The Acolyte's War: Postnoctis

Act 3: Episode 1: Battle Post 9
Build:280
Lv 1:30
Charge:7/22

(FREE) Paradox moves out of the cover of the Outer Wall and creates an Opening
(ORDERS)Combat Apothecary to hide behind the Outer Wall and heal themselves.

(x1)(Void Staff)Swirling my Voidstaff around me, I disappear into my Shadow in a purple flash of Light.

The Powered Rifle Mooks attempt you find me, but it's already too late. I emerge from their shadows(all of them, at once!!) as a shadowy wraith behind them.

Dark, substance less arms of shadow restrain their movement as they snake over their skins, their arms, their body, forcing them down into my waiting grips.

When they do, I drag them into the Shadow, and then vanish again, causing the Shadow to disappear. They are quite literally, sent to the Shadow Realm.

I then pop out on the ground again as my normal self.

(x1)Glancing over at the Malachite Imps, I cast an Illusion, from the direction of the Elite Rifle Mooks, a bullet is fired at them, not hard enough to cause damage, but certainly enough to get their attention focused onto them as my Illusionary Elite Rifle Mook's Rifle turn and run into the horde of them.

Ooh, interesting attack. Your first deals 13 damage to the Powered Rifle Mooks, which is more than overkill enough to take out the remaining Powered Rifle Mooks!

You also get the Malachite Imps and Elite Rifle Mooks into a skirmish!

+2 to your current charge gauge.
+20 Build Grist acquired.

When the Player returns, he nearly chokes on the water he was sipping. Good grief they're taking a pounding.

However, the equipment he made looked amazing. It was stone equipment, but it seemed better than his iron sword! However, he hadn't really used that either recently...

He cracked his knuckles, then set up his equipment accordingly so he could swap between the weapons.

First things first. He needed to take out those ranged guys, ASAP. He wasn't sure he could survive the onslaught otherwise.

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First off, he wanted to try out his newest weapon. He had his character swing it a few different times, testing it out in rapid-fire, deliberate, and jump attacks. He listened carefully, hearing the right swings get closer and closer to that fabled roar.

However, the Lightly-Armored Shotgun Mooks, masters of the LOUD BOOM, felt threatened by the Minecraft avatar's attempted mastery over the powerful noise of the Tiger Axe. They raised their armaments to cut him down.

And that's when Alastair1 moved. The Shotgun Mooks were caught off guard by the fierce, rumbling movements. A few fire, but the fire goes wild as he darts left and right. They begin to tremble. What kind of monster could even move like this!?

---------------

"Holy shit I can't believe this is working!" The Player says to himself as he rapidly mashes the keys. "Wait a second, what is this?"

Spirit of the Tiger Equipment set boost. According to the info, it was only partially unlocked, but it was using that 'dodge bonus' to translate into faster movements. In fat, according to this, crouching would boost movement speed while in effect. So the player hits the crouch key...

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...and the avatar hits the ground on all fours, charging at the mooks like a beast. More shots miss as they soar above his form. Taking the initiative, the Minecraft avatar for Alastair1 leaps into the air and swings their axe. The weapon's special makeup kicks in, and the Shotgun based Mooks for a split second see not their foe, but a HUGE GODDAMN TIGER bearing down on them, roaring in savage power! They scramble, but for a few, the searing, scarring edge of the axe tears into them like the claws of the proud ruler of the jungle, ending their lives.

However, the mental illusion is dispelled when shots ring out from a different direction. The Automatic Mooks are now firing on Alastair1! But using the Tiger Dash, he's able to slip by the automatic shots and reach his new foes. The Automatic Mooks, expecting similar tactics, brae themselves and take aim...

Only for a few of them to hit the ground. As they try to get up, they reach a hand to their chest.

Blood. From a long gash across their front. They look up.

The Minecraft Player, just before attacking them, had switched weapons to his Iron Boot-Embossed Sword. In doing so, everything about how the weapon would hit, from hitboxes and reach to speed and attack power was altered. The shots didn't hit, and they were in the wrong places to evade the sword - just too close and more focused on another spectacular leap than a horizontal cut from the ground.

However, there was one massive drawback to all of this: To pull this off, Alastair1 had to expose himself completely, leaving the safety of the Wall he had been hiding behind.

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Actions:

Action 1 - Use tiger-like movements to boost the attack power of the Tiger-Pattern Stone Axe and increase the odds of triggering its effect as he attacks the Lightly-Armored Shotgun Mooks.

Action 2 - Catch the Automatic Mooks offguard by switching weapons to the Iron Boot-Embossed Sword and attacking them with that.


Entity Orders:

None for now.


