently I screwed that up.

Now, with the Train's evolution, I won't be able to take it out without heavy backup. And what better way to summon heavy backup than to make the Train a huge target.

It is a scientific fact that very loud noises are really annoying. It is also a fact (though probably not a scientific one) that taunting to draw enemy attention is also a thing. Thus, I create several Annoyance Cartridges, and fire them both into the portal and into each carriage of the train.

Extremely loud and persistent train horns can now be heard constantly, annoying everyone on the field and giving them a strong reason to attack the portal. Part of that is a subliminal/memetic taunting effect, causing anyone who hears it to want to kill it.

Effect: All entities on the field (both AG, Hostile, and PG) now want a piece of the Portal to the Plane of Train. Any entity that does not have specific orders otherwise will redirect its attack to either Rome or the Train of Thought.

If that fails, I reload my gun, find the carriage that hates me, and tip it over with Knockback Shots. Once its underside is exposed, I then load in AM Breacher Rounds and proceed to shoot the carriage in the tracks until all of its enchantments are dispelled and it becomes a random tipped-over train carriage.

Also, I use a built-in recall feature on the electrostaff to teleport it to me, then stash it in my pocket dimension base for safekeeping.

Zarya's Orders: Zarya immediately bubbles herself. She then fires on the Portal, or the Train's carriages (focusing on the construction and buffing carriages first) if the Portal is down.
Lucio's Orders: Lucio switches to healing aura, healing Zarya and four other wounded entities on the team. He then shoots at whoever Zarya is shooting at.
Golem Core's Orders: The Golem Core appears to have weathered the incoming attack surprisingly well, and should now become strong enough to begin looking like an actual golem. Well, a Golem with one arm, but whatever. It will keep its two legs of 6 segments each, put 5 segments into its body, put 2 segments into its head, and then put the remaining parts into a single huge arm.
Technocratic Spearhead Forces' Orders: Ummm, attack the Portal? Why are these guys under my control?

3/20 Chronal Accelerator (+1 autocrafter)
1/20 I don't know yet
+1 @I just write
+1 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio:
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You take a nice big potshot at Carriage L since you can't direct all of the untargeted traffic THAT easily. There's way too much undirected traffic for that to be fair.
The Technocratic spearhead forces aren't yours, sorry, that was a mistake.

"It's so much more than that."
-Vacuous Archive, Foreword

I smile as I catch the Oilstone while it is sailing through the air.

I turn the ground in front of the Train of Thought into Olive Oil, causing it to slip and slide.

7/20 Research
5/10 Development

+2 @The Blue Knight (Thank you very much!)
The Train of thought slip and slides and spins out entirely, smashing into a wall, destroying Carriage F

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

(+1 from EternalStruggle, +2 from DCCCV)
11/20 A handful of good bears
11/20 Energy Device

+2 @EternalStruggle

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

(Piano has had a different durability display for Lúin in the last two updates, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)

Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

(Ability has been edited to better depict it's actual effect)

Health- 88,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.

(I really, really overestimated the value of the meteor defense ability when I was balancing this didn't I? Judging from the creation of the new meteor storm as well as players having the ability to deflect meteors Piono doesn't actually consider effects on the meteors terribly important making this poor guy pretty underpowered.)

The Knight gathers a collection of the more important books and begins rapidly leafing through them looking for information relevant to this planet, it's history and if possible the Godmodder.

(I expect there to be no information on the Godmodder.)

Orders
Bouvreuil- Explores what other facilities this library possesses. (Such as bathrooms, offices for the staff and any additional wings of the library)

(Edit at 8:13 due to charge progress mistake)
Ah, Luin's durability being wrong was a result of something a few turns back, and me screwing up the stat simplification. I just noticed your note on that now, and it is now fixed.

You find no information on the Godmodder, and it seems like most of the shelves have been cleared out already, there's a few odds and ends here and there, but most of the remaining "books" are burnt, torn or otherwise badly damaged.
You'll have to investigate further if you want to find anything usefu-
Oh hey, a copy of "Tales of the Dragon". Relatively new printing too, this probably wasn't on the library's original shelves, must've been dropped by someone during excavation.

Bouvreuil flies around, getting the general layout of the library and transmitting back to you, although it doesn't find any... wait, there's a book lodged on top of the doorframe of one of the bathrooms.
"The Nature of Split Personalities" by Q. B. Alle
Huh. It looks like its in relatively good condition.

General Action: Action General
Within his command vehicle, General Mack made a quick surveillance of the battlefield, before they stated "Much as it shames me to admit it, the Godmodder's supporters are not our biggest problem right now."

Instead, the Technocratic Spearhead Forces turned their attention on the Train of Thought, opening fire with their many, many weapons. The first victim of the assault was the Train's Manufacturing Carriage, getting blasted with railgun shells, lasers, and missiles as the might of the Technocracy fell upon it. Within moments, the Manufacturing Carriage was destroyed, but the barrage did not cease.

Instead, the bombardment was rapidly re-targeted at the Portal with the aim to remove all means the Train had to produce more cars. The portal shook under the onslaught of military ordnance, the weaponry having been fused to detonate upon portal transition. As this bombardment continued, General Mack called out to his troops "Keep it up! We've got to get that train under control!"

Charges
Reinforcements (17/20)
Special Forces (4/20)
+1 @EternalStruggle
+1 @DCCCV
Your barrage deals 28000 damage to the portal to the plane of train Rome.

The Daemonette turned her attention to the Godmodder, and decided now was the time to strike once again. If nobody else would, then it was up to her to take down their mysterious antagonist down a peg or two, reducing him to shielded status once again and allowing them to move on and fight the next Guardian.

As always, she had very limited offensive options, especially acting alone. Still, she would try her hardest to do something. Taking off her hat, she withdraw a certain knife, a Daemon Weapon, and prepared to strike with it once more.

It wasn't doing damage with this weapon that was the problem, at least not for this one time. It was actually landing the hit that was the issue. Perhaps... a distraction?

She muttered quietly to herself, undertaking a ritual under her own power. The remnants of Sniper and Engineer, the mechanical parts of the Sentry Turret would do in a pinch, the corpses of Corruption, the Demoman and the Scout. These, empowered by the Godmodder's energy and in one case that of a Descendent, would be acceptable. Fresh kills that were arranged in a tight six-pointed circle with the immovable remains of those two slain by Noise Marines serving as the focal point. They had sufficient narrative and sufficient power to be considered a worthy sacrifice, and the Warp had already been weakened by the previous intrusion of Chaos Marines. This allowed a sizable portal to open, and five Raptors spilled forth along with a small horde of fellow Daemonettes.

The Daemon previously present bowed to the Raptors. "My lords, what a pleasant surprise to see you here! I did not expect reinforcements of such caliber!"

The barely sane assault troops just snapped and growled at her, the lead one gazing directly at the Godmodder. For the Gods were taking an interest, perhaps influence from a certain Descendant, at least if the favorable Warp currents were any indication. And hence a chance to wound the Godmodder was a chance to win great favor and greater glory. "Weapons check." The Raptor Champion snarled, and each of them thumbed the activation runes of their Power Swords, which lighted as one.

Meanwhile, the Daemonette had gathered up her 'sisters' and was organizing them from a mob into a somewhat more effective mob. Each had a knife that looked completely identical to the one she herself wielded, and should be about as effective at slicing through any and all armor (read: very) in order to further confuse matters.

"Now then. All units, engage." She gestured towards the Godmodder, and the legion of Lesser Daemons charged forth.

They had the Godmodder completely surrounded, but of course that wouldn't save them. He was too skilled and too fast, but they didn't need to land a blow. They just needed to pin him down, which they very much could do. After all, any attempt to fly, tunnel or teleport would be met with some very damaging sorcerous wards, meaning that standing his ground was by far the best option unless he felt like damage.

