The Acolyte's War: Postnoctis

Sky High (the Knight): Finally, a fight. I was getting bored.

ACTION 1 + WAR + ACTION 2:

The Knight pulls out WAR and spins until he becomes a massive fire tornado. Then, he tears through the Mook Ground Crew, sending them flying every which way.
 
"Automatic ones are the more problematic ones. I'll take care of them."

I pulled up my Multivariate Calculator, and modify the structural build of the semi-automatics. When they try to fire, this modification will make the bullet fly out in the back instead of the front.
 
[[OOC: Sorry I've been gone for so long - college kinda does that to you.]]
Now then... let's get back into things, shall we? Torix, though he's been quiet and not attracting stealth to himself, brushes off the dust and stealthily draws the Hurricane Pistol.

[Action 1, Hurricane Pistol]
Without a word, Torix fires once - and a bullet composed of wind and electricity is fired directly at the back of an Automatic weapon wielder's skull. There's a good point to knocking them down early, considering they've got the most dangerous attacks... other than the Anti-Acolytes, of course. "You forget that we have a few more automatic weapons on our side too - one of which, I wield."

Returning his attention to the Mooks on the field, he fires two more bullets in quick succession. The wind around them forms a interesting helix pattern between the two bullets before they both split off, simultaneously choosing to aim at two more, separate Automatic weapon wielders among the Mooks' side. Now then - hopefully it won't take long before the remainder of them are completely obliterated as well.

[Action 2]
Realizing the fact that the combat he just encouraged with the others has totally blown stealth, Torix goes ahead and once again, ducks into the shadows behind some spontaneously placed boxes within the flight deck. The longer stealth is maintained for at least someone, the better - and hey, with the others providing a distraction, it shouldn't prove difficult at all for him to maintain the ability to sneak around.

Charge Gauge - 0/35
[IIIII IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
Act 3: Episode 3: Battle Post 1
Sky High (the Knight): Finally, a fight. I was getting bored.

ACTION 1 + WAR + ACTION 2:

The Knight pulls out WAR and spins until he becomes a massive fire tornado. Then, he tears through the Mook Ground Crew, sending them flying every which way.

Bringing out WAR, you deal 8 damage to two members of the Mook Ground Crew, sending them flying! They're not getting back up after that!

+3 to your current Charge Gauge.

The defeated Mooks do not drop Grist, which should be raising some questions!

"Automatic ones are the more problematic ones. I'll take care of them."

I pulled up my Multivariate Calculator, and modify the structural build of the semi-automatics. When they try to fire, this modification will make the bullet fly out in the back instead of the front.

The Rifle Mooks would be semi-automatic, but you wrote in that the Automatic ones would be the problematic ones, which could be referring to the Mook Ground Crew, so I'll have this attack target them.

With that in mind, your Multivariate Calculator causes some of the Mook Ground Crew's ammunition to explode prematurely, and actually goes haywire for a critical! You deal 8 damage to another three of the Mook Ground crew as the ammunition in their weapons strikes them instead, and they collapse to the floor!

+3 to your current Charge Gauge!

The defeated Mooks do not drop Grist, which should be raising some questions!

[[OOC: Sorry I've been gone for so long - college kinda does that to you.]]
Now then... let's get back into things, shall we? Torix, though he's been quiet and not attracting stealth to himself, brushes off the dust and stealthily draws the Hurricane Pistol.

[Action 1, Hurricane Pistol]
Without a word, Torix fires once - and a bullet composed of wind and electricity is fired directly at the back of an Automatic weapon wielder's skull. There's a good point to knocking them down early, considering they've got the most dangerous attacks... other than the Anti-Acolytes, of course. "You forget that we have a few more automatic weapons on our side too - one of which, I wield."

Returning his attention to the Mooks on the field, he fires two more bullets in quick succession. The wind around them forms a interesting helix pattern between the two bullets before they both split off, simultaneously choosing to aim at two more, separate Automatic weapon wielders among the Mooks' side. Now then - hopefully it won't take long before the remainder of them are completely obliterated as well.

[Action 2]
Realizing the fact that the combat he just encouraged with the others has totally blown stealth, Torix goes ahead and once again, ducks into the shadows behind some spontaneously placed boxes within the flight deck. The longer stealth is maintained for at least someone, the better - and hey, with the others providing a distraction, it shouldn't prove difficult at all for him to maintain the ability to sneak around.

Charge Gauge - 0/35
[IIIII IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

Yeah, college is more than a bit occupying, I'll give it that. I'm glad you could post, though.

Your attack with the Automatic Bolt Pistol rips through the last of the Mook Ground Crew, dealing a precise 8 damage to all 3 of the remaining Mooks with each shot! Much like the rest of their compatriots, they're not going to get back up from that.

Stealth is about to break, so there's no real use in trying to keep it up, at least for the group. You won't be targeted by attacks this turn, though, due to going back into hiding!

Post-Player Phase:

Note that all NPCs' HP has been halved to make player entities, and the entities that they summon, more important, and because there are currently five NPCs on the board.

Ninjatwist_ gets the drop on the Rifle Mooks before they can react, firing at one of them twice with his pistol for a total of 10 damage!
Kate steps up besides him and launches a duo of deadly rockets at the same Rifle Mooks, but her rockets only manage to inflict splash damage, for 6 damage to 2 of the enemy Mooks, and 3 damage to another 2! Her rocket launcher's chambers are empty, however!

Luke fires a volley of gunfire with his PDW at the Sword Mooks before they get a chance to react, killing one of them with 10 damage and dealing 5 damage to another!
Lyra lines up a shot of her own with her iRifle, nailing another Sword Mook in the chest for 9 lethal damage!
Cody brings himself out into the open and brings his Mars-Pattern Shotgun to bear on two of the Sword Mooks, dealing 4 damage to them both and inflicting Doom!

The group of Mooks yelp in fear and retreat towards the hallway they came from, yelling about how they took out the ground crew and calling for backup!
The Sword Mooks charge in after the group, dealing 4 damage to the Rust Imp and 3 damage to Cody!
The Rifle Mooks take some potshots at Clary Au, dealing 4 damage to her, as well as Ninjatwist_, dealing another 4 damage to him!

The Rust Imp slams into one of the Sword Mooks, dealing 2 damage to them!

The Sword Mooks succumb to their Doom, dying as they stand!

Press the advantage on these Mooks, and more will follow! Get your way deeper into the ship and find some objectives! "Trash the place" is a valid one.

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.
+0 Rust [Lvl.1] acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

[AA-ALL] Stealth (Undetected by enemies, requires actions to maintain stealth, automatically ends if entities attack)

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Sky High/The Knight [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Clary Au/Yvonne [AA] HP: 21/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (0/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

O.R.I.G.I.N./Bronze:
Iron Seed [Lvl.1] (Single Use) (Consumable, buffs the maximum HP of a summoned creature by 10 HP and heals them by that much)

Ninjatwist_ [AA] HP: 46/50.
Base Damage: 4
Speed Value: 3+1

Weapons:
-Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
-Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
-Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 94% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +4, Deals 1.5x damage but must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Rust Imp [SB] HP: 6/10. | BD: 2. | SV: 2. Grist Tierage. (x1)

Mook Ground Crew [AA] HP: 0/8 (x8) Holding Automatics.

Sword Mooks [PA] HP: 6/8, (x1), 0/8 Doom (6 damage taken per turn, effect cannot be extended, 0/1) (x2), 3/8 (x1), 0/8 (x2).

Rifle Mooks [PA] HP: 8/8 (x1), 4/8 (x2), 2/8 (x2), 0/8 (x1).

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Torix looks at the others and the abnormal lack of Grist that these things have not dropped.
"... odd. They don't drop Grist. They... they definitely still deal damage though."
Claiming the +3 to the Charge Gauge that was not explicitly stated, Torix sighs and readies the chain still wrapped around his wrist.
"They can still die, too."

[Action 1, Length of Demonic Chain]
With nothing but a flick of the player's wrist, the length of chain is gone before it rapidly reforms around all remaining Sword Mooks and the two remaining Rifle Mooks at 2/8 HP. Doesn't matter which one it crits on, cause they're all going to be gone anyways.

[Action 2]
"I'm going to continue ahead, since there's only an equivalent of 12 HP left here. See you guys in the next room." He then proceeds into the next room, initiating the next combat encounter without a turn break and keeping the momentum going.

Charge Gauge - 3/35
[|||II IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
Last edited:
The Knight turns to the Rifle Mooks. He swings WAR again, causing a spray of unholy fire to consume most of them.
 
Hopefully for some continuation:

As the world is becoming unstable, I typed anything into the Calculator for some random effects to happen on the Mooks, especially on the Rifle Team.
 