Resources:

Charge - 6/35
Build Grist - 140
Lvl 1 Grist - 10

Nice, your attacks were a fun read! Your tiger-like attack deals 12 damage to the Lightly-Armored Shotgun Mooks! Not only that, your attack goes critical because you boosted its crit chance, dealing a whopping 24 damage! You slay two of the Lightly-Armored Shotgun Mooks easily, and leave another one injured! That last one only survived because their armor protected them.

Your second switcheroo using the Iron Boot-Embossed Sword deals 14 damage to them, easily killing two of them and dealing 2 damage to another.

+5 to your current Charge Gauge.
+36 Build Grist acquired.

Post-Player Battle:

The Hooded Cube Figure lunges at the Automatic Mook with his Shortsaber, dealing 8 damage and easily finishing him off.

Luke continues to pressure the Axe Mooks, going into cover and spraying them down with his Alternator SMG, dealing 9 lethal damage to one of them!

The Combat Apothecary hides behind the Outer Wall and heals itself for 2 HP- it was targeted last turn, so its healing is less effective.

The Club Mooks try attacking Alastair1 and the Combat Apothecary, but beat on the wall instead, dealing 4 damage to it! Some of their hits also get through to their targets, dealing 3 damage to the first and 4 damage to the second!
The Elite Rifle Mooks fight the Malachite Imps, dealing 2 damage to one of them and 5 damage to another! One of them misses and can't reroll the shot.
The Lightly Armored Shotgun Mooks attack Luke and the Outer Wall, dealing 3 damage to Luke and 3 damage to the Outer Wall!
The Axe Mooks do battle with Luke Ingram and the Hooded Cube Figure, dealing 10 damage! One of them scores a crit!

The Malachite Imps smack around the Elite Rifle Mooks, dealing 6 damage to two of them! These are the most injured ones, so they keel over as a result of the beating.
Be aware that if the Mooks kill them, they won't drop any Grist!

The Malachite Imps gain their usual tempers, but are still locked in battle with the Elite Rifle Mooks.

Total Grist gains for this round are:
+72 Build Grist

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 14/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 17/25. Charge Gauge Spent: 13/35. (1 in reserve)
Torix [AA] HP: 8/25. Charge Gauge Spent: 0/35. (1 in reserve)
Alastair1 [AA] HP: 13/25. Charge Gauge Spent: 2/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 25% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)

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)
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)
Iron Boots [Lvl.0] (Equipment, 10% chance to reduce incoming damage by 20%)

Luke Ingram [AA] Health Vial: 36%. (18/50 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/1)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin (1/2 Uses) [Lvl.2] (Gain Lead Skin (100% resistance to ranged damage) for one turn only)
-Black Mesa Standard Medkit (2/3 Uses) [Lvl.2] (Restore 15 HP to the user or an ally when used)

Hooded Cube Figure [AA?] HP: 19/50. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to do triple damage)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (8 HP restored per turn) for 2 turns when used)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 2 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (2/3 Builds) (Restores 25 HP to an allied Fortification when used)

Outer Wall [AA] HP: 2/40. Fortification (50%, 3 Capacity).
Covering: Torix, Luke Ingram, Combat Apothecary.

Combat Apothecary [AA] HP: 6/20. / BD&H: 4. / SV: 3. Combat Medic.

Malachite Imps [SB] HP: 24/30. / BD: 4. / SV: 2. Drop 10 Malachite and 30 Build Grist when killed. Enraged (+50% Base Damage buff, will always try to attack, 1/2)
-Malachite Imps HP: 19/30. Enraged (+50% Base Damage buff, will always try to attack, 0/2)

Club Mooks [PA] HP: 8/8 (x8).
Automatic Mooks [PA] HP: 0/8. (x3)
Elite Rifle Mooks [PA] HP: 8/8 (x2). Ranged Training 2. Chivalry.
-Elite Rifle Mooks HP: 0/8 (x2).

Lightly-Armored Shotgun Mooks [PA] HP: 8/8 (x5). 40% chance to take 50% damage. Chivalry.
-Lightly-Armored Shotgun Mooks HP: 4/8 (x1).
-Lightly-Armored Shotgun Mooks HP: 0/8 (x2).
Powered Rifle Mooks [PA] HP: 0/8. / BD: 4. (x2) Chivalry.
Axe Mooks [PA] HP: 8/8 (x8). / BD: 2. / SV: 3. Chivalry.
-Axe Mooks HP: 0/8 (x1).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 1: Battle Post 10
Build:352
Lv 1:30
Charge:9/22

(x1)I once again redirect the Malachite's Imps attention to the Club Mooks, who are great in number and thus the most obvious next target for them.

(x1)(Voidstaff)I wield the Voidstaff, a Branch of Darkness, and shower the Club Mooks with Dark Bombs that explode with Dark Energy, causing them to become unsteady as speed past all of them to wack them all with the Staff as the Dark Bombs continue to rain down fro the sky. As the rain of bombs finally ends I take in a deep breath of the Dark Energy and combined it with my Dragonfire, breathing out a wave of purple flame that corrodes and burns all the remaining Imps.