Then, mere moments after the assault had begun, the Raptors flew overhead, jetpacks flaring, and descended with evil wrath. Power Swords glinted in the light, each capable of slicing apart matter at the atomic level and rendering all known forms of infantry armoring useless at best, and then slashed down in swift arcs against the Godmodder as the five surrounded him. Each of the five fought with a blend of savagery and skill, reaction times insanely fast enough to avoid getting instantly flattened, while the Daemonettes still found gaps in their formation to stab at the Godmodder through. Even this might not be enough, which was way the lead Daemon threw confusion powder into the eyes of the Godmodder as soon as she landed, mounted on the Champion's shoulders. The cloud covered his entire head, and would cause him to identify himself as his biggest enemy and make him hit himself in the head with his Banhammer, hard. It had even worked on HATRED, so it was good stuff. Even if the Godmodder was able to shrug off the mental effects while fighting off an army, it would also function as a form of pocket sand, getting in his eyes and stinging them badly.

Since even this might not be enough, she stabbed downward swiftly, using her unholy demonic knife to strike several times at the foe, hoping to hit and thus do damage to the enemy, piercing though armor to attack body and soul.

It was all over in mere seconds, of course, one way or another. The Daemonette, attacks done, gracefully back-flipped off of the lead Raptor's shoulders as the five Marines, along with any surviving Daemons, were forcefully dragged back into the Warp. But the damage was done, she thought to herself as she retreated away from the Godmodder and back to the AG battle line.


Charges:
War Wars Episode 3: Revenge of the Krork: 3/20.
Furious Strike: 7/20.

+1 @I just write
+1 @The Blue Knight
The Godmodder grins as he watches the units surround him, and as they open fire he leaps up in the air...
And then comes back down with a resounding crash, a shockwave emanating out from him at high speed, bowling over the entire contingent, the Godmodder then begins sniping the units with energy blasts as they attempt to get back up, soon taking down everything but the Raptors, which presumably have better durability...
But better durability does not mean enough durability. It's VERY hard to outspeed a Godmodder, as the raptors soon learn, smashed one by one with judicious swings of the Banhammer...
He swings down on the sixth one and...
1 damage to the Godmodder.
Wait. There wasn't a sixth one was there? Looks like the confusion dust worked.
In summary: 1 damage to the Godmodder, 5% distance gained (You are getting very close to the center of the city.) , and a +10 charge token extended to Eternal Struggle.

"I have written everything that I know about the Infinite Void into this book."
-Vacuous Archive, Foreword

I cover the Heavy in a layer of Bacon Grease. Space somehow bends itself to allow him to completely eat himself. What? Bacon Grease smells really good, and is necessary to gain the weight needed to become a Heavy.

Consulting my Calendarrrrrrr, if find that today be Talk Like A Pirate Day! I then imply, just slightly, that the present may contain an absurd, clown-car level of Pirates.

8/20 Research
7/10 Development (From I just Write)

+1 to @I just write & @Crusher48
The Heavy eats himself for 14000 damage.
Lots of pirates suggested to the present.

Gift Idea
I think the present contains a bomb which will insta-kill whoever has the misfortune of opening it.

General Action: Gatecrasher

With the Train's ability to produce its own cars temporarily destroyed, the Technocracy's next priority was to finish the job on the portal to the plane of train. This time, however, they were being a bit more ambitious. Mack's second in command informed the general "The portal seems quiescent for now. We could probably transfer through and cause some quite severe havoc on the other side."

The General nods inside the sapient IFV acting as his current command center, before saying "Affirmative. All forces, make for that portal and prepare for dimensional transition!"

With that, the massive column of tanks, artillery, and cyborg infantry trundled forwards, blasting their way into the Plane of Train with extreme prejudice. On the other side, a war of its own right quickly started, the Technocratic forces managing to take and hold a circular region a quarter-mile across on the other side of the portal, blasting away at it all the while. Soon, the portal started to destabilize, just as Technocratic reinforcements began to arrive on the Plane of Train.

General Mack and his forces rapidly made their way back through the portal, leaving behind another army in its own right, currently in the process of thoroughly wrecking the Plane of Train with the intent of annexing it into the Technocracy.

Charges
Reinforcements (20/20)(FIRING!)

Special Forces (5/20)
Teleport Spam (1/20){new!}
+1 @EternalStruggle
+1 @DCCCV

As General Mack's main force returns to the battlefield, another massive surge of troops makes its appearance. Though still quite thoroughly armed to the teeth, these troops have slightly less overall firepower available to them. Instead, they carry medical and repair supplies, allowing them to assist their allies in recovering from losses quickly and effectively.
Technocratic Relief Forces
-This is a Horde Entity, though the exact strength and numbers of its membership have been left deliberately vague.
-Every round at the start of the EoTB, this Entity gains 20,000 HP, capped at twice initial strength.
-This Entity has attack power equal to 1/5th of its current HP, and can opt to heal an ally by the same amount.


Entity Orders
Technocratic Relief Forces: Attack the Train of Thought! If possible, attack the carriage that heals the portal.
A BOMB suggested to the present.

Your forces move inside the portal to the plane of train, but despite dealing 30000 damage to the portal find themselves, they find themselves quickly overwhelmed.
Invading an elemental plane is quite the undertaking, especially with just ground troops. The Train of Thought is just ONE of the things in there, a near-infinite plane full nothing but trains and train elementals is a bit more than the technocracy can handle methinks.

A gift from the public?
In celebration of a major milestone?

That's what I heard, anyway.
Apparently, you can suggest putting anything you want in there.
So, should I just put you down for some enriched uranium?

Actually…
This may sound odd coming from me, but…
Maybe you can put me down for something nice?
Like a cake or something?

Wait.
Seriously?

Yeah!
This is for a celebration!
It shouldn't be violent, and it especially shouldn't be nuclear.
That wouldn't be very celebratory, would it?

Well, I guess not.
Though, I doubt that a cake would be very interesting.
How about a pinata?

That could be fun!
Sure, go ahead and send that one in!


And so, my suggestion was put toward a pinata.

As for the Forgotten Beast, as it charges toward me, I start laying landmines behind me as I go, hoping that as the Forgotten Beast rushes forward it might trigger them.

+1 @I just write and @DC3V
12/15 From the Ground Up
14/15 A Terrible Idea
You suggest a pinata.
The Forgotten Beast is far from intelligent and runs right over the mines, and blows up. 15000 damage.

Time to get the Godmodder out of the way before he summons another minion. I quickly assemble a Banishment Grenade, then teleport it right underneath the Godmodder and immediately detonate it. The Godmodder suddenly finds himself in a sealed pocket dimension. Naturally, he's going to find his way out of there really fast, and then he's going to explode. Yeah, in his rush to get back to the battle RIGHT NOW, he should overlook the fact that the grenade also planted a charge on the Godmodder, and when he rushes back to the battlefield dimension without disarming that charge, he'll blow up. Of course, disarming that charge will require enough time that it should keep him busy for at least a little while.

As an unrelated side note, I drop a Dimensional Anchor on myself, negating any plane shifts or unwanted teleportation/banishment for the next 5 minutes.

Suggestion: the box contains an Orbital Anhillator that wipes out everything in orbit of the planet it is opened on (yes, that means you, orbital defenses).

5/20 Chronal Accelerator (+1 DCCCV)
2/20 I don't know yet
+2 @DCCCV
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
The Godmodder just stomps on the banishment grenade, smashing all the delicate pieces that make it actually work and shakes his head at you.
You might want to try "creative", as opposed to just assuming trying to trick the Godmodder will work.
After all, I can read the update terminal just as well as you guys can.

Got +3 total

The present should have a smaller version of itself inside it, making a fractal pattern of infinite presents.