Act 3: Episode 3: Battle Post 2
Torix looks at the others and the abnormal lack of Grist that these things have not dropped.
"... odd. They don't drop Grist. They... they definitely still deal damage though."
Claiming the +3 to the Charge Gauge that was not explicitly stated, Torix sighs and readies the chain still wrapped around his wrist.
"They can still die, too."

[Action 1, Length of Demonic Chain]
With nothing but a flick of the player's wrist, the length of chain is gone before it rapidly reforms around all remaining Sword Mooks and the two remaining Rifle Mooks at 2/8 HP. Doesn't matter which one it crits on, cause they're all going to be gone anyways.

[Action 2]
"I'm going to continue ahead, since there's only an equivalent of 12 HP left here. See you guys in the next room." He then proceeds into the next room, initiating the next combat encounter without a turn break and keeping the momentum going.

Charge Gauge - 3/35
[|||II IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

You gain the +3 to your Charge Gauge from last turn! Sorry for not keeping track of things.

Activating the Length of Demonic Chain, you crush the two chosen Sword Mooks and the two chosen Rifle Mooks with 6 lethal damage under the Length of Demonic Chain!

You also rush into the next room at anything that might be awaiting you next! Generating the encounter...

You also gain +3 to your Charge Gauge, in addition to what I distributed earlier.

The Knight turns to the Rifle Mooks. He swings WAR again, causing a spray of unholy fire to consume most of them.

Your great swipe with WAR fells two of the Rifle Mooks you attack, while leaving the other one in critical health and in prime position to get finished off!

+3 to your current Charge Gauge.

Hopefully for some continuation:

As the world is becoming unstable, I typed anything into the Calculator for some random effects to happen on the Mooks, especially on the Rifle Team.

You finish off the final Rifle Mook with the Multivariate Calculator!

+3 to your current Charge Gauge.

Post-Player Phase:

Torix runs into the next room to engage the enemies within! Aside from the group of enemies rushing to engage the players (see below), Torix sees a teleporter array in the center of the ship, another hallway opposite his entrance, and two sealed blast doors on each side of the room.

Ninjatwist_ notices the Rust Imp, out of other targets, charging the party, and quickly sends two bullets into it before it can do any harm!
Kate loads up a rocket into her bazooka's empty chamber.

Luke, Lyra, and Cody move up to the next room and try to get a good idea for what's inside!

Inside are a great number of Mooks: far more than the force you expected prior! You encounter 6 Hammer Mooks, 6 Lightly-Armored Spear Mooks, 6 Powered Pistol Mooks, and 6 additional Rifle Mooks! You also see a force of 6 Veteran Assault Rifle Mooks attempting to set up some sort of portable barricade! Torix catches them by surprise, though, and they're not finished setting the thing up yet! They'll have to spend some amount of manpower next turn to trying to right the barricade so they can use it!

Your position grants you Cover against the enemies in the room!
Cover has a chance to outright nullify the damage you would take from a ranged attack.
You can either take cover behind the two ends of the hallway and fire from there, which can block a large amount of shots, and some crates deeper into the flight deck, which offer less of a block chance.
The cover you can hide behind can cover at most two entities per type of cover. Luke and Lyra are in full cover, while Cody is in half cover! You can ask them to move to a different location without an action required if you want to use the cover yourself!
Melee attackers both bypass the cover system and cannot benefit from it!
Keep in mind that the mobile barricade will allow the Mooks to benefit from cover themselves if they manage to get it set up!

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+10 Build Grist acquired.
+5 Rust [Lvl.1] acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Sky High/The Knight [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Clary Au/Yvonne [AA] HP: 21/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (0/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

O.R.I.G.I.N./Bronze:
Iron Seed [Lvl.1] (Single Use) (Consumable, buffs the maximum HP of a summoned creature by 10 HP and heals them by that much)

Ninjatwist_ [AA] HP: 46/50.
Base Damage: 4
Speed Value: 3+1

Weapons:
-Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
-Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
-Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 94% (HV:HP Ratio: 1:2). Benefitting from half Cover (40% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +4, Deals 1.5x damage but must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Half Cover (40% block chance) Inhabitants (Max: 2): Cody
Full Cover (60% block chance) Inhabitants (Max: 2): Luke, Lyra

Rust Imp [SB] HP: 0/10. | BD: 2. | SV: 2. Grist Tierage. (x1)

Sword Mooks [PA] HP: 0/8 (x2).
Rifle Mooks [PA] HP: 0/8 (x5).

Hammer Mooks [PA] HP: 8/8. (x6).

Lightly Armored Spear Mooks [PA] HP: 8/8. (x6).
Armor (40% proc chance, blocks 50% of damage)

Rifle Mooks [PA] HP: 8/8. (x6).

Powered Pistol Mooks [PA] HP: 8/8. (x6).
Powered (100% more base damage than other Mooks)

Veteran Assault Rifle Mooks [PA] HP: 8/8. (x6).
Ranged Training 2 (30% chance to reroll a missed shot with a ranged weapon)
Operating: Mobile Barricade (Ranged Block chance: 0%)

Mobile Barricade [PA] Ranged Block chance: 60% when active. Inactive! Operated by: Veteran Assault Rifle Mooks. Requires at least 3 entities to spend actions to set up before granting cover benefits.

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
[Both Actions, Hurricane Pistol, Stalwart Valved Chestplate]
Rushing into the filled next room, the fighter quickly takes a moment to regard the situation before the others rush in. Realizing the cover available in the center of the room, he quickly dashes behind the open half-cover before anyone has the chance to stop him and shouts a warning to the actual Homestuck players and Ninjatwist, along with his fellow allies.
"Focus on the veterans first! They're going to get some more cover up if we don't do anything about it soon!"

Focusing back on his own attacks, he proceeds to launch an attack on the Veteran Assualt Rifle Mooks! Not drawing any weapons immediately, he instead utilizes the valves on his chestplate as one of them near his hand turns on. After a brief build-up, he launches a very large blast of water into the general area that the veterans occupy, knocking most of them over and getting both them and their portable cover soaking wet. Despite being soaked now, they don't seem damaged in the slightest and their confusion over the attack allows the perfect opportunity for what's next.

Now then - water is an excellent conductor, and taking advantage of the fact, he proceeds to fire the Hurricane Pistol three times consecutively into the ranks of the Veteran Assault Rifle Mooks. However, as the small bolts of electricity hit them, they seem to prove drastically more effective than before! Now that both they and the entire floor surrounding them are wet, the electricity not only courses through them but also through their water-clogged armor and clothes, drastically increasing the damage they take and reducing them into... well, not their component Grist, but at least some pretty twitchy corpses.


TL; DR:
- As a free action, claim the remaining open Half Cover.
- Use the Stalwart Valved Chestplate and the Hurricane Pistol to get things wet, then use the conductivity of water to throughly electrocute the Veteran Assault Rifle Mooks.

Charge Gauge - 6/35
[||||| |IIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184 [+10]
[LVL 1] Malachite, Rust - 180 [+5]
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [l|||] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
10 Build
5 Level 1
0 Level 2
0 Level 3
0 Level 4
0 Level 5


The Knight is about to use WAR again when time suddenly freezes.

The Knight: ...What the?

A mysterious cloaked entity approaches The Knight. A 7 is emblazoned on the head of its bright cloak.

???: Knight... have you forgotten?
The Knight: What? Who are you?
???: Who I am is not important. You may call me #7.
The Knight: So, #7... what is it I have forgotten?
#7: Your continued insistence on using those swords... you're not reaching your full potential. You need something more.
The Knight: Well, what else do I have!? My staff is at only a fraction of its power after Xor robbed me of most of the Ruby's abilities.
#7: ...Have you truly forgotten?
The Knight: I don't have any time for games. Just tell me what I've forgotten!
#7: Such impatience.
#7: No matter. Just take this and you will understand within time.


#7 opens a snow-white hand and reveals a small white fire. The Knight reaches out and grabs it, feeling it fill his body.

Time suddenly resumes. The Knight remembers. A hidden ability long forgotten.

2 ACTIONS + WAR

The Knight grabs WAR with both hands. Space bends and shifts, and the massive sword transforms into a massive flamethrower. The Knight unleashes a pillar of unholy fire on the Veteran Assault Rifle Mooks.
 
Free Action:

I move to the Teleporter Hallway, and orders my Handheld Potion Generator to make Instant Damage potions.

Action 1 & 2: Multivariate Calculator

Seeing Torix's attack, I quickly plugged a set of equations that alters the fundamental reality within the teleporter room, causing the Mook's body to have a lower ohm value than they usually have. With lower resistance means that more electricity will flow thru the Mooks. Hope them enjoy a inside-out instant cook process.


