Destroy The Godmodder: Renewal (Hole In The Ground)

Update 43: The Plaza pt 3
Announcement: The Forge is officially nonfunctional. Not enough people want to use it for it to be worth the hassle.
Check
I scan the Soldier

General Action: Down In Flames
Staring at the now vulnerable Descended known simply as JOE, General Mack called out to his forces "Take him out. Blast his bodyguard first."

Over comms, one of the snipers attached to the Technocratic Spearhead Forces sent a mental thumbs up, before lining up a shot with his Nonlinear Tachyon Pulse rifle. The gun fired, as suddenly the Bodyguard was impaled from butt to brain by the Tachyon Beam which had been teleported below him.

Following the disposal of the Bodyguard, the entire Technocratic army turned its guns on JOEbob. Railgun shells, missiles, and laser pulses impacted him, the raw explosive power burning off the skin and muscle on his front side even as it charred and shattered his newly exposed skeleton. Even worse, the combined concussive and kinetic force knocked JOEbob into the air, where he was a sitting duck for every marksman and anti-air weapon the Technocracy had fielded.

Once more, JOEbob found himself being riddled with lasers and missiles, though this time at least he was spared the heavy anti-tank railguns. The Technocratic Spearhead forces continued to bombard JOEbob with high-explosive ordnance, deliberately detonating the munitions below him to keep him in the air longer, juggling his barely living carcass from one explosion to another.

Charges
Special Forces (17/20)
Teleport Spam (4/20)
+1 @EternalStruggle
+1 @variant

Entity Orders
Technocratic Relief Forces: Heal whatever AG needs healing most!
Soldier: Ready to pound some maggots into mush, the rocket jumping champion of the world. Has no special abilities, but his attacks pack a bit of a punch.

You wipe out JOE's bodyguard and then deal 5 damage to JOE.

Really? Terror preschoolers?

Whatever. I notice that I have a clone of myself on the field. Now, my protocol for dealing with myself is a bit odd, but I'm now glad for that Foundation course on "what to do if you meet yourself".

Okay then, me, let's train up our co-operation by fighting these tanks. You distract them, I'll get behind them and put shots through their weaker rear armor.

No, you distract them! I'll land the kill.

No, you do it!

No, you!

Okay, let's settle this with Rock, Paper, Scissors.

*10 ties later*

Ummm, now what?

Flip a coin?

No, all the gold is on board the ship in orbit, which we can't get to right now.

You know what? Our Multicannons are strong enough that we can punch through a tank's front armor. Let's do that.

So me and myself end up shooting at and killing several tanks through their strongest armor, all because there's no way to decide which clone goes first.

11/20 Chronal Accelerator (whoops I derped my charge again)
5/20 I don't know yet (ditto)
+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.
  • 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 obliterate the last two tanks, and then your clone poofs out of existence because I fixed the error.

"It's a collection of thousands of worlds, floating about in a vast emptiness."
-Vacuous Archive, Foreword

The mechas fall into a burnin' ring of fire
They went down, down, down
And the flames went higher
And it burns, burns, burns
The ring of fire, the ring of fire.

I turn to Emerald.
"Oh, the 'eternal Messenger' says hi."

17/20 Research (2 from Variant)
9/10 Development

+2 @I just write.
and it burns, burns burns.
The ring of fire, the ring of fire.
The ring of fire, the ring of fire.

mecha destroyed.

The Daemonette looked at her next target, one of the mechs. She sneaked over to it as it was maneuvering, and leaped atop it. Using her carapaced talon-arm, she cut open the top hatch and leaped down, throwing a form of her confusion dust onto the surprised pilot along with any other crew, knocking them out temporarily. She quickly dragged them out and threw him over the sides, leaving them lying mostly unharmed in the middle of the battlefield. She then went back and managed to get the robot charging, ramming it into the small hole she'd made earlier.

At this point, she crawled forward to the ammunition storage, and also found a spare grenade. Putting it next to one of the shells, she pulled the pin and ran away, dashing out of the vehicle and making it to a mostly safe distance before the armored vehicle violently exploded, shells cooking off and completely ruining the mech as well as doing more damage to the Massive Wall, cracks in it causing more of it to fall apart on top of the mecha, completely wrecking both. Although of course the Wall was still mostly intact, even if a small part of it was now damaged.

Charges:
War Wars Episode 3: Revenge of the Krork: 6/20.
Wrath of the Gods: 5/20.

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

Entity Order:
Daemonette heals Zarya again.
You smash up another of the mechs, and deal 5000 damage to the massive wall as bonus damage.

5/20 Deal with the Enchantress
Something something, I forget what this was: 3/20

Emerald turns to DCCCV curiously "Hmm? Don't think I know anyone by that na-oh. Right, him." He grins "Alright. Wondered where he went" After that, he turns to the wall, and tells it to go move to Mexico.

Donovan uses Rapid Basic Attack on the Terror Anklebiters, basically to give him temporary invulnerability to them.
The wall hangs its metaphorical head in shame and tries to move, losing 13000 health to the shaking before it realizes that its a wall, and cannot move of its own volition.

11/20 perrrrrrrceptual form
5/5 entity advantage is a weird thing.
new: 8/8 I evil, but backwards! +1 mirror +1 talist +2 TOG +1 mirror +2 TOG
+2 mirror; talists charges are full.
Sadly, entity advantage isn't applicable right now. as such, this charge's initial purpose is useless.
instead, I summon Mr fiveteen, the 10-style bodyblocker.
15/15 HP 0 atk 1/3 sefl-D-structy
can bodyguard
can only take 3 damage per attack- HP is otherwise entity-like.
can only bodyblock one attack per round.
[functionally, has 5 10-style HP.]
sefl-D-Structy kills Mr Fiveteen
he bodyguards me immediately.
then i get a bunch of +'s and use I evil but backwards, and proceed to kick a dog, and eat a live baby, and stroke a cat, and be evil. then I grab a pseudo-inversion sigil, and throw myself into a crafting table with it. after waiting 7 years for someone to actually finish the crafting for me, since I can't do it myself while in the table, someone finishes the crafting. now, instead of having the property "is evil", I have the property "is live". this property corrects my wounds and makes me more alive. also, some anti-grammer-people (that is, people who hate the group colloquially known as grammar nazis) see me using is live when thats grammatically wrong, and rush to protect me, giving me a bunch of other extremely minor, grammatically wrong buffs like "does life good" and "is heal life lot".

as for my action, if I took damage already, I put a bandaid on it. bandaids make everything better. and no, its not an SCP bandaid like the ones with fiberglass and stuff.
I realise my wounds are bigger then that! Oe noes!
I must put more bandaids on it! moar!
2(hundred and)3 bandaids and half an hour later, I can no longer move my right arm or leg, but they are fully bandaided! I'm helthy agians!

if I'm not hurt, another orb of cyan gathers in the same place as the first, grows limbs once more, takes half of the sheets, and begins to write up its own blueprints.
I also tell the godmodder "I don't hate your guts, and besides. the terror anklebites seem to have turned out quite well; they are physically incapable of dying. all you have to do now is apply some varient of hacked, and they can stick around forever! alternatively, keep all shiny things far, far away. both would work."
You summon Mr Fiveteen, who has his HP simplified to 5 player-style HP because.
You then heal yourself up to full using charged abilities.

Oooh, spooks.
The Godmodder contemplates this...
Thing is... even I'm not really certain I want to keep preschoolers on the battlefield for people to figure out how to kill. I think I'll just let them wander off after this.

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.
As a note, attacking pepsiman when he's out of pepsi cans will reduce his timer, by 1 per two pepsicans that would be lost.

You summon pepsiman and the tic tac toeverlord, the latter of which dies basically immediately. 5 pepsi cans given to the pepsiman.

[PG]

I send a savage horde of armed and dangerous haters after Lucio, as all popular people will have people that hate them.

11/20 +2 from JOE
11/20 +1 from Talist +1 from JOE
+1 JOE +1 Talist
True dat... true dat...
14000 damage to Lucio.

/Null-ish

Well, that was anti-climatic. EternalStruggle just beat the Tic Tac Toeverlord at super tic Tac Toe, fair and square. So, it explodes.

On the plus side, nobody will now ever beat my record for shortest lived entity ever. It literally only survived one post.
RIP the Tic Tac Toeverlord.

/Null. . . Huh. This soon?
#Oops

Oh come on, I wanted to beat it with my own better AI!
/null
#GammaPlus

5/?? Something Missing: illogic

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

+2 @JOEbob

because I didn't post last page, I missed the dop. I'm sad, so I'm going to spread my sadness.
Hey Wall! You're alive! I'm alive! You're not dead! I'm not dead! You're not human! I'm not human! We're practically the same! We are the same! I am you and you are me! My emotions are yours! Your Thoughts are mine! We share our pain! I missed the meaning of life! You did not get the meaning of life! There is no meaning of life for me! There is no life for you! You are depressed! I am dead! AAAAAAAAAAHHHHHHHHHHHHHH[at about here, the screeching becomes incomprehensible]!!!!!!!!!!!!!!!!

Shortly after that minor breakdown, I brush myself off and walk away from the poor dead Wall, still alive.
Guess I was wrong about that first part then, eh?
If the wall wasn't dead before, it certainly was after a failed one-liner like that.
The wall dies a bit on the inside, and takes 20000 damage as its organs liquify.
...
Since when do walls have organs?

15/20 The Wall
3/7 Staff of Curing

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

Hey there. Sorry I haven't been playing. School as of recent as been shoving homework down my throat, but since it's the weekend I remembered this existed.

Redstone attacks the Bodyguard. If that's dead, he attacks the Heavy.
You deal 6000 damage to the Heavy.

It's okay man, just glad you're still around.

General Action: Continuing Doom
(NOTE: This attack is set to BODYGUARD PIERCE)

Staring at JOEbob's new bodyguard, General Mack simply shakes his head and calls out "Load solid slug, and FIRE!"

The new bodyguard successfully intercepts the incoming hypervelocity railgun shells, only for the inert chunks of Iridium/Tungsten alloy to whip straight through them without significantly slowing down. 20 milliseconds later, each of the massive 250mm railgun slugs impacts JOEbob, impaling them to the ground. This keeps them conveniently stuck in place when the missiles arc directly over them and begin descending, prompting Mr. Fiveteen to jump on top of his summoner.

This achieves nothing; the HEAT warhead in each missile is designed to punch through heavy tank armor, and Mr. Fiveteen presents negligible resistance as the missiles blast a jet of metal plasma right through him, frying JOEbob in the process as well. Even then, this wasn't over, as the sniper who'd eliminated the previous bodyguard headshotted JOE with a Tachyon Pulse teleported into his spinal column.

The railguns fired once more, penetrating right through Mr. Fiveteen and into JOEbob as the onslaught continued. Heavy munitions continued pounding the both of them, with their payloads being specifically chosen to rip straight through whatever protection Mr. Fiveteen was providing.

Charges
Special Forces (20/20)(FIRING!)

Base of Operations (5/20)
Professionals Study... (3/20){new!}

Special Forces: Technocratic Assault Forces

Base of Operations (5/20)
Towards the rear lines, another wormhole opened, as even more Technocratic military might surged onto the battlefield. Compared to the first two forces, the third group was far more heavily armed and skilled than either, though this meant that they were significantly smaller. Still, the high-grade skills hardwired into their brain coupled with the smaller size of the unit enabled them to easily sneak around and attack from unexpected angles, bypassing whatever puny protection a Bodyguard could hope to provide.

Technocratic Assault 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 10,000 HP, capped at twice initial strength.
-This Entity has attack power equal to its current HP.
-This Entity bypasses Bodyguarding


Entity Orders
Technocratic Assault Forces: Attack JOEbob!
1 damage to Mr Fiveteen, and 4 damage to JOE.

As your technocratic assault forces you notice the abstract concept of the Curse of Repetition looks rather teetery. Looks like you might need to stop summoning basically the same thing so many times.

[PG]

I send Lucio through a field filled with oil. . . they slip a lot, not even their skates help.

12/20
12/20
+1 JOE +1 Talist
He'll slip and slide on this oil field AHAHAHA
12000 damage to Lucio.

[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.
Looking at your later post made me realize I missed Bouvreuil's action during the sidequest dop.
So as for the architecture:
The architecture is very bizzarre, it seems to borrow from a number of different time periods... of different worlds even. Even stranger, it's almost as if the building's frame is one solid piece of stone, instead of being carved.

I hack one of the mechas, making it attack a random enemy that's on its side.

cool artifact thing: 4/10
Mecha hacked.

The Daemonette sighs as she looks at the still exceedingly intact wall. The wall is indeed extraordinarily intact. Not quite the most intact something has ever been, but close enough.

She moves around the battlefield, searching for salvage. She finds some recent equipment, namely the Pyro's flamethrower. Its occupant burned to death, but miraculously it hadn't cooked off yet. Assuming that it would be boosted by the Godmodder, she hauled it over to the (very slowly) growing hole in the wall she was making and stabbed open the fuel container, before backing away very far and noticing that next to the Power Sword she had grabbed earlier lay a Plasma Pistol. An excellent find!

She picked up the weapon, holding it as steadily as she could. Her first shot missed, causing her to curse as the wall took almost no damage. She was a skilled fighter, true, but not exactly a trained marksman. Plus aiming with one hand was fairly difficult. She took aim and fired again, and this time was close enough to target. The fuel container erupted, exploding with far more than just heat and light. Just as had been hoped, the highly damaging fuel the Pyro used was very volatile, seeing as it was used in a flamethrower this wasn't a big surprise, and when exposed to heat on the level of plasma detonated in a titanic explosion.

The wall was still mostly intact, of course, but she was getting there. Just very slowly.

Charges:
War Wars Episode 3: Revenge of the Krork: 7/20.
Wrath of the Gods: 8/20.

+1 @I just write
+1 @The Blue Knight
20000 damage to the Wall.

Well, now that I've seen the sword, I attempt to pull it from its place on the wall.
Then, the Terrible Idea moves against the Mechas, causing some of them to try mecha arm-wrestling.

15/15 From the Ground Up

As the battle goes on, something approaches the battlefield, the clank-clank-clank of its footsteps shaking the ground beneath it. Soon, a large mech, with armor apparently reinforced by adamantite, emerges, and begins attacking its PG counterparts.

HP: 70000/70000 ATK: 15000
Self-Repair Module [Passive]: Regen 2000 HP per turn, except when a charged ability requires the energy needed to power the module.
Missile Massacre [Active]: Deal 7500 damage to 3 targets. Requires 3 turns to charge.
Heavy Charge Beam [Active]: One-target heavy attack. Requires 5 turns to charge.
(And yes, I think I understand how entity charge abilities work now.)

+1 @I just write and @Crusher48

3/20 The Same Mistakes
1/15 Unnamed
The sword is just as stuck as ever. You're going to have to do something clever to get it out.

I'm assuming the you're using the adamantite you found in the construction of this mech. If such is the case, you should be able to buff either its attack power or its regen. If not, I'm going to nerf the health a bit.
Either way, Adamantite Mech summoned!

6/?? Something Missing: illogic

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

+2 @JOEbob


Hey Tanks! Are you TOGs? Are you TOG IIs? Is there an asterisk at the end of your name? Are you blue? No? THEN I'M BETTER THEN YOU!
The tanks proceed to be crushed by a large, blue British tank... with a psi-amp on it. /Shrug. Anywho, the tank then explodes and all the tanks die.

the end
The TOG II finds no tanks upon which to unleash its explosive power, and decides to just sit around on the battlefield and shoot things.
TOG II summoned!

6/20 Deal with the Enchantress
Something something, I forget what this was: 4/20
+2 @DCCCV

Emerald forces the TicTacToverlord to commit sudoku, another time based game played on a 9 x 9 board
#RestInPepperonis

I suddenly pick up an anomaly in my clone. It appears that he isn't actually my clone, but is actually a {REDACTED} that could be extremely dangerous if not killed before it activates. However, with him having a copy of my Juggernaut Armor, that will be very difficult.

Wait a minute, no. He just has my electrostaff. Still, he could stun me at any time.

I suddenly get an idea, and use a Knockback Shot to launch the {REDACTED} into the Godmodder. The Godmodder is confused by this, before proceeding to obliterate my clone. Also, the clone drops the electrostaff, which I pick up.

Scan: The Terror Preschoolers, because we need to find a counter to them fast.

11/20 Chronal Accelerator (whoops I derped my charge again)
5/20 I don't know yet (ditto)
+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.
  • 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 reclaim your electrostaff. Not that you needed to.

Terror Anklebiters: Preschoolers. Only even more terrifying, and several stories tall to boot. Why Titus thought this was a good idea is anyone's guess, but here it is. Like all preschoolers, they pay almost no attention to their surroundings, and as such shrug off all damage that people attempt to deal to them.
Ooh shiny!: Causes them to get distracted by something off the battlefield and wander off, leaving.

I join as AG!
ALCHEMIES
1. Horn AND chaos energies = ? 1/?
2. dagger AND red herring = ? 1/?
CHARGES
1/20. The Apparition
1/20. The Vital Vitriol.
I point a spotlight at the Massive Wall that is so bright, the wall melts. Somehow.
*sigh*I DID leave the forge up in the rules didn't I?
I'm going to have to take that down. New announcement everybody, the Forge is officially defunct, sorry plague.

We'll melt a wall and make the mexicans pay for it.
Or something like that.
11000 damage to the Massive Wall.

12/20 perrrrrrrceptual form
1/? something or the other
+1 talist +1 mirror
I walk over to the technocratic spearhead forces and bite them. all of them. one at a time.
I then drop a really big drawing on them, crushing them with all the paper and ink.
I-I
pebbletopia doppe!
Well, it's official, I can no longer keep an eye on pebbletopia. The rest of you will just have to clue me in if JOEbob suddenly goes rogue and rigs the game. saferouter now blocks photobucket for some stupid reason.

You drop 15000 damage on the technocratic Spearhead forces.

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

(+1 from EternalStruggle)
18/20 A handful of good bears
19/20 Energy Device

+1 @EternalStruggle
+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.

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.
(Piono you mentioned I could return to the battlefield once I feel satisfied with the books I gathered, that makes me wonder could I read a chapter of a book while doing other actions?)

The Knight flips to the next page of "The Nature of Split Personalities."

[Orders] (You didn't have Bouvreuil act in the last side quest update so presumably I'll have to wait to the EOTB for both these actions?)
Bouvreuil- Checks whatever book return system the library has for leftover books.
Yes, you can actually. Reading is an Extra action. You can only do it once per post, but other than that it doesn't stop you from acting.

Chapter Two ~ Ubiquity
ub-i-qui-ty - noun
a synonym for omnipresence, the property of being present everywhere.
In this chapter, we will begin discussion of split personalities proper. I am terribly sorry for the delay on this topic. Like an excellent host should, I had to get my introductions and facades out of the way first beforehand.
Ubiquity, as seen above, is the state of being everywhere at once. I have chose this for the name of this chapter because it fits the nature of splits very well, from what I and many others in this field have seen. The point being is that a split seems to be everywhere at once inside its body. It consumes the host in and out, and eventually, it will be the death of them. This is a process we will detail in further chapters, so for now, let us talk about the formation of these splits and some of their properties.
As I'm sure you have gathered by now, no one can have one split. If something is split in two, it is split in two. This means there must always be at least two splits in a body. Or, more well said, two splits in a mind. That is where the personality of a being lies, after all.
In addition to the property of being nearly everywhere at once inside a host's mind, splits, in most cases, know much more than the minds they inhabit. This is a direct cause of their ubiquity; they do not only have to exist in a mind. As long as they have direct contact with their hosts, splits can leave and observe the outside world intangibly. Additionally, it seems some splits simply form with this knowledge.
Perhaps even they are not sure of how they have collected it.
Perhaps they do not want to know.
Oh, sorry. Just getting a glass of water. One must drink once in a while.
So, we have a split's ubiquity and knowledge. There is additionally, their great power. When a body is at least bipolar, their power seems to increase literally by two. This is theorized by many to be because instead of one's power being halved amongst the splits, it is multiplied. This would explain many recorded events of bipolars' acts of anger or benevolence far exceeding even the most magically adept.
Now that we have splits' properties out of the way, we can begin on the topic of their formation.
The creation of a split is a long and arduous one in most cases. It seems a split's creation is brought about by a traumatic event most of the time. Either it is direct physical trauma, in some cases directly to the mind, or emotional trauma. Either way, in both cases, the mind may, in exceptionally rare cases, retaliate by simply splitting in half, creating two distinct personalities that both control the body, and eventually war for it.
In other cases, one may attempt to create a split on purpose. Keep in mind this is very dangerous and almost never works. However, note I am not responsible for any ideas you get while reading this book, so do whatever makes you happy.
In any case, once a split is created, it can lie in the mind dormant for weeks, months, and even years. However, it seems, most dormant splits occur in a specific timeframe; around 4.13 months to 10.25 months. This period, is known as the Cessum Temporis, meaning "emergence period" in an Earth language.
However, the actual event in which a split first appears in a body is known as the Arrival. In this time, one will usually feel horrendous pain as their mind splits in two. Some may not even survive the process.
But those who do are never the same.



#AWorldHalfFull​

The Terror Anklebiters start off their first turn by dealing 0 damage to Zarya due to her shield when they stomp over to Donovan, who they wind up messing around with like a toy for several minutes before losing interest and wandering away. 20000 damage to Donovan and he is rendered Sticky! They then tromp over to the Beacon of Protection and deal 20000 damage to it as well. Pepsi Man electric slides his way up 4 entities, dealing 8000 to... well, not the Terrible Idea as there's too many peeps in the way. The Technocratic Assault Forces take 8000 damage. The Massive Wall sits there. Because it's a wall. Even if it does have organs. They're pipe organs by the way, I made it for a concert a few months ago. Oh, that makes a little more sense.

The Heavy opens fire on the same three that the Terror Anklebiters rampaged on, dealing 5000 damage to Donovanand the Beacon of Protection, and breaking Zarya's shield. The Soldier takes a shot at the beacon of protection. The rocket slams into its base, and the beacon topple over with a mighty crash. Beacon of Protection destroyed! The Mechas surge forward and attack the Technocratic Spearhead forces, dealing 10000 damage to them, except for the one hacked mech that stomps over to the heavy and socks him in the face for 2000 damage.

The TOG II has not been ordered, but decides that it'll attack the next best thing to the tanks that were already dead, the mechas, and blows two of them to pieces with its mighty cannon.

The Daemonette rushes over to Zarya, who is doing better than she was last round, but still not great. 22000 healing later and she's doing significantly better. Zarya blasts the Heavy with her mighty particle cannon, dealing 20000 damage thanks to charge boost. Donovan uses Rapid Basic Attack on the Terror Anklebiters, dealing 0 damage, but making him immune to them next round... and sticking him to them. Donovan is now stuck to the Terror anklebiters, any damage or healing aimed at either of them will be split between the two.

The Golem Core collects 6 more pieces, and the Godmodder begins eyeing it warily. Especially when it slams its massive arm into one of the mecha, taking it down in one shot. Lucio heals up the Daemonette, Zarya, the Technocratic Spearhead forces and the Terrible idea for 2000 health apiece. Donovan is also targeted, but due to being stuck to the terror anklebiters, he only receives 1000 healing. Then he smashes the heavy in the face, dealing 10000 damage. The Technocratic Relief Forces restore 17000 health to Lucio.

The Terrible Idea convinces the Mechas to do some arm wrestling with one another, and they do. Which ends with one of the mecha's arms being ripped off and the mecha itself being rendered unuseable. The Technocratic Assault Forces deal 6 damage to JOEbob past his bodyguard. The Adamantite Mech walks up to the Heavy, and steps on him. However, because adamantite, (or at least this version of it) is so light, this doesn't work, so it just uses a sword extension and runs him through instead. Heavy killed.

The Godmodder takes one look at the AG forces and knows exactly which snowball needs to be melted before it gets any bigger. He leaps forward with his hammer, and slams it right into the golem core's core. Sending segments flying out in every direction... with no damage ot the core itself. The body has been completely divested of segments, but the core remains completely undamaged. Well GORILLA. I'm going to have to murder this thing.

Bouvreuil checks the "returned" section but finds nothing but a few scraps of paper. Looks like this area was cleaned out too.

Everything ticks up and down. The autocrafter craps itself.

Itinerary:
Take down the wall!
Survive the Terror Anklebiters!


Distance: 100%

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞
Swarm of Terror Anklebiters [PG][Elite]: Hp: N/A. Ooh Shiny!: 2/5. Stuck to Donovan
Massive Wall [PG]: Hp: 396,000/500,000.
Soldier [PG]: Hp: 40,000/90,000.
Mechas x2 [PG]: Hp: 13,000/15,000.
Mr. Fiveteen [PG - JOEbob]: Hp: 4/5. Self D-structy: 1/3.
JOEbob [PG - player]: Hp: 12/20. 2 regen. Hamsas of Hamsaness [A]. Overstayed My Welcome: 2/5.
TOG II [N - TOG]: Hp: 92,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 52,000/66,000. 25% dodge. Plot Armor.
Zarya [AG - crusher48]: Hp: 50,000/80,000. 45,000 Charge. Graviton Surge: 5/7. Burning: 3 rounds.
Donovan [AG - enerald_,mann]: Hp: 127,000/225,000. Rapid Basic Attack: 1/3. Caltrops: 5/5. Deal With The Enchantress: 5/10. Stuck to the Terror Anklebiters. immune to the Terror Anklebiters 1 round
Golem Core [AG - Crusher48]: Hp: 42,000/50,000. Head: 3 segments: Body: 0 segments. Leg x2: 6 segments. Arm: 4 segments 1 research point.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 84,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 24,000/50,000. Amp It Up: 3/3. Sound Barrier: 4/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 98,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 41,000/55,000
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 90. Pepsi Cans: 5
Technocratic Assault Forces [AG - I Just Write]: Hp: 34,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 54,000/60,000. 2000 regen. Missile Massacre 1/3. Heavy Charge Beam 1/5.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 5/20. 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. 6/6

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

[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
 
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Update 43.5
[AG]
20/20 HP
Lúin equiped
In the library side quest
Charge Bank: 10

(+2 from EternalStruggle, +2 from I just write)
20/20 A handful of good bears- Expending...
20/20 Energy Device (Title of this is obsolete)- Expending...
3/?? Flex charge (Probably going to be used to pressure the guardian)
0/20 Reinforcements

+2 @plague126 (Welcome to the game!)

Following turning the page and reading the next chapter in the book the Knight looks upwards. "Ah it would appear they're ready." Shutting the book the Knight extends his hand outwards rapidly opening several rifts throughout the library.

20 Charge Expended

Initially from the rifts several bipedal bears all holding various heavy weapons such as war hammers and great swords while wearing chain mail over their fur covered bodies. The bodies of the bears seem well adapted to their bipedal movement and their hands are more human like allowing them to properly hold their weapons.

20 Charge Expended

Following the bears was a group of unarmed humans in various light traveling clothes. Many of the humans were in the later years of their lives and they all carried baggage with them. Finally finally some more bears exited the portals carrying several large boxes. Most of the new arrivals immediately get to work unpacking their baggage except for a single spectacle wearing human and a particularly large bear who both approach the Knight.

The Knight addresses older human first. "Paddington, what a fortuitous reunion! Am correct to presume Her Royal Highness assigned you to lead the Library investigation team?" The spectacled man politely replies whilst bowing. "You are correct mi'lord however I hardly feel qualified to lead a team of multidimensional linguistics experts and archaeologists such as this." "You'll do fine old friend, with any luck we should be able to recover some information of interest from all these destroyed books." The Knight turns his attention to the towering bear-man, "You are a representative from the Ursine faction of the Tolboth Great Forest Coalition correct?" The bear snarls "Correct human, as per the Coalition's agreement with your people we're here to beat some sense into that damn Godmodder." "Very well then, what is your name brave warrior?" The bear snorts, "Morgul" "Very well Morgul, for now allow your men to relax, we will set off soon to meet the Godmodder." The Knight then looks toward the gathered warriors and researchers all of whom are wearing necklaces with crude blue gemstones attached. "Remember do not remove the necklaces you received before entering the portal here, those necklaces serve as an anchor to your home dimension, while they can not help you directly should you receive a life threatening wound they will activate sending you directly back to a preset location in your home dimension which with luck will save your life. Remember however that this dimension is still extremely dangerous and you could still easily lose your life before the anchor can activate, therefore proceed with caution."

(The necklaces are just flavor and can easily be subverted by other Descended if they desire.)
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

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

Health- 40,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
(WIP Description)
Horde type entity

Number- 20
Health per- 5,000
Attack power per- 1,500
Is in The Library side quest.
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- Controlled by The Blue Knight]
20 charge
(WIP Description)

(So I can't really do stats for these guys because I'm not sure how you'll want them to work Piono. Basically my desire for them is to create a new type of action where I can ask for specific info from the Library books this team restores and then you would provide me with a little tidbit of information on the topic if it would have been in the library. This ability would likely start only giving fragmented and inaccurate info relating to the topic at first but would become more accurate as turns go by as the researchers restores more books and become more familiar with the Library itself. Personally I think the power wouldn't have that much effect on the game and therefore I was hoping to spend 20 charge and maybe just permanently obtain this as a power rather than having an entity created for it that would likely have no effect on the battlefield. Let me know your decision on the topic and if you want to talk to me further on the topic let me know in OOC.)

(Note I'm probably gonna leave the Library soon with all my entities to rejoin the main game.)
[Orders]
Bouvreuil- Checks The Library one last time to see if any remaining pristine condition books are left.
Ursine Warriors- Patrol the library and prepare to set out. (Really do nothing because they're in the side quest.)

(8:32 AM forgot to finish Ursine Warriors stats, fixed. Am still working on the rest of the post's description. 11:29 finished post.)

Alright, so here's the deal. Most of the library's been cleaned out already. The reason there's only tattered books left is because the Godmodder's goons have already cleared out everything salvageable, for the reason that I don't want tons of minutiae needing to be written up on some of the topics that would be revealed, so I'd rather not have the archaeologist team be a thing, at least not right now.

Chapter Three ~ Development
de-vel-op-ment - noun
a specified state of growth or advancement.
Now that we have discussed the formation of splits, which, in review, is due to some sort of event that caused trauma, which then halves the mind, creating two distinct personalities that war for control but can lie dormant, we can discuss splits' lives, their activities, and overall the heart of this book, their titular Nature.
After The Arrival, the mind will, if the subject has survived, be successfully be halved into at least two distinct parts. These parts usually borrow aspects of the subject's personality. This is a very interesting subject in and of itself that could fill whole volumes if the author wished, but, since brevity is the soul of wit, and I do enjoy humor, I'll keep this brief.
Usually, the two splits borrow from a person's good qualities and evil qualities. For instance, if a subject thought about rising to political power and undermining a whole country, that could manifest itself as the whole of one split. Additionally, if he counter-productively thought about giving to the needy or other selfless acts, that could manifest itself in the other split.
To give another example, two splits could form on polar ideas. One could form loving truth, the other deceit. One could love the art of music, the other the art of war. The point I am trying to get across here is that, in a bipolar subject, the two splits are drastic opposites. They each have different moralities, different likes, different hatreds, and this will be very important down the road in further chapters.
However, as does any young mind, a split needs time to grow. It needs time to form and time to analyze the world around it, including its other half. This period of time is referred to as the Build, because the two splits spend this timeframe effectively building themselves up. They will, eventually, throughout their Build, gain awareness of each other, and this will lead to the foundation of a split's life.
They will spend their entire existence arguing with each other, eventually leading to a climactic moment where they... Well, I'm getting ahead of myself now. In the rare cases in which two splits agree, they can enter Totality, which is, as described in Chapter One, a powerful event that brings with it a devastating blessing, or curse.
Regardless, the Build is what takes up the majority of a split's existence. The two, formed on exaggerated ideals that are opposites, are in a perfect position to end up hating each other, and it is this that makes splits so fascinating.
This duality, this bifurcation, is oddly repeated throughout the universe and is a trait shown in other species, the most notable being a strange race known as the Cherubs. It is a truly mind-boggling subject, and one no one understands very clearly, if at all.
Despite their differences, during this time period, the two splits mostly form uneasy truces. But, one day, it could all just, well, shatter.


Bouvreuil finds no further readable books.