Epsilon: 19/20
Zeta: 19/20

+1 to MrMirrorMan, +1 to Joebob

Once the sounds of footsteps fade away, Thina peeks her head up over the disabled drone and quietly powers it back up. Then she slowly moves forward and glances around the area. First, is the door to the armory still open, or has it closed with the return of the power? Second, what does the hallway look like? I know there are a bunch of stuck doors, the armory door, and then a hallway. But what does the hallway actually seem to lead to? Finally, could I/Thina tell which direction the sound came from?
Smaller presents suggested.

The door to the armory has closed now that power's back. The Hallway is cold hard concrete, or something akin to concrete, there's a few bodies scattered about here and there, and a few tables and occasional chairs and bits and bobs on the floor, but aside from that the hallway is mostly empty. It doesn't seem to lead anywhere but deeper into the bunker though. And yes, the sound came from deeper down the hallway.

19/20 narrrrrrrnia. +1 talist
7/20 perrrrrrrceptual form
+1 mirror +1 talis
I suggest to the present that pebbletopia and the main battlefield link in a way that allows me to GM anything that goes to the pebbletopia field, and allows things to go to the pebbletopia battlefield.
alternatively, if thats too similar, I suggest to the present the randomized swapping of entitys in pebbletopia with entitys in the main field.
You only get to suggest to the present once.

20-POST CHARGE UNLEASHING

20/20
9/15

+2 @Crusher48

The train of thought is speeding along innocently! Why? Because it thinks it's invincible! It has SO MANY cars! And they're all SO happy! Or at least... THAT'S WHAT THE TRAIN OF THOUGHT THINKS!

Well, NO LONGER! Suddenly, a giant laser begins tearing through the landscape! It rips apart trees! Blasts right through mountains! This laser is an incredible laser that can pierce through anything, and can take out of a lot of enemies, just so long as they're in a straight line! And guess what type of enemy is consistently in a straight line? That's right. The TRAIN OF THOUGHT.

But the train has no time to ponder this. Because, starting from the back, the laser begins to burn through them! Car after car! One by one! They're all absorbed by the blinding light! By the time the laser finishes, it's pierced and destroyed so many cars, the Train of Thought is a mere husk of what it once was.

(This attack destroys as many Train of Thought cars as it can, starting from the "earlier" letters of the train)
All carriages but Carriage M destroyed in a powerful piercing attack! Brutal.

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

(+1 from EternalStruggle)
13/20 A handful of good bears
12/20 Energy Device

+1 @Crusher48
+1 @DCCCV

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

(Piano has had a different durability display for Lúin in the last two updates, I can't tell if he decided to buff it by increasing it's # of uses, simplify the durability number or just made a mistake therefore I'm maintaining the current description until he clarifies.)

Durability- 100%
Ability-
Attack with Lúin's Full Power- consumes 20% durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 35,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

(Ability has been edited to better depict it's actual effect)

Health- 88,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.

(I really, really overestimated the value of the meteor defense ability when I was balancing this didn't I? Judging from the creation of the new meteor storm as well as players having the ability to deflect meteors Piono doesn't actually consider effects on the meteors terribly important making this poor guy pretty underpowered.)
(No Side quest update this turn so I don't really know what my actions last post did, also I'm going to assume Bouvreuil won't be able to act because of that so no orders for him this post. I guess I'll just do an action that doesn't hinge on the side quest.)

The Knight takes some time to repair the damage on Bouvreuil while mentally submitting a proposal to the present.

[Present Proposal]
Name: Plik
Neutral Entity (Independent)
A character from a fairy tale in the Blue Knight's home universe. A mischievous and childish fairy.

(Stats/specifics up to Piono, intended to have no attack though)

Ability
Can give positive or negative status effects of his choosing to as many entities as he wants each turn. Mostly uses this ability for juvenile pranks but if he (Piono's will) comes to like someone he might actually help them for a little while...
Plik suggested to the present.
You heal your mechanical bird back to full health.


#Hashtags​

The heavy revs up his minigun and sprays at the skysmasher drones, dealing 18000 damage total and destroying the weakened one. The Pyro runs up to the beacon of protection and ignites it for an extra 2 rounds and 13000 damage. The soldier opens fire on the golem core, slamming a rocket right into its body cavity, removing all 4 of the segments.

The Free birthday present spins and flips and the winds of anarchy scream forward, ripping apart the packaging... only to get blown to pieces by the instant-death bomb hidden inside. WHOOPS. The Winds of Anarchy retaliate by, in their Happy Murder Party extended lifetime, activating EVERY MAN FOR HIMSELF. the Train of thought, Skysmasher drones, Lucio, the Golem Core and the Heavy are all inflicted with confusion (which will expire this round for everyone but the heavy, since her doesn't act again until next round.). The Portal to the Plane of Train drops off one final carriage, the weaksauce rack. The Train of Thought then proceeds to run over the portal to the plane of train Rome, killing it.

The Daemonette heals up Zarya for 22000 hitpoints since Zarya has not, in fact, died. The Skysmasher drones add another 6000 healing, and then charge the Heavy, dealing 15000 damage. Zarya then attacks the last carriage of the Train of Thought, dealing 18000 damage to it. The Beacon of protection continues doing its protecty thing. Donovan stabs the Pyro for 8000 damage. The Golem Core has no one to attack and so the confusion does nothing, and so grants itself 6 segments, getting a slight nerf in the form of losing its natural 1 segment gain per round. It then rearranges itself as per Crusher's specifications, only to find itself short of the segments needed for an arm.

Lucio screws up and gets his targets mixed up, dealing 10000 damage to Zarya's shield and healing up the Flat car on the Train of Thought for 10000 health. Somehow. Even though his healing is supposed ot be multitarget. That's just how confused he is. The Technocratic relief forces deal 19000 damage to the Flat Car on the Train of Thought.

The godmodder sees how close you're all getting to the center of the city, and instead of doing anything, just turns around and sprints away. Probably to prepare something nasty.

The advantage is distinctly AG right now. You continue pushing forwards with a vengeance, and finally push your way into a large plaza. Not too far away you can see some kind of massive construction set up right against the massive black pillar blocking your Descendancy powers.

You step forward, and suddenly a massive wall rises up, blocking the way forward. A compliment of tanks and mechas suddenly arrive out of various buildings and side streets, and the Godmodder mounts atop the wall. Alright punks, I know this is probably a futile effort, but I'm going ot try and stop you here. Again. I really don't fancy you lot breaking up another of my Guardians, regardless of how much more powerful it is than HATRED was. So this stops here, at least for a little while.

You hear stomping off in the distance. Like the pitter patter of lots of giant little feet. It seems that there'll be one final round of reinforcements arriving next round. This challenge is a two-parter it seems. But never fear! You can handle it, you've dealt with worse before.

Meanwhile in sidequest land, the Forgotten Beast uses DEATH DUST. a massive wave of deadly dust rushes off of it and rolls over Variant... who has a sneezing fit. This does absolutely nothing, but probably would've been really bad if he'd brought an entity with him.

Everything ticks up and down. The autocrafter is successful. The Skysmashers die of doom. Flat Car gets flattened by PK Starstorm, leaving just the weaksauce rack.

Itinerary:
Destroy the Godmodder!
Take down the wall!