Inventory:
390 Lvl 0 Build Grist (+10)
235 Lvl 1 Rust (+5)
120 Lvl 2 Copper
165 Lvl 3 Lead
40 Lvl 4 Cobalt

1x Lvl 1 Essence of Fire
1x Lvl 1 Essence of Danger
1x Lvl 1 Essence of Invisibility
1x Lvl 1 Potion Template
1x Lvl 2 Gold Ore
1x Lvl 3 Fulmigold Ore
1x Lvl 4 Metallic Command Block Scrap

Multivariate Calculator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: 1/3]

Charge Gauge: 35/35 (0 in reserve)
 
Last edited:
Act 3: Episode 3: Battle Post 3
[Both Actions, Hurricane Pistol, Stalwart Valved Chestplate]
Rushing into the filled next room, the fighter quickly takes a moment to regard the situation before the others rush in. Realizing the cover available in the center of the room, he quickly dashes behind the open half-cover before anyone has the chance to stop him and shouts a warning to the actual Homestuck players and Ninjatwist, along with his fellow allies.
"Focus on the veterans first! They're going to get some more cover up if we don't do anything about it soon!"

Focusing back on his own attacks, he proceeds to launch an attack on the Veteran Assualt Rifle Mooks! Not drawing any weapons immediately, he instead utilizes the valves on his chestplate as one of them near his hand turns on. After a brief build-up, he launches a very large blast of water into the general area that the veterans occupy, knocking most of them over and getting both them and their portable cover soaking wet. Despite being soaked now, they don't seem damaged in the slightest and their confusion over the attack allows the perfect opportunity for what's next.

Now then - water is an excellent conductor, and taking advantage of the fact, he proceeds to fire the Hurricane Pistol three times consecutively into the ranks of the Veteran Assault Rifle Mooks. However, as the small bolts of electricity hit them, they seem to prove drastically more effective than before! Now that both they and the entire floor surrounding them are wet, the electricity not only courses through them but also through their water-clogged armor and clothes, drastically increasing the damage they take and reducing them into... well, not their component Grist, but at least some pretty twitchy corpses.


TL; DR:
- As a free action, claim the remaining open Half Cover.
- Use the Stalwart Valved Chestplate and the Hurricane Pistol to get things wet, then use the conductivity of water to throughly electrocute the Veteran Assault Rifle Mooks.

Charge Gauge - 6/35
[||||| |IIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184 [+10]
[LVL 1] Malachite, Rust - 180 [+5]
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [l|||] 1/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

You point out your targets to the SBurb players and Ninjatwist_, and as you move to cover, you see them nod in understanding.

Your double attack combining the powers of your items deals an absolutely devastating 13 damage to three of the Veteran Assault Rifle Mooks as all of your shots land! None of them are getting back up from that, that's for sure.

Your Creative Aftershock raises up to a mighty +10, leaving you plenty of room to write simpler actions for the near future!

+3 to your current Charge Gauge.

10 Build
5 Level 1
0 Level 2
0 Level 3
0 Level 4
0 Level 5


The Knight is about to use WAR again when time suddenly freezes.

The Knight: ...What the?

A mysterious cloaked entity approaches The Knight. A 7 is emblazoned on the head of its bright cloak.

???: Knight... have you forgotten?
The Knight: What? Who are you?
???: Who I am is not important. You may call me #7.
The Knight: So, #7... what is it I have forgotten?
#7: Your continued insistence on using those swords... you're not reaching your full potential. You need something more.
The Knight: Well, what else do I have!? My staff is at only a fraction of its power after Xor robbed me of most of the Ruby's abilities.
#7: ...Have you truly forgotten?
The Knight: I don't have any time for games. Just tell me what I've forgotten!
#7: Such impatience.
#7: No matter. Just take this and you will understand within time.


#7 opens a snow-white hand and reveals a small white fire. The Knight reaches out and grabs it, feeling it fill his body.

Time suddenly resumes. The Knight remembers. A hidden ability long forgotten.

2 ACTIONS + WAR

The Knight grabs WAR with both hands. Space bends and shifts, and the massive sword transforms into a massive flamethrower. The Knight unleashes a pillar of unholy fire on the Veteran Assault Rifle Mooks.

Your Grist doesn't reset after every zone! You can keep your old Grist, since that's how I'm likely to build things in the future.

You charge into the melee readying your double attack with WAR, which deals a solid 22 total damage! 8 damage goes to two of the Veteran Assault Rifle Mooks, slaying them and the remaining 6 goes to the survivor, leaving them gravely injured! All of your strikes hit, but you're not lucky enough to inflict any bleeding wounds.

Your Creative Aftershock raises up to +6!

+3 to your current Charge Gauge.

Free Action:

I move to the Teleporter Hallway, and orders my Handheld Potion Generator to make Instant Damage potions.

Action 1 & 2: Multivariate Calculator

Seeing Torix's attack, I quickly plugged a set of equations that alters the fundamental reality within the teleporter room, causing the Mook's body to have a lower ohm value than they usually have. With lower resistance means that more electricity will flow thru the Mooks. Hope them enjoy a inside-out instant cook process.


Inventory:
390 Lvl 0 Build Grist (+10)
235 Lvl 1 Rust (+5)
120 Lvl 2 Copper
165 Lvl 3 Lead
40 Lvl 4 Cobalt

1x Lvl 1 Essence of Fire
1x Lvl 1 Essence of Danger
1x Lvl 1 Essence of Invisibility
1x Lvl 1 Potion Template
1x Lvl 2 Gold Ore
1x Lvl 3 Fulmigold Ore
1x Lvl 4 Metallic Command Block Scrap

Multivariate Calculator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: 1/3]

Charge Gauge: 35/35 (0 in reserve)

Most of the Veteran Assault Rifle Mooks, which Torix targeted, are thoroughly dead! The survivor is on 2 HP, though, so you deal enough damage to them to render them extremely thoroughly dead. Just to make sure.

Your Creative Aftershock raises to +4!

+3 to your current Charge Gauge.

Post-Player Phase:

Ninjatwist_, noticing that the Veteran Assault Rifle Mooks are dead, opens up with a Burstfire on the Lightly Armored Spear Mooks, dealing 16 damage to one of them! Even with their armor blocking the hit and reducing the damage to 8, the damage is so great that the volley of shots punches right through the armor to slay the Mook inside!
-
Kate takes aim with her Bazooka and fires a rocket into the group of Lightly Armored Spear Mooks, which hits its mark, dealing 18 damage to the unfortunate Mook! Again, even with their armor to save them, the damage is enough to slay them anyways! The other two manage to avoid the splash damage from the rocket, but still take 5 damage as the rocket knocks them off their feet! Their armor doesn't protect them from the blast, but they get back up anyways!
-
Cody waits until Kate's rocket lands, then jumps over the boxes he's hiding behind to engage the Lightly Armored Spear Mooks in melee with his Luin spear! He lands a strike on one of their unarmored, vulnerable sections, dealing 8 lethal damage!

Luke and Lyra fire from cover!
Luke takes aim at the damaged Lightly Armored Spear Mooks and unloads a full burst into them, with two shots hitting! The Mooks' sets of armor block the hits, so they both survive, taking 2 damage each! Luke curses that he skipped armor piercing rounds for greater damage.
-
Lyra blasts one of the same Mooks with her rifle, aiming at an unprotected spot in the armor for a lethal 9 damage! The Mook collapses to the floor and doesn't get back up.

The Mooks, realizing that many of their number are in a tough spot, try to cover their retreat to cover, while capitalizing on the tactics they can!
The Hammer Mooks split their strikes between Cody and Sky High, with the blunt force of their hammers breaking through some of their armor! Both Cody and Sky High take 6 damage! Sky High's armor doesn't take the hits!
-
The gravely injured Lightly Armored Spear Mooks dive for the hastily-constructed cover the Veteran Assault Rifle Mooks have left behind! They call for a couple of the nearby Rifle Mooks to try to help them out, which they do!
-
While two of the Rifle Mooks help the Lightly Armored Spear Mooks get to safety, the other four fire at Kate, dealing 4 damage to her and taking 8% off her Health Vial!
-
Four of the Powered Pistol Mooks go for the targets out of cover first, offending Cody and Clary Au! Cody takes 6 damage, and Clary Au takes 5 damage! One of the Mooks targeting Clary Au misses both shots entirely, resulting in shouts of frustration from the unlucky Mook.
The other two take their shots at Torix because he's a major threat on the field, dealing 3 damage! Two of the shots luckily strike Torix's cover, while the other hits true. After the attack that strikes him, his Evasion boon activates!

Torix is empowered by his scarf and has an evasive boost! This will tick down next round.