The Library (sidequest):
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 5/5
 
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update 44 The Plaza pt 4
13/20 perrrrrrrceptual form
2/? something or the other
+1 talist +1 mirror
I heal myself with the power of 31 bandaids, 4 growth crystals, one fire gem, 5 rainbow knifes, 9 dragons, and two week-past-the-expiration-date bottles of poisonous mayonnaise.
"True, having the... other... descendants find a way to kill them would be bad and not nice." "but consider this (I thought about this for a while before asking) : players can cure status effects and/or remove buffs with their actions." "So they could still be removed from the field, just in a somewhat unconventional way.eh, nevermind"
you see, its past its expiration date, so instead of dealing damage the poisoned mayonnaise heals. explaining the joke definitely didn't make it worse, yep, right.
fiveteen bodyguards me, unless someones going to attack the TOG II, in which case I do TOG a favor and have fiveteen bodyguard it.
Mr fiveteen bodyguards you, and you heal yourself up for 4 hit points.

The Daemonette stalks over to PEPSIMAN, and stabs him in the gut with her claw. Naturally this does no actual damage, but it does allow her to cut out the 5 cans of Pepsi he's holding before they can be used to do who knows what terrible things against the AGs. She then stalks away from the strongest of all PGs, mightier than even the Godmodder himself, and sits on a piece of rubble. She had clutched the cans to her chest and now let them clatter on the ground, sighing as she did so. Why was this wall so difficult to deal with? She continued to ruminate on the Massive Wall, the bulwark between them and the Pillar. Not perhaps the greatest and most meaningful thing to ruminate on, but she had willingly relapsed into thinking about anything other than what was truly relevant for the time being.

She quietly drank the Pepsi as she sat, and thanks to its inherent power due to being drawn from a highly potent Entity, it was able to heal her wounds. Mostly, however, she drank it because it tasted nice enough. And doing things because they felt good, performing actions to promote the concept of pleasure, was still her fundamental mission, technically speaking. Of course, as a being made of Warpstuff she didn't exactly have to worry about either her figure or her teeth from drinking unhealthily, so that didn't hurt.

Charges:
War Wars Episode 3: Revenge of the Krork: 8/20.
Wrath of the Gods: 10/20.

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

Entity Order:
Heal Technocratic Assault Forces, if dead Zarya, if dead the Terrible Idea.
The Daemonette steals some nice refreshing cans of pepsi, and heals up for 8000 health while removing all 5 cans.

2/20. The Apparition
2/20. The Vital Vitriol.
+1 @JOEbob
+1 @EternalStruggle
I crash a Lamborghini of KNOWLEDGE into the Massive Wall.
Unparalleled knowledge has been wasted in a single, tragic car crash. For shame... for shame...
13000 damage.

7/?? Something Missing: illogic

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

+2 @JOEbob


WHAT IS IT WITH RANDOM SUMMONINGS OF TOG II*S AND MY CONSEQUENT OWNERSHIP OF THEM?! IS IT SOME KIND OF CURSE? A BLESSING?
Looking at TOG II's damage output, I pretty much instantly decide it's a blessing. I wonder if it has the range-based stats of TOG II*...
Ah well, I order it to shoot some random PG entity.
Meanwhile, I heal him up so that he's nice and healthy.
And yes, he's a he.
And his name is Hannibal.
You heal up Hannibal the TOGII to full.

3/20. The Apparition
3/20. The Vital Vitriol.
+1 @TOG: Drizzle
+1 @Crusher48
I create a bunch of clones of myself and each clone proceeds to wail on the Massive Wall.
You create a bunch of clones that cry on the wall. Somehow this deals 10000 damage to the Massive Wall.

You get a +10 charge token for making your third post!

I note that the Terror Anklebiters have 5-year-old mindsets, and I also note that there's a Pepsi machine on top of the massive wall. From my studies on 21st century Earth pop culture, young children like sugary beverages like Pepsi.

I decide to show some Pepsi adds to the Terror Anklebiters, then draw their attention to the Pepsi machine. Because the Anklebiters want sugary drinks, they proceed to try to get to the Pepsi machine on top of the wall. This involves a bunch of zany schemes that don't actually accomplish much, but do keep them busy and not ripping us to pieces for a while.

Also, because the anklebiters started crying after they couldn't climb the wall with a fat beefy knight stuck to them, I pour Universal Solvent on donovan to unstick him from the Terror Anklebiters so that they can go back to trying to get to the Pepsi machine.


Entity Orders:
Zarya puts a bubble on Lucio, because there's a hostile descendent attacking him every single round. Note that due to the large size of the bubbles, the target's dodge does not apply against the bubble (but Lucio gets his dodge back once the bubble is broken).
Lucio amps up healing to get more of the team back in action faster.
The Golem Core, in anticipation of an incoming attack, builds up 2x6 legs, 1 head, and then pulls the rest into its body in hopes of resisting the next attack from the Godmodder.

Lucio and Zarya then team up to fight the PGs, with the wall as a low-priority target (if there is no other vulnerable PG to target, they will siege the wall).

13/20 Chronal Accelerator (+1 plague)
6/20 I don't know yet
+2 @plague126
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You fail to unstick Donovan, there is no known force capable of permanently undoing a small child's stickiness.
You do however redirect part of the Anklebiter's attack towards Pepsi Man this round, they'll slow him down for certain.
Zarya shields Lucio

"Not a multiverse, mind you."
-Vacuous Archive, Foreword

I use the Stoneskin Hide on the Terror Anklebiters.

20/20 Research (2 from Emerald)
11/15 Development (1 from the Blue Knight)
+2 to @Enerald_Mann

Stoneskin inflicted upon the Terror Anklebiters, their damage is now halved for 3 rounds. Stoneskin is also applied to Donovan for 3 rounds.

[PG]

I throw a magnetic explosive at the Golem, scattering it's parts.

14/20 +1 from JOE
14/20 +1 from JOE
+1 JOE +1 Talist
You throw out a magnetic explosive, blasting out 2 segments from the arm. Might want to pick and choose your attacks on the Golem in the future.

General Action: Up Close and Personal

As JOEbob once again eats a railgun shell to the face, this once again whipping straight through Mr Fiveteen without losing significant damage potential, he finds himself getting knocked back into the ground behind a small ridge. As the descended begins to recover, they begin to feel a rumbling of the ground. Cresting the ridge, one of the numerous Infantry Cyborgs attached to the Spearhead Forces crests the ridge, and begins to open fire. This is not all though, as the rumbling intensifies, and suddenly an utterly massive armored vehicle crests the ridge, casting JOEbob into shadow.


The descended can only look on in horror as the tank arcs over him and begins to descend. JOE tries quickly to roll out of the way, only to end up directly under the vehicle's treads, a sickening crunch emanating from the impact point. Inside the command track directly on top of the target of his ire, General Mack is laughing maniacally as they work the manual controls, running that tread back and forth to grind JOEbob even further into the dirt.

Soon, General Mack retreats to normal engagement range, and as JOEbob once again wrenches themselves to their feet, they eat a laser to the butt courtesy of the rest of the Spearhead Forces.

Charges
Base of Operations (6/20)
Professionals Study... (7/20)
+1 @EternalStruggle
+1 @The Blue Knight

Entity Orders
Technocratic Relief Forces: Act immediately before the Assault Forces, and HEAL THEM!
Technocratic Assault Forces: Attack JOEbob!
6 damage dealt to JOEbob in the brutal onslaught.

Swift as a striking snake, the Daemon had gotten up from her rest and dashed in to attack the Soldier. Not in and of himself a formidable obstacle, he was nevertheless doing some significant damage, and would continue to do so if not suitably dealt with.

A quick attack, the careful placement of a knife she now always held in reserve through one way or another, the careful placement of it in several more stabs, a retreating blur and a damaged opponent that didn't know how to react, or indeed quite who to react to. Simple, but undeniably a fairly effective maneuver. At least if the bleeding is any indication.


Charges:
War Wars Episode 3: Revenge of the Krork: 9/20.
Wrath of the Gods: 13/20.

+1 @I just write
+1 @The Blue Knight
You shank the Soldier, who takes 16000 knife damage.

General Action: Git that critter!

Once more JOEbob found himself the victim of the Technocracy's military. Mr. Fiveteen, having blocked his allotted attack this turn, did nothing as the heavy munitions crashed into JOEbob, turning the region of ground where he had been standing into a large crater. This time, the Descended stays more or less in place, being bombarded deeper into the hole, rather than blown into the air.

JOE climbs up to the rim of the crater to see what's happening, only to get kicked in the face by an Infantry Cyborg, sending him tumbling back down to the inside of the crater as dozens of tanks pull up around the edge of the hole. Pointing their guns down into the explosion-formed dip in the ground, the vehicles opened fire, pummeling their surrounded victim with their immense amounts of firepower, even as one enterprising cyborg hefted a flamethrower they'd "found" immediately after the Pyro's demise and used it to contribute to the carnage.

This pummeling continued for some time, until eventually one of the railgun shells hit a natural gas pocket directly below its intended victime, releasing immense natural pressure that had built up underground, even as the explosives in the shell ignited the gas into a roaring flame. This blasted JOEbob into the air, where he was promptly set upon by lasers and anti-air missiles, even as they crashed back to earth in just the right place to land on top of the Giant Wall.

This is when the sniper with the Discontinuitous Tachyon Pulse Rifle acted, shooting JOEbob with a beam of tachyons that arrived behind him and blasted him off the wall, which obviously lead to them falling, landing on their head.

Charges
Base Of Operations (8/20)
Professionals study... (8/20)
+1 @EternalStruggle
+1 @The Blue Knight
Your entire attack is derailed by a single, exceedingly inconvenient fact:
Mr Fiveteen hasn't blocked anything yet this round, your previous attack bypassed him.
1 damage to mr fiveteen

14/20 perrrrrrrceptual form
9/9 something or the other +1 plague + 2 TOG +1 mirror +1 mirror +1 talist USING!
summons a off-brand somewhat-Juggernaut-armor-style artifact, with the shields on the fritz. the artifact regens one HP per turn and has 10 normal hp.
new: 3/? +2 TOG
+1 talist +1 mirror
I explain to the technocracy army that they should not, and cannot, have actually harmed me with their actions. you see, the technocracy has its politics, as IJW has previously stated. those likely involve some religious section, since those are an important part of real-world politics.
they are attacking me because I am holding a hamsa.
hamsa's are religious, signs of protection that are acknowledged by Jews, Christians and Muslims. they are shaped like a hand, usually open, with an eye in the middle, and their name stands for five.
attacking one holding a symbol of protection, obviously, should not work.
but that is not all hamsas stand for.
they also represent blessings, power, and strength, respectively.
thus, my rendering of hamsas in my hamsa of hamsaness is faithful to their actual standing; it blesses me with regemeration, and provides a boost to power and strength if I remain faithful long enough.
furthermore, since I am holding this hamsa and, indeed, receiving clear benefits from it (In the form of regeneration), I must be chosen by god, or he, at very least ,does not think badly of me.

for these reasons, and probably several more, the technocracy's religious sector would object to this assault, and it (the assault) must be imagined.
should the assault be real, the religious sect of the technocracy probably will provide me with aid, healing me and providing general positive effects.
if the religious sect is unaware of the transgressions of the current technocratic general, then I am simply healed by a combination of descendancy and god's clear liking of me

The above is a heal to myself, unless it is possible to block the entirety of IJW's attack with it in which case it is a counter, largely because that fits better thematically for the action.
I'm nulling the regen because I don't like regen on artifacts. But other than that, ripoff juggernaut armor summoned!

Well, can't argue with that logic. You are sent aid in the form of 4 health points worth of medical supplies.

[PG]

I take a screwdriver, a blowtorch, a sander, a drill, a forge, a welder, and a hammer to start disassembling the Adamantite Mech, removing the screws and welding that hold it together, bending it's armor plates, sanding them to give them sharp and jagged edges, putting holes into them, and melting them down, making miniature replicas that I then throw at them.

16/20 +1 from JOE
16/20 +1 from JOE
+1 JOE +1 Talist
Well, ain't that rude. 17000 damage to the adamantite mech.

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

(+2 from EternalStruggle, +2 from I just write)
20/20 A handful of good bears- Expending...
20/20 Energy Device (Title of this is obsolete)- Expending...
3/?? Flex charge (Probably going to be used to pressure the guardian)
0/20 Reinforcements

+2 @plague126 (Welcome to the game!)

Following turning the page and reading the next chapter in the book the Knight looks upwards. "Ah it would appear they're ready." Shutting the book the Knight extends his hand outwards rapidly opening several rifts throughout the library.

20 Charge Expended

Initially from the rifts several bipedal bears all holding various heavy weapons such as war hammers and great swords while wearing chain mail over their fur covered bodies. The bodies of the bears seem well adapted to their bipedal movement and their hands are more human like allowing them to properly hold their weapons.

20 Charge Expended

Following the bears was a group of unarmed humans in various light traveling clothes. Many of the humans were in the later years of their lives and they all carried baggage with them. Finally finally some more bears exited the portals carrying several large boxes. Most of the new arrivals immediately get to work unpacking their baggage except for a single spectacle wearing human and a particularly large bear who both approach the Knight.

The Knight addresses older human first. "Paddington, what a fortuitous reunion! Am correct to presume Her Royal Highness assigned you to lead the Library investigation team?" The spectacled man politely replies whilst bowing. "You are correct mi'lord however I hardly feel qualified to lead a team of multidimensional linguistics experts and archaeologists such as this." "You'll do fine old friend, with any luck we should be able to recover some information of interest from all these destroyed books." The Knight turns his attention to the towering bear-man, "You are a representative from the Ursine faction of the Tolboth Great Forest Coalition correct?" The bear snarls "Correct human, as per the Coalition's agreement with your people we're here to beat some sense into that damn Godmodder." "Very well then, what is your name brave warrior?" The bear snorts, "Morgul" "Very well Morgul, for now allow your men to relax, we will set off soon to meet the Godmodder." The Knight then looks toward the gathered warriors and researchers all of whom are wearing necklaces with crude blue gemstones attached. "Remember do not remove the necklaces you received before entering the portal here, those necklaces serve as an anchor to your home dimension, while they can not help you directly should you receive a life threatening wound they will activate sending you directly back to a preset location in your home dimension which with luck will save your life. Remember however that this dimension is still extremely dangerous and you could still easily lose your life before the anchor can activate, therefore proceed with caution."

(The necklaces are just flavor and can easily be subverted by other Descended if they desire.)
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

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

Health- 40,000/40,000
Attack power- 0
Is in The Library side quest.
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
(WIP Description)
Horde type entity

Number- 20
Health per- 5,000
Attack power per- 1,500
Is in The Library side quest.
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- Controlled by The Blue Knight]
20 charge
(WIP Description)

(So I can't really do stats for these guys because I'm not sure how you'll want them to work Piono. Basically my desire for them is to create a new type of action where I can ask for specific info from the Library books this team restores and then you would provide me with a little tidbit of information on the topic if it would have been in the library. This ability would likely start only giving fragmented and inaccurate info relating to the topic at first but would become more accurate as turns go by as the researchers restores more books and become more familiar with the Library itself. Personally I think the power wouldn't have that much effect on the game and therefore I was hoping to spend 20 charge and maybe just permanently obtain this as a power rather than having an entity created for it that would likely have no effect on the battlefield. Let me know your decision on the topic and if you want to talk to me further on the topic let me know in OOC.)

(Note I'm probably gonna leave the Library soon with all my entities to rejoin the main game.)
[Orders]
Bouvreuil- Checks The Library one last time to see if any remaining pristine condition books are left.
Ursine Warriors- Patrol the library and prepare to set out. (Really do nothing because they're in the side quest.)

(8:32 AM forgot to finish Ursine Warriors stats, fixed. Am still working on the rest of the post's description. 11:29 finished post.)
Ursine Warriors summoned.

Got +7 total

Charge: 7/20
Charge: 6/20

I think it's hilarious that the great Tic Tac Toeverlord just instantly died. I have improved my AI, so I suppose I could summon it again. Also, the divine heavens open up, radiating the name of the divine messiah, the one who will bring healing to the land, Pepsiman. This gift of divine power comes in the form of Pepsi Cans, of course.

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:
Slowly edging forward with the defense drone behind her, Thina peeks around the wall to look into the generator room.



Entity Orders - Pepsiman slide tackles Lucio. Or The Terrible Idea if he's dead.
8 cans of pepsi granted to pepsiman.

ARGH I missed your sidequest actions when I did the sidequest dop. Well, here they are now:

The Generator Room appears to be empty, aside from the large generators that are whirring along happily. Well, there's a few corpses here and there and some discarded weapons, but nothing significant.

Vibrating my being at the same frequency as the material used to build the wall, I attempt to phase through it, or at least destabilize it.

20/20 Research
12/15 Development

+2 @The Blue Knight
You destablize the outermost layer of rocks, causing it to explode outwards violently. And then you get stuck in the wall.
HALP.
15000 damage.

I add the obligatory asterisk to the end of Hannibal's name, making him a proper TOG II*, completing him (and, more specifically, his health bar.)

8/?? Something Missing: illogic

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

+2 @JOEbob
TOGII* renamed.

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

(+2 from DCCCV)
6/?? Flex charge (Probably going to be used to pressure the guardian)
1/20 Reinforcements

+1 @DCCCV
+1 @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
(WIP Description)
Horde type entity

Number- 20
Health per- 5,000
Attack power per- 1,500
Is in The Library side quest.
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- Controlled by The Blue Knight]
20 charge
(WIP Description)

(So I can't really do stats for these guys because I'm not sure how you'll want them to work Piono. Basically my desire for them is to create a new type of action where I can ask for specific info from the Library books this team restores and then you would provide me with a little tidbit of information on the topic if it would have been in the library. This ability would likely start only giving fragmented and inaccurate info relating to the topic at first but would become more accurate as turns go by as the researchers restores more books and become more familiar with the Library itself. Personally I think the power wouldn't have that much effect on the game and therefore I was hoping to spend 20 charge and maybe just permanently obtain this as a power rather than having an entity created for it that would likely have no effect on the battlefield. Let me know your decision on the topic and if you want to talk to me further on the topic let me know in OOC.)

After reading yet another chapter of "The Nature of Split Personalities" The Knight and William pack up in advance of the Entities and head back to the main battlefield.

(I forgot I already ordered my entities they'll have to leave for the battlefield next turn.)

Chapter Four ~ Taking Over
take-ov-er - noun
an act of assuming control of something.
In the world of split personalities, a "takeover" can mean one of two things. It can refer to how being bipolar can consume the host body completely, leaving them no time to think about anything else. It an also refer to how, eventually, one split will take over the other, completely controlling the host.
This chapter, as you have no doubt guessed by now, will discuss both of these matters.
Let us start with the first subject, as it is less... central in the overall life of having bipolarity. As I have stated two paragraphs above, having a split personality tends to... consume the host body. Of course, this is completely natural. The idea of having your mind literally split in half would bring stress to any person. However, this "takeover" goes deeper than that.
As you may recall, the Build takes up most of a split's life, and it is in this time period where it grows and interacts with the other splits in its mind. As you may also recall, all splits are made to be polar opposites, and they are made to hate each other. As such, they constantly bicker and fight. So much arguments and so much hate leads to most of the split's time thinking about one another, and it is in this way that any shreds of the host's original personality will be subjugated by the splits.
The personalities will effectively take over all of the mind, in one way uniting it after its being halved. It locks the splits in an uneasy relationship. Their whole being, their cores, are opposites; they hate each other, and this builds up to the latter subject, about the one split's controlling of the other.
This subject I will cover in extensive detail in the fifth chapter in particular. However, I will discuss it in this chapter as well to pique anyone's curiosity who may not want to read that far.
Since each split is an opposite and feels hate for each other, it is only natural that, after a time, they will eventually be fed up with the others' existence. However, their motives for doing so will be different depending on the split. As paralleled in cherubim biology, one split is, by nature, stronger than the other split. This split will tend to assert dominance on the other, and so the other will live in fear of him. This stronger split tends to be the more malevolent split. However, in very rare occasions, it can be the benevolent split instead.
His reason for being fed up will be that he is tired of the weakness of the other, smaller split, and also due to his, in his mind, "warped ideals."
The weaker split's reason for being fed up will be that he is scared of the stronger split and is unsure of what he will do with his power. It also due to his, in his mind, "warped ideals."
Eventually, they will bicker more and more, arguing at, to some extent, frightening paces. They will grow more and more angry at each other, until, eventually, their arguments and fear will grow into a stunning climax known as the Shatter. During this event, the mind encasing the splits will essentially Shatter, and the splits will be free to fight. Not that they won't want to, of course. For, you see, if one of them doesn't fight, the other will.
However, the topic on what happens depending on who wins will be left for Chapter Five.


You relocate to the battlefield with your two entities.

Alright, I apologize, but I'm dead tired and accidentally wasted an hour of my time on something else, on top of just feeling horrendously awful.
There will be no update today, although a sidequest update should still happen tomorrow.
/GMnull
#EnscribedInStone

16/20 The Wall
4/7 Staff of Curing

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

Redstone uses an ECM Jammer on the Pepsi Machine and somehow doesn't die. (He's EMP Proof)
The Pepsi Machine takes 12000 damage!

7/20 Deal with the Enchantress
5/20 An attack of some kind

Oook then, good job Donovan? Now use Caltrops for some retaliation damage.

Emerald stabs Mr Fiveteen. That's it. Not bothering to put more effort in
Mr fiveteen becomes the unfortunate victim of a stabbing spree. 1 damage.

I confuse the Godmodder by renaming my Golem Core to the Gnome Core, then creating a statue out of rock and calling it the Golem Core. I've heard rumors that the Godmodder is vulnerable to such "fourth-wall break" attacks, and has a fair chance of mistargeting and keeping the Gnome Core safe for a round. Note that the Gnome Core will still follow orders assigned to the Golem Core this round, because I installed a relay in the Golem Core that relays orders to the Gnome Core. Also, I make it more convincing by enlarging the Golem Core (unfortunately the method used doesn't exponentially increase the durability of the Golem Core once it is expanded), shaping it into the same shape as the Gnome Core, and having it switch positions with the Gnome Core at the same time as I fire mah lazor at the Godmodder's eyes to blind him, resulting in the Gnome Core seemingly being replaced by a suddenly less mobile version of itself.

Then, I retreat to base and try to sleep off this huge headache I just got.

14/20 Chronal Accelerator
7/20 I don't know yet
+2 @plague126
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Gnome Core renamed.
Wait, why is the Godmodder smirking?

/Special Entity Replacement Post

As the Blue Knight is on his way back to the battle field he suddenly stops in surprise...

Back in the library Paddington and his team of experts are hard at work cataloging the remaining books of the Library when suddenly all of the gems on their necklaces begin to glow. Some of the researchers make explanations of surprise before their anchoring devices are all activated creating a miniature reality rift around each of them and sending them back to their home universes.

The Knight relaxes a bit. "It seems our good old reality definer deemed this an issue worthy of interference..." After a couple moments of silence the Knight suddenly chuckles and looks up at the sky "I can't help but wonder what your true intentions are, you allow an immensely destructive war like this to continue mostly unedited and yet the moment a set of scholars arrive in your domain you deem it necessary to remove them immediately! Well at least it seems you decided to replace the charge I used to summon them as compensation."

The Knight stretches out his arm and a single small portal opens from which a horse with a saddle walks out before closing.

The horse walks up to the Knight and nuzzles his arm. "A fine stead as usual from Edward." The Knight stops for a moment before continuing "Your name is... Bess if memory serves." The horse nickers "Well then let's work well together." The Knight mounts the horse and continues back to the battle at a trot.

[AG]- controlled by the Blue Knight
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 90,000
Attack- 0 (see ability)

Special ability
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.

(I was trying to push the limit more with this summon, if it's unbalanced take away some more health.)
Bess summoned! Health nerfed to compensate for power of ability.


#LookingForSomething​

The first thing that happens is the Terror Anklebiters attempting to raid pepsiman and the pepsi machine for pepsi cans. 5 pepsi cans lost, as well as an action by the Terror Anklebiters as they sit down to fight over who gets how many cans of pepsi, and inevitably spill most of it on the ground. The Massive Wall just stands there, pieces of pipe organ sticking out of the broken pieces of wall. The Soldier fires a rocket at Zarya, dealing 20000 damage, and the two surviving mechas gang up on Bouvereuil for 4000 damage. Pepsiman electric slides his way up four more slots, dealing 8000 damage to Zarya's shield.

The TOGII* acts next, and with its almighty tankiness, blows the soldier to pieces with a single shot of its powerful cannon.

The daemonette heals up the technocratic assault forces, adding 22K health onto their number. Bouvreuil flies around the battlefield, giving surveilance. Zarya and Lucio attack together, barreling into Mr Fiveteen with a team attack that reduces him to Mr Zeroteen. And also dead. Donovan activates Caltrops, giving himself Scattered. The Gnome Core swings at the mechas with its arm and smashes one of them, then rearranges itself. The Godmodder continues smirking. This is a bad. The Technocratic Relief Forces heal up the assault forces for 20000 health, bringing them to near cap.

The Terrible Idea gives the Wall a bad idea, and it falls over trying to play hopskotch, taking 10000 damage. Then JOE... winds up on the receiving end of the technocratic assault forces and the fruits of my fallibility as a human GM. Ripoff Juggernaut Armor destroyed in one fell swoop. The Adamantite Mech opens fire on the Massive Wall, dealing out 15000 damage to it, and the Ursine Warriors join in on the assault, dealing out 30000 damage. Lucio uses Amp It Up, healing Zarya, Bouvereuil, Donovan, the Gnome Core and the Terrible Idea for 5000 health each.

The Godmodder then walks over to the Golem Core and grabs it in a headlock. Watch this. He then links the Golem Core with the Gnome Core so that all damage received by one is taken by the other. Oh. That's why he was smirking. He then proceeds to punt the Golem Core straight into the depths of the Technocratic Assault Forces, where it explodes violentely, dealing 40000 damage to the technocratic assault forces, and destroying the golem core, which, through sympathetic energies put in place by just prior, deals 30000 damage to the Gnome Core. Direct.

Everything ticks up and down. The Autocrafter craps out again.

Itinerary:
Take down the wall!
Survive the Terror Anklebiters!


Distance: 100%

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞
Swarm of Terror Anklebiters [PG][Elite]: Hp: N/A. Ooh Shiny!: 3/5. Stuck to Donovan. Stoneskin 2 rounds
Massive Wall [PG]: Hp: 303,000/500,000.
JOEbob [PG - player]: Hp: 16/20. 2 regen. Hamsas of Hamsaness [A]. Overstayed My Welcome: 3/5.
TOG II* [N - TOG]: Hp: 100,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 60,000/66,000. 25% dodge. Plot Armor.
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000.
Zarya [AG - crusher48]: Hp: 30,000/80,000. 43,000 Charge. Graviton Surge: 6/7. Burning: 2 rounds.
Donovan [AG - enerald_,mann]: Hp: 132,000/225,000. Rapid Basic Attack: 2/3. Caltrops: 1/5. Deal With The Enchantress: 6/10. Stuck to the Terror Anklebiters. stoneskin 2 rounds. Scattered.
Gnome Core [AG - Crusher48]: Hp: 17,000/50,000. Head: 1 segment: Body: 10 segments. Leg x2: 6 segments. 1 research point.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 80. Pepsi Cans: 3
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 104,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 29,000/50,000. Amp It Up: 1/3. Sound Barrier: 5/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 118,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 46,000/55,000
Technocratic Assault Forces [AG - I Just Write]: Hp: 46,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 39,000/60,000. 2000 regen. Missile Massacre 2/3. Heavy Charge Beam 2/5.
Ursine Warriors x20 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bess [AG - The Blue Knight]: Hp: 40,000/40,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 4/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 9/10.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 5/5

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

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

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:
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48: 1 round cooldown
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126

[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 45: Scavenged Weaponry
General Action: MURDERIZE THEM!

In the wake of the mess with that Power Armor and the Bodyguard known as Mr. Fiveteen, General Mack called out to his forces "Piercing munitions this time!" firing railguns loaded with solid slug ammunition. The projectiles screamed downrange, the bulk of Mr. Fiveteen moving to intercept, only for his body to provide no resistance to the shots whatsoever.

The shots slammed into JOEbob, putting holes clean through him before exploding from sheer kinetic energy as they impacted the ground behind him. With Mr. Fiveteen now temporarily out of commission courtesy of another hole in his chest, the Technocratic Spearhead Forces maneuvered slightly, and unleased their full arsenal. Lasers, tachyon lances, and railgun shells pummeled the Descended, as he was blasted backwards.

As this barrage continued, General Mack asked "Have we got one of the spatial inversion projectors from the staging dimension yet?"

To this, his second in command replied "Yes, sir."

General Mack nodded, before saying, quite simply "Fire."

Towards the back lines, one of the latest tanks turned its turret towards the Descended in question, its main weapon humming, before suddenly the space surrounding JOEbob turned inside-out, the immense spacetime shear doing a great deal to rip the man to shreds as events continued.

Charges
Base of Operations (10/20)
Professionals Study... (10/20)
+1 @EternalStruggle
+1 @The Blue Knight

Entity Orders
Relief Forces: Repeat last turn's orders! Heal the Assault Forces immediately before they act! If the Assault Forces are dead, attack JOEbob! If both of them are somehow dead, heal whatever [AG] needs it most!
Assault Forces: Attack JOEbob! If he's dead, beat the shit out of the Wall!
5 damage to JOEbob, Mr. Fiveteen's corpse desecrated.

15/20 perrrrrrrceptual form
new: 1/? sighhhhh
9/9 HAMSAAAAAS! +1 mirror +2 TOG +2 TOG
+1 talist +1 mirror
the space in front of me shudders in an entirely unrelated event to IJW's spacial inversion projector. then, out comes my possible future self, empowered by the hamsa of hamsaness and also this smashpost.

they stand before me, hamsa's fanning out as their barely-recognizable head looks down, and cast a variety of spells. black bolts of shadow shoot out from one, blocking off attempts to interfere, as a blue shield manifests around me and my alternate and fireballs surround me. we are protected from most forms of intervention
READ: flavour text happens, smash posts are uncounterable anyway.
golden light shines from their brown core, bathing me in heals. I get healed to full. they turn, and the surrounding fireballs phase through my body, coalescing into one, before slamming into the technocratic assault forces.
if there's still power left, the healing energys that previously emanated from the hamsa core continue to linger after its departure, proving me with 3,000 hp of regeneration on this turn and the next. if there's even more power, some hamsa's stay behind, summoning them as bodyblocker minions which self-destruct in one round, or overhealing me if thats more efficient.
taking into account the additions bellow, use the charge and bellow images to summon a much-hard-to-bypass bodyblocker hamsa core, which self-destructs in 2 rounds, or, again, provide massive overheal if more efficient.
ok, i had a few hours to spare yesterday with nothing to do, so I made some hamsa's, one of which was based on the core of the hamsa-me. that hamsa took at least 3 times longer then the other ones, which is why the other ones where less detailed.
this is the core one.


I also looked around for a while and found a hamsa that looks like the legs of hamsa-me. the head was based on one I knew about before, which i've decided to also post here.
(head)
(leg)


if the technocratic assault forces are still alive, then I sell them a world of macaroni. they live out their life, and at the end, they tell their story to a kindly older man
"Some... body once sold me a world of macaroni, I ain't the smartest tool on the sle-ed, but he was looking kinda dumb with my finger, and my thumb, in the shape of an L, on his for-head. then, the beers started coming and they didn't stop coming cuz I got fed to the booze and I hit the ground gumming, didn't make sense not to shive that nun, my brain'd get bart but my head was gum. so much to poo so much to eat but theres nothing wrong with faking, to bac- GAH!"
that last bit is the old man eating them whole, because the older man is actually me and there's always a bigger old man.
if they are not alive, some very similar events play out, except to bess.
SMAAAASH!!!!!! You heal yourself up to full and deal out 25000 damage to the Technocratic Assault Forces.
Also, I had no idea that hamsas were a real thing. Cool.

There's always a bigger old man. Always. Just like with fish. 20000 damage to the Technocratic Assault Forces, reducing them to their last scraps of health.

The Daemonette stares blankly at the Massive Wall. Still about, hmm, 60% or so intact by her reckoning, at the very least in that approximate region.

"This wall is somewhat annoying." She mutters. "Nor do I understand the point of it now that we have such a significant advantage."

Still, her being vaguely annoyed with it wouldn't make it go away. What might make it go away, however, was the mysterious cosmic space force that had erased one of the mechs from reality wandering in the direction of the Wall before it went away, and erasing part of the oversized structure from existence with extreme prejudice, as such mysterious cosmic space forces are wont to do.


Charges:
War Wars Episode 3: Revenge of the Krork: 12/20.
Wrath of the Gods: 14/20.

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

Entity Order:
Daemonette heals Zarya, if dead Technocratic Assault Forces.
The cosmic space force rematerializes the missing mech, by flinging it at high velocity into the wall. Finaly mech properly destroyed. 20000 damage to the Massive Wall.