Distance: 100%​

Main Battlefield:

Entity Advantage: N/A

Field Effect: PK Star Storm Storm: AGs have a 75% chance to take 8000 damage at the end of round. 50% for all other non-PGs. 2 rounds left
Field Effect: Happy Murder Party: All attacks by entities are increased by 3000. If five or more entities died this turn, this effect is extended by one turn. Entities brought to death still get to act before dying, although only to use attacks. 1 round left

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A]
Massive Wall [PG]: Hp: 500,000/500,000.
Heavy [PG]: Hp: 61,000/100,000.
Pyro [PG]: Hp: 47,000/75,000.
Soldier [PG]: Hp: 40,000/90,000.
Tanks x15 [PG]: Hp: 10,000/10,000.
Mechas x8 [PG]: Hp: 15,000/15,000.
Train of Thought [H]: Connections: N Carriage Carriage N: 15,000/15,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Swordchucks Round 2 [A] durability: 2/2.
Daemonette [AG - eternalstruggle]: Hp: 66,000/66,000. 25% dodge. Plot Armor.
Zarya [AG - crusher48]: Hp: 47,000/80,000. 35,000 Charge. Graviton Surge: 3/7. Burning: 3 rounds.
Beacon of Protection [AG - The Blue Knight]: Hp: 70,000/150,000. burning 2 round.
Donovan [AG - enerald_,mann]: Hp: 173,000/225,000. Rapid Basic Attack: 3/3. Caltrops: 3/5. Deal With The Enchantress: 3/10.
Golem Core [AG - Crusher48]: Hp: 50,000/50,000. Head: 2 segments: Body: 4 segments. Leg x2: 6 segments.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 92,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 47,000/50,000. Amp It Up: 2/3. Sound Barrier: 2/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 72,000. 20000 regen
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 7/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 10/10.
crusher48 [AG - Player]: Hp: 20/20. Electrostaff [A] durability: 10/10.

The Fortress (sidequest):
Forgotten Beast [H]: Hp: 10,000/100,000. Death Dust: 1/3.
Variant [AG - Player]

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

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

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 4/6

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV:
I just write: 3 round cooldown
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48: 4 round cooldown
lytea: 1 post
The Blue Knight
Jaquecrissont

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

[PG]
JOEbob: 6 HP.
MrMirrorMan
Talist
 
Last edited:
Update 41.5
Alright, we got it on the ropes!
What do you mean?
I don't see any ropes around here.

It's a figure of--
Actually, you know what?
You might be on to something.

I don't like where this is going.

So, I take out a length of rope, tie it to a fragment of that soda can I threw at demons a while back, throw it so the fragment gets lodged in the top of the cave I find myself in, and use it to swing feet-first into the Forgotten Beast.

The Forgotten beast falls forward with a resounding crash, defeated. The adamantite store is yours!
Unless you wanna go back for that sword you've pretty much cleared out the fortress.

The Fortress (sidequest):
Variant [AG - Player]
 
Update 42. The Plaza pt 2
Scan
I scan the mechs. And the tanks. And the giant wall.

General Action: Derailment
General Mack called out over the Q-comm "Spearhead forces, finish off that train, then give the Pyro a taste of his own medicine!"

A collective reply of "Affirmative" rang out from General Mack's assorted units, as they turned their guns on the last car of the Train of Thought, loading APHE rounds into their railguns even as the laser-based weapons they were also carrying lanced across the distance instantly.

Thus, by the time the barrage of railgun shells even reached the Train, it was already blasted and cratered by blasts of coherent light. In this state, there was no way its exterior could resist the hypervelocity shells as they punched through to the interior of the Train and violently exploded.

As the Train of Thought met its end, the Technocratic army turned their guns next on the Pyro, launching a volley of frag shells towards the mercenary. They attempted to dodge, only to come face to face with the fact that it is very hard to dodge something moving at the speed of light, as they caught a laser to the gut.

The Pyro was still doubled over in pain when the massive barrage of frag shells arrived, the casings of each projectile shattering into high-velocity projectiles that perforated any infantry within a wide radius. Thus, the Pyro found themselves riddled with wounds, even as the Technocratic Spearhead Forces prepared to finish the job.

Charges
Special Forces (7/20)
Teleport Spam (2/20)
+1 @EternalStruggle
+1 @The Blue Knight

Entity Orders
Technocratic Relief Forces: Heal Zarya!
Train of Thought eviscerated. If you can even eviscerate a train that is.
16000 damage to the Pyro.

20/20 narrrrrrrnia. using, I suppose.
[A] hamsa of hamsaness 1/5 Overstayed my welcome.
passive: hamsas are good right. when picked up by a non-vulnerable player who's HP is not full for the first time, if overstayed my welcome is at 0 or 1 out of 5, heals them to full before making them vulnerable. then, give them 2-3 regen (IE: when making this hamsa, roll to decide if its 2 regen or 3 regen, because i don't know which is better)
special: overstayed my welcome- destroy the artifact. if the owner want to, consume a 20-charge from the owner and evolves them.

9/20 perrrrrrrceptual form +1 mirror
new: 1/5 entity advantage is a weird thing.
+1 mirror +1 talis
I grab the swordchucks 2.0 and hand them to the godmodder, but only after the hamsa spawns.
I proceed to instant-summon a bodyguard for myself, with as much HP as my action allows. it bodyguards me.
You summon the hamsas and hand off the swordchucks to the Godmodder, who nods as he takes them.

You instant-summon a bodyguard.

The Godmodder disarmed the payload as expected, but at least I didn't get teleported into nowhere. Well, time to return to base and bring in something to get through the wall and whoops, my dimensional anchor had the wrong duration set. I thought I put it at 5 minutes duration, but it's actually 15 minutes duration and now I can't get back to base. Well, time to IMPROVISE!

I pull out some Darksteel Fingers and Toes. Unfortunately, I don't have the resources to make a full body, but I can still make something. After a few minutes of hard work with the hardened material, I produce a weapon: the Darksteel HandFoot. Basically a hand and a foot at the same time, it attacks enemies somehow and creates headaches for enemies trying to figure out how it works.

Problem: the Darksteel HandFoot needs to get up to the Godmodder to attack, and he's on top of this massive wall. I could just fly up, but either he would notice me or something would shoot me down. So how do I launch the Darksteel HandFoot at the Godmodder?

Well, the solution is simple, as long as you have a Ballistic Calculation System. I charge up some full-power Knockback Shots on my Multicannon, throw the Darksteel HandFoot in the air, then shoot the HandFoot in the air to propel it towards the Godmodder at high velocity.

The Godmodder is just minding his business as usual when suddenly a weird object slams into his head. The Darksteel HandFood then grabs his head and kicks it over and over and over and over and over until the Godmodder is unconscious, then scrambles all over the wall like the horrible abomination it is.

Also, I scan the wall, because I'm fairly certain the Godmodder hid secret weapons inside it.

9/20 Chronal Accelerator (+2 Moniker, +1 autocrafter)
3/20 I don't know yet
+2 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
The Godmodder catches the darksteel Handfoot, and punts it into the stratosphere with his fist. (Sorry crusher I would've let this go through but there's a line of dialogue this round I REALLY want to get to use.)

Massive Wall: A giant solid wall made out of some supermaterial or another. Is completely solid and does not have any weapons hidden in it at all.

All the Skysmashers on the ground dealt with, the ship supplying them falls back through the portal it came from to its home dimension, performing a tactical retreat. Its mission had been accomplished, and now it would return home. Sufficient information had been gathered from this source, all in all.

The Daemon was busy gazing at the Black Pillar. To her senses, it exuded no real power, but she did feel as if she was dragging the Descendant energy from the distant corpse of her summoner through oil, it was sluggish in the extreme. So this would be what the Guardian was guarding, things that were limiting the power of the Godmodder's enemies. Intriguing.

Using the energy chipped off of the Godmodder from her latest hit, the Daemonette summoned another portal for temporary reinforcements. This one was off though, tinted in the presence of the Pillar by odd thoughts, and the presence of war. But it wasn't organized, the chaotic mess twisted it away from summoning organized aspects of conflict and instead toward the chaotic aspects of battle. The portal was very much green.

20 Post Charge Used

A Beast Daemon, a byproduct of a sufficient mass of Orks, came through the portal, roaring its wrath. An Infernusaurus, a mechanical Tyrannosaur, came through, stomping around. Visibly fearful of what she had unleashed, the Daemonette backed away rapidly as it sat down, pondering its situation. Its twin heads looked at each end of the Godmodder's mechanized battle line, sweeping inward like searchlights until they met at the center, touching. Metal twisted and warped until the twin heads were fused, mouths open, and the two cannons, one on each shoulder, it possessed lengthened further. It had deployed, in a sense, to a three-cannon mode.