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 22/25. Charge Gauge Spent: 0/35. Benefitting from half Cover (40% ranged block chance). Evasion (25% chance to dodge attacks, 1/1)
Creative Aftershock: +10 Base Damage (2/2 turns)
Sky High/The Knight [AA] HP: 19/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +6 Base Damage (2/2 turns)
Clary Au/Yvonne [AA] HP: 16/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +4 Base Damage (2/2 turns)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 Grist

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Magic Aqua Helm [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, halves duration of fire-based status effects on wearer, rounding down)
Turquoise Vapor Plate [Lvl.2] (Equipment, 15% chance to dodge an attack completely, halves duration of fire-based status effects on wearer, rounding down)

Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Staff of Creation Magics [Lvl.2] (Blunt Weapon, Base Damage: +2, Base Heal: +2, 40% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Schrodinger's Twinstaffs [Lvl.3] (Blunt Weapon, Base Damage: +3, Base Heal: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)
Paradox Circuitry Wyrmcannon [Lvl.3] (Single-shot ranged weapon, Base Damage: +3, 40% chance to deal 3 extra damage to a foe in the target's group)

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (0/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit to a random foe, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Alastair1:
Iron Boot-Embossed Sword [Lvl.1] (Bladed Weapon, Base Damage: +2)
Tiger-Pattern Stone Axe [Lvl.1] (Bladed weapon. Base Damage: +2, scoring a critical hit has a 75% chance to inflict Scared (Misses actions) on one enemy for one turn)
Build Grist-Forged Shotgun [Lvl.1] (Semi-Automatic, Base Damage: +2)

Iron Boot-Patterned Chestplate [Lvl.1] (Equipment, 50% chance to reduce incoming damage by 25%)
Tiger-Pattern Helmet [Lvl.1] (Equipment. +5% dodge chance, bonus is tripled when plant-related equipment is worn)
Tiger-Pattern Pants [Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)

Splashcat:
Cursed Linked Warp Sword [Lvl.4] (Bladed Weapon, Base Damage: +3, has a 75% chance to apply Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Clutter Bomb Launcher [Lvl.3] (Single-shot explosive, direct hits cause the target to suffer Cluttered (Subtracts 2 damage from the next basic attack of the target, stacks up to 3 times))
Fulmigold Laser Burner [Lvl.3] (Semi-Automatic Pistol, Base Damage: +2, Target's armor is 40% less effective)
Magitech Redstone Staff [Lvl.4] (Blunt weapon, Base Damage: +3, 20% chance to inflict Stun (Misses attacks) for one turn)

Fulmigold Terraplate [Lvl.3] (Equipment, 50% chance to reduce incoming damage by 40%, +10% accuracy when using firearms in attacks)
Gunmetal Chestplate [Lvl.1] (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
Brave Onyx Helmet [Lvl.3] (Equipment, 30% chance to negate 50% of incoming damage, +2 Base Damage when HP is below 60%)

Yin Yang Cluster Bombs [Lvl.3] [Uses: IIII] (Consumable, deals 6 damage to 3 targets in a group)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict 1-damage Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

O.R.I.G.I.N./Bronze:
Iron Seed [Lvl.1] (Single Use) (Consumable, buffs the maximum HP of a summoned creature by 10 HP and heals them by that much)

Ninjatwist_ [AA] HP: 46/50.
Base Damage: 4
Speed Value: 3+1

Weapons:
-Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
-Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
-Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 70% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 92% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +4, Deals 1.5x damage but must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Half Cover (40% block chance) Inhabitants (Max: 2): Torix
Full Cover (60% block chance) Inhabitants (Max: 2): Luke, Lyra

Hammer Mooks [PA] HP: 8/8. (x6).

Lightly Armored Spear Mooks [PA] HP: 1/8 (x2), 0/8 (x4).
Armor (40% proc chance, blocks 50% of damage)

Rifle Mooks [PA] HP: 8/8. (x6).

Powered Pistol Mooks [PA] HP: 8/8. (x4).
Powered (100% more base damage than other Mooks)

Veteran Assault Rifle Mooks [PA] HP: 0/8. (x6).
Ranged Training 2 (30% chance to reroll a missed shot with a ranged weapon)
Operating: Mobile Barricade (Ranged Block chance: 0%)

Mobile Barricade [PA] Ranged Block chance: 60% when active. Active! Operated by: Lightly Armored Spear Mooks. Requires at least 3 entities to spend actions to set up before granting cover benefits.

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
10 Build
5 Level 1
0 Level 2
0 Level 3
0 Level 4
0 Level 5

I'll probably go back at some point and grab my old Grist counts but I don't feel like it right now.

ACTION 1 + PESTILENCE

The Knight leaps behind one of the Powered Pistol Mooks and stabs it through the chest with PESTILENCE. Then, he swings PESTILENCE to sling the Powered Pistol Mook into its cohorts.

ACTION 2 + WAR

The Powered Pistol Mooks, now in a pile, are easy targets. Using WAR, The Knight conjures a wall of white fire. Then, he calls this fire to himself and uses it to shape the Powered Pistol Mooks into a cube, coagulating them and mixing them like two colors of fondant.
 
[Action 1, Inferno Blade]
Finally following up after far too long (once again, college is time-consuming), I launch myself out from behind cover to take full advantage of the Evasion bonus that my scarf grants - and to possibly give some more cover to the various NPCs we have traveling with us. Regardless of that, it also doesn't change the fact that I can now take the coagulated Powered Pistol Mook Cube... that's a mouthful - and then slice at it with the Inferno Sword, hitting it with the flat of the blade to launch it directly at the Rifle Mooks.

The cube, already probably unable to act and defend itself from the act, now becomes the Immolated Powered Pistol Mook Cube Projectile as it catches fire and is launched directly towards the Rifle Mooks. Now then - since fire does count as a plasma, and plasma conducts electricityl... we now have a very deadly projectile that is aimed directly at the Rifle Mooks - and it's partially fire, so I still can use the Inferno Blade to control it! Therefore, about the time it reaches the epicenter of the Rifle Mook's location, I promptly cause that fire to explode outwards, burning a good chunk of the Rifle Mooks and putting the Powered Mooks out of their misery.

[Action 2,
Hurricane Pistol]
After coming back to this attack, I soon realize it doesn't seem like it's dealing maximal damage - and then I realize that fire can conduct electricity, but needs to be in a high-voltage environment in order to do so anywhere close to effectively. That can be fixed.


Utilizing the Hurricane Pistol, I launch a different type of shot, and the air seemingly becomes charged as an electrified field blankets the section of the room. Due to the now significantly higher voltage, that tidbit about fire being electric comes to life as any and everything that was previously being on fire in that range now suddenly is hit with a strong jolt of electricity as well. Quickly ending both the electric pulse and the fire, I end my turn quickly assessing the battlefield and preparing for any oncoming hits.

Summary:
- Following up on Sky High's attack, I set the Powered Pistol Mook Cube on fire and launch it directly into the Rifle Mooks, where it promptly explodes and deals significant damage to everything in the area, using the odd information that fire conducts electricity.
- Realizing that fire only conducts electricity effectively in high-voltage environments, I use the Hurricane Pistol to project an electrified field over the area and drastically increase the voltage. Electrocution ensues.

Charge Gauge - 9/35
[||||| |lllI IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184
[LVL 1] Malachite, Rust - 180
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [lll|] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
Free Action: I back off from the heat and retreat to a nearby wall in order to make me less susceptible to Mook Fire.

Action 1: Given the damages I sustained, I brew some standard issue Health Potions using my Handheld Potion Generator. I also obtain some Warp Particles of both the Orange and Blue variants.

Action 2: Essence of Fire + Fulmigold Ore + Metallic Command Block Scrap = Plasmagic Inductor (Ranged Fire Staff, Lvl 3) ; Essence of Invisibility + Gold Ore + Orange Warp Particles + Blue Warp Particles = Phasing Gold Armor (Armor Lvl 3)


Inventory:
70 Lvl 0 Build Grist (-160, -160)
155 Lvl 1 Rust (-40, -40)
120 Lvl 2 Copper
165 Lvl 3 Lead
40 Lvl 4 Cobalt

1x Lvl 1 Essence of Danger
1x Lvl 1 Potion Template

Multivariate Calculator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: 1/3]
Plasmagic Inductor [Lvl.3] (???)

Phasing Gold Armor [Lvl.3] (???)

Charge Gauge: 35/35 (0 in reserve)
 
Act 3: Episode 3: Battle Post 3
New ruling effective during this post: Using a multiple-target attack with a weapon that inflicts status effects only applies the status effect to one target, unless the weapon specifies that it can do otherwise.
New ruling effective after this post: Multiple-target attacks with weapons that don't attack multiple targets (e.g. ranged weapons) always divide their damage

10 Build
5 Level 1
0 Level 2
0 Level 3
0 Level 4
0 Level 5

I'll probably go back at some point and grab my old Grist counts but I don't feel like it right now.

ACTION 1 + PESTILENCE

The Knight leaps behind one of the Powered Pistol Mooks and stabs it through the chest with PESTILENCE. Then, he swings PESTILENCE to sling the Powered Pistol Mook into its cohorts.