I create the Godmodder Distraction Drone. This invisible drone wanders around the battlefield aimlessly, and occasionally shouts out "HEY! GODMODDER!" really loudly, then does nothing. This is repeated enough to make the Godmodder very annoyed, but the drone doesn't actually harm the godmodder. However, it should piss him off.

Entity Orders:

Zarya puts a barrier on the Gnome Core to hopefully stave off the Godmodder's sustained attacks on it, and then launched sustained fire at the wall to try and break it down.
Lucio decides he wants to ride the wall instead of shooting it. He holds a concert for the terror anklebiters, complete with a dance party and crazy wallriding stunts to grab their attention. Zarya, the Gnome Core, Donovan, the Terrible Idea, and the Technocratic Assault Forces also attend the concert, getting a dodge bonus as a result.
The Gnome Core, despite taking heavy damage, is still active. It will mantain 5 body parts as a priority to ensure that the Core remains protected, and if it is able to do so without compromising that protection, it will gain 3 head parts and 4 arm parts to help aid in the demolition of the wall.

15/20 Chronal Accelerator
8/20 I don't know yet
+2 @plague126
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
This does piss the Godmodder off, and he smashes the drone before it gets very far.
Zarya shields the Gnome Core.

[PG]

I grab the Gnome Core and teleport it to Old Man Henderson's house. It never escapes, as the old man never loses his gnomes.

18/20 +1 from JOE
18/20 +1 from Talist
+1 JOE +1 Talist
Zarya's shield prevents the teleportation, and takes 16000 damage.

8/20 Deal with the Enchantress
6/20 An attack of some kind

Donovan does whatever he wants

Emerald steals one of Pepsimans Pepsi cans and replaces it with a coke, drinking the pepsi

+2 @plague126
YOU HORRIBLE MONSTER. Pepsiman topples over from coke poisoning, and loses 5 time. (upon reevaluation of pepsiman, his timer is now worth the same per point as his pepsican count, instead of double.)

9/?? Something Missing: illogic

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

+2 @JOEbob


I attempt to play the Wall's Organs.
Because playing just one organ wasn't challenging enough.
I also hope that this will actually do something useful for someone.
The wall, having damaged organs, falls apart even more when you play them. 14000 damage to the Massive Wall.

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

(+1 from I just write, +1 from EternalStruggle)
9/?? Flex charge (Probably going to be used to pressure the guardian)
2/20 Reinforcements

+2 @DCCCV (If you don't mind could you help me and I just write kill JOEbob before he can evolve?)

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

Durability- 5/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

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

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.

Just after JOEbob's summoned future self disappears he looks down at his body which is once more in mint condition he is surprised when the flaming tip of a silver lance emerges from where his stomach (or equivalent) is and he is lifted off the ground and propelled forward rapidly.

The Blue Knight, having just impaled JOEbob on Lúin during a charge, urges Bess onward. JOEbob is used as a battering ram by the Knight and is smashed through several buildings that surround the wall at high speed. Once JOEbob is thoroughly battered the Knight flourishes his lance propelling JOEbob off of it and into a nearby hill.

The Knight addresses the disoriented JOEbob "JOEbob it would appear I have finally been able to repay you for our first meeting, I hope you are prepared for what is to come for your deeds have earned you no mercy from me."

While JOEbob's chest wound rapidly recovers thanks to his privileges as a Descended, the Knight takes a moment to read the next chapter of "The Nature of Split Personalities" which had been in his offhand this entire time.

(I am using Lúin's ability to inflict it's mark on JOEbob if possible)

[Orders]
Bouvreuil- Scouts the wall looking for weak points in it's structure we might be able to exploit.
Ursine Warriors- Will decide action in my next post.
You use a durability of Luin to inflict Marked by Luin upon JOEbob! This will, after the 5 round timer is up, explode dealing 6 damage to JOE, unless he's cured himself of it. Just like it says in the stats.
Thanks to Bess you also deal a critted 6 damage to the poor Joebob.

General Action: CRUSH. KILL. DESTROY.

This time bypassing Mr. Fiveteen entirely, the Technocratic Spearhead Forces lay into JOEbob some more, this time with the first railgun shot blasting him backwards over a hill. They don't bother to follow him, instead simply increasing the angle of their shots and reducing the velocity. Quickly, shells begin arcing over the landscape, raining down on JOEbob's position. Explosions blanket the Descended, even as missiles and weapons equipped with discontinuity units add to the carnage.

As the bombardment of railgun shells, missiles, and teleported laser blasts keeps JOEbob pinned in place, a smaller group consisting of mostly infantry sneaks around behind JOE's rear. As soon as the Blue Knight throws JOEbob off their lance, the infantry group strikes, firing a nuclear-tipped missile directly into JOE's face.

The explosion is deafening, ringing out across the battlefield. Even with the warhead set to minimum yield, the weapon unleashes energy equivalent to 80 tons of TNT, producing a crater wide enough to encompass an entire neighborhood.

Charges
Base of Operations (12/20)
Professionals Study (11/20)
+1 @EternalStruggle
+1 @Enerald_Mann
You deal another 5 damage to JOE.
I'd ask what he ever did to deserve this but I think the answer is apparent to anyone who's been paying attention to his shenangians.

20/20. Deal with the Enchantress. (A whole lot of +s). Waiting for Enerald.
8/20. The Vital Vitriol. (+2s from Emerald and Crusher)
I force the Massive Wall to complete all the challenges in Shovel Knight's Challenge Mode. Somehow.
+2 @Enerald_Mann.
The Massive Wall gets angry and rage quites, breaking its keyboard in half, which sends an electrical shock up its nonexistent spine for 12000 damage.

17/20 The Wall
5/7 Staff of Curing

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

Redstone takes out a hammer and smashes the Massive Wall with it.
8000 damage to the Massive Wall.

I slip the wall with a bar of soap. Somehow.

thing: 5/10
The wall falls on its face, taking 10000 damage.

(10 + plague} 11/20 Something Missing: illogic

(10 } 10 /20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


I, uh...
Hannibal shoots some PG guys (aka, the wall)...
meanwhile I...
uhhhhhhhhhhhhhhhhhhh...


While I'm thinking of what to do, some random spaceship is suddenly constructed by the local wildlife. It's attempts to escape into space are thwarted by the big space defense thingy, though, and the ship crashes into the wall, letting alllllllllllllllllllll the Mexicans through, Including me.
Once I'm through, I look to see what's on the other side of the wall.
You find yourself on the far side of the wall, and see more city, and some sort of massive metal construction, but you aren't able to make out what it is before the border patrol rounds up you and the other mexicans and puts you back on the far side of the wall.
The Mexicans are extremely angry and tear down 18000 hit points of the wall before going back to their homes in mexico.

The Daemonette marches up to Donovan, still stuck to the Terrors, and taps her chin for a moment. "Hold on, I think I can get you out of there."

She walks away for a moment, looking down at the ground, before identifying what she's after and pouncing. A spray bottle! She'd been in luck (she acknowledged that the Descendant power she was constantly manipulating likely had something to do with this) and had found exactly what she was after. An ancient not-weapon. Likely overlooked because of how not a weapon it was. The labeling was far too faded to read, but a quick shake indicated that it still functioned. Anyway, she'd seen a more preserved image of this type of bottle before, known as the 'StickyAway 2000-X-Overkill'. She sprayed out the fine mist over the thief, and the... substance that had stuck him to the Terrors rapidly dissolved, letting him roll free. He nodded his thanks in response, and the pair rapidly retreated away from the foul creatures.

Charges:
War Wars Episode 3: Revenge of the Krork: 13/20.
Wrath of the Gods: 16/20.

+2 @redstonetam15
Donovan no longer stuck to the Terror Anklebiters! (dang I wanted to use that as a callback later on.)

20/20 Research: USING!

Are you ready?
As I extricate myself from the wall, my eyes fall upon a particular section.
I can't hear you.
Upon further examination, I determine what the wall was.
Who lived in a pineapple under the sea...
More accurately, who the wall was.
Absorbent and yellow and porous was he.
I lick the wall, giving it some water.
If nautical nonsense was something you wished
A laugh echoes about.
Then you'd drop on the deck, and flop like a fish.
DHAaaAAAHYAHYAHYAHYAHAYAAaaaH!,!!,!,!
Wherever you are, he won't be afar
What was that?
For some odd reason, he can't drive a car!
NnnnnnnTeeeheeeheeeheeeeheeeeeee!
Oh dear. That actually worked.
He's all of the elder's worst realized fears
The wall changes colour, from a nondescript grey to a yellow.
A friend to the children, he won't fill you with tears
Two white spheres pop into existence.
A great ancient hero, without any peers
followed by three black lines above them.
A horrible product of the human race
A blue light comes forth from the white spheres.
Was there in the water, beneath the atoll
Likely Cherenkov radiation from whatever horrific event that granted this creature sentience eons ago.
Don't stop me now, 'cause I'm on a roll!
The wall begins to rise from the ground.
You'll never forget that innocent face!
It's supported by two large pillars.
As time went by, he grew and he grew
A hairy white tube with two red lines circling about it protects the bottoms of the two pillars.
The people were scared, but all of them knew
The tubes themselves are capped with a strange shiny black material,
In ancient times, he fought even the gods
one that you wouldn't find anywhere else.
He defended the people from the great iron rods!
Brown and white fabric garments conform to this creature's rectangular body.
When he finally fell, all came to weep
A red tie accentuates it's impeccable sense of style.
A group of great heroes, sealed, put him to sleep
Who is this person I speak of?
Rests in a land, far from his home.
I'll give you three guesses, the first two don't count.
The sea, with salt, and all of it's foam
Yeah. I just did this.
Away from the water, which is his bread
I have no idea what's going to happen next.
Give him some, and he'll come back from the dead.
Let's find out together.

New Charge 3/20 (+2 from The Blue Knight)
14/15 Development (+1 from The Blue Knight)

SAY IT WITH ME KIDS!
SMAAAAASH!!!!!!!
A massive yellow spongey figure climbs up out of the wall, taking all the pipe organs with him and lumbering away from the battlefield in search of water.
The Godmodder just stands there, dumbfounded.
Wat.
What just happened?


200K damage to the Massive Wall!

11/20 Deal with the Enchantress
7/20 An attack of some kind

Emerald places some explosives on the wall, then drops down Trump Tower on top of the explosives
Unfortunately C4 is a stable explosive and requires electrical current to be detonated.

The great beast looks about, driven by one instinct.
To find water.
Using it's headholes to listen, it can hear waves crashing against a distant shore.
Everyone is silent, even the Anklebiters, as they observe such a majestic creature clumsily prance away from the battlefield.

There is an awkward silence for about 5 minutes, before everyone remembers what they were doing again.

I think you deserve an explanation for what I just did.

So basically, I figured out that most, if not all of The Wall is made from the slumbering, very dried out form of Spongebob Squarepants. I gave it some water, enough to kickstart it's natural processes to revivify. It then rose out of the ground, and is now fully mobile. I attempted to describe him with purple prose, interspersed with an altered and extended cut of his theme song.

So yeah. That's what happened.


New Charge 4/20
15/20 Development

+2 @redstonetam15.
I...
I have no words to describe my utter confusion.


20/20 The Wall (Using!) (+2 from EternalStruggle)
6/7 Staff of Curing
3/20 Lazor Beems (+2 from DCCCV)

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

(The Wall)
DOZER TIME!

Bulldozer [AG] 75,000/75,000 HP. 20,000/20,000 HP (Visor). 30,000/30,000 HP (Faceplate).
Passives:
Bullet Sponge. Takes 0.5x damage from all sources until both shields are taken out.
Aim For the Head. Take 2x from an attack dealing over 25,000 damage once both shields are taken out.

The Bulldozer takes out his shotgun and shoots the Massive Wall.

Redstone takes out an axe and plants it into the ground. Suddenly, walls rip out of the ground around JOE, and axe spikes encircle JOE and crush him.
Bulldozer summoned, and then axe spikes hit JOEbob for 3 damage.

20/20. Deal with the Enchantress. (Waiting for Enerald).
9/20. The Vital Vitriol.
+2 @Enerald_Mann
I crash the Hype Train for Cuphead and the Hype Train for BATIM Chapter 3 into the Massive Wall.
The hype trains derails and hits the Massive Wall full broadside for 12000 damage.

I attempt to shake the wall to death by spamming knockback shots into it. The wall is too well reinforced to be knocked back, but the impacts should rock its foundation and soften it up.

16/20 Chronal Accelerator
9/20 I don't know yet
+2 @redstonetam15
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Massive Wall destroyed!

16/20 perrrrrrrceptual form
new: 3/? sighhhhh +1 talist
+1 talist +1 mirror
Pebbletopia dop!
the fighter jets open fire. 3 out of the four shots land! one of the shots has its trajectory altered so it hits a simpler-to-calculate-damage-do sector: the green thing.
one of the shots almost hits a normal god for <Insufficient> a bit of damage, but not quite. instead it pierces the mountain and sits there.
and the third of the three hits one of mirrors many walls. boink.
mages move up. I forget tunneling speed, then recalculate it and probably make it faster.

I look at my now-possibly-damaged body and, if it is damaged, decide to reverse the flow of time on it for a few moments, undoing some of the damage i've taken. sadly, time-reversed matter is just like antimatter, which means I can only do this in outer space or the large hadron collider. I figure the large hadron collider will be easier to reach or create, so i make a new large hadron collider in the middle of the battlefield. before people realise that this should affect nothing whatsoever, being mostly underground, I jump into the new LHC and quickkciuq dna CHL wen eht otni pmuj I ,dnuorgrednu yltsom gnieb ,reveostahw ginhton tceffa [oh hey look, affect backwards is like assault in hebrew] dlouhs siht taht esilaes...............................................
after about three times the length of the non-back-in-time parts of my post, I stop going back in time and start to wonder why I am floating in the large hadron collider instead of in the middle of being exploded or ripped apart or crushed by whoever's attack was partially done having its damage healed.
i then look at the top of my post and figure it out.
anyway this heals mees, preferably undoing marked with luin as first priority.

EDIT:
Also...
i thought marked with luin meant that after 5 posts by the blue knight, or maybe the entitys owner, as opposed to after 5 posts by any player.
Nope, Marked by Luin works on a roundly basis, like all status effects.

You restore 4 hit points to yourself. Which may or may not be enough to keep you from a terrible fate.

Got +2 total

Charge: 9/20
Charge: 8/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:
Thina walks around the outskirts of the generator room, looking for any ways in or out of the room. Then after that, she investigates the broken weaponry.



Entity Orders - If he's not stunned, Pepsiman slide tackles Bouvreuil.
There don't seem to be any noteable ways in or out of the room, just the main door, oh, well, there's some vents too if you want to count those, but it seems the main entry's the only one.
The broken weaponry is of various makes, a lot of it seems to be made by whatever group made the three weapons you're currently holding onto though.

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

10/?? Flex charge (Probably going to be used to pressure the guardian)
3/20 Reinforcements

+1 @I just write
+1 @redstonetam15

[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- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 5 player action posts the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

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

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
(No one cured it so the Mark of Lúin should have activated and dealt the player equivalent of 30,000 damage to JOEbob just after TOG: Drizzle's last post.)

After JOEbob's healing is finished the Knight grabs JOEbob and pulls him out of his "large hadron collider." The Knight then tosses JOEbob upwards with such force that he enters the planet's orbit. The Knight then mounts his stead brandishing Lúin and begins to ride opposite of the direction he tossed JOEbob in.

JOEbob's orbit destabilizes right around the current battleground and he begins to plummet back to the earth however instead of being greeted by the ground he finds himself once again on the tip of a silver lance. After slowing down his horse the Knight flings JOEbob from his lance into the force of bear men who proceed to crowd around and beat up his tough body.

(Not using Lúin in this post.)

[Orders]
Ursine Warriors- Beat up JOEbob as described in my post. (I forgot to mention it in my original description of the ability but the Ursine Warriors' Surround ability doesn't work on Descended because that would be too intrusive I feel. If JOEbob is dead the Warriors attack the wall.)
I'm sorry, I'm not letting status effects act on a per-post basis because that keeps people from having the chance to intercept them, I didn't realize you meant player posts when you initially summoned it, which may have been a reading failure on my part, but the decision still stands.

4 more damage to JOEbob in the process of reentry to the lance.


#ScavengedWeaponry​

The Godmodder looks out as the wall crumbles. You know what? I knew this was going to happen, but I'm still angry. Oh well, no point in keeping the anklebiters around. The Godmodder takes out massive speaker and lobs it into the distance, where it begins playing ice cream truck music. Soon enough the Terror Anklebiters have left the scene, chasing after illusory ice cream. The Godmodder rolls his shoulders and then cricks his neck, then takes a few steps backwards as everyone points their weapons at him.

Whoa, such hostility. Come on, you guys must know you can't hurt me right now. I could technically try and abuse my invincibility like some certain other bosses would, but just like them, there's a flaw in that plan, and we all already know it too, so I'm going to stop rambling and instead fall back so I can introduce you to my next toy.

The Godmodder turns around and jumps off into the distance, towards the massive black spire and the smoke and metallic clanging of work on something mechanical. You all look at each other. You've taken down HATRED, a fortress on wheels, the mercs of TF2 and even the ultimate evolution of internet trolls. You're ready for whatever the Godmodder has ready for you. You're sure of it. You pack up your weaponry and charge.
You are greeted by a powerful sight. A massive towering mecha with guns and cannons bristling out of it in all sorts of places, two glowing red eyes from the top of the massive structure greet your view.


C-Mech Ω
Explosive Colossus.​

I found this right here in the outskirts of Aetheria, ancient city, once the stronghold of, well, you don't need to know that, I don't think. I hope to have wiped you off the face of this universe by the time you learn anything about the riches this place holds. Suffice it to say that there was a really big war here at one time, and this thing? Well, it was one of the bigger weapons assembled for battlefield usage.

I hope you like exploding, because you'll be doing a lot of it.


How To Play:

This is the first gimmicky boss battle. It's not SUPER gimmicky, I'm not like, drowning you in tazzbosses or anything, especially not at this point in the game, but expect everything to be exploding. A handful of types of defense you could normally use to defend an entity will be less than effective here, and the C MECH will be dropping all kinds of AoE.
Ideally, you want to kill it before Bomb Voyage goes off, but unlike most "ominous final timer" boss abilities, it's not the end of the world if it goes off.
Finally, the scaffolding. It's doing SOMETHING. Killing it will probably be beneficial to your cause.

Itinerary:
Destroy the C-Mech Ω!


Distance: 100%​

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞
C MECH-Ω [PG][GUARDIAN: Hp: 1,750,000/1,750,000. Boombox: 1/2. Autocannons, roll out: 1/3. Surface-to-surface: 1/5. Bomb Voyage: 1/8. Scaffolding: 250,000/250,000
JOEbob [PG - player]: Hp: 8/20. 2 regen. Marked by Luin: 4 rounds left. Hamsas of Hamsaness [A]. Overstayed My Welcome: 4/5.
TOG II* [N - TOG]: Hp: 100,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 60,000/66,000. 25% dodge. Plot Armor.
Bouvreuil [AG - The Blue Knight]: Hp: 40,000/40,000.
Zarya [AG - crusher48]: Hp: 25,000/80,000. 59,000 Charge. Graviton Surge: 7/7. Burning: 1 round.
Donovan [AG - enerald_,mann]: Hp: 132,000/225,000. Rapid Basic Attack: 3/3. Caltrops: 2/5. Deal With The Enchantress: 7/10. stoneskin 1 round. Scattered.
Gnome Core [AG - Crusher48]: Hp: 17,000/50,000. Head: 1 segments: Body: 10 segments. Leg x2: 6 segments. 1 research point. Shield: 14,000/30,000
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 65. Pepsi Cans: 0
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 124,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 34,000/50,000. Amp It Up: 2/3. Sound Barrier: 5/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 138,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 46,000/55,000
Technocratic Assault Forces [AG - I Just Write]: Hp: 11,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 41,000/60,000. 2000 regen. Missile Massacre 3/3. Heavy Charge Beam 3/5.
Ursine Warriors x20 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bess [AG - The Blue Knight]: Hp: 40,000/40,000.
Bulldozer [AG - redstonetam]: Hp: 75,000/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 3/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 9/10.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 4/5

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

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

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

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle:
DCCCV: 5 round cooldown
I just write:
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126

[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: 5 round cooldown
MrMirrorMan
Talist
 
Last edited:
Update 46: Scavenged Weaponry pt 2
[AG]
20/20 HP
Lúin equipped
Charge Bank: 10

11/?? Flex charge (Probably going to be used to pressure the guardian)
4/20 Reinforcements

+1 @I just write
+1 @redstonetam15

[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- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

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

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.

Wrapping around for another go at JOEbob, the Blue Knight leans over the side of Bess and grabs JOEbob by his leg. The Knight then urges Bess to speed up as he himself begins casually reading a chapter of "The Nature of Split Personalities." JOEbob is dragged by his leg along the hard ground at high speeds for several minutes before getting himself free.

[Orders]
Bouvreuil- Scout the area around the Guardian.
Ursine Warriors- Lay a further beat down on JOEbob if he's still alive, otherwise begin bashing down the base of the scaffolding.

(Edited from placeholder at 10/3 10 pm)

Chapter 5 ~ Dominance
dom-i-nance - noun
power and influence over others.
Welcome back to this book. If I'm correct in believing this (and I know I am via omniscience), I knew you would take a large break after reading Chapter 5. Or at the very least, I knew a particular group of readers would. Now, on with the show. The show where I show you exactly what happens in the Shatter, a very tumultuous event indeed.
The Shatter is a direct cause of the repulsion that split personalities feel towards each other; it is a way for their impulsive feelings to coalesce into one giant brawl of the mindscape that leaves only one whole victor. As I mentioned in Chapter 4, the split personalities of a host body will, when the Build is in its later stages, feel a large amount of hate for each other, regardless of benevolence or malevolence. As if for the direct purpose of setting up the Shatter, a split is designed to have a power level. If a split is on the small end of the power level, they will most likely lose any arguments with the split on the high end of the power level. The benevolent split is usually the weaker of the two, and the malevolent split the stronger of the two. For this reason, malevolent splits are usually the victors of the Shatter, though this is not always a certainty.
The splits of a host will, when the Build is in its later stages, begin to argue and feel hate at increasing intervals, with the malevolent/stronger split winning the majority of arguments and fracases that take place, as I have described above. As a result, the benevolent split will end up living in fear of the malevolent split, and the malevolent split will enjoy doing whatever he pleases to the benevolent split. Thus begins a vicious cycle of torment and pride. (Keep in mind that this is not always the case, and the roles could very well be reversed. Such events are rare, however.)
Eventually, both splits will want the other split out of their life, for reasons that fluctuate depending on the split. The weaker split will wish that the stronger split was out of their life because they have lived a life of fear and are scared of what the stronger split would do if they were out of the picture; they will also despise the stronger split's practices. The stronger split will wish that the weaker split was out of their life so they can get on with their goals and have complete control over the host body; they will also despise the weaker split's practices.
As a result of everything I have listed above and prior, there will come a day where the arguments of a host's splits will escalate to a large enough scale that the two will decide to resolve all their differences in a strife: the Shatter. The sun will go out and the moon will fall, the very skies cracking open. Time will stop like a scratched record, space will be rent, and cosmic dances will play out like the quarrels of the sun and the moon. At least, this is how the event will appear in the mindscape.
During the Shatter, the host's mind will essentially shatter into many pieces, turning the splits from what was previously thoughts and words into corporeal entities inside of the head of the host. In essence, the host's body will become incapacitated, and their mindscape will become a battlefield of the personalities. Each split will gain a body that represents how they would look in real life (usually taking elements from how the host looks), and will be locked in a dual to the death.
From then on, it will be a matter of time, the Shatter in essence being a contest to see who will enter predomination. Predomination is given to the victor of the Shatter. Also known as the Split, it is the act of a split gaining complete control over the host body and eradicating the split who does not survive. Depending on who the stronger split was during the Build, the Shatter will typically go in said split's direction. However, there have been cases where the weaker split has one. Usually some sort of trickery or outside forces are involved.
There have only been a few recorded cases of a host's body literally splitting upon a Shatter, with the Shatter occurring in the real world rather than in the mindscape. Said Shatters usually devastate the area thanks to their all-encompassing power, but the outcome is generally the same: one shall stand, one shall fall. The victor of a split will, as I just said above, enter predomination. The split who loses will generally be killed in a final blow dictated by Rule of Cool, and the split who wins will gain complete and utter control of the host body, doing with it whatever they wish.
In essence, a split is destined to die as it was born: from bloodshed.


3 more damage to JOEbob.

During the brief lull in the fighting, a message arrives for General Mack, stating quite simply
Message to General Mack
We have succeeded in replicating Anomalous Individual #449192A, though only a single fully-functional example of the template was completed. Given the nature of the threats you are facing, they have been deployed to the staging area at your back lines, in order to provide esoteric support.


General Action: Emergency Reinforcements
Looking out on the battlefield, General Mack saw the sorry state of the Assault Forces, and immediately called out "Logistic corps, the Assault Forces need additional reinforcements, NOW!"

In the staging dimension adjacent to the battlefield, several additional squadrons of tanks and mechanized infantry were fast-tracked, being shuffled into the teleporters leading to the battlefield at an alarming rate. On the battlefield, the badly flagging Assault Forces immediately gained a massive infusion of men and materiel, those same war machines and flash-built cyborgs arriving in flashes of Cherenkov Blue from the teleportation process.

Charges
Cybertank (15/20)
Relativistic Bitchslap (13/13)(FIRING!)
Augmented Infantry (1/20){new!}
+1 @EternalStruggle
+1 @The Blue Knight

Relativistic Bitchslap (13 charge attack focused on JOE)

Looking at JOEbob in the planning center, General Mack asked "Why is that ass still alive?"

No-one answers, before the general continues, saying "I don't really care why, to be honest, just so long as it gets fixed."

Light years away, in another dimension, a small jump-equipped drone receives a signal. It's seemingly innocuous, being the size of a volleyball, and lacking in equipment besides the bare minimum needed to jump to its target with pinpoint accuracy. It is, however, moving at 0.994c. More properly, such a device is known to the Technocracy as a Jump Equipped Relativistic Submunition, or JERSM.

It takes all of half a second for the JERSM to re-orient for the jump, before it punches a small wormhole open for all of a microsecond, slipping through nearly instantly.

At that same time, on the battlefield, the light-hugging projectile appears precisely 0.3 meters away from impacting JOE in the head, slamming into him in less time than it takes for a neuron to fire, giving no chance whatsoever of a reaction.

At the speeds the relativistic weapon is impacting, ideas such as 'penetration' and 'fragmentation' are laughably inadequate. The mass is moving faster than the speed of sound in any solid material, causing the material in its way to compress, rather than get shoved out of the way. And at the speed these things are moving, the compression is more than adequate to trigger thermonuclear fusion, with JOE's body from the shoulders up being the fuel.

From an outside perspective, all of this happens far too fast to even percieve; one moment JOE is rather battered, though alive. The next moment, everything within a massive radius of him is annihilated by the sort of explosion that could easily be mistaken for a high-yield thermonuclear weapon if not for the abnormally low radiation levels. (any overflow damage hits the Scaffolding)

Entity Orders
Technocratic Relief Forces: Heal the Technocratic Assault Forces if they're alive; otherwise heal the Spearhead Forces. If both of them are dead, attack the Scaffolding.
Technocratic Assault Forces: Attack the Scaffolding
12000 health restored to the Technocratic Assault Forces.

JOE reduced to nuclear fire, 40000 damage dealt to the Scaffolding.

17/20 perrrrrrrceptual form
4/? sighhhhh
if sigh got used, 1/? newsfish
+1 talist +1 mirror
place.
I am probably dead. if I am not dead, I praise my good luck and heal myself.
however, as stated, i am probably dead. if I am dead and IJW tried to grab the hamsa, sighhhhh will activate and a loud sigh will emanate from my corpse. the sound will startle them, before by body lurches to life, clambering over to the hamsa,sighing all the while. the loud sigh's stun IJW via the magic of unpleasantly loud sighs, before I kick the hamsa away. it hits a rock as it skids across the ground, before soaring into TOG's hands.

if anyone tries to steal the hamsa later, sighhhhh activates for the same effect as above.
I also res-pawn.
You begin the respawning process. You will respawn at the end of this round since both of your actions got nulled by being dead this round.
Sighhhhh expended to place a barrier on the hamsas, the next attempt to pick up the hamsas will be unsuccessful.

#SearchTheRuins

Large quantities of war material had been destroyed in the battle, and even as new reinforcements were teleported in the Daemonette walked over to the destroyed remnants. Waste, now waste was inefficient. In this particular set of circumstances, it was imperfect, and that would not do.

In the center of the mass of ruined tanks and dead cyborgs, she simply stood, muttering a few words. The Gods could tell that the wall between realities was weakening, waning, and already they sent through their minions to do their deeds. In this case, humble unaligned creatures, mere wisps and motes of power emerged into the Materium, and flew into the elite troops.

Instantly, many of the dead began to rise, but there was a distinct wrongness there. They thrummed with unnatural power and walked despite their wounds, moving as if matter was present even when there wasn't. The armored vehicles acted similarly, driving even with destroyed movement systems, turrets with cooked off ammo swinging round and loading new shells or charging up ruined capacitors, rumbling and twitching with an organic fluidity. They had been healed in effect, but a more accurate term would be possessed.

"By Daemons be driven." The Daemonette muttered. "Lost souls vanish, for by Daemons they are driven."


Charges:
War Wars Episode 3: Revenge of the Krork: 14/20.
Wrath of the Gods: 19/20.

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

Entity Order:
Daemonette heals Donovan.
15000 health restored to the technocratic assault forces.

[PG]

I walk over to a random convenience store, I grab a 6 pack of Pepsi, wait in line, pay for it at the register, and give it to PEPSI MAN. I also put my new artifacts to work by using Weakness Roulette on Zarya, and using Blessed Lottery on the Scaffolding, randomly of course. The buff and debuffing take precedence.

20/20 +1 from JOE Disease
by
20/20 +1 from Talist Vaccine: I create two needles, one is filled with something that reminds you of Corruption, just more liquidy, while the other brings back memories of Purity. A rectangular backpack appears on my back, and two tubes connect the needles to it. I summon my first Artifact.
Disease by Vaccine is quite simple, I can inject someone with a venom, basicly using Weakness Roulette on them, and I can cast what Purity's version would be if she had one, called Blessed Lottery, in exchange, I can't inflict any damage as is. It has 3 charge abilities, Blight, a 5 turn charge that inflicts an extremely negative ailment upon 3 random enemies, Vaccination, 5 turn charge, same thing, but with boosts to 3 random allies, with the 10 turn charge being Toxic/Cure, which gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction. I can inflict a random debuff on an enemy and buff a ally in the same action. Unless that's too much.


2/20
1/20
+1 JOE +1 Talist
ERROR using artifacts DOES take your turn, although a good action will boost your chances of beneficial buffs/debuffs. You create the artifact and then upgrade it. The needles have a total of 10 durability. Blight and Vaccination are reduced to single target, because you're upping the chance of things like "invincibility" and "DOOM".

It is very appropriate that I should once again engage in Godmodder destruction right after the GM makes a bigger fish joke.

Screaming down as it crashes through space and time, a Bigger Fish impacts the most convenient PG target with infinite expandiness, depositing a Minecraft avatar in its explosive, blubbery wake.

"Hello. Long time no see."

Ever-Expanding Fish 1/MAX
Fish Factory 1/MAX
+1 @TOG: Drizzle
+1 @Enerald_Mann
Hello, keep in mind that this is a rebooted continuity and nobody should have any kind of knowledge of the previous games.
Regardless, you deal 16000 damage to the C-MECH.

20/20. Deal with the Enchantress. (Waiting for Enerald).
10/20. The Vital Vitriol.
+2 @Enerald_Mann
I teleport the Scaffolding into Turbo Dismount. Results are predictable.
The destruction is highly amusing. 10000 damage to the Scaffolding.

15/20 Deal with the Enchantress
8/20 An attack of some kind

Emerald calls down the (minor) power of the callback bonus from last turn and explodes the C4's, which somehow found their way onto the Mech.

Donovan uses Rapid Basic Attack on the C-Mech or whatever
THESE ARE THE BRICK JOKES.
20000 damage to the C MECH.

WHY WAS THE WALL MADE OUT OF SPONGEBOB???

Anyways, time to get to work attacking the C-mech.

Scan: The C-mech, focusing on its Scaffolding.