The turret rotated freely around the hip, locking on to one of the tanks to one side. Each of the three cannons spat white hot death, instantly cooking off the tank's ammunition as well as turning it to so much slag, scattering its component parts across the area. 9 of the other tanks charged forward, its next targets.

Sure enough they died, one by one, as the robotic monstrosity turned its guns upon each of them and destroyed them in turn, powerful plasma bolts making short work of even tough tank armor. Although seeing as these second line at best units were individually only a fraction as strong as the mercenaries and even basic Security Guards they had fought recently and before her time respectively, perhaps "tough" armor was not entirely true.

Still, by most non-reality warping and interdimensional standards, these tanks were sturdy, which meant that it was still quite concerning that the creature was finishing them off with single shots. The other tanks in its immediate sight did their best, trying to dodge and returning fire, but it hardly mattered. Shells exploded on the surface, failing to properly penetrate, while their number dwindled rapidly from high-energy plasma. If a tank was successful at dodging, the artillery piece simply fired more instead of attempting to line up a better shot.

In moments, all ten tanks were gone, two thirds of the tracked vehicles wiped out. The Infernusaurus transformed back into its mobile position, and howled as it was consumed by the green portal from where it came, ripped back to the Warp. It seemed as if Gork and Mork might now be gazing with a fraction of their might at this place...

"No, back, back to whence you came foul beast!" The Daemonette yelled as the banishing was performed with the last morsels of reality bending energy that she possessed. When it was gone, she breathed a sigh of relief and adjusted her top hat. "I don't want to see another thing like that again, but I just know I will and I'm not looking forward to it."

Organized Orks were one thing, but apparently ones with Daemons in tow was just too much for her.



Charges:
War Wars Episode 3: Revenge of the Krork: 4/20.
Furious Strike: 20/20, used.

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

Entity Order:
Daemonette heals Zarya, if dead Donovan. Once this next pillar falls, she'll be too busy ensuring charge and assists happen to help in the EotB, so she's going to make the best of time remaining.
You summon two massive beasties, which exterminate 10 tanks with extreme prejudice.


[PG]

I pick up the electro staff the bring it over to the godmodder, before lifting up Zarya and piledriving her head far into the ground.

7/20 +2 from JOE
6/20 +1 from Talist
+1 JOE +1 Talist
Electrostaff was claimed by crusher before, and it being on the ground was a mistake, sorry.
You piledrive Zarya into the ground, dealing 11000 damage.

12/15
1/20

+1 @Crusher48
+1 @EternalStruggle

I hop inside one of the godmodder's tanks, take control from within, and use it to blast as many mechas as I can! And then get ejected out of the tank, of course.
You deal 2000 damage to all of the mechas before the driver wrestles you out of the tank.

"What is the Infinite Void, You may ask?"
-Vacuous Archive, Foreword
I inflict Oiled onto the Pyro, which is not going to end well.

14/20 Research (1 from I just Write, 2 from Crusher48, 1 from The Blue Knight, 1 from Variant)
8/10 Development

+2 to Moniker
You inflict Oiled on the Pyro. He immediately winds up setting himself on fire. 1 round of Oiled inflicted, 3 rounds of burning inflicted.

General Action: Extinguished
The Pyro's ordeal was far from over. As they staggered to their feet once more, a beam of coherent light suddenly heated part of their face to the point of exploding, igniting the oil they were covered in during the process. As they burned, dozens of high explosive railgun shells impacted them, blasting them backwards end over end as they were forcefully thrown against the massive wall, the vast majority of their body having been reduced to reddish pulp.

Slowly, the Pyro brought their gaze up, just in time to see a guided missile impacting their face, driving their head back into the stonework. Yet, somehow, they were not quite dead, managing to extract themselves from the wall just in time to receive another round of railgun shells to the face.

This time, it took nearly a minute for the Pyro to extract themselves from the wall, coming face to face with General Mack himself flanked by a quartet of Technocracy infantry cyborgs, which basically amounted to a biological brain controlling a combat optimized robotic body. Instantly, the cyborgs opened fire with their fully automatic railguns, as General Mack nodded.

Walking away from the newly-minted corpse and back to his command vehicle, the General remarked "It really is disconcerting how freakishly durable those Entities are. By all rights they should have been pulverized on the first shot."

(Note: This is an attack on the Pyro, with any overflow going to the Wall)

Charges
Special Forces (9/20)
Teleport Spam (3/20)
+1 @EternalStruggle
+1 @Moniker
26000 damage to the Pyro.

Alright, we got it on the ropes!
What do you mean?
I don't see any ropes around here.

It's a figure of--
Actually, you know what?
You might be on to something.

I don't like where this is going.

So, I take out a length of rope, tie it to a fragment of that soda can I threw at demons a while back, throw it so the fragment gets lodged in the top of the cave I find myself in, and use it to swing feet-first into the Forgotten Beast.

15/15 A Terrible Idea

You know what's a terrible idea?
Making up a name for a charge before you even know what it's supposed to do.
You know what's an even worse idea?
Doing that, and then attempting to make up something for it to do the turn you attempt to deploy it.
You know what's an even worse idea?
Doing that, and then realizing that you have no idea what to do with it.
But you know what's an even worse idea than all of that?
The thing this charge is summoning.

You see, all these terrible ideas, along with many other ill-advised ventures, harebrained schemes, and poorly-made plots (but not any adamantite, if I end up getting that this turn), begin to congeal together, melting and forming into something horrific. Something that defies all logic.
Something terrible.

HP: 55000/55000 ATK: 10000
Bad Advice [Active]: Target 1 entity/vulnerable player. Inflict [Disregard] (or a similar status, if there is any) for 2 turns. Requires a 5 turn charge.
Bargain with Insanity [Active]: Target 1 entity. Inflict [Risk Taker] (or a similar status, if there is any) for 3 turns. Requires a 10 turn charge, but can be activated alongside Bad Advice (if possible).

Notes:
Disregard [Status]: An entity/vulnerable player with this status deals double damage, but only heals for half effectiveness, and half of its/their base damage/healing gets dealt to the afflicted entity/player as armor piercing (not that it really matters) damage.
Risk Taker [Status]: An entity with this status deals triple damage and heals with triple effectiveness, and has the ability to decide what to use normally, but has its target randomly selected from every faction (including itself, even if it would not normally be possible to do so) each time it attempts to do so.

+1 @I just write and @DC3V
13/15 From the Ground Up
1/20 The Same Mistakes
Alright, so the Terrible Idea can, for reference, choose to EITHER attack, use Bad Advice OR Bargain with Insanity.

The Daemonette gazed up at the massive wall separating them from the next of the Godmodder's greatest assets, the fearsome Guardians and the Pillars that were their charge. The wall was tough, she had vague recollections of memories of her summoner, given to her when she was summoned here to get her up to speed, of a Darksteel Colossus made in the aftermath of the dragon's death. This looked about that tough, all in all.

Naturally, that was problematic, considering her relative lack of offensive options.

She walked over to the site of the latest damage against the Godmodder, noting that a Power Sword had been dropped but was still functional. She picked it up and walked over to the wall, dashing past the sensors of the mechs and mercs by hiding behind the burnt out husks of the destroyed tanks.

She stood at the base of the wall, sighed, and started cutting away. Concrete, metal, stranger still materials, it mattered not. Whatever the wall comprised of, it would fall beneath her blade. Matter parted before the Power Field, sword stabbing in at an angle and being circled around to remove chunks at a time from a wide range as the Daemon began to tunnel, slowly and painfully.