ACTION 2 + WAR

The Powered Pistol Mooks, now in a pile, are easy targets. Using WAR, The Knight conjures a wall of white fire. Then, he calls this fire to himself and uses it to shape the Powered Pistol Mooks into a cube, coagulating them and mixing them like two colors of fondant.

Your first double attack with PESTILENCE manages to score a crit, striking down one of the Powered Pistol Mooks for 8 lethal damage and dealing 7 damage to another! You apply Cursed to yourself and the surviving Mook, but apply no other status effects.
(Honestly, I'd love to streamline this weapon to try reducing the headache of rolling for all of its effects, but that's likely a business for another day and something we should chat about if this opinion becomes more solid)

Your second attack with WAR deals 5 damage to 3 of the Powered Pistol Mooks, slaying the survivor of your PESTILENCE attack! While you get no misses, you don't proc any bleeding effect.

+3 to your current Charge Gauge.
Your Creative aftershock refreshes and increases to a +8 bonus!

[Action 1, Inferno Blade]
Finally following up after far too long (once again, college is time-consuming), I launch myself out from behind cover to take full advantage of the Evasion bonus that my scarf grants - and to possibly give some more cover to the various NPCs we have traveling with us. Regardless of that, it also doesn't change the fact that I can now take the coagulated Powered Pistol Mook Cube... that's a mouthful - and then slice at it with the Inferno Sword, hitting it with the flat of the blade to launch it directly at the Rifle Mooks.

The cube, already probably unable to act and defend itself from the act, now becomes the Immolated Powered Pistol Mook Cube Projectile as it catches fire and is launched directly towards the Rifle Mooks. Now then - since fire does count as a plasma, and plasma conducts electricityl... we now have a very deadly projectile that is aimed directly at the Rifle Mooks - and it's partially fire, so I still can use the Inferno Blade to control it! Therefore, about the time it reaches the epicenter of the Rifle Mook's location, I promptly cause that fire to explode outwards, burning a good chunk of the Rifle Mooks and putting the Powered Mooks out of their misery.

[Action 2,
Hurricane Pistol]
After coming back to this attack, I soon realize it doesn't seem like it's dealing maximal damage - and then I realize that fire can conduct electricity, but needs to be in a high-voltage environment in order to do so anywhere close to effectively. That can be fixed.


Utilizing the Hurricane Pistol, I launch a different type of shot, and the air seemingly becomes charged as an electrified field blankets the section of the room. Due to the now significantly higher voltage, that tidbit about fire being electric comes to life as any and everything that was previously being on fire in that range now suddenly is hit with a strong jolt of electricity as well. Quickly ending both the electric pulse and the fire, I end my turn quickly assessing the battlefield and preparing for any oncoming hits.

Summary:
- Following up on Sky High's attack, I set the Powered Pistol Mook Cube on fire and launch it directly into the Rifle Mooks, where it promptly explodes and deals significant damage to everything in the area, using the odd information that fire conducts electricity.
- Realizing that fire only conducts electricity effectively in high-voltage environments, I use the Hurricane Pistol to project an electrified field over the area and drastically increase the voltage. Electrocution ensues.

Charge Gauge - 9/35
[||||| |lllI IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184
[LVL 1] Malachite, Rust - 180
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [lll|] 3/4 - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 3/3 - Ready! - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

From experience, I can agree that college is a massive time and energy-eater.

You pop out of cover as part of your first action, which is a well-executed attack with the Inferno Blade! Your attack with the Inferno Blade yields no crit, but it does deal 4 damage to the surviving Powered Pistol Mooks and 5 to two of the Rifle Mooks! This slays the remaining Powered Pistol Mooks outright and deals the remaining damage to the Rifle Mooks! You ignite one of the survivors and two of the other Mooks in their squad!

Your second attack with the Hurricane Pistol catches 9 damage to two of the Hammer Mooks in the electrocution field, slaying them outright! You aim your area of effect closely towards a third Mook, but the attacked missed them.

+3 to your current Charge Gauge.
Because of your effortful attacks, your Creative Aftershock stays where it is!

Free Action: I back off from the heat and retreat to a nearby wall in order to make me less susceptible to Mook Fire.

Action 1: Given the damages I sustained, I brew some standard issue Health Potions using my Handheld Potion Generator. I also obtain some Warp Particles of both the Orange and Blue variants.

Action 2: Essence of Fire + Fulmigold Ore + Metallic Command Block Scrap = Plasmagic Inductor (Ranged Fire Staff, Lvl 3) ; Essence of Invisibility + Gold Ore + Orange Warp Particles + Blue Warp Particles = Phasing Gold Armor (Armor Lvl 3)


Inventory:
70 Lvl 0 Build Grist (-160, -160)
155 Lvl 1 Rust (-40, -40)
120 Lvl 2 Copper
165 Lvl 3 Lead
40 Lvl 4 Cobalt

1x Lvl 1 Essence of Danger
1x Lvl 1 Potion Template

Multivariate Calculator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: 1/3]
Plasmagic Inductor [Lvl.3] (???)

Phasing Gold Armor [Lvl.3] (???)

Charge Gauge: 35/35 (0 in reserve)

As part of your first action, you hide into the half-cover that Torix just abandoned, giving you a bit more breathing space!

You start brewing a duo of Health Potions, taking the first of its three turns and spending some Potion Power from your Handheld Potion Generator!
Ingredients can be used without eating anything in your action economy, but you retrieve the Warp Particles anyways!

I'm not sure you have the Grist levels to build two items, only one, but maybe that's a product of when you joined the game.
In any case, are there any stats or ideas in particular you'd like to allot to them? I'll go through with building one of them for free on your next turn once I get a response.

Your Creative Aftershock ticks down!

Post-Player Phase:

Ninjatwist_ rushes forth and slices a Hammer Mook with his sword, dealing 8 lethal damage!
-
Kate growls like a ferocious pirate and follows suit, using her Sawbones attack to slay another Hammer Mook with 8 damage! She uses the resulting healing to restore what would be 18 HP to Cody, bringing him back up to full health!
-
Cody thanks Kate for the surge of healing and fires at one of the injured Rifle Mooks with his Mars-Pattern Shotgun, dealing 6 lethal damage to them! One of the pellets from his attack misses its mark.

Luke and Lyra fire from cover!
Luke fires at one of the healthy Rifle Mooks and unleashes a full burst into them with his Apex-Pattern PDW, dealing 9 lethal damage!
-
Lyra shoots the other healthy Rifle Mook, dealing another 9 lethal damage and sending them dropping to the floor!

The Mooks, realizing that many of their number are in a tough spot, try to cover their retreat to cover, while capitalizing on the tactics they can!
The Hammer Mooks slam into the melee attackers now engaging them, dealing 2 damage each to Ninja and Kate!
-
The Lightly Armored Spear Mooks cower behind cover and try to keep themselves from succumbing to their wounds, taking no further offensive actions.
-
The three Rifle Mooks take aim at Torix, but due to Torix's evasiveness, only one of them hits their mark! They deal 2 damage, nonetheless.

Torix's evasive boost subsides!
The Rifle Mooks all take Burning damage!

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35. Evasion (25% chance to dodge attacks, 1/1)
Creative Aftershock: +10 Base Damage (2/2 turns)
Sky High/The Knight [AA] HP: 19/25. Charge Gauge Spent: 0/35. Cursed (+10% damage taken from direct attacks, 1/1)
Creative Aftershock: +8 Base Damage (2/2 turns)
Clary Au/Yvonne [AA] HP: 16/25. Charge Gauge Spent: 0/35. Benefitting from half Cover (40% ranged block chance).
Creative Aftershock:
+4 Base Damage (1/2 turns)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 Grist

The inventories of some idle players have been recently cut, and are awaiting in a document of mine or the top of Page 17 should they rejoin.

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (25% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (0/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit a random foe for 100% more damage dealt, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict 1-damage Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Handheld Potion Generator [Lvl.4] (Potion Power: 3/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

Ninjatwist_ [AA] HP: 44/50.
Base Damage: 4
Speed Value: 3+1 (from Trainee's Teal Belt)

Weapons:
Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to mini-crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 88% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +4, Deals 1.5x damage but must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Half Cover (40% block chance) Inhabitants (Max: 2): Clary Au
Full Cover (60% block chance) Inhabitants (Max: 2): Luke, Lyra

Hammer Mooks [PA] HP: 8/8. (x2), 0/8 (x4).

Lightly Armored Spear Mooks [PA] HP: 1/8 (x2). Benefitting from full Cover (60% ranged block chance).
Armor (40% proc chance, blocks 50% of damage)


Rifle Mooks [PA] HP: 7/8 Burning (1 damage taken per turn, 2/2) (x2), 2/8 Burning (1 damage taken per turn, 2/2) (x1), 0/1 (x3).