Okay, so the C-mech is an odd design for a mech, and a stupid design for a firing platform in general. Normally, the shape of a firing platform is a key part of the protection of the craft: military vehicles are generally built with as little unused space as possible, because a smaller profile can be the difference between a devastating hit and a glancing blow. Compared to tanks, mechs tend to operate as glass cannons, with their large profile maximizing the amount of firepower they can direct at enemies, but also making them easy to hit and easy to cripple with targeted attacks. However, the C-mech is basically a tower with tiny stubby legs on the bottom. That minimizes the amount of space it has to mount weapons, and also means that the distance between its center of mass and the area that its legs can support is really small. So small, in fact, that I suspect the only thing keeping a stiff breeze from knocking it over is the scaffolding surrounding it.

I decide to follow a hunch. Suspecting that the C-mech might actually be a mobile missile silo with a GIANT missile hiding inside its structure, I build a payload specifically designed to sabotage that missile. A few (time-dilated) minutes later, I come out with the Kinetic Energy Lamprey, and use my Ballistic calculator to land it on top of the C-mech's head. The Kinetic Energy Lamprey remains inert on top of the C-mech's head until a missile is launched. When a launch is detected, the lamprey will detach from the head, plant itself into the missile, and activate a modified Immovable Rod function. This will make it effectively so massive that the missile is pulled off course, and since even the slighest course error can ruin a rocket launch, it should turn a nuke aimed at our forces into a nuke landing in an empty field somewhere, or even possibly a nuke falling back down on the PG side of the battlefield.

Then, I attempt to shsatter the scaffolding by shooting Knockback Shots into the C-mech's head. Though the scaffolding does keep the C-mech up, the stress from the shockwaves will buckle those supports quite a bit.

Entity Actions:
Zarya shields herself, then fires on the C-mech.
Lucio does a really cool stunt. He dashes over to the C-mech, begins wallriding up it, ends up at the C-mech's boombox, and uses the boombox to amplify Sound Barrier. The massive dubstep solo coming out of the boombox not only causes damage to the mech from the huge sonic waves coming out, but also ends up nullifying most of its attacks because of the sound barrier that ends up surrounding it. I don't know how he got his equipment to interface with the C-mech's boombox to do that, but it worked (tl;dr lucio activates Sound Barrier and attacks the C-mech, also provides healing aura to random damaged allies).
The Golem Core notes that its reconfiguration failed due to the C-mech's arrival somehow, and it is thus unable to do any offensive action. If it gains new segments, it will build up its head to 3 segments and construct an arm after keeping 10 parts in Body.

16/20 Chronal Accelerator
9/20 I don't know yet
+2 @redstonetam15
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Why was the wall made of Spongebob?
No one knows... No one knows...

Scaffolding: This is supporting the C-MECH in large part. It's mostly leaning on the massive black pillar of ominous soul-sucking power, but the scaffolding is still supporting it quite a bit. Something bad will probably happen to the mech should the scaffolding and associated stabilization associated with it be removed.

The lamprey is detected by self-protection systems inside the C MECH, and detonated early, but you still deal 20000 damage to the scaffolding.

18/20 Deal with the Enchantress
11/20 An attack of some kind
+2 @plague126

Emerald looks over at Donovan "Hey, just try to hold on a little longer, ok? I've got something good for you soon"
Donovan, currently mostly made of stone, can't exactly speak, but manages to nod.
Then he takes his lamp, places it in the ground, and, fires some...water? Somehow I guess? at the C-Mech
Oh no! Water! The defualt weakness for all electrical and mechanical based enemies! 10000 damage!

19/20 perrrrrrrceptual form +1 miror
5 (after plusses, 11?) /? sighhhhh OR (+ up to 4 from tog, up to 1 from mirror, and probably 1 talist)
2(after plusses, 8?) /? newsfish (+ up to 4 from tog, up to 1 from mirror, and probably 1 talist)
+2 TOG because niceness and he is doing me a favour now so uh stouff.
I continue to respawn. text appears in the air around my respawning body
"sure, I'll hold off on using the 50. i was planning on waiting for later anyway."
You finish respawning.

The fish thrashes around on its landing site, probably damaging the Scaffolding.

2/20 Ever-Expanding Fish
2/20 Fish Factory

+2 @Enerald_Mann
12000 damage to the Scaffolding.

Observations on the C-Mech:
Interesting. It seems to be something that was designed to be given a direction and hoped nothing you care about is in it's path.

I use the oilstone to dab a liberal amount of oil onto the C-Mech.

New Charge 16/20 (+10 from Token, +1 redstonetam
16/20 Development

+2 @redstonetam15.
Oiled inflicted for 1 round on the C MECH.

The Daemonette looked up at the massive war machine. "Scavenged." She says. "Only scavenged. You couldn't build a bigger, better Guardian, it had to be scavenged. What a terrible decay of knowledge, how very human."

Stepping lightly forward, she gazed up at the war machine, and spoke as power began flowing through the area. "So be it."

She yelled, a voice booming with vast authority, divine authority, and heedless of any consequences she spoke directly to the Godmodder himself. "The gods are not angered, but intrigued. They have requested ruination be brought to this world and to you in their name, so that they may grow in glory and crush this pathetic attempt at interdimensional conquest. The gods thus send against you their wrath, and I am but the messenger. Behold a mere sample of their might."

20 post charge USED.

A Warp Portal, larger than any of those that had appeared before, was torn open in space. A shadowy set of figures appeared, reality twisting and undulating as something more concrete took form. The C-Mech Ω was massive, a few hundred meters tall or so, but this new figure was taller still. 600 meters in height, and hardly spindly, the Abominatus-class Titan stepped forth through the portal, ready to do battle. Size wasn't everything but it was a lot of things, so this new combatant might be almost as potent as the C-Mech.

It would not remain for long, however. The Daemonette had long since come to realize that in this place and with this power it was all too easy to summon something far beyond your means and have it attack one before disappearing, and sometimes this was good. Here, in this case, she had done such deliberately, after all. Still, the point was that having access in theory to such potent war machines meant little if you couldn't deploy them, and in addition the massive Abominatus-class was rare indeed, each Titan of such size being a nigh-irreplaceable relic itself. The ability to construct and keep deployed troops was the proper measure of power. And the Titan was definitely not as potent overall as the enemy Mech, even if it did stay around, which it wouldn't.

Still, that didn't matter. For her main target was not the C-Mech Ω itself, but instead its scaffolding.

The Plasma Annihilator was an unsubtle weapon, she mused. An arm mounted that had to be on the larger kind of Battle Titans at a minimum, it was the sort of gun one used when they wanted nothing in the target area. It was not at all like the knife, the silent blade in the night or the back, or in the back during the night. It was not precise, it was not quiet. In fact it fired the stuff of stars screaming through the air, it would be impossible to miss if you were in the same city, and a pretty sizable city at that.

The Daemonette had, however, come to appreciate the value of just having a really big gun.

Auspex arrays swept over the Omega, lighting it up with a dozen different sensor types and acquiring the target near instantly. The C-Mech was many things, but like the Abominatus subtle was not one of them, and its massive heat and mass signatures meant it had been logged as a likely threat and targeted before the Princeps even commanded it to be fired upon. A child could make this shot, let alone an experienced Titan command crew.

"PRAISE BE TO THE TRUE MECHANICUS
FOR THEY MAY DELIVER US FROM LIGHT"
A voice came, this one speaking not with divine power but enormous loudspeakers, arcane Voxcaster systems projecting the prayer across the battlefield. A cant that would ensure an excellent firing of the weapon by appeasing its machine spirit, or perhaps in this case the Daemon inhabiting the machine as a whole that hungered for conflict. Conflict it might not perhaps get beyond one shot, but that one shot would be a devastating and terrible blow. This it would ensure.

Ignition sequence primed, flow rate rising.

"WHEN DELIVERANCE COMES, WE RISE
AND ENTER THE GLORY OF THE DARKNESS"

Ignition sequence active, flow rate nominal. The charge coils on the machine's arms began to glow red, first the base and then creeping forward. Bundles of internal cabling bean to glow red hot as power flowed through conduits from the massive and massively powerful central Plasma Reactor to the heavy weapon, a mixture of electricity and actual plasma to fuel its potent destructive blast.

"THE DARKNESS IS NOT THE DARK OF IGNORANCE
BUT THE BLESSED DARKNESS OF THE GODS' DOMAIN"

Reactor is being taxed, diverting power to charge systems, flow rate nominal. The Daemon sighed, tapping a point on her claw arm where a watch would be on a human while looking irritably at the Abominatus. A cold start plasma reaction wasn't quick, but they were on the clock. As time passed, the Titan would be pulled back slowly into the Warp until all at once it would vanish entirely. They needed to make the shot quickly.

"A DARKNESS OF DEEPEST ENLIGHTENMENT
SO IN THEIR NAME, LET THE GALAXY BURN!"

Ignition achieved, flow rate maximum, target locked, firing systems engaging, destroy the enemy and praise the Omnissiah. At last, the charge coils were one and all red, flashing brightly as an orb of plasma gathered in the barrel of the weapon. Taking a colossal step forward, the Abominatus leveled the Annihilator and took careful aim, pointing it right at the center of the C-Mech Ω. Still stuck in its scaffolding, although not for long, it couldn't possibly evade, at least not in time.

The Plasma Annihilator fired, blinding those present as it roared its wrath. Quite literally roared as well, the Greater Daemon bound to the machine speaking through the plasma sphere as it shot forth, a great guttural cry of sheer wrath and power a warning to those present not to get in its way as its foul Warp energies suffused and further empowered the shot. Not that it was particularly needed, the weapon by its lonesome was an anti-Titan device, capable of boiling away all the armor plating of a Warhound in a single blast, even through a Scout Titan's potent defensive Void Shields. Sadly, the C-Mech Ω was larger and tougher than a mere Warhound, but the damage would still be significant.

When the light faded and everyone could see again, the devastation was immense. Some may have likened it to the Komato Alpha Strike, but this was different. More potent, more focused. Whereas before the battlefield had to be evacuated due to the general bombardment, the Plasma Annihilator instead provided a somewhat contained blast. That hardly diminished its effect, of course, in fact it was quite the opposite. Its heat and the concussive force of the blast had totally knocked down the scaffolding, leaving none or at best very little standing. In fact, the majority of it had been vaporized outright in the blast, metallic girders turned to so much slag and even vapor, the remains knocked down, even those on the other side of the machine weren't immune to the immense heat and force.

The good news, what little good news there could reasonably be for the Ω in this situation, was that it was mostly intercepted by said scaffolding. Armor plating smouldered, naturally, but little if any real damage had been done. Only any overflow damage after the scaffolding had been wiped from existence, if it had at all, would be dealt to the C-Mech. The salvaged and Godmodder reinforced armor plating was strong, it looked like, but hardly invincible.

As for the Abominatus itself, it had left. Its time was up and it had been pulled back to the Warp, leaving a few simple footprints as the only evidence of its passage. That and the smouldering wreckage of the scaffolding, of course. It had, however, fired various shells and Lascannon blasts at the remains of the scaffolding, ensuring there truly was nothing left of it to possibly aid the C-Mech. The forces of Chaos were nothing if not petty, after all, so they would rarely miss an opportunity for a few last shots.

The Daemonette smirked as she gazed on the destruction she had wrought. Oh yes, the orbital bombardment from before was similar, but this was truly hers, and she reveled in the perfection of the obliteration. If this wasn't a good start to a battle, she had no clue what was.

Charges:
War Wars Episode 3: Revenge of the Krork: 15/20.
Wrath of the Gods: 20/20, used.

+1 @I just write
+1 @TheBiggerFish ("Welcome to the show, you... oddly blocky individual.")

SMAAAASH!!!!
You slam a massive attack into the C-MECH's scaffolding, but due to balance reasons don't get the autocrit from oiled.
140,000 damage to the Scaffolding!

The Godmodder just sighs at this massive expenditure of power. He really hates the balancing factor of Descended. Otherwise he'd gladly pound the Chaos Gods into submission, but as it is he has his hands tied.

Check
I scan the C MECH-Ω

General Action: BURN!

Looking at the scaffolding holding up the C MECH, General Mack calls out "All forces, fire incendiaries."

A barrage of munitions and laser beams quickly besets the C MECH-Ω, not doing much to the machine itself, but quickly setting the scaffolding ablaze. Napalm, Thermite, and the raw heat delivered by lasers all contributed to the inferno, beginning the process of reducing the scaffolding to ash, the workers still on it audibly screaming in agony and fear as they either burned or fell to their deaths. The radiant heat made the C MECH-Ω's hull glow a dull orange from mere proximity as its support structures quickly fell away.

Charges
Retaining +10 Token
Cybertank (18/20)
Augmented Infantry (2/20)
+1 @EternalStruggle
+1 @The Blue Knight
Scaffolding destroyed! The C MECH sways ominously for a few seconds before large pylons shoots out into the ground and stabilize it.

I tell the C-Mech omega that it's ugly and fat.

thing: 6/10
What if the C MECH IS ugly and fat. Not saying it is, just postulating something.
11000 emotional damage.

13/20. The Vital Vitriol.
1/20. The Leader of the Order
Deal with the Enchantress released!
I use the power of my 20 post charge to turn Donovan into Spectre Knight, but this doesn't take effect until Enerald_Mann uses his Deal with the Enchantress Charge, effectively making this upgrade into Spectre Knight have the equivalent power of a 40-post charge.
ACTION.
I force the Scaffolding to beat Cuphead, with every death giving it an electric shock. Safe to say, it's getting a lot of electric shocks.
+2 @Enerald_Mann
The Scaffolding is dead, so you instead perform large amounts of electrical damage on the C MECH itself. 14000 damage.

Okay, so this thing certainly looks very intimidating. Is it capable of moving? It doesn't look like it. But those eyes... they scare me. It's as if they drill into my very being. They peer into my very soul. Since it's making me very uncomfortable, I summon myself a pair of picks and begin to climb up the C-Mech to take out it's eyes. It's a relatively easy affair, considering the amount of damage this thing has sustained, there are plenty of hand and footholds present. Where there aren't any, I make my own by first altering the composition of the armour plating, making it softer, and then ramming my picks into it with descendant enhanced strength. It's slow, but then again, I'm only one person. One person, in a war that's meant to be fought by armies. There's only so much I can possibly do. I get to the "neck" of the C-Mech, where I begin to climb under it's head. It is there that I find that I just can't go any further. I got no more strength. I can only cling. I take a look down at the path I had carved in the body of the Mech, and I am pleased at what I was able to do. With nothing else to do, I hang on the underside of the C-Mech's head, watching as greater beings do their thing.

"I'll be honest, I really feel like BMX Bandit."

17/20 Power Creep
17/20 Desperation

+2 to @Enerald_Mann
Your carved path deals 20000 damage to the C MECH.

I "help" construct the C-mech so incompetently that the scaffolding falls apart. If there is no scaffolding, I "accidently" steal the weapon controller for one of its small guns and run off with it for analysis.

Scan: The C-mech, focusing on revealing a special ability.

17/20 Chronal Accelerator
10/20 I don't know yet
+2 @redstonetam15
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
C MECHs attack slightly decreased this round.

Boombox: fires a large box of explosives into the air, dealing light damage to all enemies on the field.

[PG] 20/20 HP [A] Disease by Vaccine

I sign Pepsi Man's song. Somehow it starts raining Pepsi.

1/5 Blight: Inflict extremely negative ailment upon 3 random enemies.
1/5 Vaccination: Give Random boosts to 3 random allies.
1/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

3/20
3/20 +1 from JOE
+1 JOE +1 Talist
You somehow sing a song in ASL, this makes it start raining pepsi. 7 cans added to pepsiman's total.

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

(+2 from I just write, +1 from EternalStruggle)
15/?? Flex charge (Probably going to be used to pressure the guardian)
5/20 Reinforcements

+2 @TheBiggerFish (Welcome to the game!)

[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- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

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

Health- 40,000/40,000
Attack power- 0
[Special Ability]
Scout (Active)- Can provide detailed information on the current battleground as well as prominent locations in and surrounding it on it's owner's request. Is also capable of performing preliminary investigations of locations scouted.
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.

"The wooden scaffolding seems an easy target, however I wonder how tough the metal skin of that giant machine is." With this the Knight charges into the base of the C MECH-Ω with Lúin. Upon impact the mech doesn't even flinch however Lúin does create a small dent in the massive Guardian.

The Blue Knight laughs "This one will be quiet the fight won't he!" On these words Lúin's flames activate lightly singing the area around the dent.

(Lúin's ability is going to be used here if possible.)
15000 damage and Marked By Luin inflicted!

Charge-Updating Post:
5/20 Ever-Expanding Fish (+1, +2)
2/20 Whatever The Heck I Decide To Use This Charge For
#GammaPlus

Ah! It's Wednesday! Gosh gerd frak darn it! I need to make a post!

Uh...

+1 to Joebob, +1 to MrMirrorMan

Pepsiman thanks his loyal servants and slide tackles the Gnome Core.
#TheFallenCity


#LookingForSomething
The C MECH flips an assortment of weapons and rockets out of various pockets and panels, suddenly bristling with weaponry, and opens fire on the AG forces, dealing 12500 damage to Donovan, 25000 damage to Bouvreuil and Lucio, as well as blowing off the head of the Gnome Core and 2 body segments in a massive wave of bullets and explosions that leaves 0 room for dodging. The standard attack doesn't seem to bypass shielding and bodyguarding though, so that's good. Donovan stabs the CMECH in retaliation for 5000 damage. pepsiman slide tackles his way past the gnome core, knocking off 2 segments from the body.

The AGs are all just going to gang up on the C MECH for "MASSIVE DAMAGE", so I'm just going to list other effects, and then the amount of damage the C MECH took, mkay? Bouvreuil, despite having taken heavy damage, flutters around and examines the area. There are lots of buildings that you could try and explore if you really want to do sidequesting, although how valuable it would be is debateable. There is a massive steelworks, and various factories and such, presumably set up to repair the C MECH. The Daemonette heals Donovan for 22000 health, the Gnome Core acquires 3 new segments, and puts 1 into the head, then two more into the body. Lucio, instead of doing his standard action, sets up a 100K health sound barrier. Donovan uses Rapid Basic attack, rendering himself immune to the C MECH's next attack. Technocratic relief forces heal up the assault forces for 27K health.

And the total damage count is: 195000! Whoa. That's a lot.

The Godmodder looks up at Bouvreuil and decides that the little mechanical bird is starting to get on his nerves, flitting all over the places and cluttering up the terminal with things he doesn't care about like sidequesting. Something really ought to be done about that. So he jumps up in the air, grabs Bouvreuil in an iron-tight graps, and then throws it at top speeds towards Zarya. Bouvreuil slams into Zarya's shield, and explodes into a bunch of tiny pieces, and Zarya's barrier shatters into just as many pieces. Then he walks over to the C MECH, peels the mark of luin off of it, and walks over to Zarya, who he slaps it on. Next he turns to look at the technocratic forces. He'll need to do something about them next round... Or maybe he'll get distracted by something else. Who knows?

Everything ticks up and down. Autocrapper becomes its new name. Only 2 durability left.

Itinerary:
Destroy the C-Mech Ω!


Distance: 100%​

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞
C MECH-Ω [PG][GUARDIAN: Hp: 1,444,000/1,750,000. Boombox: 2/2. Autocannons, roll out: 2/3. Surface-to-surface: 2/5. Bomb Voyage: 2/8.
Mirror [PG - player]: Hp: 20/20. Disease By Vaccine [A]. Durability: 10/10. Blight: 1/5. Vaccination: 1/5. Toxic/Cure: 1/10.
TOG II* [N - TOG]: Hp: 100,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Hamsas of Hamsaness [A]. Overstayed My Welcome: 5/5. sighhhhh.
SOUND BARRIER: 100,000/100,000. 1 Round left.
Daemonette [AG - eternalstruggle]: Hp: 60,000/66,000. 25% dodge. Plot Armor.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 55. Pepsi Cans: 7
Zarya [AG - crusher48]: Hp: 20,000/80,000. 89,000 Charge. Graviton Surge: 7/7. Marked by Luin: 1 rounds left
Donovan [AG - enerald_,mann]: Hp: 119,500/225,000. Rapid Basic Attack: 1/3. Caltrops: 3/5. Deal With The Enchantress: 8/10. Scattered 1 left. Immune to C MECH 1 round.
Gnome Core [AG - Crusher48]: Hp: 17,000/50,000. Head: 1 segments: Body: 8 segments. Leg x2: 6 segments. 1 research point.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 144,000/160,000. 20000 regen.
Lucio [AG - crusher48]: Hp: 14,000/50,000. Amp It Up: 3/3. Sound Barrier: 1/5. 30% dodge. 5000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 158,000/160,000. 20000 regen
The Terrible Idea [AG - variant]: Hp: 46,000/55,000
Technocratic Assault Forces [AG - I Just Write]: Hp: 75,000/80,000. 10000 regen
Adamantite Mech [AG - variant]: Hp: 43,000/60,000. 2000 regen. Missile Massacre 3/3. Heavy Charge Beam 4/5.
Ursine Warriors x20 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bess [AG - The Blue Knight]: Hp: 40,000/40,000.
Bulldozer [AG - redstonetam]: Hp: 75,000/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 2/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 8/10.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 3/5

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

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

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: 5 round cooldown
DCCCV: 4 round cooldown
I just write:
redstonetam15
Twinbuilder: 3 posts
Enerald_Mann
Randomname: 3 posts
CrownlessKing: 1 post
ArcticArchiver: 3 posts
helldivercommand: 3 posts
variant:
KuraHyena: 2 posts
Moniker
Tam Lin: 3 posts
rougesteelprojec: 3 posts
crusher48
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126
TheBiggerFish: 2 posts.

[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: 4 round cooldown
MrMirrorMan
Talist
 
Last edited:
Update 47: Scavenged Weaponry pt 3
Alright, triple announcement time.

First off: The entire stupid competition between JOEbob and other people over placeholders has gotten ridiculous, so I'm banning them. No more placeholders. Any posts found to have been placeholdered will be nullified, starting next round.
Second off: Starting THIS update, I'm changing the metric for SMAAAASHes, it's not longer based so much on effort, although that can buff up the power of your SMAAAASH. If it's just a bunch of mostly unrelated nonsense, it's not going to SMAAAASH based on length anymore. SMAAAASHing is now based on quality and creativity more than on the honestly bogus metric of "effort", partially because JOE's attempted SMAAAASH this round was utter nonsense and completely rubbish, partially because if I'm measuring the metric by effort, Just should probably have been one-shotting everything with his 24 hour-long builds.
FINALLY: I said it on the Discord, and I'm going to say it here, but I'm not particularly pleased with the amount of player focusing that's been going on to target JOE. There's a boss battle on and you guys honestly have better things to be doing than trying to keep a player from doing stuff.
So, what's going to happen? The Hamsas are torn apart in the struggle and destroyed. JOE gets refunded the 14 or so charge he spent trying to reclaim the hamsas, and everyone else expends any and all charge or SMAAAASHes that they spent on trying to prevent JOE from using the hamsas.

20/20 perrrrrrrceptual form using!
10/? newsfish +1 mirror
new:1/20 c4
new: 1/20 tnt
IF the sighhhhh barrier would interfer with my getting the hamsa, newsfish allows me to bypass it. If someone interfers with my hamsa-use with enough power to succeed, Newsfish will counter that, in both cases via the newsfish rattling off breaking news stories and distracting the GM, letting the rule of funny allow me to utterly beat up and tie whoever tried to interrupt, having them hog-tied by the time the GM notices again or to bypass the barrier using 3 jars of wiping cream and 5 stale bagels.
if someone tries to interfere, the sighhhhh barrier should help stop them.
also, all the text bellow is amplifying newsfish as opposed to my action, its there because it seemed more action-like then charge-like.
oh, and there's more.
blue flashes of light appear and spin, centred on the hamsa. they fall inward, absorbed into it, and the hamsa glows again. a matrice of energy forms, cyan, and temporarily turns translucent. another matrice forms, burning flame instead. another, balefire, and a blade appears in my charge-clone's hands, blue handle and red hilt. the blade, dark grey steel, is perfectly weighted, and i raise it. energy flows into the blade, unseen words on my organ glowing, and the far side glows cyan, the close one red as blood. the tip is still grey, as cyan + red / 2 in RGB colours is grey. clone me raises his hand, then slashes the blade, warping up as the slice begins, and the tip flashes, a swirl of cyan and red forming. the light flares up agai-
There's a voice in my head
White hot and ever-burning
and I can only make out one thing.

Burn.
the 8th equation, released from its prison by the jealous kusinagi.
a cyborg appears. it staggers, having warped from moments after being slammed through 3 roofs by leviathan.
their time here accelerates and a single, small orb of flame slowly appears above them. as they speak the last word (Burn.), a line of flame stretching from the orb in half a moment, and striking the largest interfering target. yellow cracks spread and the target explodes.
A Long time ago
Azra Said to me
to build a new world...
the old one must burn.
the 8th equations previous incarnation, perched atop the rising sun, burns the old world. that is to say, the exploded target. it proceeds to build a new world, that is to say, convert the target to its side, a new guard for this action.

He said "they will come with the sunrise, and the eight door will open."
I very much want to open that door.

morningstar the lightbringer, the seventh equation. leader of the dark scientists.
the sky breaks.
a bolt, white hot, slams through the ceiling of the world, burning into the next target, moments after the new world was built by the 8th.
We're Volo the gambler.
try not to die.

volo the gambler, the 2nd equation, appear, warping into existence and turning towards any hoard-like being. or group of things. they draw their bow, arrows with blue flame drawn back before a scattershot flys out, pieces of tin turning into large oaks, flower pots, and other paraphernalia.
Introductions are in order.
I'm Gulag the devourer
and I cannot be sated!

gulag, the first equation, a large, lumbering titan stomps over. it turns towards any who seek to interfere, and as it speaks, their life spark , power source, whatever, flys out and is absorbed by gulag. any projectile attacks slow as they approach, then fall to the ground.
Fortuna the broker
try not to die.

the third equation, they float, mid-air, and hold their hand forwards. a die(as in the kind for which the plural is dice)-like orb appears bellow their hand, spinning, and they close their hand into a fist, the die-orb compressing into a tiny ball and two beams of light streak out of the sides, striking any lined up forces and exploding with a ton of power, shredding them. the forces fall to the ground, crushing any smaller enemies.
Somno, introduce yourself
Nah.
somno is there. they don't really do much. their the 4th equation but whatever.
I am marquis the conqueror.
sic semper tyranis.

sixth.
he slashes his red-glowing blade down at the interfering beings.
when the smoke clears, the ground is half-melted into lava, marquis is looking bored, and the target's been sliced in seven pieces, the cut parts glowing from the heat.

"I've done my job, you do yours."
[Leviathan the envier, the fifth equation]
do you think grade school physics will be enough to kill me?
because it is now clear I have something you do not

{what?}
Da r k s c i e n c e
something starts to happen, blue smoke floating from a crack in their mask. the view cuts away, and a massive leviathan, dark with glowing blue lines, bursts through a force ceiling, sending the target flying into the sky. as they fall into the force ceiling, the leviathan turns to face them, before firing a beam of dark blue light, slightly teal perhaps, which explodes, shattering the remainder of the force battleground, the target flying back, before leviathan fires another flurry of weaker bolts, sending them flying back. the power of convenience conjures a force wall, keeping the target close enough for continued killing. leviatan surges forwards, the mouth/lasergunbarrel suddenly around the target, and it closes. leviathan fires another burst, point-blank, and this one hits straight-on. the force of the explosion shoves leviathan's mouth open, letting the target escape, and then the 8th equation turns, its fire slamming into the massive beast, destroying it, and the normal form of leviathan falls out. leviathan warps in its staff, and a massive electrical current begins to loop through, before the leviathan slams its staff down, a bolt of lightning flying out and slamming into the target, before they fly into the air, firing another bolt of lighting, the target spasming from the electricity, any machines shorting out, and the leviathan teleports away any aid any descendant targets may have, as they did when the 8th had allies and was on the run. the staff fuses with their arm, transforming it back into a cannon. a beam of aquamarine light sprays out, forcing the target to dodge back, and another 3 shots, another dodge. they then teleport away the target, who is heavily injured or at least stunned, to stall.
now, as far as i know, jewish stuff came first, with Christians and Muslims having the same beliefs until some point in time (IE: when Christ happened/ when the Muslim guy who i sadly do not know the name of happened- i think it was mohamed?)
anyway, that means that jews are the origin of hamsa's.
you know what else jews had recently?
there's a holiday, its called soucot. in it, people build a specifically-designed hut-house-thing, with a roof of branches and wooden walls. it is specifically designed in that it was made to be built as quickly as possible-only about 2 hours if i remember right (or maybe my familys just terrible at this.). anyway, they then eat and stuff in it for the rest of the holiday if practical.

a surprisingly large area needed to be cleared to avoid revealing stuff about myself, apologies i suppose. as you can see though, there are cloth walls, wooden poles to hold them up, and branches for a roof.
my family stopped doing these a while ago (4-999 years ago?), but i decided this would be a cool addition to this thing so I convinced them to do it again yesterday.
JOEChargeClone, alone, builds a souca around the hamsa, which only he may enter via magic.
the clone then turns. the """spell""" he cast earlier isn't done, not yet. this spell breaks logic. cause following effect? please. as if that'd happen in this temporary world.
the world cracks. red and blue light encircles JOE's clone, and the hamsa's protective matrices and souca keep it safe, but thats it. most of the world is ripped apart. the ground near JOEclone bursts into flames, another patch ceasing to exist. daylight sensors on the roofs of buildings transform into quartz ores, shards of force barriers turn into seed analyzers. rifts in realitys turn into large corn dogs, and the world begins to change into a more minecraft-like interface around him.
most entitys are outside of the thankfully limited area of effect, as are most players. JOE, however, as well as the hamsa and anyone who thought interfering might be a good idea, are within.
unprotected human arms turn into large pineapples. in case your wondering what a pineapple is, its one of those things that swim underwater, breath water, and are covered in scales. the world turns blockier, the height seeming... strained, almost. any metals beyond iron and gold transform into various types of oyster, clam, and pineapple flesh, and any animals start going whooaaiiih! repeatedly as they stretch and distort, elongated limbs smashing into the ground with alarming frequency. the ground, on impact, transforms into a strange green. trees turn into green cubes. a random field of wheat, when struck by the transforming wave, transforms into a translucent blue crop,and height finally loses all meaning as JOEclone removes his protection field, actively manipulating logic to keep his body still functional. JOE transforms into a being similar to link in the first game; 2d, looked at from "overhead". there is a fence to the left, trees forwards, and a field of that blue stuff behind the trees. JOEclone messes around for a while, and soon a strange teal fire is spreading. once he notices, he rushes through the burned trees, trying to harvest some of the blue stuff, but he's too late. the blue stuff is encircled by a fence, and he tries to break through, but the flames catch him firs
eld of that blue stuff behind the trees. JOEclone sets a teal fire intentionally, waiting for the trees to burn. as soon as a path is open, he rushes through, quickly putting out all the fires he can reach and harvesting the crops. moments later, h
eld of that blue stuff behind the trees. JOE, determined, sets a teal fire. an instant after the tree's burn enough, he is through. he gets the blue stuff, and begins punching the fence. teal fire closes in, but he finishes, rushing past the fence's battered remains, and leaping into the river beyond. the blue fire cannot chase him, and eventually runs out of fuel, missing a few trees by sheer luck. the blue fire also burns anyone who interferes to deat, 3 times- once for each run. the world, with no rhyme nor reason, bends, and he finds himself in a minecraft-like version of this world, on his inventory screen. confused by his own world, he decides to check what this blue stuff can even Do.
all it can do is turn stuff into functionally-identical blue versions of itself. why did he get this. why.
something happens, indescribable because i don't want to, and he's in a lobby of a server, inhabiting a character. the game is unclear, though characters seem human. he makes a team, and starts playing, going with the flow while anyone who interfers is doubtless/possibly being mauled by the random changes and players. he plays for a while when suddenly his phone, which he didn't know he had, gains the function "jetpack". it begins to fly, and I grab it, floating up into the clouds. somehow, my teammates join me, without grabbing the phone, having their own, using telekinesis, or grabbing my leg/arm/other body part. because logic doesn't exist remember? I soar up further, rising above the clouds, and look down. the phone stops ascending, hovering instead. a wave flows by, and, since JOE's too offguard to stop it in time, a mindset shifts- joe begins to act as if this is real life, not noticing the absurdity much. he continues to float, sitting on the phone to free his hands, and looks around. there's a lovely sunrise to his right, despite it having been midday a few moments prior, and something begins to rise from the clouds. first, a person. man, I wish I could take a photo of this so i can use it in a DTG attack later, JOE thinks [ this is probably what i would actually think in this situation , if i didn't realise the whole thing was absurd and probably a dream], but I can't take a photo with my phone while I'm riding it! the phone, which was apparently flying horizontally the whole time, moves me/us past the person-cloud, which was a bit to the left. the person then begins falling down through the clouds again, just before being out of sight due to being behind me. out of sight and unknown to JOE, the cloud person starts to guard the hamsa. as JOE continues to fly, in the distance a cloud-dog rises from the clouds directly in front of them, even moving like a normal dog would, and it looks really real. and ginormous. now, as previously established, JOE hates dogs. as such (yes this is sort of a callback kind of that i decided to work into it but the post which established hating dogs was an attack on barkserlot so it probably doesn't yield callback bonus.), he decides he simply cannot keep going forwards into the dog, and so, instead, he leaps from the phone, before turning off its jetpack function and grabbing it. he lands on a cloud, and starts running off to the side as he realizes its like midnight how did he not notice it before. he then, still running because clearly if he stops he'll fall or smth, uses the hamsa, combined with the charge, and comes to the conclusion that this is absurd, and as such a dream. since this is a dream, he just needs a small box to be in and do whatever, so he'll fill the rest of the world with stone instead of forcing his mind to imagine it all. this stone suffocates anyone who interfers. he then does a bunch of stuff, before the spell runs out of power, and he returns to the normal world, regaining his memorys and remarking about how stupid he was, before the chargebody vanishes, its energy fully used.
+1 mirror +1 talist
JOE's corpse, possibly animated a few moments before, goes limp, or, alternatively, loses its aura of descendancy. a new body begins to appear, first a small orb of light, an organ known only as the organ. upon it appear to be multiple indentations, names and numbers inscribed into the flesh. on one section are the words "astral: 96%"
this is only visible for a fraction of an instant, before the rest of my flesh seals around it, a human body forming, before ceasing to be suspended in midair, falling to the ground, glowing mist rising from my body. I gets up and pick up the hamsa, the hamsa glowing white as it settles into his/my hand. a 20 charge pulses as I/he uses Overstayed my welcome. a portal opens at my/his feet, conjured by astral magics, and he steps through, before the rift snaps shut by his will as opposed to a time limit.
looks like JOE has left the field.

sure is a foggy day today.

the fog clears, moving away from the field, back up into the sky. the fog, condensed, forms a human-like figure, legs somewhat blurred together and eyes shining cyan. it descends.
body 100% collected. type: mist
hands: blue grey red brown
chunks of icey-blue mist tear away from the body, before beginning to shift towards a bleached white. the mist chunks condense slightly more, and takes the shape of a hand each. a small dot flashing into existence for each. one dot red, one grey, one blue, one brown. the dots grow, glowing somewhat brighter. the blue hand then flashes, pulling water into itself, and glows with blue flame. water boosted I applied!
Action: grab hamsa. use special. use overstayed my welcome. evolve. use the blue hand.
by the way, the above hamsa-use is a decoy. JOE used the hamsa somewhere in the charge-and-hopefully-smash. smashes are uncounterable.
any extra power spawns a hoard entity with the following relative power spending:
generate X new hoard members every round. 0 attack. 1 hp per member. when a member is killed, do 2 damage to the AG entity most liked with the killer.
use 3/4 the power on initial members, and 1/4 on regen
oh, and cap the total HP of the hoard at like 100,000 if it survives that long.
You are refunded perrrrrrrceptual form, newfish and sighhhhh, as stated up above.