Why, she thought, why had she ended up here? Another piece of the wall fell, and was hauled out of the way, allowing her to continue her dig. She had fought, she now realized, long beyond her purpose. Before, thoughts on her nature had distracted her from this quandary. She was unusual, considered herself an outcast because of it. So she fought on, ignoring the issues, but why? What was the point? True, without her then the charge made by her liege's corpse would go to waste, and potentially that could turn the tide of the war in the favor of the Godmodder. But she was hardly the only one who could do that task, any of the Descendants could do so in her place. The forces of Chaos, the War, the Komato, maybe even the (ugh) Beast Set Loose would step up and launch expeditions without her, using the charge to arrive. She was entirely unneeded.

Yet, she thought as she hauled out another piece of rubble before going back to carving apart the wall, she was here anyway. She could return to the Warp at any time, her obligations to the Komato had been fulfilled, so why did she persist? Why fight for a cause she didn't really believe in with no real rewards in sight?

She would think upon it later, she decided. She dropped her sword, satisfied with the work done, and retreated back away from the Godmodder's troops.

Perhaps she fought because it was right? She didn't know what right was, but she did know that many people fought for that reason. More confusion at herself. She sighed, and hoped the war would be over soon enough. Yet in her true mind as well as the depths of her soul, she knew it wouldn't be.


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

+1 @I just write
+1 @Moniker
Musings on self and existence...
And 20000 damage to the Massive Wall.

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

(+1 from EternalStruggle, +1 from I just write)
15/20 A handful of good bears
14/20 Energy Device

+2 @I just write

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

(Ability has been edited to better depict it's actual effect)

Health- 70,000/150,000
Attack power- 0
Is burning (2 rounds)
5% reduction on ability effect (presumably the side effect as well)
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(Unfortunately I didn't have time to post before the side quest update.)

The Knight rapidly reads through "Tales of the Dragon" while downing a cup of blue liquid given to him by William into his helmet.

[Orders]
Bouvreuil- Sifts through the damaged books as best a bird of his size can trying to find ones in good condition.
You begin reading through Tales of the Red Dragon (librarylogs will come piece by piece, so as to retain GM sanity, and make it so that if I need to write up stuff because you're reading a book I hadn't already written up I don't have to do it all at once.)

Introduction:
The Red Dragon was a fearsome beast, and many tales of terror and woe are told to have come from the wake of destruction that it left. It and the aspects it left behind in the wake of its vicious rampages. Believed by many to have been an Agent of the Conflict, the Red Dragon's reign of terror was finally brought to an end during the Psi Godmodding War, an ancient conflict that rent the very fabric of existence with its sheer brutality and savagery. Every once in awhile, however, another aspect of the Red Dragon will resurface and attempt to regain the pieces of itself and recoalesce into a whole, even though that is no longer possible for it. These stories are about the rampages of its shattered remnants, and how they were individually stopped, by great heroes or by the cunning and craftiness of a world's best leaders, or even just through raw chance.

This actually seems to be a book akin to Grimm's Fairy Tales. Most of these are probably aggrandized at best and totally made up at worst.

AHHH I FORGOT TO POST

I pull out a laser gun, and shoot the Massive Wall. It then turns into a bunch of moles.

cool artifact thing: 3/10
But is it a mole of moles?
...
Probably not.
15000 damage to the massive wall.

Finally!
Now can you please go and join the actual plot?

Okay, okay!
I'll get right on that.
I just need to stop and pick up the stuff I've left behind and I'll be good to go.


So, I gather the adamantite and go back up the stairs to see if that sword is any more likely to come out of the wall than it was before.

+1 @I just write and @DC3V
14/15 From the Ground Up
2/20 The Same Mistakes
You gather the adamantite. The adamantite will count for a noticeable callback bonus if used a bit later down the line, as stated before.

The sword has not moved an inch.

Got +irrelevant total

I need to hold onto these charges for a bit. I don't actually have the systems for these summons ready. I need to finish a Java program.

Epsilon: 20/20
Zeta: 20/20

+1 to MrMirrorMan, +1 to Joebob

Well, I kinda was asking what's further down the hallway. But... uh... I guess Thina just goes down deeper into the hallway.
You go deeper down the hallway, everything illuminated by the glowing red lights. You pass a number of rooms. More quarters, the command center, but everything seems to be locked.
Until you come to the power room. It seems like somebody ripped the door right out of the wall to get in to the power generator.

[PG]

I break Lucio's speaker's, rendering him unable to drop a beat, let alone make one, this horrible wounds him on an emotional level.

8/20 +2 from JOE
8/20 +1 from Talist
+1 JOE +1 Talist
horrible wounds upon the emotional level.
16000 damage to Lucio.

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

16/20 A handful of good bears
15/20 Energy Device

+2 @I just write

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

(Ability has been edited to better depict it's actual effect)

Health- 70,000/150,000
Attack power- 0
Is burning (2 rounds)
5% reduction on ability effect (presumably the side effect as well)
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(Presumably) Finished with "Tales of the Dragon" the Knight moves on to reading "The Nature of Split Personalities" by Q. B. Alle.
You decide to put down Tales of the Dragon, given that it doesn't really have that much useful information, and open up The Nature of Split Personalities..

Table of Contents
Introduction ~ Schizophrenia
Chapter I ~ Nomenclature
Chapter II ~ Ubiquity
Chapter III ~ Development
Chapter IV ~ Taking Over
Chapter V ~ Dominance
Conclusion ~ Apotheosis


Introduction ~ Schizophrenia
Hello there, reader. If you just read my previous sentence unimpeded, then well done, as you are fit to read this book. I have written this under a pseudonym as to not reveal my true identity to those who are unfit to gaze into these pages. Of course, those who are "unfit to gaze into these pages" simply cannot read my astonishing white text. (Of course, there is no option for them to highlight it, either. Boo-hoo.)
Since you, who are undoubtedly reading this sentence right now waiting for me to pick up the pace and explain the secrets of schizophrenia to you, I ask that you allow me time for a proper introduction not to my words, but to my person.
As you have most certainly ascertained by now, I am Doc Scratch, the First Guardian of a far-off planet in another universe. That last part hardly matters. What does matter is the fact that I know almost everything there is to know about anything, which makes me the ideal candidate to write a book such as this. Now that we have my title out of the way, we can begin to talk about the titular subject at hand, split personalities.
First off, let me preface this preface by giving you a definition:
schiz-o-phre-ni-a - noun
"a long-term mental disorder of a type involving a breakdown in the relation between thought, emotion, and behavior, leading to faulty perception, inappropriate actions and feelings, withdrawal from reality and personal relationships into fantasy and delusion, and a sense of mental fragmentation."
I'll give you a few minutes to see if you can figure out why I have presented this definition to you here and in the title of this chapter. In the meantime, I'll drink a glass of water.

Alright, surely you're done by now. And don't worry, I know that all readers of this book will be done by this point. Remember the "knowing everything about anything" bit I told you a few paragraphs ago? So, due to complex examination, you have figured out that schizophrenia is, in Layman's terms, a disorder in which one develops, among other things, split personalities.
And that is why I have chosen it for this book. The subject of split personalities is delicate and involves the mind, the soul, and challenges many things life has come to accept as fact. As such, this book will not be for everyone.
But you've read this far, haven't you? If you are willing to read on into this subject and follow me down the rabbit hole, so to speak, all you have to do is turn the page.
I will see you at the other side.
-Scratch


10/20 perrrrrrrceptual form
4/5 entity advantage is a weird thing. +1 mirror +1 talist
+1 mirror +1 talis
I close my eyes. somewhere else in this world, mist congeals, and speaks. an offer is made to one, and to another; aid when they need it.
simultaneously,an orb of energy forms on the site of HATRED's demise. slowly, it molds itself arms, then legs, and a singular eye. it floats around, looking for an undamaged room. eventually, it finds one that is mostly intact. it pulls some lightly charred stationary from a drawer in the desk, and conjures about 10 more sheets.
there is a white pen on the desk, with black ink. the minions arm stretches, and grabs it. it touches pen to stationary, and begins to write up plans, strange and mechanical.
after the offer is accepted or rejected, the mist disperses, and re-congeals in the mostly-intact room. if the offer is rejected, it conjures an additional 3 sheets. if accepted, it holds up one finger, then vanishes.