Powered Pistol Mooks [PA] HP: 0/8 (x4).
Powered (100% more base damage than other Mooks)

Mobile Barricade [PA] Ranged Block chance: 60% when active. Active! Operated by: Lightly Armored Spear Mooks. Requires at least 3 entities to spend actions to set up before granting cover benefits.

Teleporter [PA] HP: 100/100. Takes 10x damage if all of the Mooks are pacified, meaning you can smash it with one creative-enough action!
Purpose: Teleport things to and from the Worldforger, possibly meaning cargo or reinforcements!

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Out of nowhere, Xorm trudged into the mess, lifted up the Huo-Long heater, and turned the high-HP rifle Mook into burning Swiss cheese.

Russian stealth, baby.

He also boldly assumes the plot will just let him waltz in like this.
 
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[Action 1, Inferno Blade]
Still very out in the open, Torix re-equips the Inferno Blade and seems very pleased with the synergy it has with the Huo-Long Heater. Burning is a nice status effect, too - so hey, why not take a few more things out with it?

Using the last of the effects from the Sylphic Scarf, Torix dashes up to the two remaining Lightly Armored Spear Mooks, and boldly smiles. Two basic spears against a sword is not a fair matchup, especially when they're at 1 HP - and both sides know it. With a quick slash of flame, he cuts both down, allowing the sword to be raised up - and then, channeling a bit of the inner Zelda he has, he lets the sword charge before unleashing a whirling strike of flame at the remaining Rifle Mooks - specifically, the one with higher HP before the flame presumably carries through to KO the other.

[Action 2,
Hurricane Pistol]
Still holding his position, Torix then proceeds to pull out the Hurricane Pistol before firing three consecutive shots in quick succession. The first two, using air-based propulsion and automatic correction, fire at both of the Hammer Mooks who are most likely unable to dodge. The remaining bullet, however, is aimed towards the Teleporter's core control system... and assuming it hits, that should be enough to deal significant damage to it if not outright destroy the thing.


Summary:
- Using the Inferno Blade, kill four Mooks with 1 Action - specifically, the two Rifle Mooks and the two Lightly Armored Spear Mooks.
- To wrap combat up here, hit the 2 remaining Hammer Mooks and the Teleporter with the Hurricane Pistol. If a shot misses, then just let someone else take care of the Teleporter and re-fire at the Hammer Mooks.

Charge Gauge - 12/35
[||||| |llll llIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184
[LVL 1] Malachite, Rust - 180
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 1/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.
 
Action 1: I'm making the Gloves of Fireball as a Lvl 3 item as discussed.
Action 2: Yeah, I'm not gonna give a good time to the Rifle Mooks. I train my Calculator at them, and reverse their blood flow.
 
Act 3: Episode 3: Battle Post 4
New ruling effective during this post: Multiple-target attacks with weapons that don't attack multiple targets (e.g. ranged weapons) always divide their damage evenly and round down.

Out of nowhere, Xorm trudged into the mess, lifted up the Huo-Long heater, and turned the high-HP rifle Mook into burning Swiss cheese.

Russian stealth, baby.

He also boldly assumes the plot will just let him waltz in like this.

Welcome back into the game! Your inventory has been restored.

Your attack with the Huo-Long Heater deals 22 damage to the unlucky Rifle Mooks, which is enough to slay all three of them!

+3 to your current Charge Gauge.
Your Creative Aftershock raises to +4!

[Action 1, Inferno Blade]
Still very out in the open, Torix re-equips the Inferno Blade and seems very pleased with the synergy it has with the Huo-Long Heater. Burning is a nice status effect, too - so hey, why not take a few more things out with it?

Using the last of the effects from the Sylphic Scarf, Torix dashes up to the two remaining Lightly Armored Spear Mooks, and boldly smiles. Two basic spears against a sword is not a fair matchup, especially when they're at 1 HP - and both sides know it. With a quick slash of flame, he cuts both down, allowing the sword to be raised up - and then, channeling a bit of the inner Zelda he has, he lets the sword charge before unleashing a whirling strike of flame at the remaining Rifle Mooks - specifically, the one with higher HP before the flame presumably carries through to KO the other.

[Action 2,
Hurricane Pistol]
Still holding his position, Torix then proceeds to pull out the Hurricane Pistol before firing three consecutive shots in quick succession. The first two, using air-based propulsion and automatic correction, fire at both of the Hammer Mooks who are most likely unable to dodge. The remaining bullet, however, is aimed towards the Teleporter's core control system... and assuming it hits, that should be enough to deal significant damage to it if not outright destroy the thing.


Summary:
- Using the Inferno Blade, kill four Mooks with 1 Action - specifically, the two Rifle Mooks and the two Lightly Armored Spear Mooks.
- To wrap combat up here, hit the 2 remaining Hammer Mooks and the Teleporter with the Hurricane Pistol. If a shot misses, then just let someone else take care of the Teleporter and re-fire at the Hammer Mooks.

Charge Gauge - 12/35
[||||| |llll llIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,184
[LVL 1] Malachite, Rust - 180
[LVL 2] Copper - 155
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0

Inventory -
Weaponry -
[Unique] Length of Demonic Chain - [llll] 4/4 - Ready! - A length of chain dropped by Belial. Glows with dark-red energy... when it's charged.
Deals 6 damage to 4 entities in a group, automatically scoring a critical hit on a random one. Also inflicts
Weakness (50% Attack Power, 2 Turns) to one foe of my choice.

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 4] Hurricane Pistol - A pistol crackling with electricity, calling imagery of thunderstorms to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (effective 80%, 75%, 70% chances to hit)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

Armor -
[LVL 3] Stalwart Valved Chestplate - An ancient metallic chest piece with elements of plumbing embedded. Has excellent control over water flow!
40% chance of 20% Damage Reduction,
can boost the power of Water-based freeform attacks by 2.
[LVL 2]
Sylphic Scarf - [lll] 1/3 - A translucent scarf with images of the sky. Seems to boost evasion.
Grants
Evasion (25% chance to dodge) for a turn after being hit.
[LVL 1] Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. It looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on the attacker.

Consumables -
[LVL 3] Paingale Splash Potion - [3/4 Uses] - Brews up a literal storm of pain on impact with floor or entity.
Deals 6 damage to a target with possible splash damage. Also applies
Aching (1 damage taken per turn, 10% chance to miss) for two rounds.
[LVL 3] Potion of Mechanical Healing - [0/3 Uses] - A grayish potion. Seems to have replaced its food with nanobots.
Heals for 8 HP and grants Metalboon (20% Damage Reduction) for two turns.
[LVL 3] Warp Device - [2/4 Uses] - Totally just a Portal Gun. Seems to have some charge issues, though...
Can be used to give allies Advantage (+1 SV, Ranged/Melee Training 2) or enemies Disadvantage (-1 SV, +10% direct damage taken) for 2 turns.

As you leap the barrier they were hiding behind, both of the Lightly Armored Spear Mooks give you expressions of knowledge of their imminent doom before you strike them down with the Inferno Blade, dealing more than enough damage to slay them outright, even if their armor had activated! As Kit above ensured, all of the Rifle Mooks have been thoroughly dealt with.

Your second volley with the Hurricane Pistol deals 9 damage to each of the remaining Hammer Mooks and slays them both! Your second shot misses, so you correct it with the third, ensuring the kill but leaving the Teleporter unharmed.

+3 to your Charge Gauge.
Your Creative Aftershock ticks down!

Sky High via Discord DM said:
The Knight pierces the base of the teleporter with REAPER, filling it with black ooze that corrodes it from the inside. Then, he uses PESTILENCE to cut away at the teleporter's outer layers.

...I seem to have forgotten how big of a multiplication value 10 is, and how the health pool of the Teleporter actually is.
...Nevertheless, Even your basic attack with Reaper would be enough to bring down the Teleporter in the current state of the battle, much less an attack dealing 18 damage! Times that by 10, and that's one defunct teleporter!
As REAPER digs down into a vital mechanism of the machine, the teleporter sparks, and a glow from inside it fades! However it broke, you realize that it won't function anymore without some extensive repairs.
You do take 3 damage in your attack, however.

+3 to your current Charge Gauge.
Your Creative Aftershock ticks down!

Action 1: I'm making the Gloves of Fireball as a Lvl 3 item as discussed.
Action 2: Yeah, I'm not gonna give a good time to the Rifle Mooks. I train my Calculator at them, and reverse their blood flow.

You craft the Gloves of Fireball, costing you 160 Build Grist, 90 Lvl.1 Grist, and 45 Lvl.3 Grist!
Gloves of Fireball [Loaded: O] [Lvl.3] (Single-shot ranged weapon, Base Damage: +6, Must be reloaded with an action to use again)

You craft up the Gloves of Fireball! You need to reload it with an action, but it has higher Base Damage than a normal weapon of its type.