Nothing else happens because under me deciding, a bit belatedly, that length really shouldn't have any place in the power of a SMAAAASH, completely negates any power your action might have held.
Seriously, what is this mess?

Charge (+10 Expended!)
Annihilation (20/20)(FIRING!)
Cybertank (12/20)
Repair System (1/20){New!}
+1 @Crusher48
+1 @The Blue Knight

Annihilation:
20 Charge + Artsmash + Regular Smash + General Action + Technocratic Spearhead Forces


in the staging dimension the Technocracy was using adjacent to the main battlefield, the cloned Descended known only as the REMF was looking over some of the Technocracy's collected intelligence on the C-MECH. As they read, they complained "How in the world is such a poorly-designed machine so durable? Its center of mass is so high I wouldn't be surprised if it fell over from its own recoil, it can't even really support its own weight, and it's practically immobile even without the stability issues?"

One of the REMF's aides answers "Probably just due to sheer scale backed up with reality-warping bullshit."

At this, the REMF nods, before saying "As a grade 3 General, I have authority to authorize the usage of Weapons of Mass Destruction up to theater scale. In this particular case, the usage of relativistic munitions is neither feasible nor advisable, so I am therefore ordering a Type-095NC Thermonuclear Cruise Missile to be fired."

In another sector of the staging dimension, an order was received at a missile silo and acknowledged. With the roar of a fusion torch engine in atmosphere, a massive projectile flung itself into the air. The missile stabilized itself for a few seconds, getting ready to Jump.


After a moment to stabilize, the missile fired its onboard Jump Drive and flickered across the dimensional boundary. Almost immediately, the projectile slammed right into the C-MECH's side, and the initiation sequence for its massive antimatter-catalyzed fusion warhead began.

Twenty Seven specks of antimatter, each massing half a gram were fired forwards out of confinement to the inside of a massive container of Deuterium and Tritium. As matter met antimatter, each annihilated, releasing a shower of gamma rays. This was far from the full destructive potential of the weapon, of course. Indeed, much of the energy was used to compress and heat the fusion fuels. As the atomic nuclei got closer and closer together, the resistance to fusing provided by the electromagnetic force got more and more intense.

However, within its radius of effect, the Strong Nuclear Force dominated over the Electromagnetic force completely, pulling the atomic nuclei together and releasing immense amounts of energy in the process. This released a shower of stray neutrons in addition to everything else, which emedded themselves in a weapons-grade Plutonium tamper in the center of the fusion fuel, triggering a round of nuclear fission. This compressed the fusion fuel even more, leading to one last round of good fusion before the casing of the warhead failed, allowing energy equivalent to 0.3 gigatons of TNT to be released.

That said, the energy was focused, channeled by the parts of the missile surrounding the warhead, making use of principle similar to the ancient casaba howitzer design to ensure the vast majority of the energy released went straight into its target.

The C-MECH's hull melted, warped, and ruptured under the onslaught, its armored casing doing little to stop the power of the massive weapon it had just gotten smacked with, as the superheated plasma, overpressure wave, and radiation did their deadly work. As the flash subsided and the view cleared, it was plain to see that the C-MECH wasn't holding up well at all.

Indeed, several guns had been blasted off, the leg opposite the impact point had been snapped off from the hull, and, most critically, there was a gaping hole in the machine's hull, exposing its blasted and wrecked internal components. High-pressure steam from the machine's power plant blasted into the atmosphere, robbing the C-MECH of precious power output, any crew the machine had had been thoroughly irradiated, and several ammunition storage bunkers had suffered from their contents being detonated.

But, of course, the machine's ordeal was far from over.

On the horizon, General Mack sat within his command track and called out "Now's our chance! All forces, advance!"

With the quiet hum of electric engines, the Technocratic Spearhead Forces advanced, armored vehicles of many descriptions trundling over the ground towards the C-MECH. The ground shook beneath the weight of so many treads rolling over it, each supporting several tons of armored killing machine.

The battalion of armor charged forwards, their guns blazing as they closed in. While still far from their target, the barrage of projectiles and laser shots impacted all over the C-MECH's hull, with a significant fraction of them passing through the massive hull breach the nuke produced, savaging the machinery inside.


As the tanks closed in, the barrage simply intensified, as the inaccuracy experienced by the shots dropped off to almost zero; now almost every shot was passing through the hull breach to the inside of the machine, further ruining the systems that allowed it to move and fight.



From inside his command track, General Mack opened up a call with the REMF, informing them "Nuclear strike was successful. The target survived, but you put a really big hole in it. We subsequently wrecked a lot of the machine's interior."

On the LED screen, the REMF nodded, saying "That's good to hear. I'll see what else I can arrange from on this end. After all, I want this guy dead as much as you do."

Entity Orders
Technocratic Relief Forces: Attack the C-MECH!
Technocratic Assault Forces: Attack the C-MECH!
SMAAAASH!!!! You drop a warhead of extreme proportions right smack dab in the middle of the C MECH Omega, blasting out pieces of its hull, then follow up with a strike to its interior.
The C MECH holds up surprisingly well under the fire, but it is clearly heavily damaged.

192000 damage to the C MECH!

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

(+1 from I just write)
17/?? Flex charge (Probably going to be used to pressure the guardian)
6/20 Reinforcements

+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- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
(From the sound of it I'm not gonna be allowed to interfere with JOEbob so I guess I'll just attack the mech, if for some reason the hamsa is still on the ground though BK picks it up.)

The Knight dents the mech several more times with the use of Lúin.

Ursine Warriors- Beat up the Mirror.
autocritted 18000 damage to the C MECH.

After hanging there for quite some time, I remember that I'm an Allomancer, Derp. I would facepalm right then and there, but well, I'm hanging several hundred feet in the air right now. To rectify that, I burn some iron. My field of vison is immediately filled with thousands of blue lines highlighting the entirety of the C-Mech. Pulling myself along one of the lines above me, I fall flat on my face on the bottom of the C-Mech's head. Continuing to burn Iron, I get to my feet. I take a moment to get my bearings while I stand upside down."Gah, this is trippy," I think to myself, but I'm not going to argue. I continue to scale, now with the help of Ironpulling. I get myself into the right eye socket, where I take a moment to observe where each and every blue line leads to. I can see that they go to every plate and rivet. There are even lines that connect to the inner workings of the mech, things that I can't see. Based on the chatter I hear down below, some people think that this thing might be a giant mobile bomb. I decide that I should try get into the C-Mech, so that I can start messing around with it's inner workings. The fact that it's covered in a series of metal plates, rather than made from a single solid block makes my job a lot easier. Focusing on a particular section of plate, I lightly Pull on a rivet, so that it will come free, but not go through my chest.

18/20 Lightningrod
18/20 Development

+2 @Enerald_Mann
You deal another 20K damage as the plate swings free and lands on something important below.

I notice JOEBob respawning and making an immediate run for the hamsa. This particular ally of the Godmodder seems to be smarter than the Godmodder himself, and probably smart enough to give Daraken a run for his money in the scheming department.

Unfortunately, schemers aren't usually fighters, and quite a few schemes can be beaten with the right application of brute force. As he gets up to grab the artifact, I max out my Juggernaut Armor's thrusters and fly into him at high speed.

As I charge in, he summons(?) a series of defensive measures, in hopes of stopping anyone from reaching him. The first summon fires a lance of fire at me, and begins overloading me with energy, attempting to cause me to explode into a million pieces. Or he would have, if my shield hadn't taken the brunt of the abuse. The Juggernaut Armor's shield sputters out under the abuse, but it buys me enough time to fire off an AM Breacher Round into the cyborg's face. Then, I activate Deadeye Protocol, an upgrade to my targeting systems that allows me to line up devastating shots on multiple targets and take them all in a split-second. As the remaining summons portal/teleport/whatever in, I cancel each summon by shooting an AM Breacher Round into the center of wherever they are being summoned, cancelling the ritual. If any survive this, I double-tap them with AM Breacher Rounds to take them out and/or nullify them. After a brief burst of gunfire, the route is clear for me to engage JOEBob directly.

Because the circumstances of the engagement force me to fight him in melee instead of my favored range of, well, not melee, I holster my multicannon and bring my electrostaff to bear. He manages to get a hold of the artifact, but before he can activate its effects, he gets whipped by an electrical strike to the face, stunning him and disrupting the charge.

I don't let up on him, continuing a brutal assault. I focus on offense more than defense: my Juggernaut Armor's defensive systems can mitigate any counterattack he deploys, so all I have to worry about is preventing him from finishing his task. I grab hold of the artifact with one hand, and after wrestling with him for it for a few seconds, I activate several thrusters in my arm to burn his hand and force him to let go, while simultaneously bringing my electrostaff down for a devastating strike on that arm. He is forced to let go of the artifact by a combination of human reflexes pulling his hand away from the heat and the loss of muscle control caused by the application of high doses of electricity (the same effect that makes tasers an extremely useful nonlethal weapon).

However, as I activate the portal to warp back to my pocket dimension base to store the artifact, JOEBob grapples on to me. I manage to make it into my base, but he comes along into my base and begins fighting me in my own workshop. And now, he's suddenly stronger.

My scanners pick up no visible change in JOE, but yet he is still able to utterly mop the floor with me. It seems almost like the universe suddenly coincided to give him the edge for the sole reason of making a comedy sketch. As I swing my electrostaff around to try and knock him out, he steps backwards just out of reach. I overextend on my next swing, which he then ducks, resulting in my staff slamming into one of the walls of the pocket dimension. Somehow this causes the staff to activate its electrical discharge at full strength straight into the walls of the pocket dimension. Because of the lack of a real grounding over the whole pocket dimension due to not having any real ground to speak of, the discharge sparks all over the base, and as he somehow dodges all of the sparks, a nasty bolt of electricity arcs into my armor and disrupts it, effectively paralyzing me.

JOE takes advantage of this to jump on top of me and begin pummeling me. Fortunately, even with the disruption to my armor, it is still capable of resisting any amount of normal punches, so I just sit there and take the abuse while waiting for my armor to recover. Unfortunately, his Consecutive Normal Punches attack somehow causes my armor's release mechanism to activate, causing it to burst off unexpectedly. He is thrown into the air wildly, but manages to come down on my head and smash it into the floor of my base as I attempted to get up, knocking me out briefly. While I am incapacitated, JOE grabs the artifact and walks out to make his escape.

It is at this point that the portal finally closes, just inches from portal cutting JOE's hand off and throwing the artifact into random pocket dimensions. As I come to, JOE is attempting to figure out how to get a portal opened again. If he was still operating under Rule of Funny, opening that portal again would be a simple matter of hitting random buttons on a control panel until a portal opened (and a bunch of my work blew up, and he somehow summoned an anvil right on top of my head). I had to act quickly.

While the focus of attention was on JOEBob's confusion and his attempts to make a portal open, I rolled over to my electrostaff, then glanced at a few items that fell off the table during the battle. Yes, I could do something about his intrusion. With a bit of rapid tinkering, I managed to attach a power core to my electrostaff and then modify the electrostaff's electricity manipulation systems to control all of the energy stored inside the power core. Just as JOE is about to escape, I plug in the last module needed for this retrofit, and pull the trigger at the last possible second.

As JOEBob takes a step through the portal, a massive blast of energy is shot out from my electrostaff, creating a pulse that paralyzes him completely when it contacts him. As he makes a futile struggle to move, I casually walk over to him and steal the artifact off of him. I considered trying to build a jail in my pocket dimension base and keeping him prisoner, but then decided against that. If "Descendants" were anything like the rest of my team, a prison would be the exact worst way to handle a threat, because they could just casually escape and wreck your stuff open. So instead, I pull him into my base, close the portal, activate the 7 Proxy Defense, open the portal again, and throw JOEBob's body out into whatever mess of pocket dimensions awaits him. After he recovers from the paralysis (which should take about an hour, based on comparing it to standard-issue Stun Pulse RIfles and taking into account the huge amount of energy discharged in the blast), he'll have to find his way back to the battlefield.

Unfortunately, the blast also fried a bunch of equipment. Thankfully, the Chronal Accelerator appears undamaged by the blast, but enough materiel was lost to significantly disrupt my other projects (resulting in the loss of one of my charges). I re-equip my Juggernaut Armor (which is designed to reassemble autonomously after the emergency release is activated), but leave my modified electrostaff behind. I'm not sure whether or not it works just yet (i.e. it may or may not have been destroyed or lost durability when used to power the stun blast, depending on GM discretion).

19/20 Chronal Accelerator (+1 I just write)
11/11 Lab Accident
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Lab Accident expended. Hamsas destroyed.

@EternalStruggle "Hello."

Rapidly assembling a thaumatological diagram, I curse the Curse of Repetitiveness with the Curse of Repetitiveness recursively. This causes a massive, self-referential explosion that damages the C-mech. Also I pick up a brick.

Ever-Expanding Fish 6/20
Some Charge I Don't Know 3/20

+2 @Enerald_Mann
Self referential? i don't think that's the word you're looking for but darned if I remember what the one you want is.
20K damage.

[PG] 20/20 HP [A] Disease by Vaccine

I give JOE, and his most likely evolved form a boost.

2/5 Blight: Inflict extremely negative ailment upon a random enemy.
2/5 Vaccination: Give Random boosts to a random ally.
2/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

4/4?+1 from JOE IN: Small
4/4?+1 from Talist USE: Birdies: Two small angular birds of glass are spawned, flying over to JOE and aid him in retrieving his Artifact, with the combined power of an 8 charge, boosting JOE's own charge to a 17.
1/20
1/20
+1 JOE +1 Talist
You are refunded your charges.

I throw the C-Mech omega into a giant deep fryer for no reason whatsoever.

thing: 7/10
Is it a deep fat fryer or just a fryer that's really deep?
11000 damage.

19/20 Deal with the Enchantress
14/20 An attack of some kind
+2 @EternalStruggle

Emerald takes the time to go into a library and see if he can find any info on ancient creeper mechs. In other words he scans it.

He also waves his hand and causes the ground underneath the C-MECH to sort of... transmute, into a specific material. Sand. Guess who's sinking into the sand? That's right, the C-MECH
C MECH-Ω: A massive mechanical creeper, as if from Minecraft. Built long ago by one of the highest ranked godmodders ever for use in an ancient war. It is a powerful weapons platform, boosted by enormous amounts of godmodding energy, akin to what you would expect from Terror mobs, only there's more of it.

The Daemonette noted the presence of various active factories in the general region. Smirking, she waltzed through the doors of one of them, dashing through to find not only repair material but ammunition stocks to load the thing when it marched to war. Well, it would not be marching to war now they'd found it. Marching to its doom, perhaps.

She swiftly identified ammo that was not only armed but ready to fire. A rack of missiles, perfect! A console nearby was open to her, likely they weren't expecting much in the way of intrusion, and she was...

Not able to fire because they did require access codes. Drat! Still, she wouldn't be denied that easily. A muttered incantation, a prayer to dark gods, and reality flickered and twisted. As Daemons had arrived in the prelude, so to they arrived in the aftermath of the Abominatus. Always good to get others do her work for her when the opportunity arises. Cavorting creatures, they swam into the missiles and proceeded to fire themselves with rapidly stuttering engines that sounded as if they were cackling. Hurtling forward, they impacted on the plating of the C-Mech, the barrage doing significant damage overall, each rocket impacting and denting the armor before the warhead detonated in a burst of high explosives. Of note was that several were incendiary missiles, capable of setting alight any oil on the machine if it had not been used already.


Charges:
War Wars Episode 3: Revenge of the Krork: 16/20.
Elemental: 4/20.

+1 @I just write
+1 @Enerald_Mann

Entity Order:
Daemonette heals Donovan again.
20000 damage to the C MECH

+1 @Enerald_Mann
+1 @EternalStruggle

Ever-Expanding Fish 7/20
Some Random Charge 4/20

And if the C-Mech doesn't like water, it really won't like a water source block pouring water on it!
The C MECH sparks and shudders slightly as water gets into all the components left exposed to air by Just's earlier barrage. 15K damage.

If I have successfully removed the rivets, then I remove the plate and climb in.

If not, I try a different tactic. I Push on a section of plating, intending to collapse it inwards. The plating, being heavier than me, pushes me across the chamber onto the other "wall" that makes up the C-Mech's Eye Socket. I continue to push on the wall, my body now properly anchored to something.

I wonder which side will give in first?

19/20 Lightningrod
19/20 Development

+2 @The Blue Knight
You enter the C MECH.

Info on the interior (given over discord, moved here by request)
You see a bunch of wires, walkways and mechanical parts.
The standard inside of your giant mechanical monsters.
Small microbot swarms can be seen but there are no actual workers at this point.
What are the microbots doing? Trying desperately to keep the C MECH from falling apart.

19/20 Deal with the Enchantress
20/20 Or is it? [EXPANDING]

+2 @I just write
20/20 Or is it? [EXPANDING]
Emerald looks over at Donovan, who seems to be a little ragged, his Cloak torn and ripped in places, the man himself panting somewhat heavily.
"Now this simply won't do, your survival is essential for you to reach the height of your power" And so, Emerald wills reality around Donovan to warp, entering a sort of stasis in which he cannot do anything. Although he knows Donovan can't hear him, he speaks nonetheless "Sorry about this, but it's the easiest way to do this" First, he takes Donovan's Cloak, and examines it to the atomic level, then to the molecular level, fusing the strands back together and fixing it.
Next he gently loosens Donovan's short sword from him, and runs it over a sharpening station, making sure the edge is nice and sharp, the sword itself free of any rust. Satisfied, he puts it back into Donovan's grasp.
He also takes the time to refill Donovan's caltrop pouch. Now that his equipment is nice and refreshed, time for the man himself.

He places his lamp in the ground, and it begins glowing a bright white, causing a small gust, making Emerald's clothes rustle dramatically as he condenses pure refreshing energy into the lightbulb of the lamp, then takes the lamp, seeming to have to put physical effort into keeping it controlled, and places it against Donovan's chest, where it then pulses into a ripple of white energy, washing over Donovan's body and sealing cuts, replacing blood, refreshing the mind, etc.
After that Emerald walks away and lifts the stasis. Donovan glances at him and wonders what his ulterior motive is to keeping him alive.

Donovan attacks the CMECH
Donovan healed up for 85K health!

7/7 Staff of Curing (Using!)
10/20 Lazor Beems (+1 from I just write, 1 from TBK, 2 from DC^3V, 2 from Crusher)
1/20 The Dragonborn

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

(Staff of Curing)
A branch with a green orb on top appears in Redstone's hands.
[A] Staff of Curing.
Abilities: Gives out a minor 5,000 HP heal to a random ally every turn. Healing attempts get a +5,000 bonus.

Redstone equips this.

The Bulldozer attacks the C-Mech Omega. With A shotgun. At far range. But wait! Those are slug rounds.

Redstone steals a Pepsi can from Pepsi Man.
The staff of curing will last for 4 rounds.

Single pepsi can stolen from pepsi man. Delicious.

The Daemonette continued to attack the C-Mech, getting close to it while the assault was ongoing and sneaking in during a lull in the barrage so she wouldn't get turned to so much paste by the potent assault. One area of the plating is damaged enough for her to just about squeeze inside with the help of her carapaced arm peeling open the plating, and she soon finds an ammunition reserve after climbing a few floors. Attaching a timed explosive she found in the factory to it, she quickly escapes and watches with glee as about five minutes later as the shells cook off, going up in smoke and causing a (relative to size) small detonation in the lower part of the machine, doing some light but noticeable damage in the process, although not hindering its actual attack capability.

Charges:
War Wars Episode 3: Revenge of the Krork: 17/20.
Elemental: 6/20.

+1 @The Blue Knight
+1 @Enerald_Mann
17000 damage to the C MECH.

Suddenly, the Godmodder is hit in the head by a dense metal object. Somehow, the Darksteel HandFoot has managed to spin around in the air and come down in precisely the right angle to land on the Godmodder's head. This can't just be mere probability at work. Okay, maybe it could be blind luck, but it's on the same level as an "Adolf Hitler gets hit by lightning" Deus Ex Machina. Technically possible through absurd luck, but way more likely to be the result of an angry time traveller with weather manipulation technology.

Well, that's a relief. The Godmodder should be down for a little while, giving us all the time we need to take down the C-mech. Wait a minute. What the?

The Godmodder somehow manages to stand back up, despite the fact that it has a headcra- I mean HandFoot still attached to its head and kicking it in the face over and over again. He appears to stand still for a few seconds, then slowly, eerily, turns to face the C-mech, Banhammer in hand. He then lifts up his banhammer, as if to cast a buff on the C-mech.

He holds this position for about a minute, with no movement whatsoever. The AGs watch with awe, and after about 30 seconds, they start to consider attacking the Godmodder while he's clearly doing something that requires his full attention. Then, he throws his hammer at the C-mechs head. The hammer impacts the head, no wait, it goes through the C-mech, passing out the other side. The Godmodder is there to catch his hammer as it goes out the other side of the C-mech, and he uses the momentum from his initial throw to swing the hammer around in an arc that slams it into the C-mech's head. Everyone is attempting to figure out what sort of upgrade the C-mech got, but then the C-mech begins to groan and shudder as it takes the damage associated with being smashed by the primary weapon of a Godmodder twice in a row.

Did the Godmodder seriously just attack his own units, or is something more sinister at work? I decide to take a risk and scan the Godmodder, and find a conspicious lack of brain activity. Oh yes, the brain is active, but the signals are the sort associated with unconscious or sleeping individuals rather than awake individuals. And, it's being disrupted every time the Darkstee HandFoot kicks him in the top of his noggin. The Godmodder must have activated some sort of system to keep him in the fight while unconscious, but it obviously screwed up.

The other possibility is that the Darksteel HandFoot is controlling the Godmodder's body by kicking his brain in the head repeatedly, but that can't be right. Then again, a second pass on my readings shows that the disruptions in brain activity from the Darksteel HandFoot kicking the Godmodder in the head are sending signals into his motor system and animating his body. If not for the direct scans I'm seeing, I wouldn't believe it myself.

Daraken couldn't resist giving a chuckle as his plan came together. The Godmodder, an incredibly powerful entity who thought himself unbeatable, brought down by his own hubris.
Getting influence over the planet was fairly simple. The Deathseekers were insistent on trying to exploit the Godmodder's lack of system-wide anti-warp defenses by smashing a planetoid into there, so Daraken loaned one of his spare dwarf planets. He had mined out almost all of the rare materials from it, leaving behind many hollow spaces that he could fill with payloads. He placed his bets on the Godmodder's orbital defenses, and filled the planet with small magic-based payloads, in hopes that one of them would slip through in the shower of debris and successfully make landfall on the planet. Though the Godmodder had managed to outright shatter the planet with one strike, 62 payloads had landed across the planet, and 35 were still active now. These payloads seemed to be inert pieces of debris (and if investigated, self-destructed to turn into inert debris to avoid discovery), but they were in fact conduits for Daraken's power. He was able to cast any of his magic through them as if they were part of his own body.

A few hours ago, he had activated an array of divination spells, gathering as much information about the action on the planet as he could. From the looks of it, the Deathseekers had managed to put one of their operatives on the planet: Varos, the artificer. True to their name, the Deathseekers were trying to kill themselves by destroying the planet that one of their operatives was on. They had so many ways to come back from the dead that death meant literally nothing to them.

Meanwhile, Daraken had prepared a plan to dispose of both the Godmodder and the Deathseekers, in one fell swoop. Daraken constructed a hundred of his specialist Stasis Cruisers, then used a time loop to multiply them tenfold for a 50-hour period. According to the Ascendant/Foundation Temporal Manipulation Treaty, backwards time travel of further than a 5-minute period (as in, anything that isn't tactical time travel such as a recall ability) was banned without special approval that was very hard to get. Daraken didn't exactly care. By the time this case went to trial, he would be able to prove that his actions nullified a major multiversal threat, and would thus be exempt from prosecution under the Immunities Clause.

Daraken's Stasis Cruisers were designed to project a bubble around a target that walled them off from the outside world. It wasn't just a removal from the battlefield either: he had absolute control over what was allowed to enter or leave the bubble. Thus, he could use a well-placed Stasis Cruiser to turn a hostile flagship into a sitting duck that his ships could tear apart, or protect a key asset by projecting a stasis bubble around it to block all incoming fire while still letting it attack. The only caveat was that stasis cruiser bubbles could not be projected from inside a stasis cruiser bubble, unfortunately preventing him from having 2 cruisers bubble each other and become invincible. However, the effects of multiple Stasis Cruisers could be combined to affect a larger area. With a thousand Stasis Cruisers, combined with a temporary power surge taken out of his own personal reserves, he could create a bubble large enough to enclose the entire star system the battle was taking place in, at a range well outside the demonstrated range of the anti-orbital defenses.

However, the Godmodder himself would pose a problem. He had demonstrated the ability to destroy planets effortlessly, combined with nigh-omniscience that allowed him to pick up on any incoming attack that wasn't truly out of left-field. In order to successfully establish the barrier, the Godmodder would need to be distracted for long enough to establish the barrier. Once the barrier was established, it would be able to hold against anything the Godmodder could try to breach it. The normal counter to Stasis Cruisers is a threat that isn't trapped in the bubble, but the Godmodder had zero known forces outside of this particular system.

Daraken found his chance when Varos randomly mashed together some stuff and threw a Darksteel HandFoot at the Godmodder. This attack was sufficiently unique to confuse the Godmodder, and it would have landed a stunning blow if not for the Godmodder somehow countering it anyways, sending it flying into the sky. However, it wasn't a total counter. Daraken himself didn't quite understand it, but the Godmodder had somehow set it up such that the HandFoot was guaranteed to hit him in the future, all for the sake of ensuring that he was successfully able to summon a mob of invincible giant preschoolers. Thus, all he had to do was wait until the predestined impact occured to stun the Godmodder, then move in.
But merely stunning him might not be enough, Daraken realized. He would need to make sure the attack was able to take the Godmodder out of action for a significant length of time, and didn't just give him a vacation or stun him for a few seconds (which could be overcome with enough determination or desperation). He needed to incapacitate him, and keep him incapacitated for a long period, for his plan to be successful.

So he modified the HandFoot to give it an unusual form of mind control. Namely, after grabbing onto the Godmodder and knocking him out, it would then puppet the Godmodder's body by kicking the brain in the head repeatedly to send impulses across the body and keep him unconscious. It wasn't technically mind-control, and thus had a good shot at beating mental defenses if the initial hit could be confirm (which, according to destiny, would automatically be confirmed in this case). Because the Godmodder didn't really care what the Godmodder did once subverted, he gave the HandFoot sentience and a priority on making the Godmodder turn traitor and attack his own units.

The mind control could be fairly easily broken by any attack that knocked the Darksteel HandFoot off of its host. By switching its allegiance against the Godmodder's own forces, he would make sure that the only individuals trying to restore the Godmodder to normal were his most dedicated allies.

To make his plan even more likely to succeed, he decided to throw a bone to Varos as he engaged one of them over some artifact. If Varos could bring down one of the Godmodder's allies, it would buy time for his plan to succeed. As Varos engaged, the Godmodder ally manifested an army of summons to defend him, then attempted to make an indestructible house around himself to make it impossible to access the artifact. Daraken would have just cast a long-range dispel magic, but the summons had questionable origin, and so he changed it to an Intercession strike, severing all divine influence around the Godmodder's ally. This didn't destroy the summons, but it appeared to weaken them by reducing their powers from quasi-divine to merely magical, allowing Varos to actually destroy them with his antimagic bullets. Furthermore, the shattering of divine influence then removes the sacred nature of the house, making it vulnerable to entry.

Naturally, the individual realized this and deployed another layer of defenses, this time attempting to warp and shatter reality to destroy his opposition. Daraken sighed, and grudgingly countered him by casting Scranton's Reality Anchoring on Varos, causing him to project an anti-anomalous field to negate the reality warping and loss of any semblance of reality that was occuring. Varos was successfully able to reach JOEBob and hit him hard enough to break his spell, before commencing with a fight that ended up with the Godmodder ally paralyzed and thrown into pocket dimension limbo.

With the most dangerous of the Godmodder's allies taken care of, he then turned to the other two allies (not counting the giant mech, because he guessed that thing had hard safeguards against shooting its master), and summoned a swarm of giant spiders to attack each of them. It was all he could spare right now without leaving him without sufficient reserves to power the Stasis Cruisers, and it did absolutely nothing as the two casually decimated the spiders. Well, time to hope the plan succeeded anyways.

Daraken waited for the plan to inevitably go wrong, but it didn't, at least not yet. The Darksteel HandFoot successfully knocked out the Godmodder, then reanimated it. It appeared to have to have a significant wait between actions, as the HandFoot had to essentially "program" complex actions into the Godmodder over a long period of kicking him in the head until it could get the Godmodder's body to complete those actions. That made the reanimated Godmodder far weaker than his normal form, especially considering the Darksteel HandFoot could only use his body to smash with his Hammer instead of pulling the complex attack patterns that the Godmodder would normally use. But then again, it's not the strength of the subverted Godmodder that mattered here, it was how long he remained incapacitated.