Oooh spooks.

I scan a random entity or artifact created by JOEBob or Talist this round, then open fire on the enemy tanks.

Entity Orders: Lucio uses healing aura on 5 random damage AG units, and shoots at the tanks. Zarya barriers the Golem Core, then shoots at the tanks. The Golem Core, after gaining 2x6 legs, 2 head, and 5 body, will attempt to form an arm.

9/20 Chronal Accelerator (+2 Moniker, +1 autocrafter)
3/20 I don't know yet
+2 @Moniker
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
AG Forces:
Heavy Gunner: Currently the strongest AG entity on the field.
PG Forces:
Monster House: Has high dodge, and is protecting the Monster Core. High priority target.
Monster Core: A PG snowball unit. High priority target after bringing down the monster house.
Monster Bed: Becomes more powerful as it gets attacked. Can have heavy combo potential with the Monster Core, and is bodyguarded by the Monster House. Hit this with SMASHes to break it down fast without letting it snowball.
The Mercs: A large group of meatwalls. Kill the medic first, find the spy and kill him too.
Neutral/Hostile:
Winds of Anarchy: Currently appear to be anti-JOEBOB. Low priority target unless JOEBob runs out of entities.
Train of Thought: Can potentially be subverted through deploying carriages onto it.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
hamsa of hamsaness
passive: hamsas are good right. when picked up by a non-vulnerable player who's HP is not full for the first time, if overstayed my welcome is at 0 or 1 out of 5, heals them to full before making them vulnerable. then, give them 2-3 regen (IE: when making this hamsa, roll to decide if its 2 regen or 3 regen, because i don't know which is better)
special: overstayed my welcome- 5 round charge. destroy the artifact. if the owner want to, consume a 20-charge from the owner and evolves them.
Zarya barriers the Golem Core.


#ScavengedWeaponry
The Massive Wall sits there and does nothing aside from get in the way. The Heavy revs up his minigun once more and opens fire on Zarya, dealing 18000 damage. The Pyro follows up on this with 13000 damage plus extending her burn time by 2 rounds. The Soldier launches a rocket right at the Beacon of Protection's weak point, dealing 20000 damage. The tanks open fire on Donovan, who takes 8000 damage. The Mechas charge forward and attack the technocratic spearhead forces, dealing 19000 damage. JOE's bodyguard just stands there and quivers in fear at the massive barrage of attacks being flung about fast and furiously.

The Daemonette makes use of her time by healing Zarya up from the brink of death, restoring 22000 health. Zarya takes a shot at the tanks, and blows one of them to pieces. The Beacon of Protection continues doing its protecty thing. Donovan stabs the Heavy, dealing 8000 damage to him. The Golem core collects 6 segments, and gains 1 research point, and the GM decides to go ahead and autobalance the golem on further review by adding in the "increased cost for each head amount". In order to run three limbs you now need 3 segments in the head, 6 to run 4 limbs, and so on. I felt like that was needed before the golem was summoned, and now seeing it in action I feel more than justified. Anyways, the Golem Core successfully rearranges itself to make an arm. I take pity on crusher and reallocate an extra segment from the arm to the head so that the golem can do its action next round properly.

Lucio heals both the technocratic forces, Zarya, the Beacon of Protection and Donovan for 2000 health apiece, then wipes out another tank. The Technocratic relief forces make use of their might to, rather than fighting, some loving, and show their care and attention to Zarya, restoring 15000 health to her. The Terrible Idea was not given any orders, and so decides to just go smash a tank.

Bouvreuil flits about, looking for unscorched books, and finds a small booklet that's front cover is intact, although it looks like large chunks of it have been vandalized. But maybe you can glean something from the "Treatise on The Theoretical Plot Forces"

Then the stomping of feet gets louder and louder until a swarm of... No that can't be right. A swarm of terror preschoolers? Um.... Seriously? You made terrors out of preschoolers? Hey I was drunk and... No. You know what? I don't have to justify myself to you guys. You already hate my guts, one bad decision's not going to change your opinions of me all that much! Swarm of Terror Anklebiters summoned!

Everything ticks up and down. The Pyro burns to death (OH THE IRONY) The Autocrafter breaks a little bit on the inside. The Happy Murder Party expires.

How To Play:​

Alright, this final segment before Guardian 2 is relatively straightforward. The Terror Anklebiters have a certain number of rounds left before they get distracted and wander off, like preschoolers, even massive 20 foot tall terrifying preschoolers, are wont to do. Unfortunately, because preschoolers don't pay attention to anything for very long, they just shrug off your damage because their too busy being distracted by various things around the battlefield, so no, you can't kill the preschoolers. You monster. You will move onto the Guardian fight when two conditions have been met. The Terror Anklebiters are gone. And the Massive Wall is gone. And that's all there is to it.

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


Distance: 100%​

Main Battlefield:

Entity Advantage: N/A

Field Effect: PK Star Storm Storm: AGs have a 75% chance to take 8000 damage at the end of round. 50% for all other non-PGs. 1 round left

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Swarm of Terror Anklebiters [PG][Elite]: Hp: N/A. Ooh Shiny!: 1/5.
Massive Wall [PG]: Hp: 465,000/500,000.
Heavy [PG]: Hp: 53,000/100,000.
Soldier [PG]: Hp: 40,000/90,000.
Tanks x2 [PG]: Hp: 10,000/10,000.
Mechas x8 [PG]: Hp: 13,000/15,000.
Bodyguard [PG - JOEbob]: Hp: 5,000/5,000.
JOEbob [PG - player]: Hp: 20/20. 2 regen. Hamsas of Hamsaness [A]. Overstayed My Welcome: 1/5.
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 58,000/66,000. 25% dodge. Plot Armor.
Zarya [AG - crusher48]: Hp: 39,000/80,000. 25,000 Charge. Graviton Surge: 4/7. Burning: 4 rounds.
Beacon of Protection [AG - The Blue Knight]: Hp: 39,000/150,000. burning 1 round.
Donovan [AG - enerald_,mann]: Hp: 159,000/225,000. Rapid Basic Attack: 3/3. Caltrops: 4/5. Deal With The Enchantress: 4/10.
Golem Core [AG - Crusher48]: Hp: 50,000/50,000. Head: 3 segments: Body: 5 segments. Leg x2: 6 segments. Arm: 4 segments 1 research point.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 95,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 36,000/50,000. Amp It Up: 3/3. Sound Barrier: 3/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 86,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 47,000/55,000
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 6/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 9/10.

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

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

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

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 5/6

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

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

[PG]
JOEbob:
MrMirrorMan
Talist
 
Last edited:
Update 42.5
Got +2 total

Okay. Here we go. Two new world breaking entities.

Epsilon: 20/20 - SPENT
Zeta: 20/20 - SPENT

Charge: 2/20
Charge: 2/20

First, I summon the greatest adventurer the multiverse has ever known. Our lord, and savior. The hero we neither deserve nor need. It is...

PEPSIMAN!
HP: Infinity/Infinity
Time Remaining: 100
Pepsi Cans: 0

Pepsi Machine:
HP: Infinity/Infinity.

Passive - Face of Divinity: Due to the divine power coursing through his veins, Pepsiman is totally immune to attacks made against him by lesser beings, such as yourselves. Though, attacking him can steal his Pepsi Cans. (count each can as being worth 2,000 HP)

Passive - The True Heir: Whenever you say Pepsiman's name, you must announce it loudly in a voice like a heavenly choir. If you don't, Pepsiman gains 300,000 HP immediately.