All of the Rifle Mooks are dead, and I remember you mentioning another alchemy last turn, do you want me?
Essence of Invisibility + Gold Ore + Orange Warp Particles + Blue Warp Particles = Phasing Gold Armor (Armor Lvl 3)

Phasing Gold Armor [Evasion: O] [Lvl.3] (Equipment, wearer gains a 30% Evasion chance until they get hit, which reactivates after they aren't hit with an attack for one full turn)

Let me know if these stats are good for you and I'll make the alchemy official next turn. It will set you back the same as usual, however.
Post-Player Phase:

Ninjatwist_ brushes some of the plasma off his sword and peers at the closed door frame leading to the ship's Bridge on the party's left.
Kate loads another rocket into her bazooka and looks at the door to the party's right, which leads to the Cargo Hold.
Cody ensures that his shotgun is fit for battle and looks towards one of the many elevators near the party which could be used to access belowdecks.

Luke and Lyra train their weapons ahead towards the large entrance leading to the Port Flight Deck.

Sky High's Curse is lifted!
Torix's Slyphic Scarf receives a buff to its Evasion boost, considering its short duration and cooldown!

There are four ways the party could go, but which one would lead to some sort of objective? The Worldforger's invasion plans need to be rendered non-functional.
The party could enter the Port Flight Deck, Bridge or Comms area, or Cargo Hold, or they could go Belowdecks using the elevators spread throughout the room to see what objectives there might be in that area.

There is a battlemap for this section of the game! Check it out here:

[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +10 Base Damage (1/2 turns)
Sky High/The Knight [AA] HP: 16/25. Charge Gauge Spent: 0/35. Cursed (+10% damage taken from direct attacks, 0/1)
Creative Aftershock: +8 Base Damage (1/2 turns)
Clary Au/Yvonne [AA] HP: 16/25. Charge Gauge Spent: 0/35. Benefitting from half Cover (40% ranged block chance).
Creative Aftershock:
+4 Base Damage (1/2 turns)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +4 Base Damage (2/2 turns)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 Grist

The inventories of some idle players have been recently cut, and are awaiting in a document of mine or the top of Page 17 should they rejoin.

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (30% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (0/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit a random foe for 100% more damage dealt, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict 1-damage Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Gloves of Fireball [Loaded: O] [Lvl.3] (Single-shot ranged weapon, Base Damage: +6, Must be reloaded with an action to use again)

Phasing Gold Armor [Evasion: O] [Lvl.3] (Equipment, wearer gains a 30% Evasion chance until they get hit, which reactivates after they aren't hit with an attack for one full turn)

Handheld Potion Generator [Lvl.4] (Potion Power: 3/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Ninjatwist_ [AA] HP: 44/50.
Base Damage: 4
Speed Value: 3+1 (from Trainee's Teal Belt)

Weapons:
Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to mini-crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 88% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +8, Must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Half Cover (40% block chance) Inhabitants (Max: 2): Clary Au
Full Cover (60% block chance) Inhabitants (Max: 2): Luke, Lyra

Hammer Mooks [PA] HP: 0/8 (x2).

Lightly Armored Spear Mooks [PA] HP: 0/8 (x2). Benefitting from full Cover (60% ranged block chance).
Armor (40% proc chance, blocks 50% of damage)


Rifle Mooks [PA] HP: 0/8 (x3).

Mobile Barricade [PA] Ranged Block chance: 60% when active. Active! Operated by: Lightly Armored Spear Mooks. Requires at least 3 entities to spend actions to set up before granting cover benefits.

Teleporter [PA] HP: 0/100. Takes 10x damage if all of the Mooks are pacified, meaning you can smash it with one creative-enough action!
Purpose: Teleport things to and from the Worldforger, possibly meaning cargo or reinforcements!

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
"I think we'll find more out going to the Bridge, we might also find solutions and information to the Worldforger! If you all think it's better, let's go there~"
I'll go to the entrance of the Bridge, taking care to not being seen by enemies.

OOC:
I do want the crafts done, and please list my name on the tally as Yvonne only, please~
 
Act 3: Episode 3: Downtime Post 2
"I think we'll find more out going to the Bridge, we might also find solutions and information to the Worldforger! If you all think it's better, let's go there~"
I'll go to the entrance of the Bridge, taking care to not being seen by enemies.

OOC:
I do want the crafts done, and please list my name on the tally as Yvonne only, please~

Sure, your listed name's been changed on the character roster.

Also, the Alchemies have been made official parts of your inventory! You've been charged the 160 Build Grist, 90 Lvl.1 Grist, and 30 Lvl.3 Grist, as per your previous alchemy.

Nonetheless, the decision has been made to go to the Bridge! Sky High, to my knowledge the only other respondent, wants to go to the bridge to try taking the fight to the Acolyte.

Post-Player Phase:

In a bid of overconfidence, the door seems to have been left unlocked! As you move, Cody cautions the group that it could be a trap and to keep out of the doorframe! Sure enough, a spray of powered automatic gunfire bursts through the doorway, damaging no friendly entities, but making a reminder of its potential damage to the wreckage of the teleporter!

Peeking into the room yields a number of well-armored and heavily armed Mooks training their glowing weaponry on the doorway, while a smaller squad of similar Mooks in armor form up around the door to try to form a spear wall to bar your progress! Spread throughout the room are also a number of command staff taking cover from the gunfire raining above their heads and trying to get to safety!

You still have cover from the doorway, but only two people can take cover behind it at once and still attack. Choose wisely!

Everyone's Creative Aftershock refreshes back to its baseline of 0!

There is a battlemap for this section of the game! Check it out here:
[AW] Exploration Maps

Total Grist Gains This Round:
+0 Build Grist acquired.

[========] The Battlefield [========]
Current Location: The Worldforger
A high-ranking ship of the Acolyte's, preparing to make a landing on Skaia. There's likely to be heavy Mook resistance, so think your fights through and be on your guard.
Consult the battlemap to get your bearings.
Battlemap: [AW] Exploration Maps

Itinerary:
- Slay or otherwise defeat all the Mooks in your path!
- Navigate through the battlemaps to look for some sort of objective!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35.
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Thegoldenboy [AA] HP: 25/25. Charge Gauge Spent: 0/35.
O.R.I.G.I.N/Bronze [AA] HP: 23/25. Charge Gauge Spent: 0/35.
Ayellia/The Caretaker [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Bill Nye [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35.

Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +10 Base Damage (0/2 turns)
Sky High/The Knight [AA] HP: 16/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +8 Base Damage (0/2 turns)
Yvonne [AA] HP: 16/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +4 Base Damage (0/2 turns)
KitRougard/Xorm [AA] HP: 25/25. Charge Gauge Spent: 0/35.
Creative Aftershock: +4 Base Damage (1/2 turns)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.4]
Can manifest [Lvl.5] ingredients if given:
340/1280 Build Grist
40/80 Lvl.1 Grist (Includes: Malachite, Rust)
40/40 Lvl.2 Grist (Includes: Copper)
70/90 Lvl.3 Grist (Includes: Lead)
20/80 Lvl.4 Grist (Includes: Cobalt)
0/125 Lvl.5 Grist

The inventories of some idle players have been recently cut, and are awaiting in a document of mine or the top of Page 17 should they rejoin.

Torix:
Inferno Blade [Lvl.4] (Bladed weapon, Base Damage: +4, Target's armor is 10% less effective, 50% chance to inflict target and two random foes within the target's group with Burning (1 damage taken per turn) for two turns)
Goldenspark Sword [Lvl.3] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage (Max of 3 damage) to another foe in the target's group, rolls twice)
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)
Sword of Flaming Wind [Lvl.3] (Bladed weapon, Base Damage: +3, Target's armor is 20% less effective, 50% chance to inflict target and a random foe within the target's group with Downwind (-1 Speed Value) for the turn)

Sylphic Scarf [Lvl.2] [Cooldown: III] (Equipment, wearer gains Evasion (30% chance to dodge attacks) for 1 turn after being hit, three-turn cooldown)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Stalwart Valves Chestplate [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, can boost the power of Water-based freeform attacks by 2)

Warp Device [Lvl.3] (Uses: IIII) (Applies either Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to one ally or yourself or Disadvantage (+10% damage taken from direct attacks, -1 Speed Value) to one enemy for two turns)
Potion of Mechanical Healing [Lvl.3] (0/3 Uses) (Consumable, Restores 8 HP to the target, applies Metalboon (20% damage taken reduction) for two turns, can self-target)
Paingale Splash Potion [Lvl.3] (Uses: 4/4) (Deal 6 damage to the target with possible splash damage, apply Aching (1 damage taken per turn, 10% chance to miss attacks) for two rounds to foes hit)

Length of Demonic Chain [Unique] [Cooldown: IIII] (Deal 6 damage to four enemies in a group, critically hit a random foe for 100% more damage dealt, inflict Weakness (-50% damage dealt) for two turns to a chosen foe)