That was his window. In the span of a single second, a thousand Stasis Cruisers warped in around the edges of the system, 20 AU (or 10000 light-seconds) from the star. They immediately began creating the bubble around the system, spreading out their fields across the surface area of a sphere encompassing the system. Cloaking was not in play, but it was unnecessary. The bubble would only take 60 seconds to create, but it would take 10000 seconds for light glinting off the ships to reach the orbital defenses around the planet, and another 10000 seconds for return fire to arrive, assuming it was in the form of an energy weapon and it both wasn't evaded and wasn't reduced to uselessness by the extreme range involved.

Once the bubble was established, he modulated it to have as little impact on the existing battle. The primary purpose here was to eliminate any impact the Godmodder might have on the known realms, and the secondary purpose was to trap the Deathseekers. To that end, there was no purpose to blocking anything sent inside the bubble to engage the Godmodder, and he allowed information to leave in the form of light waves, radio waves, low-level psychic waves, and whatever other FTL communications were being employed to allow the combatants to phone in more allies. However, he made sure to block anything about a certain level to prevent laser weapons from damaging his ships, and he also set up advanced infohazard countermeasures up to fifth-level meta, a level above the current standard on anti-infohazard bleaching (the one that no known infohazards had even breached, just to be absolutely sure the Godmodder couldn't send a trick through the wall to sabotage his craft). He suspected there were still methods for enemies to escape to bother the other universes that had showed up to this multiversal war, but he didn't exactly care as long as it kept the Godmodder and the Deathseekers out of his universe.

Then, he began closing in with the Stasis Cruisers, with the end goal of collapsing the size of the field down to something that could be maintained by a mere 50 Stasis Cruisers consistently, and theoretically maintainable by 10 for short periods in the event of an emergency. This process would take a few hours, but by the time it was complete it would be too late for the Godmodder to counter it.

(OOC: This does absolutely nothing for the current battle. Forces can still travel into the fight, forces can still call in support from outside of the fight, the barrier probably doesn't stop travel to other universes, and it will probably just get deleted anyways whenever the Godmodder recovers. The real threat is that the Godmodder is now delivering (significantly weakened) attacks against PG forces instead of his usual attacks on AG forces, and will likely keep doing so until an effort is made to rescue him or he manages to break free after the Guardian falls and he loses his Shielding)

Well, the Godmodder's current actions are strange, but I can't get too distracted analyzing them. I have other business to attend to. It's time to use the Chronal Accelerator to accidentaly summon Tracer and -wait what? That hamsa I recently recovered is reacting with the Chronal Accelerator, converting me into something? What the?

I scan my new form, and get a bonus because I'm scanning myself. Somehow.

20/20 Chronal Accelerator
1/20 I have to restart my work
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
The Godmodder gets hit in the head with the darksteel handfoot, but then immediately rips it off his head.
He compresses it down into a tiny piece of darksteel, and tosses it away.
Really? Mind control? You expect that to work on me of all people?

Meanwhile, Daraken discovers that most of his various power nodes are being actively hunted out and destroyed by... something. He's not really getting the chance to check before they go crunch.

And then his stasis ships come under attack from residents in the system.
There are... a LOT of spaceships gathering around the fringes of the star system. And a lot of them have already started fighting with each other.
Why are they here?

2/20 c4
2/20 tnt
+1 mirror +1 talist
if evolved properly:
I use the blue hand with its water boosted I, granting myself water boosted II.
if not evolved properly, I slap away the darksteel handfoot from the godmodder, just in case, then create a series of glyphs to send it flying away.
#ThroughTheGates

General Action: No Toys For You

ATTENTION: This action is a CONTINGENCY, which will do one of two things depending on the situation
In the Tenchocracy's staging dimension, the REMF frowns, pointing to JOE on a map of the battlefield and stating "That guy right there, he's up to something that'll cause a lot of headaches if we don't do something immediately. I need to requisition 30 kilograms of randomly generated viral payload, a handheld Dimensional Tuning Rod, and a bucket of green paint, NOW!"

There are no questions presented, and the items requested are immediately presented. The REMF nods as they say "Excellent." and march outside of the command post they're assigned to. As soon as they get outside, they grab the Dimensional Tuning Rod from an aide, and point it at the sky. Lightning blasts from the tip of the device as it begins weakening the boundary between universes, locking on to the battlefield.

As the lightning crackles, the REMF calls out "I hereby invoke a curse upon the one known as JOE, that their current endeavor will produce far more lackluster results than they are hoping for!" With that, the viral payload and the paint float into the air and mix around in a greenish swirl, before disappearing through the pinhole gap in realities to the battlefield, arriving just inside JOE's body.

The Descendant can feel themselves being weakened even as the Hamsa boosts them, the viral payload doing their dirty work even as the paint acts as straight up poison. When the process completes, JOE is certainly different from when they started, but by no means as powerful as they'd hoped the Hamsa would make them.
As the Technocratic Spearhead Forces approach the C-MECH, General Mack calls out "Colossus protocols, infantry disembark and get inside that mechanical monstrosity!"

With that, a contingent of infantry cyborgs disembark and begin to climb the C-MECH's legs, rapidly reaching the hull breach the nuke had caused. From there, it was a pretty straightforward endeavor to clamber around in the machine's innards to anything that looked important, setting demolition charges before they evacuated from the gigantic mechanism's innards.

As soon as the last infantry cyborg was free from the C-MECH's interior, General Mack slammed the detonator button, and explosions rang out from the C-MECH's internals.

Charges
Air Superiority (20/20)(FIRING!)
Repair System (5/20)
Medical Department (1/20){new!}
+2 @EternalStruggle

Air Superiority: Airbase 3

Towards the Technocracy's rear lines, a frantic construction project was underway. Quickly, a mile long strip of ground was leveled and paved over, forming a runway. Off to the side, several hangars full of teleportation receivers were being erected, and a short, stocky control tower was tilted into position towards one end of the complex. While it was certainly possible to build an airplane capable of independent dimensional shifting, the Jump Drive would invariably take up space needed for various other pieces of mission-critical equipment. Hence, Technocratic Planetary Warfare doctrine emphasized heavily the usage of prefabricated airbases in the same dimension as the theater of operations to provide air support.

Thus, the inauspiciously named Airbase 3 was constructed and declared ready for business.
Airbase 3
-This Entity has no attack power of its own
-This Entity has 20,000 regen
-Every turn, Airbase 3 launches 2 Fighter Drones.
-Each Fighter drone has 5,000 hp, 2,500 attack, and 50% dodge.
Entity Orders
Airbase 3: Launch Fighter Drones
Contingency action blown because I'm REALLY not happy with the level of focusing this all entailed.

Airbase 3 summoned!

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

(+1 from EternalStruggle, +2 from DCCCV)
18/20 Flex charge (Probably going to be used to pressure the guardian)
10/20 Reinforcements

+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- 4/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 20
Health per- 5,000
Attack power per- 1,500
Current Total damage- 30,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 40,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
The Knight charges at the Mirror. "It appears as though it's timed or us to do battle again Being of the Mirror!" Lúin creates a small crack in the Mirror on impact.

(Sorry for the low quality posts I was scrambling to write these in time for the update)
Yeah, it's fine. any posts at all are welcome. autocritted 4 damage to Mirror.


#TheFallenCity​

The C MECH stands proudly, in spite of the massive storm of damage it continues to receive, but it still has a few tricks up its sleeve, and demonstrates the first one. A large panel flips up on top of its head and a massive metal crate flips launches up into the air, it spirals up in the sky for a bit, before a parachute comes out. And then a box explodes into a massive barrage of smaller explosives that rain down on the AGs. The entire battlefield is consumed in explosives, bypassing bodyguarding and dodge. 15K damage to all AGs but donovan (who is immune) and the bulldozer (who takes 7,500 damage instead), and the TOGII. Lucio killed. The C MECH takes 15000 damage from recoil as its frame shudders under the weight of the massive launch. Pepsiman slip'n'slides his way up past the Daemonette, who tanks 8000 damage.

TOG's TOGII* returns fire on the C MECH in retaliation, dealing 25000 damage.

Then comes the AG onslaught. First thing that happens is the that sound barrier, emotionally devasted by the fact that the C MECH's special ability completely bypassed it, runs away crying, never to be seen again. The Daemonette heals up Donovan to full. Zarya's shield was completely bypassed by the massive rolling waves of explosions, so she simply opens fire on the C MECH for 10000 damage. Then Mark of Luin goes off and she dies. Oops. Donovan stabs the C MECH for 5000 damage. The Gnome Core acquires 6 new pieces and funnels them all into its body. Fat lot of good that seems to do against the C MECH.

The Technocratic Relief Forces open fire on the C MECH, doling out 26K damage. The Terrible idea and Technocratic assault forces decide to team up for some unfathomable reason, and perform an attack involving rocket jumping, pineapples and lots of really bad ideas. It somehow works and deals 75000 damage. The Adamantite Mech continues idly smashing away at the C MECH (how many times can I say C MECH before this turn is done. C MECH C MECH CEMCHE AW COME ON) and deals 15000 damage. The Ursine Warriors smash their way through 5 of Mirror's hit points, and the bulldozer pops a slug into the C MECH's eye, narrowly missing DCCCV,but dealing 8000 damage. Airbase 3 releases its drones which deal 5000 damage to the C MECH.

The Godmodder decides its time to do some more serious damage to the AG forces. He walks into the middle of the technocratic relief forces and waves. Hello, you may not know me, but I'm the Godmodder. You can call me the next worst thing to the devil. and with that he drops a confusion ray attack. On the entirety of the relief forces. Who then proceed to swarm over and attack the assault forces, who are utterly bewildered by the sudden changing of allegiances and open fire on their attacks. Next round the technocratic relief and assault forces will attack each other instead of anything else.

Everything ticks up and down. Staff of Curing heals the Adamantite mech. Autocrapper craps automatically. Bigger Fish receives his 3rd post +10 charge token.

Itinerary:
Destroy the C-Mech Ω!


Distance: 100%​

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsi Machine [PG - Talist]: Hp: ∞/∞
C MECH-Ω [PG][GUARDIAN: Hp: 1,022,000/1,750,000. Boombox: 1/2. Autocannons, roll out: 3/3. Surface-to-surface: 3/5. Bomb Voyage: 3/8.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 45. Pepsi Cans: 8
Mirror [PG - player]: Hp: 11/20. Disease By Vaccine [A]. Durability: 10/10. Blight: 2/5. Vaccination: 2/5. Toxic/Cure: 2/10.
TOG II* [N - TOG]: Hp: 85,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 37,000/66,000. 25% dodge. Plot Armor.
Donovan [AG - enerald_,mann]: Hp: 225,000/225,000. Rapid Basic Attack: 2/3. Caltrops: 4/5. Deal With The Enchantress: 9/10. Scattered 1 left.
Gnome Core [AG - Crusher48]: Hp: 2,000/50,000. Head: 1 segments: Body: 14 segments. Leg x2: 6 segments. 1 research point.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 149,000/160,000. 20000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 148,000/160,000. 20000 regen. attacking Assault Forces.
The Terrible Idea [AG - variant]: Hp: 31,000/55,000
Technocratic Assault Forces [AG - I Just Write]: Hp: 70,000/80,000. 10000 regen. attacking Relief Forces.
Adamantite Mech [AG - variant]: Hp: 35,000/60,000. 2000 regen. Missile Massacre 3/3. Heavy Charge Beam 5/5.
Ursine Warriors x17 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bess [AG - The Blue Knight]: Hp: 25,000/40,000.
Bulldozer [AG - redstonetam]: Hp: 67,500/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Airbase 3 [AG - I Just Write]: Hp: 80,000/80,000. 20000 regen. Drones x2: HP: 10,000/10,000.
Crusher48 [AG - Player]: Hp: 20/20. Auto-crafter [A] Durability: 1/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 8/10.
The Blue Knight [AG - Player]: Hp: 20/20. Lúin [A] Durability: 3/5
Redstonetam [AG - Player]: Hp: 20/20. Staff of Curing [A] 3 rounds left

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]

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: 4 round cooldown
DCCCV: 3 round cooldown
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
plague126
TheBiggerFish:

[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: 3 round cooldown
MrMirrorMan
Talist
 
Last edited:
Update 48: Scavenged Weaponry pt 4
Have another player that's annoyed thte crap out of you IC? (Not OOC, we're not spiteful pricks in this neighborhood no siree) Have someone you want to have a throwdown with or just want to test your metal against the other person's IC prowess as a Descended? Well now you can with the spiffy new STRIFE system.

How it works is that in addition to your regular post content, you can have STRIFE actions going on. STRIFEs are based more on flavor text, although you can bring in entities and alchemies to try and give yourself an edge. Just keep in mind, anything brought into a STRIFE is forfeit to the victor if you lose. Upon starting the STRIFE, the two players (or more) players involved need to decide whether other players can butt in if they want, and what types of things are and aren't off limits. That's all up to you guys. On victory/loss of a strife... well, rewards/penalties are to be arranged between the two strifing parties, although in Terraria when strifing became a thing, it was usually customary for the losing party to give +1s to the winner.
I'll be the judge of actions and the like to prevent godmodding and all players involved will have the standard amount of hitpoints within the strife (which doesn't affect the hitpoints they have outside the strife if they're currently vulnerable) so that it doesn't last forever. But at the same time, if you take all artifacts with you into a strife it removes your vulnerability in the main field until the strife is over.
Artifacts cannot be used both in a STRIFE and the outside world at the same time. STRIFEs are basically sidequests based around beating up another player.

Blue Knight, Mirror, just ask me if you want to move some of your artifacts outside of the strife, and you will be obliged. It will not disrupt the STRIFE in any way.

/nulled, no need for placeholding anymore.
#ADragon

placeholders are now illegal, so I'm getting rid of this one. I'll use it if nobody else has posted by the time i finish my post, but beyond that its a null now.
/nul
#RestInPepperonis

Where are my posts in the update?
Never mind I realized I didn't post.
/null
#GERONIMOOOOOoooooooo

[I would suggest adding on to your statement by editing instead of posting again if nobody else posted since you did- i think the forums have some rules against doubleposting maybe?]
[/null]
#GuardsGuards

14/20. The Vital Vitriol.
2/20. The Leader of the Order
+2 @Enerald_Mann
I feed the C-MECH boneless pizza.
The C MECH finds it delicious, but all the hot grease messes with its insides, 9000 damage.

(12} 12/20 Something Missing: illogic

(11 +Fishguy } 12 /20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


uh, Hannibal shoots some guys... A-team!

I, uh, shoot some big bad PG guys, I guess
You shoot the C MECH for 7000 damage.

General Action: Inconvenient Distractions

While the main horde of mini-bots had long since been destroyed, a single individual minibot escaped in the confusion. By sheer chance, it wound up traveling in the exact opposite diretion the main [AG] force had gone, until it came to a city. While it had managed to replicate itself a few times before then, once it reached the city it was able to really get going, quickly multiplying into a nightmarish horde.

One of the members of the Godmodder's planetary defense crew eventually gave the order, saying "We can't handle these things on our own, we're being over-run! Call for backup!"

The officer's immediate subordinate called out "There's nobody who could get here in time! I've already checked!"

Meanwhile, on the battlefield, the Godmodder heard his phone begin ringing, and immediately answered it, saying "This had better be for a good reason!"

Their eyes go wide as the soldier on the other end explained that they were being overrun by a self-replicating robot horde, and if the Godmodder didn't do something soon, there might not even be a planet left to launch their invasion from in fairly short order.

The Godmodder's response to all this was a simple "Shit." as they flew away to put down a rampaging Von Neumann swarm before it devoured everything they'd worked for so far. Given that they would then need to carefully check over the entire planet to ensure there weren't any more of them lying in wait ready to start this nonsense all over again, this is something that would keep them occupied for some time.

Charges
Repair System (8/20)
Medical Department (2/20)
+1 @EternalStruggle
+1 @The Blue Knight
The Godmodder curses. There WERE defenses in line for rampaging nanobot swarms like this, but it looks like they got set into place too late.
The Godmodder turns back and looks at everyone.

DON'T TOUCH ANY-why am I even bothering to say that you're going to touch everything.
And with that he flies off.

19/20: Sealed to the Enchantress
3/20: Shift Happens, Reel With It

Emerald shoots at DCCCV. Oh no, the CMECH's armor got in the way, how unfortunate
FRIENDLY FI-no wait. Unfriendly fire. Well, I guess it would be that either way because friendly fire's not actually that friendly.
13000 damage.

(13} 13/20 Something Missing: illogic

(13} 13/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


I heal up Hannibal

if its a free action, I use the predator armour to defend myself/Hannibal. Unless we dont get attacked, in which case I dont do that
You restore 5000 health to your tank.

The Daemonette scowled, taking a step back to recover from the barrage of explosions she just had the displeasure of living through. She would probably continue to be fine, but there was no way of risking it. She felt that her time was not now. Not yet.

There was still at least a little work to be done.

Once again, she took advantage of a prelude. This was much lesser, more dull than her previous bringing through of a Titan, but far more stable. This allowed her to immerse herself in the energies of the Warp as she deliberately prepared to open a portal right on top of herself, feeling renewed and restored once again. As a being of that place, its energies were vital to continued existence, and so an infusion of them could strengthen a presence in the material plane, as it did here. Not a new trick, of course, but a reliable one nonetheless. She wasn't certain how long she could stay here, but as long as she could she'd make sure that it counted to some degree or other.

What was coming through was not quite Chaotic, however...

Charges:
War Wars Episode 3: Revenge of the Krork: 19/20.
Elemental: 7/20.

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

Entity Order:
Daemonette heals Bess, if dead then any AG.
18000 health restored to the Daemonette.

8/20 c4 +4 TOG total +1 mirror
3/20 tnt
+1 mirror +1 talist
now, I'm not quite sure what to do with those 34 charges (1 20 1 10 and one 4 specifically), so I'll keep those on hold for a while.
ok I think i decided what I'll do with the Twenty.
summoning boombot drone swarm.
boombot drone 1/1 hp 0 atk
passive: explosive. on death of a drone, deal 1.5???? damage to an enemy target, specifically the killer if possible. AC treats all boombot explosions on a given turn as a single instance of damage; dodge treats them as one instance for each 10,000 damage.
passive: boombot replication- generate new boombot drones every turn up to a cap of ~133,000 HP of boombot drones (enough drones to do 200,000 damage if all killed at once.). I'd like it to generate 10,000 drones a turn, as long as it'll still have more then 70,000 starting HP.
passive: useless or what? if the drones do nothing for 8? turns (IE: are not attacked or consumed or banished whatever- healing won't stop this), its clear that their useless, so they all vanish from the field at once.
passive: simple to produce- heal to the bots generate new boombots at 1/3 rate, despite them being a hoard entity which normally wouldn't be healable. may bypass the cap?

in other news, donovan needs to die. they proceed to find themselves missing a windpipe and covered in spikes. interesting.
actually... instead, I conjure a minor mind-influencing spirit and send it out into the world to find any descendant unaware of their powers and magically compel them to become a cakeomancer, by having cake-related ideas pop into their head at every turn. this will surely have no effects in the future.
You create a cakeomancer, and summon the boombot swarm. Boombots are not healable over the cap of 150K that I'm setting.

[PG] 11/20 HP [A] Disease by Vaccine

"I accept your challenge, Knight clad in Blue, so let us fight, with no outside interference." I buff myself, using Disease by Vaccine.

3/5 Blight: Inflict extremely negative ailment upon a random enemy.
3/5 Vaccination: Give Random boosts to a random ally.
3/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

7/7+1 from JOE Hollow Blade : [A] small glass blade that floats, surprisingly durable. Seems to lack a will to fight of it's own. -Autonomous Striker, attacks on it's own. Attack's selected target with minor damage. TARGET= The Blue Knight
7/7+1 from Talist Empty Shield : [A] small glass shield, hard to break. Does not seems to care if it protects or not. Automatic Defender, defends on it's own. Reduces damage from attacks against target. TARGET=MrMirrorMan

+1 JOE +1 Talist
You summon up two artifacts and enter a STRIFE!
I'm gonna draw up special rules for when two players want to go head on with each other. Check the top of the update for the rules of STRIFE.

You jam Disease by Vaccine into your arm, buffing yourself up with regen.

I carefully push myself onto a walkway, and take a look around.
Wow! There's metal everywhere!
Wow! There's metal everywhere.

Time to bring this thing down from the inside.
I start by Pulling on all the wires in my sight. All of them. At first, I lurch forward a bit, and nearly fall off the walkway, but manage to grab onto a handrail before I topple off. Thank goodness for OSHA-Compliance. Me grabbing onto the guardrail tahnkfully anchors me well enough for the wires to pull themselves towards me rather than the other way around. However, I can hear the walkways straining as I do this. Maybe it's not the best idea I do this here oh too late. The walkway collapses and falls down below, just as I pull the wires in the C-Mech's head loose. As I fall with the walkway, I push off of it and flaot in the air for a bit, as I regain my bearings and lower myself to the "Floor" of the C-Mech. To keep this sort of thing from happening again, I create myself an Immovable Rod. That should help me properly anchor myself from now on.

20/20 Lightningrod
20/20 Development, Used to make an immovable rod.

+2 @EternalStruggle

tentative attack, will work on later.
20000 damage to the C MECH

11/20 Lazor Beems
2/20 The Dragonborn

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

The Bulldozer walks into Pepsi Man, causing him to lose some time because he tripped.

Redstone cleans an axe before plunging it into the C-Mech Omega. He flies up and continues to slash some more.
11000 damage.

I kick the C-Mech omega in the shin and call it an unoriginal joke.

thing: 10/10 (+2 from redstone)

a thing appears. in my hand.
it's an artifact
which is detailed in this spoiler
Cryptographic Sequencer [A]: Has five uses. Can be used on mechanical/robotic entities to produce """""interesting"""" effects.

+2 to @redstonetam15
Maybe YOU'RE the unoriginal joke. Regardless, 13000 damage.

Also, I'm gonna want to know what those "interesting" effects are before I let ANOTHER FREAKING ARTIFACT hit the field.

6/20: Ahirt
19/20: Sealed to the Enchantress

Emerald boos and throws rotten tomatoes at the CMECH's face
The C MECH's feelings are hurt. 13000 damage.

15/20. The Vital Vitriol.
3/20. The Leader of the Order
+2 @Enerald_Mann
I create a bomb, but don't set if off. For now.
You make a bomb. You are the bomb.
Maybe the real friends are the bombs we made along the way.
The bomb explodes prematurely and kills two of the ursine warriors.
Whoops.

General Action: Deprogramming
Note: This is a Split Action; 5% of effort goes to attacking the C-MECH (just enough to get the Spearhead Forces to do their thing), while the rest is going to freeing the Assault Forces.

As General Mack and the Spearhead Forces were attacking the C-MECH again, the REMF was seething in fury. How dare the Godmodder mentally compromise loyal Technocracy citizens! At least it was only a temporary effect, and estimates indicated that both the affected units would survive the encounter. Still, allowing this to continue unimpeded would surely cripple the effectiveness of both units, demanding action to prevent such.

Of the two units, it was far more imperative to free the Assault Forces from their confusion, so that the Relief Forces would be at full strength when they recovered and thus able to help mitigate the damage.

Thus, the REMF began to code, rapidly putting together a patch for the Assault Forces that would help them recover from this in time to avoid performing a friendly fire incident.

Charges
Repair System (11/20)
Medical Department (3/20)

Entity Orders
Technocratic Assault Forces: Attack the C-MECH!
Airbase 3: Launch Drones!
Fighter Drones: Attack the C-MECH!
You deal 18000 damage to the C MECH and the rest of your action goes towards attempting to undo the mind control.

20 post charge in use!

With a burst of Descendant energy, a Warp portal was torn open in reality, and threw it flung a veritable titan of a war machine. Nowhere near the C-Mech in stature, let alone the Abominatus, it nevertheless towered over the Daemonette at around seven and a half meters tall. It was a war machine through and through, it just happened to be a biological one, although between its extensive cybernetics and suit of heavy powered armor this was difficult to tell.

"Daemon." It rumbled, looking down at its summoner. "I demand an explanation, and for your sake it better be quick." It was not entirely new to the battlefield, a very similar being having been summoned in days gone by, before even HATRED. This one was different, though. Not any stronger, technically, but armed with new technology that meant it hit harder and was much tougher. Tank cannons wouldn't even leave a dent in this thing. Still, it was far from invincible, considering all the extremely heavy weapons being thrown around on this particular battlefield.

Licking her lips, the Daemonette tried her best to make a confident grin, but instead began breathing heavily, and respectfully took off her hat. "Well, you Krork have a pact with my own original summoner, and I act in his name, so I want you to go attack the Godmodder and his forces."

The Krork Noble pauses for a moment, letting the silence get to the Daemonette before he finally speaks again. "Very well. I'll crush those gits for you, if it's for the Summoner, and of course I know it is. Don't think for a second I'm happy about workin' with a jumped up gribbly, though. After this, you and me are gonna have words."

The Daemonette just gulped and nodded.

Krork Behemoth (Redux):
70k HP, improved from 55k by Ironclad nature (cybernetics).
10k Armor/Damage Reduction, improved from 0 by Iron Skull Attachment reinforcing armor with Special Tough Beam technology, aka tractor and forcefield tech. (Applies once to Attacks from Hordes, naturally.)
15k Attack, improved from 10k by new Quake Projector and Implosion Warhead Cannon.

General Action:

As this happened, the portal shuddered and closed in upon itself, but not before when it reached but a single point it threw out a last potent bolt of Warp Lightning, slamming into the C-Mech and dealing a hefty enough blow to the mechanical monstrosity, although it was nothing so potent as certain other strikes being tossed about at this point in time.

Would gib charges back but not sure how useful they'd be right now. Will do so probably next turn.

Charges:
War Wars Episode 3: Revenge of the Krork: 20/20, used.
Elemental: 10/20.

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

Entity Order:
Krork Behemoth attacks the C-Mech.
Krork Behemoth resummoned. The Curse of Repetition eyes you warily.
12000 damage to the C MECH.

Krork behemoth's armor nerfed a bit.

14/20 Lazor Beems (+2 from existencesuccess)
3/20 The Dragonborn

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

Redstone calls a truck that scales up to be 10x the size of the C-Mech Omega to be dropped on the C-Mech Omega.
That's a big truck. That somehow only dealt 15000 damage.

[PG] 11/20 HP [A] Disease by Vaccine 10?/10 [A] Hollow Blade 5/5 Durability [A] Empty Shield 5/5 Durability

After buffing myself up, I decide to debuff The Blue Knight with Disease by Vaccine. "Hope you can handle a little poison knight, because that's what I do for now."

3/5 Blight: Inflict extremely negative ailment upon a random enemy.
3/5 Vaccination: Give Random boosts to a random ally.
3/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

1/20
1/20
+1 JOE +1 Talist
You inflict weakness on TBK. THis doesn't use up durability because you're in a STRIFE.

I attempt to shoot the C-mech's eye out.

What about me? I'm the cavalry!

Yeah, you're going to die if you engage them right now. Tracer, stay in the base until this blows over.

20/20 Chronal Accelerator
2/20
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
9000 damage to the C MECH.

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

(+1 from I just write, +2 from EternalStrugle)
19/20 Flex charge (Probably going to be used to pressure the guardian)
14/20 Reinforcements

+2 @plague126

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

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 17
Health per- 5,000
Attack power per- 1,500
Current Total damage- 25,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 25,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.


The Knight faces the Mirror (@MrMirrorMan) "Very well then Being of the Mirror. Out of respect to you allow me to make this duel more official." The Knight begins to bellow "I, Sir Heidal, The Blue Knight and faithful servant of her Royal Highness Tia Campana, Queen of Crossbell, formally challenge the Being of the Mirror, servant of the tyrant known only as the Godmodder, to an honorable duel. From this point forward I swear on my honor I will not permit any interference from outside forces in this battle. Hence..." The Knight raises a hand telling the Ursine Warriors to halt their surround of the Mirror. "Morgul, you and your men will go fight the Godmodder's giant machine." The leader of the bears reluctantly nods before gathering his men and charging the C MECH-Ω.

"Now allow us to fight in earnest." The Knight brandishes Lúin "May the better Descended be victorious!" The Knight urges Bess forward beginning his charge.

The Mirror's Hollow blade attempts to harass the Knight on his approach however the Knight is prepared and parries the autonomous glass shard away with a few deft movements of Lúin. Once the Knight is within melee range of the Mirror he swings Lúin like a mace at the Mirror. Unfortunately most of the blow is absorbed by the Empty Shield however the Knight is not discouraged by this fact and turns Bess around for another go... (To be continued in my next post.)

(This is just a standard attack on MrMirrorMan with some added flavor)

(To be clear BK does not want any AG players to intervene in this battle, if you do intervene BK will probably be IC upset with you, that shouldn't stop you though if you really want to intervene for some reason, I'm just warning everyone.)

First of all a quick thank you for providing me with this fun and friendly opportunity for RP in the form of this duel. Thanks Mirror!

Now a quick disclaimer for Piono in case your reading this, the following blurb has nothing to do with any game mechanics, it's just a request by me on how I would prefer Mirror handle descriptions of damage inflicted on BK if he chooses to write them.

On to business. So as you might have noticed In my descriptions of BK I have always described him in a suit of armour and have never once mentioned BK's appearance under the armour. I've kept BK's appearance a secret in order to provide a hook for RP if anyone takes an interest in it. So therefore If you decide to write descriptions of damage done to BK by your attacks I would prefer you to not write an in depth description of anything affecting BK himself within the armour. Of course this not an attempt to tell you not to try to pierce BK's armour or remove it from his body, in fact I would welcome the endeavor, just in the case of you attempting to do this I would prefer to write the description of how BK is effected and what he looks like underneath the armour myself in my next post. If you have any similar concerns about your own character or I screw up an element of his appearance let me know in OOC.

{Orders}
Ursine Warriors- Attack C-Mech (In theory the surround ability should activate however considering the Mech's basic attack is area of effect I imagine the ability really wouldn't be allowed to work.)
You deal 1 damage to Mirror.

I shoot the C-mech's other eye out, hoping to blind it. Not that it matters given that the C-mech can probably spray fire anyways and still kill something, but its better than just randomly spraying shots at it.

20/20 Chronal Accelerator
3/20 Mysterious Artifact
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You shoot out the other eye. Unfortunately that's not where it keeps its optical sensors, so all you do is 10000 damage.

Got +8 total

Charge: 14/20
Charge: 13/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:

Alright. Let's make some actual progress in this.

First, Thina opens up one of the vents using her knife and backs into it, testing to make sure she can fit inside it. Then she disables the drone again, leaving it in a corner inconspicuously and hiding it slightly buried in the old weapon scraps. If the generator has some obvious way to switch it off, she first does that to turn it off. If it doesn't, then she uses the same tactic of short circuiting a light bulb in order to shut the generator off. Once the generator is offline, she ducks into the vent and hides inside it, waiting for whoever is coming to restart the generator.

While waiting, she sticks her paw down against the cold metal deliberately, and then removes it to feel the ancient dust between her toes. Odd that this place was so old, yet still had someone here. There were so many questions she could ask them.



Entity Orders - Pepsiman does one more slide tackle, hitting no enemies, but reaching the PEPSI MACHINE! He takes a moment to drink some cold, delicious Pepsi and celebrate his momentous victory with a song and dance number.



I invite any true believers to celebrate alongside our lord. I bet some of you didn't think Pepsiman was a real thing, but don't worry, he is.


You shut down the defense drone and hide in one of the vents.
Soon after a hulking monster in black garb and wearing... red teashades stalks into the room. One of his arms is a massive red tentacle, and he's holding a massive minigun with it.
Alright...
I know you're in here, so why don't you come out nice and easy where I can see you.


I drink a coke.
/defiancenull
Random notes like this should be in off topic.
#ScavengedWeaponry

10/20 c4 +1 mirror
5/20 tnt +1 talist
[14 unused charges of undecided use]
+1 mirror +1 talist
I hack donovan's enchantress charge,keeping it from fully ticking up this round (IE: instead of going to 10/10, going to 9.9999999/10). how? the power of vintage magic, which is powered by a type of ore known as vintage. vintage ore also can be found by smelting down vintage video games and computers. the process can be reversed as well, allowing vintage to be turned into a vintage computer. i used said vintage computers extremely old operating system to confuse OS.R (that is, whatever reality runs off), and after a lot of messing around and also getting distracted by primitive cat gifs, I manage to apply a minus -0.00001 to donovan's charge (the vintage computer can't handle a bigger number then that for some reason.).
Short version? You failed.
Medium version? You failed because it takes more than this to do that.
Long version? Reality no longer runs on an operating system, after a brutal breakdown and function error involving an egg, it's been updated to no longer be code based, instead functioning on laws and rules. Much more stable that way.