Passive - Strength from Followers: Any player can hand Pepsiman a delicious cold refreshing can of Pepsi as a free action, maximum of once per post. They can win the favor and grace of Pepsiman with such offerings. Pepsiman also gains 2 Pepsi Cans per turn.

Passive - Time Constraints: Pepsiman's time on this mortal coil is limited. Once Pepsiman runs out of time, he will go elsewhere to save those in need (and somehow bring his Pepsi Machine with him). At the end of every turn, Pepsiman loses 10 time remaining.

How this all works: When first spawned, Pepsiman is at the very bottom of the EOTB entity list (despite being a PG), and the Pepsi Machine is at the very top (but below the godmodder). The Pepsi Machine cannot be damaged, but whenever it is attacked, it can be moved either up or down two slots on the list. Once Pepsiman reaches or passes the Pepsi Machine, Pepsiman has completed a stage, which means he gains 30 Pepsi Cans and 30 time remaining. Then the Pepsi Machine teleports down to the opposite end of the entity list and Pepsiman starts running back. If an entity counter attacks or bodyguards against Pepsiman, Pepsiman becomes stunned for the next turn.

Action - Slide Charge
Move either up or down the entity list by 4 slots. Deal 8,000 damage to one enemy that Pepsiman moved past.

Action - Herald of Sugar
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Restore 4,000 HP to all allies Pepsiman passes through. Can spend additional Pepsi Cans to heal a target hit by this at a rate of 1,000 HP per Pepsi Can.

Action - Divine Smite
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Deal 5,000 damage to all enemies Pepsiman passes through. Can spend additional Pepsi Cans to deal additional damage at a rate of 1,000 damage per Pepsi Can. Max of 20 additional cans spent.

--------------

So that's one entity. But I have another one, a massive behemoth of mechanical might! With... a bunch of tic tac toe boards on its chest. Or, if you're British, it has a bunch of nots and crosses boards on its chest.

The Tic Tac Toeverlord HP: 200,000/200,000

Action: Scratch
Deal 12,000 damage to an entity and mark it. If three entities in a row in the entity list are all marked, deal 10,000 additional damage to all of them and remove the mark. The mark goes away when the Tic Tac Toeverlord is destroyed.

Passive: Machine Might
If you can beat this AI at super Tic Tac Toe, it is instantly destroyed. The rules for this contest are below.
* First, to challenge the AI, message me on Discord sometime that I'm online and available. Yes, this is an AI I programmed in Java.
* Because this AI doesn't have save states, you must complete the entire game in one sitting, or else it will be considered a loss. Expect it to take 15-20 minutes.
* You can have the first move. Not like it will help you.
* Hopefully the program won't crash. Though, if it does, I'll try to... uh... I'll try to restore the game and then deal some damage to this entity.

Now, onto the actual rules of Super Tic Tac Toe.
* The game is played on a 3x3 board of 3x3 boards, so a total of 9x9. Each of the smaller boards is the same as a normal tic tac toe board.
* The winner is the first player who can get 3 in a row in any one smaller board.
* Whenever one player makes a move, their opponent must play in the board corresponding to the first player's position. So if player 1 takes the top right position of any board, player 2 must make a move in the top right board.
* The boards are numbered 1-9, with the top left board being 1, the top middle board being 2, the top right board being 3, and so on. The spaces inside the board are also numbered the same way. So, if you want to move into the bottom middle space of the top right board, that would be the move 38. Go to board 3, and fill in space 8.

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:
Thina glances down to investigate the door off its hinges. About how thick is it? Does it have wires or stuff connecting it? Does it even have hinges?

Also, Mikoto is very displeased with Doc Scratch. Schizophrenia is not the same thing as dissociative identity disorder.



Entity Orders - I give Pepsiman some Pepsi and then he does a slide tackle, hitting The Terrible Idea.
The Tic Tac Toeverlord scratches Donovan.
The door does not have hinges, it was one of those big heavy sliding blast doors. It is quite thick, maybe even a full inch or two. There are no wires connected to it, but the whole thing is scrunched up with a hole punched in the middle

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

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

+2 @EternalStruggle

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
5 charge entity
A clockwork bird resembling a standard sized finch.

Health- 40,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- controlled by The Blue Knight]
20 charge entity
A lighthouse sized tower that somehow flies in the air due to a massive propeller. Has some land from the ground around where the base of the tower originally was giving it the appearance of a floating island. Shoots destructive beams of light out of a large gem at the top of the tower.

(Ability has been edited to better depict it's actual effect)

Health- 39,000/150,000
Attack power- 0
Is burning (1 round)
5% reduction on ability effect (presumably the side effect as well)
[Special Ability]
Meteorite defense- Automatic action, reduces the number of meteorites landing on the battlefield for the duration of the storm. Focuses primarily on protecting AG forces reducing the percentage chance of a meteorite hitting one by 30% (reduced to 25%) but also protects other forces on the battlefield reducing their chance of being hit by 20% (reduced to 15%)
Re-purpose- If it survives the duration of the meteorite storm it gains an attack power of 7,000 and acts like a normal AG Entity.
(I wasn't expecting the books to be actual books I thought they would just be a paragraph description of the content of the books so that's why I tried to read through them completely. Anyway Piono don't feel the need to force yourself to write a massive chapter from the books each turn, if you ever don't feel up to it a description of the contents of a chapter is good enough for me. In other news it seems I'm coming across several references to old DTG games in these books. I might need to find some summaries of the older games to understand this stuff but Doc Scratch was a major figure DTG 2 and the Psi Godmodding War was the name for some prequel game or something right?)

The Knight turns to the next page of The Nature of Split Personalities.

[Orders]
Bouvreuil- Examines the architecture of the Library for clues of what type of people made it.
You don't need to know anything about the previous games to understand what's going on. You might miss a few hidden references, but major stuff will all be introduced and discussed here. I'll admit I done goofed on the Scratch thing here a bit, but all you need to know about him is he's an omniscient [BUTT]hole with a cueball for a head, and a penchant for writing in white text even when the background renders that illegible.

The Psi Godmodding War is just something that's being alluded to, and will be explained at later date. Aka. Psi Godmodder War is currently SPOILERS.

Additional note, once you think you're done collecting books, you may head back to the main battlefield with your reading material and continue reading it there.

Chapter I ~ Nomenclature
Hello once again, reader. If you are reading this, this means you have either decided to take me up on my offer to explore the subject of split personalities, or it means you have sequence broken and are reading ahead. If you fall under the latter category, I advise you turn back and read the previous chapter. Trust me.
If you fall under the former category, which hopefully you have, then you are ready to begin your quest for knowledge. However, before we can truly begin, I must provide you a definition first. Trust me, this will be necessary, and will most certainly happen numerous times after this.
no-men-cla-ture - noun
the devising or choosing of names for things, especially in a science or other discipline.
I'm going to skip the pause that would be associated with you figuring out how this relates to the subject with hand and get on with it, due to brevity. The reason I have chosen a word that relates to the names of things is because the topic of split personalities has a lot of odd words that people who are not versed in the field will not understand.
As such, this chapter will define those words, which will undoubtedly appear later on in this book. And in case you are wondering, which I know you are, yes, I did just preface a chapter of definitions with a definition.
Carry on.
split - Shorthand for "split personality."
the Split - Shorthand for "predomination."
the Arrival - The act of a split's creation.
the Build - The act of a split's development.
the Shatter - The act of two splits warring for control of a body.
predomination - The act of split gaining complete control of a body.
apotheosis - The powers a split receives upon predomination.
bipolarity - Having two splits.
tripolarity - Having three splits.
quadripolarity - Having four splits.
quintipolarity - Having five splits.
totality - A rare occurrence in which all splits act as one being.

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

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