Sky High/The Knight:
REAPER [Lvl.4] (Bladed melee weapon, Base Damage: +6, deals 3 damage to the user on hit, cannot be used in the same turn as another item)
FAMINE [Lvl.3] (Bladed melee weapon, Base Damage: +2, Heals user by 3 HP upon a crit instead of dealing extra damage, +5% crit chance, 25% chance to apply Confused (25% chance for attacks to also damage an ally) for two rounds)
WAR [LVL.3] (Bladed weapon, Base Damage: +2, Can multitarget within a targeted group, +1 Base Damage for every entity targeted after the first (max of +3), 5% miss chance for every entity targeted after the first, Armor is 10% less effective, 20% chance to inflict 1-damage Bleeding on the foe for 2 turns)
PESTILENCE [Lvl.3] (Bladed weapon, 5% increased crit chance, 75% chance to inflict Cursed (+10% damage taken from direct attacks) on target and self for 1 turn, 25% chance to inflict Poison (1 damage taken per turn) for 3 turns, 20% chance to inflict Scared (40% miss chance) for 1 turn, 1/5 chance to upgrade Scared to Terrified (Misses attacks))

Multiessence Virtue Armor [Lvl.3] (Equipment, 40% chance to reduce incoming damage by 20%, 30% chance to inflict a two-turn damage-per-turn effect on attacking foes)

Essential Healing Vapors [Lvl.2] (3/3 Uses) (Consumable, Restores 6 HP to the target and shortens damage-per-turn effects on them by 1 turn)

Yvonne:
Multivariate Calculator [Lvl.4] (Base Damage: +3, 10% chance to critical hit for 50% more damage, critical hits apply Systemshock (+25% damage taken) for 2 turns)
Gloves of Fireball [Loaded: O] [Lvl.3] (Single-shot ranged weapon, Base Damage: +6, Must be reloaded with an action to use again)

Phasing Gold Armor [Evasion: O] [Lvl.3] (Equipment, wearer gains a 30% Evasion chance until they get hit, which reactivates after they aren't hit with an attack for one full turn)

Handheld Potion Generator [Lvl.4] (Potion Power: 3/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

KitRougard/Xorm:
Huo-Long Heater [Lvl.3] (Automatic ranged weapon, Base Damage: +2, +2 Base Damage against an enemy suffering any kind of Burning, 50% chance to apply Burning (1 damage taken per turn) to melee attackers for a round when used)

Ninjatwist_ [AA] HP: 44/50.
Base Damage: 4
Speed Value: 3+1 (from Trainee's Teal Belt)

Weapons:
Beretta 93R Pistol [Lvl.4] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +4. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
Shortsaber [Lvl.4]: (Bladed Weapon. Base Damage: +4, critical hits make melee armor 50% less effective)
Consumables:
Enchanted Cooked Salmon [Lvl.4] (4/4 Foodstuffs) (Grants Regeneration (4 HP restored per turn) for 3 turns when used, strength doubled when used on self)
Caltrop Blaster [Lvl.4] (3/3 Shots) [Cooldown: III] (Deals 4 damage to 4 enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
Quick-Place Reinforced Cobblestone [Lvl.3] (3/3 Builds) (Restores 24 HP to an allied Fortification when used)
Equipment:
Trainee's Teal Belt [Lvl.2] (Wearer has +1 Speed Value)

Luke Ingram [AA] Health Vial: 100% (HV:HP Ratio: 1:2). Benefitting from full Cover (60% ranged block chance).
Base Damage: 4
Speed Value: 3

Weapons:
Apex-Pattern Personal Defense Weapon [Lvl.4]: (Automatic ranged weapon, Base Damage: +5)
Glabrezu Mace [Lvl.4] [Fireball: III]: (Blunt melee weapon, Base Damage: +4, Fireball inflicts Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
Potion of Lead Skin + [Lvl.4] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
Napalm Strike Coordinator [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) to 2 survivors from each strike)

Lyra Xandine [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
iRifle S [Lvl.4] [Displacer: III]: (Single-shot ranged weapon, Base Damage: +4, Gain a 20% chance to mini-crit if under the effect of a Speed Value-increasing debuff, Displacer deals no damage but gives an enemy Exposed (+20% direct damage taken, cannot be bodyguarded) for two rounds)
Monk's Shower Curtain Rod [Lvl.4]: (Blunt melee weapon, Base Damage: +4, apply Evasive (+10% chance to dodge attacks) to yourself upon use)
Consumables:
Squad Warp Device [Lvl.4] (4/4 Uses) (Grant Advantage (+1 Speed Value, Effects of Melee/Ranged Training 2) to yourself and three allies for 2 turns when used)
Portal Strike Coordinator Mk.II [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 2 groups of 3 enemies, critically hit one chosen enemy from each group)

Cody Crimson [AA] Health Vial: 100% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (6 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

Kate Mabufu [AA] Health Vial: 88% (HV:HP Ratio: 1:2).
Base Damage: 4
Speed Value: 3+1 (from Retraux Energy Armor)

Weapons:
Ferozian Bazooka [Chamber: O] [Lvl.4] (Semi-automatic explosive ranged weapon, Base Damage: +8, Must be reloaded after firing to use again)
Surgery-Grade Battleaxe [Lvl.4] [Sawbones: III] (Bladed melee weapon, Base Damage: +4, Sawbones restores 12 HP to yourself or an ally, or 18 HP if it was a killing hit)
Equipment:
Retraux Energy Armor [Lvl.4] (Reduces damage taken by 20%, wearer has +1 Speed Value)
Consumables:
Shoulder-Mounted Multi-Medigun [Lvl.4] [Cooldown: IIII] (Restores 5 health up to 4 times when used, can be used multiple times on the same target)

Cover [AA]:
Cover grants a chance for ranged attacks to outright deal no damage to you. Entities attacking in melee both cannot use and bypass cover.
Full Cover (60% block chance) Inhabitants (Max: 2):

Assault Rifle Mook Bridge Guard [PA] HP: 8/8. (x10)
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Spear Mook Bridge Guard [PA] HP: 8/8. (x8)
Powered (Base Damage: 4.). Armor (60% chance, 65% effectiveness)

Mook Bridge Command Personnel [PA] HP: 8/8. (x8)
Taking Cover (60% chance to dodge ranged attacks).

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Fled the scene!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: None

(Ender Smirk and his sidequest have been cut for inactivity, and were last seen near the top of Page 15.)

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Xorm was easily and reasonably considered suicidal. But a Heavy such as he was didn't fear bullets. There were two others behind him? They could take cover? Perfect. He didn't need cover...

He was the cover.

Spinning up the Heater, Xorm did a classically ridiculous maneuver - He pointed the barrel behind him, started firing, and used the recoil to power a flaming shoulder charge into the phalanx maneuver those poor Spear Mooks were all bundled up in.

"IN RUSSIA, MACHINEGUN NOT NEED TO SHOOT YOU TO KILL."
 
A being appear out of the shadows. And falls onto the ground.

zzzzzzz. Asleep.

Action 1: GO TO SLEEP( MEMORIES)

Action 2: DREAM ŏ̶̖͐̓̄̇͘͝f̷̢̢͕̰̝̯̝̗̱̞̗̟͚̻̻̭̋ ̵̹̬̖̦̝̞̀̿̀̄͛̋̚̕͘̕͝ơ̴̹͙̾̆̈͐͊͐̊́́̾̽͊l̸̡̧̗͓͉̦̙̜̠̖͂̆̄́̋͋͒̈̋̒̕d̴̬̆͛̇͒ ̷̬͛̄̏̅͘̕͘͝͝͠d̷̞̎̏́̌̄̐̌͘͠͝e̵̪̿̅͐͆̀̀̎̾̈́̏͠͠ä̶̧̫́̇̓̍̍̐̚d̷̛̰̞̬͖͇͈͂́̀̊̌̈́̾́̎̀̕͝͝ ̴̡̨̛͓͕̭̻̀̕͠g̷̢̧̧̛̦͍̞̲̫̞̺̹̩̓͗̾͒͊͑͆͌͜͝͝͝͝ͅǫ̷̘̝̻͚̺͔̪̰͖̞͚̯̥̤̩͒́͊̎͂̐̈̈́̊̀̈́̔͆d̶͕͋̾͗̐͊̋͛͛̾͂̾͘͘̕͝͠s̵̢͍̙͖̪̤̟͚͚̙̹̼̝̬͛̿͜͠ͅ
 
I decide to target the Command Crew and weaken them first as they (probably) would be competent enough to know some details around here and know some controls?

Action 1) I use my loaded Gloves of Fireball, aim at their cover and throw a ball of fire at their "cover", which is just desks of controls and stuff. Seeing as their panels are suddenly red hot, they panick, only to…

Action 2) I pull out my Multivariate Calculator and reduce the heat conductivity around the panels. Floor is Lava, mooks!
 
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