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

20/20 Flex charge- Expending...
15/20 Reinforcements

+2 @Enerald_Mann

The Knight quietly forms a dagger in his off-hand as he turns Bess around to charge the Mirror again.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 17
Health per- 5,000
Attack power per- 1,500
Current Total damage- 25,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 25,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 15/15
Abilities-
Use in an attack- Consumes one durability and adds 15,000 damage to the base damage of a standard attack (automatically activates on any attack action)
Fearful Presence (Charging 0/3)- Consumes three durability and prevents three random non-elite PG entities from acting on the turn this is used due to fear of this weapon. (If this falls into someone else's hands alignment target of the ability will be changed to match their preference.)
The Knight charges the Mirror again. (@MrMirrorMan) "Tell me Being of the Mirror do you posses a name you would prefer I call you? I feel it only right I address a worthy opponent properly instead of with an ambiguous descriptor like "Being of the Mirror." Not that knowing your title would change my resolve though."

This time the Knight is using his lance as designed aiming to impact the Mirror head on with it. However the Mirror is well prepared and easily deflects the lance with the Empty Shield prompting the knight to chuckle. "You didn't think that was all did you?" With these words the Knight strikes the Mirror itself with a previously unseen dagger in his offhand, due to the Empty Shield having had to block the Knight's lance it is out of position and unable to completely block the dagger.

(BTW Mirror I'm going to consider all Entity actions in this upcoming EOTB to have taken place before BK's declaration simply because it's too late in the turn for anyone to change the actions they decided their Entities would take before my post and I think it too harsh for BK to get upset at say Eternal Struggle who declared the Daemonette was healing Bess in the beginning of the turn. Oh and in case it wasn't obvious Bess is a fair target for you because she's part of his equipment in a way.)
Be careful of bunnying.

Joe I don't think you can do that.
/mull
#LookingForSomething


#SearchTheRuins
The C MECH Omega rumbles a bit, and a bunch of new cannons and missile launches flip out of hidden hatches and divets in its chasis. It proceeds to unleash a greater than ever before barrage off powerful fire. Two volleys of rockets slam into the Gnome Core, breaking off 11 segments from its body, two more catch Donovan unawares and lambast him for 50000 damage. Further attacks are spread between the Technocratic Spearhead and assault forces, and the terrible idea, all of which take 25000 damage, and the Ursine warriors, who lose 5 of their number. Donovan retaliates with Scattered for 5000 damage. The C MECH rattles and teeters as it recovers from the massivge shaking of the barrage, pieces and guns fall off, dealing 75000 damage to the C MECH. The Boombot Drones simply swirl about in the sky, having not been attacked by anything and thus being mostly useless. Pepsi man victory slides his way to the pepsi machine, gaining 30 pepsi cans and 30 time.

The TOGII* chooses a random target. OH hey look those spearhead forces look like guys. Hanibal was told to shoot guys so that's what he shall do. 25000 damage to the technocratic spearhead forces.

AG's TURN!

The Daemonette fails to heal Bess because Bess is in a STRIFE and intervention is not currently allowed. They instead heal the terrible idea for 22000 health. Donovan stabs the C MECH for 5000 damage. The Golem Core collects 6 more segments and funnels them into its body. The Technocratic Relief Forces, under the effects of the confusion, fall upon the assault forces and reduce them to bloody bits and scrap metal. The terrible idea and adamantite mech combine their forces in a spectacular stunt invovle walruses, buckets, and triggered trolls that turns out to be a horrible idea and the two get chased past the C MECH, which gets trampled by angry Homestuck nerds for 30K damage.

The Ursine Warriors attack the C MECH as well, with their bear claws and bear paws and bear axes for 15000 damage. The Bulldozer gets in Pepsiman's way, who flounders about after tripping over the hulking soldier/security guard, and loses 4 time. Airbase 3 puts out 2 more drones, which join their brethren in an assault on the C MECH, dealing 10K damage in all. The Krork Behemoth, new to the battlefield, uses its weaponry to punch another 15K damage hole in the C MECH's hull.

The godmodder is busy keeping his planet from being eaten by microbots, and will get back to you later.

everything ticks up, and the autocrapper craps itself to death. Staff of Curing heals the adamantite mech.
Itinerary:
Destroy the C-Mech Ω!


Distance: 100%

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Busy with Microbots. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 61. Pepsi Cans: 40
C MECH-Ω [PG][GUARDIAN: Hp: 683,000/1,750,000. Boombox: 2/2. Autocannons, roll out: 1/3. Surface-to-surface: 4/5. Bomb Voyage: 4/8.
Boombot drones x80,000 [PG - JOEbob]: Hp: 1/1. 1/8 Critical Existence Failure.
TOG II* [N - TOG]: Hp: 90,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 55,000/66,000. 25% dodge. Plot Armor.
Donovan [AG - enerald_,mann]: Hp: 175,000/225,000. Rapid Basic Attack: 3/3. Caltrops: 5/5. Deal With The Enchantress: 10/10.
Gnome Core [AG - Crusher48]: Hp: 2,000/50,000. Head: 1 segments: Body: 9 segments. Leg x2: 6 segments. 1 research point.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 119,000/160,000. 20000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 168,000/160,000. 20000 regen.
The Terrible Idea [AG - variant]: Hp: 28,000/55,000
Adamantite Mech [AG - variant]: Hp: 40,000/60,000. 2000 regen. Missile Massacre 3/3. Heavy Charge Beam 5/5.
Ursine Warriors x10 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bulldozer [AG - redstonetam]: Hp: 67,500/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Airbase 3 [AG - I Just Write]: Hp: 80,000/80,000. 20000 regen. Drones x4: HP: 10,000/10,000.
Krork Behemoth [AG - eternalstruggle]: Hp: 70,000/70,000. 8 AC
Crusher48 [AG - Player]: Hp: 20/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 8/10.
Redstonetam [AG - Player]: Hp: 20/20. Staff of Curing [A] 2 rounds left
Pepsi Machine [PG - Talist]: Hp: ∞/∞
STRIFE: Blue Knight vs MirrorMan:
Mirror [PG - player]: Hp: 20/20. Regen. Disease By Vaccine [A]. Durability: 10/10. Blight: 3/5. Vaccination: 3/5. Toxic/Cure: 3/10. Hollow Blade [A]. Durability: 5/5. Target: TBK. Empty Shield [A]. Durability: 5/5. Target: Mirror.
The Blue Knight [AG - Player]: Hp: 20/20. Weakness Lúin [A] Durability: 3/5
Bess [AG - The Blue Knight]: Hp: 25,000/40,000.

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

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

Dragon Core: owner: eternalstruggle. 2 uses left.
Stoneskin Hide: owner: DCCCV. 5/6

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle: 3 round cooldown
DCCCV: 2 round cooldown
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
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126
TheBiggerFish:

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

[PG]
JOEbob: 2 round cooldown
MrMirrorMan. 11 health
Talist
 
Last edited:
Update 49: Scavenged Weaponry pt 5
#Reiteration

Marked for being, if technically not a placeholder, being in the exact same spirit of one.

THERE'S NOT EVEN ANY TEXT IN THE UPDATE FOR CRYING OUT LOUD.
#HowDoBallsCue

The Noble looked the C-Mech up and down, before looking back at the Daemonette. Beneath its helmet, eyebrows were raised significantly. "So a spindly Great Gargant is too much trouble for you? Feh, should've known Daemons can't do a job right. Ya called me away from the War to fight something that's falling apart as it fires its weapons?"

"It's very dangerous!" The Daemonette exclaimed, arms flailing wildly. "If we let that thing fire off its entire barrage of bombs, we'll probably all die!"

"So?" The Behemoth asked, eyebrows still at peak raised. "You don't actually die, and I wouldn't be in trouble if you hadn't brought me here." He looks around at the other Descendants. "And I ain't sure that most of this lot would die at all, let alone die for real."

The Daemon sighed. "Are you going to shoot the damn thing or not?"

"Of course!" The Krork laughed for a moment at the apparent absurdity of the statement. "Why wouldn't I want to get in on this scrap now that I'm here?"

With that, he charged forward, getting right up close to the C-Mech and tearing into its outer plating with his Power Claw. It ripped straight through the armor, and he proceeded to rip great chunks of sheet metal off of the war machine, before firing his Quake Projector and smashing a power conduit to dust, which naturally exploded in a brilliant albeit small display of pyrotechnics. This minor wound dealt, he rettreated back to the main battle line, ready to fire his gun at a higher point once again during the EotB.

Charges:
Elemental: 11/20.
A Charge Apparently: 1/20.

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

Entity Orders:
Daemonette heals an AG thing.
Krork Behemoth attacks the C-Mech.
17000 damage to the C MECH.

13/20 c4 +2 TOG
6/20 tnt
[14 unused charges of undecided use]
+1 mirror +1 talist
I also give pepsi man a free pepsi can
yjr boombo
wait wat
how did i say yjr instead of the.
ok looking at the distance of the keys, its not that unlikely (y is 1 to the right of t, as is j compared to h and r compared to e) but like still.
anyway, the boombot drones idle, or, if they are capable of bodyblocking, (which i didn't say they are but like, who knows, maybe they are? probably not but its worth trying) bodyguard pepsi man. i highly doubt this will work for multiple reasons.
I ask about the "brutal breakdown and function error involving an egg" because this is just bound to funny. also, it begs the lore question of who or what updated reality.
Donovan needs to die a lot. he dies a lot. also, britain and donovan need to have a friendly discussion over who will control the entire world, more specifically, the 31st to 40th lines of the world update, when counting up from the bottom. sadly, this includes donovans health bar and specials, and Britain really wants access to Hannibal so they can make better tanks, plus they'd like to steal the daemonette's plot armor, so it escalates into a seven year discussion, and also gives JOE a chance to show france who's boss. guess who wins? donovan. guess who's broke? also donovan, so he needs to start taxing the hell out of Caltrops, or else he'll be vulnerable to other people with more money paying off reality into killing him. blep you, says Caltrops, declaring his independence and fighting for it, and Britain helps it win, now Britain is broke, and donovan will have to send his excess power to a different part of the world update.
he, absent-mindedly, chooses the boombots. this excess power they just got from him gives them a small attack per member for the turn, allowing them to kill his face. somehow, this attack happens in tandem with my action, because I said it does.
The breakdown involving the egg was, from an objective standpoint, funny. But from where I'm standing, it was sort of catastrophic. No further details will be given here.

You deal 15000 damage to Donovan. The boombots are indeed not allowed to bodyguard, for obvious reasons.

18/20. The Vital Vitriol
4/20. The Leader of the Order
+2 @Enerald_Mann
I heal Donovan with the overpoweredness that is the Will Skull.
10000 health restored to Donovan.

(14} 14/20 Something Missing: illogic

(14} 14/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob



True to the Godmodder's prediction, I decide to touch quite literally everything on the field. Everything. I mean really. I touch Pepsi man, I touch the CMECH, I touch Hannibal, I touch myself, I touch Daemonette and their Plot Armor (...somehow), I touch Donovan/Specter Knight, I touch the Gnome Core (each part individually), I touch the Technocratic Spearhead and Relief Forces, I touch The Terrible Idea, I touch the Adamantite Mech, I touch all ten Ursine Warriors, I touch the Bulldozer and the Airbase (3) and the Drones, I touch Krork Behemoth, I touch Crusher48 and all his artifacts, DCCCV and his, Redstone and his, the Pepci Machine and everyone in the strife. I touch everyone's artifacts, various parts, meta items, stuff that doesnt even exist yet, Donovan again, and everything I can.
I hope this does something
You touch everything and get your dirty fingerprints ALL OVER THE BATTLEFIELD.
You'd better not kill anyone, the police would have no trouble finding you-oh wait.

I had something in mind for this to do, but then I forgot it over the two days after the missed update. I'm sorry.

Let's do this. Donovan uses Deal with the Enchantress
20/20 Sealed to the Enchantress [EXPANDING]+plague126's charge
Sktheh: 9/20

Donovan feels a shudder in the ground beneath his feet, and realizes that something is probably up. Emerald turns away from him and grins, and the ground beneath him basically collapses, which Donovan tries to escape, but fails, since he lacks the ability to fly, and nearby walls. As he fails, the short sword slips from his grasp, and a large shrapnel of the ground pierces straight through his body, from his back to his front. And then he hits the ground, in a room filled with a deep purple bricks and tiles, with pillars.
He groans, reaching out to get up, but slumps over, unable to move.
An explosion of purple fire, and a woman appears before him, clothed in dark robes, with pale green skin, with striped black and purple, floating in the air.
"...Who are you?"
"I am the Enchantress, and have... an offer for you, he who is about to die in vain"
Donovan glares at the Enchantress suspiciously
"And this offer is...? Will you heal me?"
The Enchantress throws back her head and laughs, before gazing at the helpless Donovan
"Unfortunately not, my powers of healing are not that well, nor could a master of those magics heal you in this condition. However, rather than die forever, I can revive you as a Grim Spectre, enhanced with darkness and weakened in no way."
Donovan grimaces "And the pri-" He coughs up blood onto the tile floor, realizing he may not have much time left to accept or deny "So be it. I accept"
The Enchantress laughs.
"Wonderful" She lifts a hand, raising him from the ground, separated from the shrapnel he was stuck in. A locket is pulled out from under Donovan's Cloak, which he feebly grasps at. With a flash of purple fire, the Enchantress forms a scythe and throws it spinning forward, the locket looping around it, and it piercing through Donovan completely, getting stuck in the wall. Several flashes of light, and Donovan falls to the ground, his cloak tattered once more, obscuring his skeletal form, face covered in a metal helm. He lifts out his hand, and the scythe flies into his hand, where he twirls it around and calmly strings the locket around his neck once more.
"I also gave some Curios, relics powered by darkness, to sweeten the deal for you. Now go forth, my Spectre Knight, and defeat all who face you!"
He calmly accepts the Curios, presented by a red skeleton in aristocrat garb, and nods, wrapping himself in his cloak and appearing once more on the battlefield.
Donovan destroyed! Spectre Knight summoned!
Spectre Knight:
HP: ???
ATK: 20K
Darkness: 100/100
3 charge: Rapid basic attack. Deal twice your basic attack damage to an enemy, and that enemy cannot harm you this turn. The invincibility will happen whether or not the attack deals damage.
Active: Curios. Spend Darkness to activate certain effects. When a Curio is used, you cannot use your basic attack.
Curio: Will Skull. 20 darkness. Restore 90K HP.
Curio: Spider Scythe. 15 darkness. Deal your basic attack damage to 3 enemies.
Curio: Judgement Rush. 25 darkness. Gain invincibility for 1 turn, and deal your basic damage to one enemy.
Curio: Hover Plume. 40 darkness. Gain complete invincibility for one turn, and +25% dodge chance for two turns.
Curio: Caltrops. 8 darkness. Give yourself the buff Scattered.
Curio: Chronos Coin. 35 darkness. Gain +40% dodge chance for 3 turns.
Curio: Throwing Sickle. 10 darkness. Deal your basic attack damage to one enemy, twice. This is different from dealing double damage.
Curio: Dread Talon. 15 darkness. Gain 5K damage reduction for 1 turn, and then deal twice your basic attack damage to one enemy.
Curio: Skeletal Sentry. 25 darkness. Create 1 Skeleton Sentry. Only one at a time. At any time, can self destruct to deal 5K damage to three enemies. (HP: 30K, ATK: 5K)
Curio: Shadow Mirror. 0 darkness. Toggle on/off Shadow Specter. Free action, but only with a Basic Attack.
Shadow Spectre: All damage dealt is doubled, but each attack costs 10 darkness, and Darkness cannot be gained from basic attacks.
Passive: Soul Collector. Gain 10 darkness every time you use a basic attack, and 20 when you kill an enemy
Passive: Undead Wraith. Immunity to all status effects other than the ones inflicted by yourself.[/color]
Okay, Donovan gets a pair of upgraders, and will become Spectre Knight this round.

FROZEN?:[PG] 11/20 HP [A] Disease by Vaccine 10?/10 [A] Hollow Blade 5/5 Durability [A] Empty Shield 5/5 Durability
STRIFE:[PG] 20/20 HP Regen

"I have 3 names you can refer to me by, M3 or ME, if you use 1337/leet speak, due to my initials, Mirror, as that's the first part of my nickname, or Mr Mirronius Manfred, my full name. Any name I can refer to you as other than Blue Knight and variations of it? If you already gave such a name, i do apologize for not hearing it, I was most likely distracted." After saying that I remove Bess from the fight with B.E.S.S, or a Break Energy Star Shatterer. By converting the energy into a carrot that makes their health value 0/40,000 HP.

4/5 Blight: Inflict extremely negative ailment upon a random enemy.
4/5 Vaccination: Give Random boosts to a random ally.
4/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

4/20 +2 from JOE
3/20 +1 from Talist
+1 JOE +1 Talist
Bess takes heavy damage, but doesn't quite bite it.

I light off a block of TNT in the middle of the Boombot drones, causing a self-perpetuating explosion.
17/20 Ever-Expanding Fish (+10 from token)
4/20 Some Charge Or Something
12000 boombots destroyed. 18000 damage to the Technocratic Spearhead Forces.

(15} 15/20 Something Missing: illogic

(15} 15/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @TheBiggerFish

The TOG II* shoots whoever needs shooting. I heal up some random entity. Yeah, random random.
You randomly heal the TOGII* back to full.

[AG]
20/20 HP
Afflicted by Weakness
Lúin equipped
Ides equipped
Charge Bank: 10

(+1 from EternalStruggle)
2/20 A Future Promise
16/20 Reinforcements

+1 @plague126
+1 @I just write

(Note upon review I have decided to Nerf this myself a bit because I realized it might have been overpowered, if you wish to see how I originally stated this see the compendium of my last post)
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 15/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
Fearful Presence (Charging 0/5)- Consumes three durability and prevents three random non-elite PG entities from acting on the turn this is used due to fear of this weapon. (If this falls into someone else's hands alignment target of the ability will be changed to match their preference.)

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

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 10
Health per- 5,000
Attack power per- 1,500
Current Total damage- 15,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 25,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 15/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
Fearful Presence (Charging 0/5)- Consumes three durability and prevents three random non-elite PG entities from acting on the turn this is used due to fear of this weapon. (If this falls into someone else's hands alignment target of the ability will be changed to match their preference.)

The Knight takes a moment to distance himself from his opponent before responding. (@MrMirrorMan) "Very well, I have mentioned this before but I will say it again Mr Mirronius Manfred. I am Sir Heidal of Crossbell, The Blue Knight. While Heidal is the name I was born with I bear little attachment to it, Blue Knight on the other hand is a title I earned with my own strength and one which commands tremendous respect in my homeland thus I would prefer to be referred to by it. Some of my more frivolous companions have abbreviated my title to BK or TBK so if you wish you are welcome to refer to me in that way as well" The Knight approaches and motions to William who has set up a small camp on the outskirts of the battlefield. "This is my squire William, a constant companion of mine." The young man shyly looks away upon being referred to. "Worry not, he will have no place in our battle, he merely carries my equipment for me."

The Knight take a waterskin from his squire and proceeds to open it but before drinking speaks to the Mirror. "I'd offer you a drink but unfortunately I'm not aware of what a being such as yourself would like." The Knight chuckles and then messily pours a blue liquid into the slits of his helmet. Once the waterskin is empty he tosses it to William and flexes his armored arm. "There good as new." The Knight faces the mirror again. "Tell me Mr. Mirronius Mirror why do you fight for a mad tyrant such as the Godmodder?"

(Action is to cure weakness and if possible heal Bess a little.)

[Orders]
Ursine Warriors- Continue to wail on C MECH.

(Edit at 8:48 for charge incrementation mistake and to add the fact I'm afflicted by weakness.)
Ides' special is removed to balance it a bit more, and you remove weakness from yourself.

15/20 Lazor Beems
4/20 The Dragonborn

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

The Bulldozer sprays down the Boombot Drones.

Redstone throws a Coke Can in Pepsi Man's way, causing him to lose some more time.
OH NO. PEPSIMAN'S ONE WEAKNESS. 7 cans lost.

General Action: Open Fire!
Once again, the Spearhead Forces give murderizing the C-MECH a try, blasting it with armor-piercing munitions. Railgun shells scream through the air, smashing through armored hull sections and savaging machinery. Meanwhile, the somewhat less armor-piercing misssiles and laser weapons are being used to thoroughly ruin the C-MECH's internal equipment courtesy of the gaping hole in its hull from the prior nuclear strike.

Charges
Repair System (20/20)(FIRING!)
Medical Department (5/20)
Killsat (1/20){new}
+1 @EternalStruggle
+1 @The Blue Knight

Repair System: Fast-Action Fixbot

Another machine now comes through the teleporters from the staging dimension, an extremely high-performance repair bot, intended to patch up anything that gets damaged.
Fast-Action Fixbot
-0 Attack
-20k Regen
-20k Healing
-This Entity acts during the post it is ordered to act, rather than the EoTB.


Entity Orders
Airbase 3: Launch Drones
Drones: Attack C-MECH
Relief Forces: Attack C-MECH
Fixbot: Heal Relief Forces
35000 damage to the C MECH.

THe Fast Action Fixbot fixes up the Relief Forces. Except the Relief Forces are actually at their max. Over their max I've just realized, so I fix it. Healing instead goes to the spearhead forces.

15/20 c4 +1 mirror
9/20 tnt +1 Mirror +1 Talist
[14 unused charges of undecided use]
+1 mirror +1 talist
I also give pepsi man a free pepsi can
I poke the golem core, before eating the not-yet-evolved Donovan's foot. he asks for his foot back. I ask him if he can conquer the Byzantine empire. yep, say the boombot turks. nice job, boombot turks, but I wasn't asking you. now shoo.
what if the boombot empire was really big? which it is now. says the bot core wearing an shallot hat.
Shush, boombot turks.
the bot core's adviser starts to be kind of popular, and he refuses to become king of somewhere. the bot core kills him on suspect of treason. he then chases me to here, where I'm still eating Donovan's foot, so he can cry about how he misses his adviser.
I yell at him to shush, and accidentally drop the foot (since it was in my mouth, where I was chewing it, and I just opened my mouth to yell), which starts to waddle away. I ask the bot core to move. he says no. I ask him to squish the foot. he says no. I mindcontrol him into ordering his loyal boombot soldiers to destroy it. he does so, being mindcontrolled. as a side effect of his having been mindcontrolled, he slowly dies in the middle of a campaign, and spends the entire slow death reminiscing about his life and wishing his adviser (who he killed), his wife (who died of sickness [specifically, having contracted clockwork disease.]), his favorite son (sickly from birth, died from sickness), and either of his other sons (one of which he exiled and killed, the other of which he had kill the first, before the bot core killed the remaining son himself.). man, maybe if he wasn't a flipping idiot, a jerk, and pathologically unable to trust people, he'd have less to whine about. luckily, donovan's head just got chopped off and teleported to him, and the whining causes emotional damage (and an equivalent amount of physical damage).

I then thank thebiggerfish for attacking my boombot drones, allowing them to retaliate for 50% more damage. thats a nice thing that I like. who knows, maybe it'll even kill something.
Golem Core? All I see is a Gnome Core.
Donovan takes 12000 damage.

[AG]
20/20 HP
Afflicted by Weakness
Lúin equipped
Ides equipped
Charge Bank: 10

(+1 from I just write)
3/20 A Future Promise
18/20 Reinforcements

+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- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 10
Health per- 5,000
Attack power per- 1,500
Current Total damage- 15,000
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 25,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
[A- Wielded by the Blue Knight]
20 charge artifact
A Pugio type dagger that exudes a menacing presence.

Durability- 15/15
Abilities-
Use in an attack- Consumes one durability and adds 10,000 damage to the base damage of a standard attack (automatically activates on any attack action)
Fearful Presence (Charging 0/5)- Consumes three durability and prevents three random non-elite PG entities from acting on the turn this is used due to fear of this weapon. (If this falls into someone else's hands alignment target of the ability will be changed to match their preference.)
The Knight readies his lance and charges the Mirror once more. This time as the distance between the two closes the Knight leaps into the air and dives toward his opponent, Lúin burning with magical fire the while.

(Using Lúin's ability in this post, I leave it up to you whether Ides damage buff should apply to attacks beside basic ones.)
You dive towards Mirror.

18/20 Ever-Expanding Fish
5/20 Some Random Charge I Don't Know
I slap JoeBOB before he finishes 'thanking' me with more explosives, which allows me to plant more explosives on him, exploding JoeBOV's explosives before explosive exploits are explored.
You waste your action on attacking an invulnerable player.
Oops.

The Daemonette now takes the opportunity to strike, moving up behind some of the wreckage. This particular piece is a heavy autocannon that fell off the C-Mech after the last barrage, and is thus ideal for returning to sender. With the limited remaining motivation systems, the Daemon aims it carefully at a weak point at about mid-height, using the unlocked emergency control system this particular weapon has, or at least has as of this point. Was it supposed to have it? Probably, but she couldn't say for sure in this strange land. Still, she'd exploit it regardless.

With target locked, it was easy enough to load shells and open fire, cannon barking repeatedly as heavy slugs were shot out, slamming into the Omega's armor and through some weakened sections of plating with raw kinetic force, doing heavy damage to the thing due to the targeting of weak-points as well as the significant firepower in use. Of course, it wasn't anything too impressive compared to the Mech's total health, but every bit of damage may yet prove useful.

Charges:
Elemental: 12/20.
A Charge Apparently: 3/20.

+1 @I just write
+1 @The Blue Knight
15000 damage to the C MECH.

Got +4 total

Charge: 17/20
Charge: 16/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action: ... I do want to get out of here and back into the main battlefield. Luckily, it seems I'm running out of options.

Seeing the creature, Thina buries her head in her paws, her shallow, quick breaths bouncing through the vent. Without leaving the vent, she calls out to the creature,

"Hello? I'd rather... er... ... I'd rather not be seen. Can we blame that on... on... cultural differences? I'm not here to hurt you, even though the fact that you have an HP bar means the GM probably expects me to."



Entity Orders - Sadly, almost all his allies are dead, so he can't heal very effectively. Instead, Pepsiman does a slide tackle down the entity listing and hits TOGII*.
...
Am I too scary for you?
Coming out before I find you is probably in your best interests.

The figure begins searching around in nooks and crannies of the room. You don't have long before he finds you.

Sktheh: 12/20
The Silent Shoveller: 1/20
+2 @plague126

Emerald sighs and merely slaps Pepsiman in the face. With gasp a bottle of name brand BepsiTM​

I missed this post, have a free crit on your next action.

Apologies, the update is going to be late, I'm feeling awful and trying to juggle a few other things a the same time.

/GMnull
Get back to work you lazy bum!

20/20. The Vital Vitriol. Expending!
I summon Plague Knight!
Plague Knight:
HP: ??? (slightly lower than average)
ATK: ? (Higher than average)
Health Tonics: 10
Magic: 100/100 (10 regen per turn)

Active: Fully customizable. Can change arcana, powders, and bomb bursts (as well as using health tonics) as a free action.
Arcana: Cost an action to use, and also magic. Can still be used if it would push below zero (20 minus 25 would stop at 0), but gets the debuff "Blowout". Blowout: Cannot use Arcana until Magic is full again
Big Boom: 25 Magic. Deal x2 basic attack damage to three entities.
Bait Bomb: 25 magic. Deal x1 damage to an enemy, directly to their HP
Leech Liquid: 75 magic. For the next 3 turns, gain the buff "Vampiric". Vampiric: Gain health equal to damage dealt. Arcana cannot be used while this buff is active.
Smoke Bomb: 80 magic. For the next 2 turns, gain the buff "Hidden". Hidden: Immune to attack. Arcana cannot be used while this buff is active.
Vat: 60 magic. Spawn one "Vat". Only 1 Vat can be active at a time.
Vat:
Charge: 0/1 Explode. Deal 5000 damage to any entity. Automatically used when full.
Passive: Platforming. While this entity is alive, Plague Knight is immune to field effects.
Staff of Surging: 25 Magic. Deal x1 damage to an enemy, and become immune to fieldeffects for a turn,
Fleet Flask: 25 Magic. Deal x1 to 5 enemies, and also you cannot move next turn.
Berserker Brew: 50 Magic. Gain 5000 Damage reduction for 2 turns.
Staff of Striking: ?x10. Consume any amount of Magic equal to a multiple of ten. Deal x? damage to one enemy.
Active: Health Tonics. Can be used to gain 5000 HP, and gain 5000 Max HP. Can only be re-gotten through plenty of effort on a Descended's part. Free action to use, but only once a turn.
Active: Burst. Spend a turn charging, then activate the equipped Burst as an action.
Basic Burst: Deal x1 damage to two enemies
Float Burst: Gain immunity to field effects and entity damage (although DoT's, buffs, debuffs, and player attacks still go through). Cannot attack while immune.
Bullet Burst: Deal x1 damage to the lowest enemy on the PG entity list, and also one enemy of your choice.
Frost Burst: Deal x1 to one enemy, and freeze them for a turn.
Spin Burst: Deal x1 damage to 3 enemies within one space of each other on the entity list.
Active: Powders. Powders determine the effects of a basic attack. Cannot be changed if the effect of a Powder is currently active.
Black Powder: Basic powder. Deals damage. Yeah.
Tracer Powder: Produce flames. Can only be used once every other turn, deals damage to two enemies.
Cascade Powder: Produce flame walls. Can be used once every other turn, deals damage to one enemy, then damage to that enemy again next turn.
Cluster Powder: Produce a large explosion of explosives. Can only be used once every four turns. Select one enemy, they take damage over the next three turns.
Sparkle Powder: Doesn't actually explode, just makes sparks. Can only be used if no "Bomb" is currently on the field. Spawns one "Bomb" anywhere on the list, and entities directly above and below the Bomb take damage. The "Bomb" lasts for 2 turns.
Component Powder: Deal basic damage. If the same enemy is attacked three turns in a row, the third attack deals x2 damage, and entities 2 above and below on the list take x1 damage.
This complex enough for ya?
8/20. The Leader of the Order
1/20.RAGE.
+2 Enerald
I turn the C-MECH into a pickle. It is then attacked by Rick and Morty haters.
Plague knight just tosses a Black Powder bomb at the C-MECH.
Pickle C MECH doesn't have the same ring to it as pickle Rick, but oh well. 16000 damage to the C MECH.

Okay, Plague Knight needs some SERIOUS rebalancing to make sense as a 20 charger, but I'm currently not in the shape to do that balancing.
As compensation, you don't need to hold that 20 charge in your slots, you can just hold onto it for free until we get the balancing sorted out.

MAIN BATTLE(On Pause):[PG] 11/20 HP [A] Disease by Vaccine 10?/10 [A] Hollow Blade Target:TBK 5/5 Durability [A] Empty Shield TARGET:M3 5/5 Durability
STRIFE:[PG] 20/20 HP Regen

"Well, Crossbell of the Blue, I myself don't have much reason to fight for the Godmodder, other than to apologize for intruding upon his home uninvited, and to help my friend JOE find something he is looking for. It's fine that you can't offer me a drink, I don't really drink anything, in this form at the very least. So, let us continue." Seeing that the Blue Knight of Crossed Bells has done something REALLY idiotic, jumping into the air without any way to change their direction, I summon glass shards around them, surrounding them in a sphere, closing them all in on the Knight.

4/5 Blight: Inflict extremely negative ailment upon a random enemy.
4/5 Vaccination: Give Random boosts to a random ally.
4/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

5/20
6/20 +1 from Talist +1 from JOE
+1 JOE +1 Talist
You take advantage of Blue Knight's foolish move, coating him in glass for 3 damage, but he barrels right through the glass and runs you through with Luin, dealing 2 damage and marking you.

The "interesting" effects of that artifact thing include, but are not limited to:
  • Making things explode
  • Making non-lethal things incredibly lethal
  • other stuff i dunno
  • basically the gm decides what it does
With that out of the way, I generically stab the C-MECH omega with a generic knife. Except it's not a generic knife. It's my SUPER ANIME NINJA FLAMING GOLDEN KNIFE OF [REDACTED].

charges being stored for later: 2 (from @redstonetam15)

+2 to @redstonetam15
Alright, Cryptographic Sequencer added.
14000 damage to the C MECH.

>20/20 POINTS IN CHARGE SLOT 2 USED, 0/20 REMAINING

>DCCCV: Push.

After making some quick calculations, I Push on piece of metal I can see, flaring both Steel and Duralumin as I do so.

Several tons worth of steel beams punch holes into the C-Mech's armour plating, and fly outwards. For a brief moment, I am floating in the air. Each metal object is attempting to push me away from it, but is being counteracted by another piece pushing in the opposite direction. This allows me to push multiple objects that are heavier than me away from myself, using their own weights against them.

20/20 Development, used!
20/20 Lightningrod
1/20 New Charge

+2 @EternalStruggle
You drop a 20 post charge to rip apart the interior of the C MECH, dealing a powerful 60K damage. Pieces fly in every direction and a chunk of paneling int he side of the C MECHs head flies off.

I attempt to figure out why I can summon Overwatch characters, but can't summon my allies. I then throw a flare at the C-mech's feet, causing it to shoot itself in the foot during its next attack.

***Meanwhile, in Space:***

Daraken had been foiled. As the general rule of high-level warfare goes, he had revealed all of his tricks first, and thus had nothing left to counter the Godmodder's support. He had shown the ability to flat-out ignore destiny (or even fake it, for all he knew), and was currently obliterating his remote payloads. Furthermore, countless ships were streaming in to take out his stasis cruisers.

With his last payload remaining, Daraken decided to spite the Godmodder. He warped his flagship into the system, then opened a portal in front of his ship, with the other end of it projected by the payload. Then, he contacted the Deathseekers.

"You want to get to the planet. I have a portal that can get you to the planet. The choice is yours."

The Deathseekers took zero time to decide. In an instant, their ship changed course and went accelerated straight towards the portal.

All Daraken would have to do is hold off the assault on his last node for just half a minute longer. He poured all of his power into it, and for a time, drove back the incoming assault against it. The Deathseekers were just a second away from entering when the Godmodder himself showed up, and threw his Banhammer straight through the payload, shattering his defenses, the payload, and the gate in one fell swoop.

The portal winked out, but the Deathseekers' Hyperstorm remaining on an impact course. It would seem like his far larger flagship would take the impact with no problem, but the Hyperstorm turned on some sort of estorotic defense and just anhillated everything in its path, coming out the flagship's rear and causing several reactor explosions internally. The flagship wasn't quite destroyed by the impact, but it was crippled and left a sitting duck in the midst of a large-scale space battle.

******

With their next plan to get onto the planet a failure, the Deathseekers quickly improvised. According to their leader, they were going to try to seize control of this armada and overwhelm the Godmodder's defenses with its power.

Doing so would be very difficult, however, so she eventually compromised and decided instead to analyze the situation before committing to a plan. This analysis involved sending their melee specialist into the unknown vessels to take out their crew and interrogate them. If Varos had been with them, he would have recommended just scanning them using advanced technology and not interfering, but the team wasn't exactly the most rational group of actors. However, he rapidly commenced a scan anyways, hoping to get useful information before they began destroying potential assets in the fight against the Godmodder.

******

Scan: The ships located around the solar system.

20/20 Chronal Accelerator
3/20 Mysterious Artifact
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
You attempt, and fail, to comprehend why summoning your compatriots has failed miserably thus far. Perhaps they have some plot important role to play?

Your scan:
The ships out in space are many and varied. There are factions from several different universes and galaxies here. You can see the Technocracy's staged forces, you can see... well, those look like Star Wars Imperial star destroyers. And nobody seems to be particularly happy about being stuck out in orbit, but stuck in orbit they are.


#ADragon
Pepsiman gets to go first this time because he's higher up the list than the C MECH. For some reason. Not being higher for some reason, the some reason is aimed at the... you know what I'm overthinking this. Pepsi Man slide tackles downwards and damages the TOGII* for 8K. The C MECH opens up the top of its now-very-damaged head (thanks to DC) and DC staggers as the top of the head nearly explodes as it uses Boombox and launches yet another massive projectile. 15K undodgeable/blockable damage to all AG and N entities. Reduced by any armor that entity might happen to have. Gnome Core destroyed. 50K recoil damage to the C MECH.

The TOGII* shoots the one that needs shooting, and that's the C MECH. 25000 damage. The Daemonette heals up the Terrible Idea once more for 22000 health. Donovan triggers Deal With The Enchantress, and in an unfortunate cave collapse accident, becomes Spectre Knight! The Technocratic Relief forces make use of their near-full-strength power and deal 29000 damage to the C MECH. The Terrible Idea and Adamantite mech team up again, with an idea so terrible I can't even give vague and unhelpful details about it. Suffice it to say that it deals 30K damage to the C MECH.

The Ursine Warriors, dwindling in number but not in courage, assault the C MECH for 11K damage. The Bulldozer attempts to get in Pepsiman's way, but is repelled by the sacrifice of 4 pepsi cans. Airbase 3 builds new drones to replace the ones lost to the C MECH's attack. The drones attack the C MECH for 10000 damage. The Krork behemoth smashes into the C MECH, dealing another 15000 damage.

The Godmodder is still away removing Daraken's things and clearing out microbot swarms.

Everything ticks up and down. Staff of curing heals the Daemonette for 5000.
Itinerary:
Destroy the C-Mech Ω!


Distance: 100%

Main Battlefield:

Entity Advantage: N/A

The Godmodder [PG]: Hp: 90/100. Busy with Microbots. Shielded. Fluorite Duet [A] Aetheric Particle Collider [A] Swordchucks Round 2 [A]
C MECH-Ω [PG][GUARDIAN: Hp: 336,000/1,750,000. Boombox: 1/2. Autocannons, roll out: 2/3. Surface-to-surface: 5/5. Bomb Voyage: 5/8.
Boombot drones x68,000 [PG - JOEbob]: Hp: 1/1. 1/8 Critical Existence Failure.
TOG II* [N - TOG]: Hp: 77,000/100,000
TOG [N - Player]: Hp: 20/20. 1 AC. Predator Armor [A] 4/5 uses.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 51. Pepsi Cans: 31
Daemonette [AG - eternalstruggle]: Hp: 45,000/66,000. 25% dodge. Plot Armor.
Spectre Knight [AG - enerald_,mann]: Hp: 300,000/300,000. Rapid Basic Attack: 1/3.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 146,000/160,000. 20000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 160,000/160,000. 20000 regen.
The Terrible Idea [AG - variant]: Hp: 35,000/55,000
Adamantite Mech [AG - variant]: Hp: 27,000/60,000. 2000 regen. Missile Massacre 3/3. Heavy Charge Beam 5/5.
Ursine Warriors x7 [AG - The Blue Knight]: Hp: 5,000/5,000.
Bulldozer [AG - redstonetam]: Hp: 60,000/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Airbase 3 [AG - I Just Write]: Hp: 65,000/80,000. 20000 regen. Drones x4: HP: 10,000/10,000.
Krork Behemoth [AG - eternalstruggle]: Hp: 63,000/70,000. 8 AC
Fast Action Fixbot [AG - I Just Write]: Hp: 40,000/40,000. 20000 regen.
Crusher48 [AG - Player]: Hp: 20/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 8/10.
Redstonetam [AG - Player]: Hp: 20/20. Staff of Curing [A] 1 round left
ExistenceSuccess [AG - Player]: Hp: 20/20. Cryptographic Sequencer [A] 5/5 uses.
Pepsi Machine [PG - Talist]: Hp: ∞/∞
STRIFE: Blue Knight vs MirrorMan:
Mirror [PG - player]: Hp: 19/20. Regen. Disease By Vaccine [A]. Durability: 10/10. Blight: 4/5. Vaccination: 4/5. Toxic/Cure: 4/10. Hollow Blade [A]. Durability: 5/5. Target: TBK. Empty Shield [A]. Durability: 5/5. Target: Mirror.
The Blue Knight [AG - Player]: Hp: 17/20. Lúin [A] Durability: 3/5. Ides [A] Durability: 14/15
Bess [AG - The Blue Knight]: Hp: 5,000/40,000.

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

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

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

[AG]
Hezetor. 3 posts
Gutza1. 3 posts
Chimera: 3 posts
Eternal Struggle: 2 round cooldown
DCCCV: 1 round cooldown
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
lytea: 1 post
The Blue Knight
Jaquecrissont
plague126
TheBiggerFish:

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

[PG]
JOEbob: 1 round cooldown
MrMirrorMan. 11 health
Talist
 
Last edited:
Update 50: Something Big, Something Bad
Something is beginning. Something big. Something bad.
/null
you disapoint me, Piopo
#Hashtags

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

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

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

Stage.

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

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

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

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

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

+1 @DCCCV
+1 @The Blue Knight

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

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

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

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


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

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

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

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

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

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

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

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

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

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

32000 damage to the C MECH.

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

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

(16} 16/20 Something Missing: illogic

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

+2 @JOEbob


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

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

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

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

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

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

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

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

That, and utterly ruining Daraken's stupid idea.

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

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


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

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

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

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

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

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

20/20 Chronal Accelerator
4/20 Mysterious Artifact
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Not start a replicant crisis, avert one.
You restore 2000 health to all the injured AGs.

(17} 17/20 Something Missing: illogic

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

+2 @TheBiggerFish


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

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

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

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

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


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

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

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

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

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

>DCCCV: BOOM.

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

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


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

+2 @Emerald_Mann

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

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

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

charge storage: 3 (+1 from redstone)

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

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

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

The water bubbles and turns black.

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

Some time passes...

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

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

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

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

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

+1 @I just write
+1 @EternalStruggle

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

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 7
Health per- 5,000
Attack power per- 1,500
Current Total damage- 10,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

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

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

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

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

(Attack + Ides and Bess bonus)

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

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

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

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

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

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

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

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

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

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

+2 @redstonetam15

You collect a number of loose plates.

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

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

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

Then someone armed with a lightsaber entered the picture.

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

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

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

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

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

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

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

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

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

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

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

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

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

20/20 Chronal Accelerator
5/20 Mysterious Artifact
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
Unfortunately, the ship has a relatively short history, and by Empire, I meant THE EMPIRE. Main bad guys of Episodes IV through VI.
Regardless, you crash the Star Destroyer into the wall of death that is called the Godmodder's orbital defenses.
It is ripped apart by intense fire power.

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

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

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

#EnscribedInStone

#Reiteration

Got +2 total

Charge: 19/20
Charge: 18/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:

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

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



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

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

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

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

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

+1 @I just write
+1 @EternalStruggle

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

20 Charge Expended

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

Health- 65,000/65,000
Attack- 20,000
[Special ability]
Ambush- targets an entity and sets up an ambush near them consuming a turn, Any and All Entities that target the Entity which this ability targets the turn after the ambush was set up will take Halk's attack in damage including Entities which attempt to heal or bodyguard the targeted entity. Halk cannot act on his own during the turn the ambush is set up or the turn of the ambush itself. The ambush does not interfere with the actions performed by those caught in it. The Entity around which the ambush is being set up can be kept hidden (I will PM the target to Piono) however it can be discovered by spending an action to investigate or for free through chance by scanning the entity around which the ambush is being set up. (I will help Piono out here by stating it in OOC chat myself if an action is spent to discover the target or a scan was done by chance.)
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 7
Health per- 5,000
Attack power per- 1,500
Current Total damage- 10,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
In The Strife
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

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

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

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

(Attack + Ides and Bess bonus)

[Orders]
Halk- Steal some Pepsi.

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


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

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

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

This is the music you should be listening to.

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

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

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

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

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

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

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

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

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


Distance: 0%

Main Battlefield:

Entity Advantage: [AG]

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

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

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

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

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

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

[PG]
JOEbob
MrMirrorMan. 11 health
Talist
 
Last edited:
Update 51: Something Big, Something Bad pt2
Thing I forgot to make note of. The Daemonette, due to having been around for so long and granted the plot armor makes them have ungodly longevity, as per an agreement with ES, the daemonette no longer acts in the EoTB.

"Okay, we've got an unidentified vessel hailing us, saying they have a plan relating to the orbital defenses. Is it a trap?"

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

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


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

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

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

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

**********

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

20/20 Chronal Accelerator
5/20 Mysterious Artifact
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
    • Healing Burst Shots: Specialized rounds that heal instead of harming the target, essentially firing a healing spell instead of a bullet.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.

The Agatian Republic (as they announce themselves) ask if they're correct in the belief that your group has direct contact with one of the Descended down on the ground below.

The Kidnapper-Class Drones find themselves only partially successful. Some of the ships don't use hyperspace of any kind, others have protections against things like the kidnapper class drones, and, of course, a lot of the ships start opening fire when they realize what the drones are.
However, people being careless with their aim leads to hostilities. The outer edges of the solar system are now embroiled in a massive space battle. Nice going Daraken.

13000 health restored to the Daemonette

I pull out a bucket of grey paint, and pour it on the [AG] tag in my name, somehow turning it into an [N] tag.

I then splash the paint on the Godmodder.

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

+2 to @redstonetam15
WHOPS. You're now listed as Neutral like you're supposed to be.

The Godmodder has been painted grey. He puts on troll cosplay horns, just for added effect.

18/20 c4
15/20 tnt
[14 unused charges of undecided use]
+1 mirror +1 talist
I greet the godmodder as he returns, and then quiet down for a bit. as he takes out the flourite duet, I loudly think (whatever that means) "yay, he's using my artifact!".
a short while later, the player actions actually start, and I decide to make a suggestion to him.
"Yo, godmodder man, I have a question."
"Remember back when you where giving pluses out to Me, Mirror and Talist?"
"Unless I'm remembering wrong, weren't we winning for a bit back then?"
"Why'd you stop?"
N
ow then, for acting, I'm going to give pepsiman a free pepsican (gotta remember that), then eat an Ursine Warrior, chewing it up, swallowing, and then realising humans weren't made to eat entire bears at once, and vomiting it up, sending its now-dead mush flying into into plague knight's face, knocking it over.
Because the +1s are a gaming abstraction, my Godmodding power isn't actually where the +1s come from, at least not directly. It's me screwing with the update terminal and that only works up to a certain point. The GM is sorta getting in the way.
Yes. Yes I am.

You kill the final Ursine Warrior, give pepsiman a pepsican, and deal 7000 damage to Plague knight.

As the dust and smoke clears, the Daemon helps in precisely no way with destroying the Pillar, primarily because she's busy lying on the ground, groaning in pain. In a shocking (to no one) twist, being shot with multiple missiles and being left barely alive was not good for one's physical health and ability to stand up and do strenuous tasks like shoot energy blasts when that wasn't even a natural ability.

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

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

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

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

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

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

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

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


Charges:
Elemental: 16/20.
Sky Troops: 11/20.

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

Entity Orders:
Krork Behemoth attacks one of the Trolls.
10000 health to the Daemonette and Krork Behemoth.

(18 +Joe, from that one dop on page 47} 19/20 Something Missing: illogic

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

+2 @TheBiggerFish

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


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

Meanwhile, I attempt to bully and belittle Tavros to ensure that he cannot complete his quests, ascend, gain the confidence, ect. Basically, I bully him into being unable to reach his full potential, or at least, I try and delay it as much as possible.
If I'm lucky, Vasska'll get in on it too.
cooldown is 5 rounds.
TOG II* grants itself 24 temp AC using the predator armor.

Vriska gets in on the action, and Tavros feels so terrible about himself that he takes 16000 damage.

MAIN BATTLE(On Pause):[PG] 11/20 HP [A] Disease by Vaccine 10/10 [A] Hollow Blade Target:TBK 5/5 Durability [A] Empty Shield TARGET:M3 5/5 Durability
STRIFE:[PG] 13/20 HP Regen

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

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

9/20 +3 from JOE
8/20 +1 from Talist
+1 JOE +1 Talist
You grant yourself ironskin.
Keep in mind this is all RP based, you can inject yourself with bonuses AND attack.

Sktheh: 19/20
The Silent Shoveller: 6/20
+2 @DCCCV

Emerald offers to the Godmodder to play poker with no stakes, nothing, just a friendly game of poker, Texas Hold 'Em style
The Godmodder, intrigued by this offer, slowly makes his way over to the poker table and sits down.

11/20. The Leader of the Order
4/20. RAGE
+2 Mirror
I show Vriska the games of MDickie.
Plague Knight uses Big Boom on Vriska, Tavros, and the Boombot Drones.
Vriska is slightly appalled.
Vriska: You humans do THIS for entertainment?
Vriska clearly does not understand irony.
She then gets supplexed into the ground by one of the in-game wrestlers, dealing 11000 damage.

Taking a moment to regain my bearings, I see the two trolls. Some quick calculations tell me that both of them are likely faster than me, with the whole wings shtick and all. Oh boy, if they are who I think they are, we are going to be in for a fight. Wait. Who said that we had to fight them? Since I don't know enough about this situation, I decide not to engage them right away, not before I have a good idea of what's going on. Emerging from the wreckage, I scan Tavros, and Oilstone the Boombot Drones.

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

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

+2 @Enerald_Mann
Oilstone applied to boombot drones.

Tavros Nitram: god tiered Page of Breath. Why he's here fighting for the Godmodder is anyone's guess, but he is. He seems to be doing well with a new set of legs, and a large ornate lance that looks like high level alchemized weaponry. Hasn't reached his full potential yet, but if he does you can expect things to get very unpleasant. Breath is a very destructive class.
The Windy Thing: Tavros makes use of his god tier powers and does The Windy Thing, rending the entire battlefield with high speed winds that shred through everything.
Page Ascendant: Tavros achieves his true potential.

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

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

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

Redstone types in a few numbers and sends them.

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

I'm on it.

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

To explain all of this in a nutshell...


The Bulldozer runs at Vriska and shoots her.

Redstone puts down the phone and takes out an axe, drop kicks her, and slices her.
Your imagery acquires you a small SMAAAASH to go with your 20 post charge, and you deal out a whopping 125000 damage to Tavros.
Tavros clambers out of the crater made by the laser.
Tavros: wHYYYY

You drop-kick slice Vriska for 9000 damage.

12/20. The Leader of the Order
5/20. RAGE
+2 @redstonetam15
I heal plague knight with roast chicken and apples.
10000 health to plague knight.

General Action: Back in the swing of things
Railgun shells rain down around the Godmodder, the being contemptuously batting them aside as they ask "Really is this all you've got? Did you really expect this to work?"

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

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

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

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

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

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

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

Entity Orders
Relief Forces: Heal Halk
Airbase 3: Launch Drones
Drones: Attack Tavros
Medical Department: Heal the Relief Forces
Medical Department summoned.

The Godmodder uses his GODMODDER SPEED technique to move at relativistic speeds, and deflect the incoming ordinance with extreme prejudice. It flies into orbit where it is judiciously executed by the orbital defenses.
The railgun rounds just bounce right off the Godmodder's... iron... buttocks...
I feel awkward for saying that what is this nonsense.
If anyone's going to be kicking my butt I can at least make their foot sore in the process.

"Anyway, what next?" The Krork mused. "Now that we've downed that... thing, I guess we can attack this 'Godmodder' a bit more directly. Should be fun to pound him into the dirt."

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

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

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

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

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

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

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

If these barbs made you pause and stop;
Then I'm afraid your health will drop!"

Charges:
Elemental: 17/20.
Sky Troops: 13/20.

+1 @The Blue Knight
+1 @I just write
The Godmodder stands there, looking for an attack, when none comes he turns back to the Daemonette.

You think you've got this in the bag
But soon you'll find this quite a drag
I may seem weak when faced at first
But you've all yet to see my worst.

Godmodders as you now know
Take damage, then their powers grow
The longer that this fight drags on
The more you'll find your defense gone.

This is not at all a joke
So on your words I think you'll choke
You've got the edge, I will admit
But only for a little bit.

The C MECH was still halfway done
And HATRED was a substitute
You should leave while you can run
Though your arrogance is kinda cute.

I've given the warnings, this won't be my last
But when they stop, the end will come fast.


But the fact of the matter is, he stopped to make counter rhymes, so the curse invoked by the Daemonette's final line takes effect and the Godmodder takes 1 damage.
GO[GORILLA]NIT
+10 charge token granted. +5% distance.
You move your fighting down the boulevards of the broken city.

(20} 20/20 Something Missing: illogic [HOLDING]

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

+2 @JOEbob


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

5000 health to the TOGII*.


19/20 c4
19/20 tnt +1 mirror +2 TOG
[14 unused charges of undecided use]
+2 TOG* i mean
I give the bun society i made in the past more political pull, letting one of them join the president of whatever world they live on in his office and give a presentation, noting that theres a small bun outside Right now! if he wants to see one.
OHMYGOSH ITS A KINGBUN.
Kingbun summoned.

I Start Charging up some energy 1/20
I Start forging a artifact 1/20
Summons a engineer to build stuff
You summon an engineer.

/nullpotht

oh hey new person! hi new person!
welcome to the place
where the people
do the things!
Hya!

might I recommend reading the rules? You're from Moniker's game right? Things work a bit differently here.
#ThirdPartyHardware

I Start Charging up some energy 2/20
I Start forging a artifact 2/20

My Character Views the scene going on and decides to not join the fight well at least for the moment
#WhatANightmare

I scan Vriska next, and Push on the Boombot Drones, causing some of them to break when they hit the rubble of the Pillar, which is now strewn about.

Forge:
SLOT 1 C-Mech Armour Plating and That Axe I used to strike at Door (Level ?, 3/?)
SLOT 2 C-Mech Armour Plating and That Wrench I used to "fix up" (Level ?, 2/?)

14/20 CHARGE SLOT 1 (+1 from Redstone)
06/20 CHARGE SLOT 2

+2 @Enerald_Mann
Vriska Serket: god tiered Thief of Light. She has all the luck, all of it. Or maybe the game mechanics of this world have sapped that luck and she needs to steal it again. The first roll of the dice will tell you which it is. She's definitely a threat though. A fluorite Octet is not to be trifled with.
Thief of Light: Steals some luck from a target, making them subject to some manner of misfortune and increasing Vriska's luck values by 1. Useable in conjunction with a standard action.
All the Luck: Max out Vriska's luck value. Useable in conjunction with a standard action.

The Pillar left no rubble to smash the boombots on, but there are plenty of ruined buildings. 12000 boombots destroyed. 18000 damage to the technocratic spearhead forces.

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

(+2 from EternalStruggle, +1 from I Just Write)
13/20 Elemental
1/20 The Capul Family

+1 @I just write
+1 @EternalStruggle

(A special bit of continuity call back for the main battlefield. I don't really want this to effect the battlefield in any way but considering no one but me remembered it and it I'm a stickler for maintaining my own continuity I feel the need to write a bit for it.)
A heavily injured Morgul laughed from within JOEbob's mouth as he was being chewed up and spoke with a weak voice as the necklace he wore began to glow. "It seems I'm going to have to decline being your meal man-filth." The bear chuckled as the gem stone of the necklace shattered and expanded into a portal which enveloped him before closing leaving only the bear's iron battle axe in JOEbob's mouth.
As stated above I don't want this to affect JOEbob's action in any way, he can still spit out the axe damaging the Plague Knight, I just wanted to reestablish the fact most of the Ursine Warriors' bodies aren't on the battlefield anymore (Excluding the two whose corpses were mentioned in the last update as you have established those as canon) and with some luck some of them might still be alive in their home universe because no one ever bothered to disable their necklaces in the flavor text of their actions. To clarify further I don't plan to use this for any gameplay purposes, it's simply so I can use the Ursine Warriors for flavor purposes if I want later on.
[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 1
Health per- 5,000
Attack power per- 1,500
Current Total damage- 1,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
In The Strife
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

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

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

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

"I believe you're under a somewhat mistaken impression of me Mr Mirronius Manfred. The magic systems of some universes are a fair bit more— modular than what you may be used to. While I do have some ability at manipulating the earth I'm hardly what would be called a geomancer or even a magician in my own universe. As for our fight I'm quite enjoying it however I would prefer if you were a tad bit more proactive. You do realize I can take a hit or two right?" The Knight chuckles and then jabs forward at the Mirror with his lance followed by a solid kick and a strike by the elbow of the arm the Knight is holding Ides in.
(Attack + Ides and Bess bonus)

[Orders]
Halk- Attack Tavros Nitram
You deal 2 damage to Mirror with your lance, the kick and elbow result in you having sore joints from hitting someone with the ironskin buff.

MAIN BATTLE(On Pause):[PG] 11/20 HP [A] Disease by Vaccine 10/10 [A] Hollow Blade Target:TBK 5/5 Durability [A] Empty Shield TARGET:M3 5/5 Durability
STRIFE:[PG] 13/20 HP Regen

"I do realize that, I'm just the type of person that like to stack the odds in my favor as much as possible, Cyan Bell. But you're right, I should start throwing some more punches." Saying that, I use Bess as a hammer to make, then destroy, a crappy apartment.

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

10/20
10/20 +1 from JOE
+1 JOE +1 Talist
Bess killed!

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

14/20 Elemental
2/20 The Capul Family

+1 @I just write
+1 @EternalStruggle

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

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 1
Health per- 5,000
Attack power per- 1,500
Current Total damage- 1,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
In The Strife
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

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

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

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

The Knight stabs Ides into the Mirror and then using Ides as a handle lifts the Mirror up. "Unfortunately I'm not as good at construction as you seem to be so you'll have to settle with just this!" The Knight then begins repeatedly bashes the Mirror into the ground Ides somehow remaining lodged into the Mirror throughout the process. After a couple minutes the Knight stops and pulls Ides out of the Mirror.

(Attack + Ides bonus)
4 more damage to Mirror.

Check
General Mack orders the being known as Tavros to be scanned.

General Action: Battalion Forwards

Suddenly, the ground beneath Tavros begins to shake. As the troll turns around, they find themselves facing a column of tanks from the Technocratic Spearhead forces charging straight towards him. The weaponry on the tanks fires in sequence, and the troll swiftly finds himself getting pummeled with railgun shells, lasers, and other, stranger weaponry. As Tavros begins to pull himself out of the smoldering crater that his location had become, he finds himself confronted with the onrushing group of tanks, still rapidly approaching. There is a loud crunching noise as Tavros is run over, several bones snapping under the tremendous weight of the war machines rolling over him.

Charges
Elemental (14/20)
Killsat (2/20)
+1 @EternalStruggle
+1 @The Blue Knight
Tavros Nitram: god tiered Page of Breath. Why he's here fighting for the Godmodder is anyone's guess, but he is. He seems to be doing well with a new set of legs, and a large ornate lance that looks like high level alchemized weaponry. Hasn't reached his full potential yet, but if he does you can expect things to get very unpleasant. Breath is a very destructive class.
The Windy Thing: Tavros makes use of his god tier powers and does The Windy Thing, rending the entire battlefield with high speed winds that shred through everything.
Page Ascendant: Tavros achieves his true potential.

31000 damage to Tavros Nitram.


#NukedFromOrbit​

Tavros readies his lance and achieves LIFFDOFF, flying into the air with his god tier powers. He relishes in the joy of flying for a little bit, before choosing a target, he zooms downwards towards Spectre Knight and impales him upon the tip of his burnished lance. 50000 damage. Vriska pulls out her weapon of choice, the fluorite octet, loyal even unto the end. Time for a dice roll. 8-4-2-2-4-7-4-4. Candy Corn Minigun! Vriska catches the confectionary firearm and opens fire on the technocratic forces, dealing 50000 damage to both the spearhead and relief forces. The Kingbun just sits there and is adorable. Wait. No! TOO CUTE. HEART OVERLOADING. The Terrible Idea passes out and dies from a cuteness overdose. Pepsiman slides downwards, dealing 8000 damage to Spectre Knight in the process.

The TOGII* is currently busy shielding itself against attacks that aren't coming, and the Engineer has not received orders. No useful Neutral actions today.

Spectre Knight stabs the boombot drones, destroying 20000 but taking 30K damage in return for his trouble. The Technocratic Relief forces heal Halk up for 16000 health. The bulldozer shoots Vriska in the face dealing 8000 damage. Airbase 3 summons up 2 of its drones which attack Tavros, dealing 5000 damage. The Krork Behemoth can't make up its mind on which troll to attack, but ultimately decides Tavros doesn't look threatening at all and smashes into Vriska for 15000 damage.

The O MECH can't do anything without orders, as it has no attack power. what? Ocelots are passive mobs. Plague Knight uses Big Boom, using up 25 Magic. Big Boom immediately thereafter gets its cost elevated up to 50 magic, because what was I thinking letting x4.5 damage total be just 25 magic. Anyways, 45K damage to Tavros, Vriska and the Boom Bots. The Boom bots immediately retaliate for 67.5K damage, killing Plague Knight immediately. Whoops. I guess the rebalance wasn't needed.

The Ever Expanding Fish attempts to eat Vriska, but only takes a bite, dealing 20000 damage. Halk ambushes Tavros from the... sky? Hmm... that doesn't seem right but it looks like that's what he did because Tavros was flying at the time. 20000 damage to Tavros. The Medical Department restores 15000 health to the Technocratic Relief Forces through a variety of skilled and highly experienced monkeys I mean surgeons.

The Godmodder is not happy with how things are going, and decides to be a twit and launches a series of alchemized fruit gushers at the trolls, healing them both up for 75K health.

Even with the trolls on the field, the godmodder's forces are still at a disadvantage, and so your army pushes the pro-godmodders back down the boulevards of the blasted city. +5% distance!

Variant's sidequest gets nuked for inactivity. Everything ticks up/down. MooGoesCow gets his complementary +10 charge token.
Itinerary:
Retain Entity Advantage!
Destroy the Godmodder


Distance: 10%

Main Battlefield:

Entity Advantage: [AG]

The Godmodder [PG]: Hp: 89/100. Aetheric Particle Collider [A] Swordchucks Round 2 [A]
Vriska Serket [PG][Elite]: Hp: 655,000/688,000.Thief of Light: 2/2. All The Luck: 2/8.
Tavros Nitram [PG]: Hp: 246,000/413,000. The Windy Thing: 2/6. Page Ascendant: 2/12.
Boombot drones x10,000 [PG - JOEbob]: Hp: 1/1. 1/8 Critical Existence Failure.
Kingbun [PG - JOEbob]: Hp: 10,000/10,000. 99% dodge chance.
TOG II* [N - TOG]: Hp: 53,000/100,000. 1 AC. 24 AC (1 round) Predator Armor [A] 1/5 uses.
Engineer [N - MooGoesCow]: Hp: 25,000/25,000.
ExistenceSuccess [N - Player]: Hp: 20/20. Cryptographic Sequencer [A] 4/5 uses.
Daemonette [AG - eternalstruggle]: Hp: 33,000/66,000. 25% dodge. Plot Armor.
Spectre Knight [AG - enerald_,mann]: Hp: 167,000/300,000. Rapid Basic Attack: 3/3.
Technocratic Spearhead Forces [AG - I Just Write]: Hp: 99,000/160,000. 20000 regen.
Technocratic Relief Forces [AG - I Just Write]: Hp: 115,000/160,000. 20000 regen.
Pepsiman [PG - Talist]: Hp: ∞/∞. Time Left: 31. Pepsi Cans: 38
Bulldozer [AG - redstonetam]: Hp: 58,500/75,000. Visor: 20,000/20,000. Faceplate: 30,000/30,000.
Airbase 3 [AG - I Just Write]: Hp: 71,000/80,000. 20000 regen. Drones x2: HP: 10,000/10,000.
Krork Behemoth [AG - eternalstruggle]: Hp: 58,000/70,000. 8 AC
O-MECH [AG - enerald_,mann]: Hp: 61,000/100,000.
Ever Expanding Fish [AG - TheBiggerFish]: Hp: 52,000/85,000. 2500 regen
Halk [AG - The Blue Knight]: Hp: 42,000/65,000.
Medical Department [AG - I Just Write]: Hp: 105,000/105,000.
Crusher48 [AG - Player]: Hp: 20/20. Juggernaut armor [A] 6/8 HP. 4/4 Shields. Electrostaff [A] durability: 10/10.
DCCCV [AG - Player]: Hp: 20/20. Oilstone [A] durability: 6/10.
Pepsi Machine [PG - Talist]: Hp: ∞/∞
STRIFE: Blue Knight vs MirrorMan:
Mirror [PG - player]: Hp: 7/20. Regen. ironskin Marked 1 round. Disease By Vaccine [A]. Durability: 10/10. Blight: 5/5. Vaccination: 5/5. Toxic/Cure: 6/10. Hollow Blade [A]. Durability: 5/5. Target: TBK. Empty Shield [A]. Durability: 5/5. Target: Mirror.
The Blue Knight [AG - Player]: Hp: 17/20. Lúin [A] Durability: 3/5. Ides [A] Durability: 14/15

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

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

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

[N]
existence success
W32Coravint: 2 posts
tricklejest: 1 post
heirolight: 3 posts
Darkside: 3 posts
TOG: Drizzle 4 round cooldown
fakerssundery: 2 posts
The Stranger: 1 post
MooGoesCow21

[PG]
JOEbob
MrMirrorMan. 11 health
Talist
 
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