The Malachite Imps and the Club Mooks are skirmishing now!

You deal 11 damage in total with your attack, killing one of the Club Mooks and dealing 3 damage to one of the Imps!

+2 to your charge gauge.
+8 Build Grist acquired.

While the Mooks he attacked were reeling, Alastair1 noticed that the Axe Mooks were unchecked. Keeping his Iron sword out, he charged at the group.

Now, mathmatically speaking, his own Ax was superior in stats - Same base damage, but it had a lot more bells and whistles should the crit fire off. However, Alastair1 had a different point in mind - the Fire Emblem Type Triangle.

Simply put, Axes beat Spears, which made sense since the spearshafts would likely crumple under the power of an axe should one hit the shaft, on accident or on purpose. Spears beat swords, since they could keep the sword user at bay with the sword user unable to break the spear.

This leaves the third side of the type triangle - Swords beating Axes. The reasons for this are simple: Swords have longer effective reach, due to their length, balance, and the fact that there's more blade to bit with than the axe. However, they are superior to spears in this matchup in one critical way:

They don't break so easily.

There is no counterplay for the Axes. And as Alastair1 rushes in with his Iron Boots Embossed Sword, the Axe Mooks struggle against him. Dancing towards and away from the group, but the only hope of stopping the nicks and cuts is to surround him. Unfortunately for them...

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"Hey, I think I'm learning how to dodge!"

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And so, Axe Mook after Axe Mook falls to Alastair1.

Retreating from his offense, the Minecraft Avatar makes it back tot he Outer Wall... only to notice its abysmal shape. With luck, however, Alastair1 is a notorious pack-rat of a Minecraft player, and his inventory always has at least one stack of cobblestone at any time! He proceeds to use as much as he can to patch up the holes in the Outer Wall before his Action runs out and, with it, his turn ends.

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Actions:

Action 1 - Use the Iron Boots Embossed Sword and Fire Emblem Type Triangle Logic to tear the Axe Mooks a new one.

Action 2 - Use the Cobblestone stack to patch up and fix the Outer Wall.


Entity Orders:

None for now.

Resources:

Charge - 11/35
Build Grist - 212
Lvl 1 Grist - 10

Swords are great, especially if you want to stay light on your feet, which is incredibly important in Fire Emblem. Take it from... a guy who's only played two of the games.

Your creativity allows you to take care of the Axe Mooks with ease, dealing 16 damage in total and doubling up on your kills this round!

You also heal up the Outer Wall for 6 HP! It gets its healing reduced since it was targeted last turn.

I also subtract 1 from your current spent Charge Gauge and add 1 to it after our chat.

+6 to your charge gauge.
+16 Build Grist acquired.

Splashcat coalesces on the battlefield out of a beam of golden light. This is the first they've seen of the Acolyte's war, so they're not entirely sure what the context for this battle is, but hey, the game looks like it could use another couple players and they might as well give it a shot.

Action 1: I'm not entirely sure how crafting items works in this game. Does it take an action to do? Can I make up materials like in MSPAradox alchemy? I don't know, but let's use that uncertainty to my advantage. I turn to the group of Lightly-Armored Shotgun Mooks and proceed to try to craft them into an item. The process is gruesome and likely full of anatomical impossibilities, but when it's done, a bone scythe rests where the Mook once stood, blood and shotgun ammo still dripping from it. I then test the scythe out on another mook.

Action 2: Wow, that was surprisingly gruesome for one of my attacks. Let's try something a bit more traditional: Bad puns. I axe an Axe Mook a question. With an axe. They're so confused as to how I managed to use an axe for questioning rather than chopping that they fail to answer the question. The question was axed, of course, which means that the Mook just failed at something axe-related. As a result, they're fired from their job as an Axe Mook, and flunk out of Axe College to boot. They end up getting a job as a farmer, and surprisingly find it extremely fulfilling. Years later, they look back and wonder why they ever went into villainy.

Welcome to the game! If there's any questions I can answer, just let me know.

You can craft up to twice with one action. If you want to get newer materials, you can go around and search for some in your current surroundings- although if your request is specific enough and the surroundings work well for it, I might make up a material for you. Currently, you're in some sort of mesa with bullet-shaped rock formations around.

Your attacks deal 10 damage to the Lightly Armored Shotgun Mooks! Unfortunately, the Mook's armor saves them, making them take only 6 damage. The next good attack should mop up them and their comrades nicely, however.

The Axe Mooks aren't as lucky, taking 14 damage from your hurricane of puns! This kills one of them and deals 6 damage to another, leaving them barely alive for the next attack to clean up!

+5 to your current charge gauge.
+8 Build Grist acquired.

Recovering from a similar daze to the one I had last time, I shake and clear my head again. A lot of things don't seem in the greatest shape right now... but that's alright. I'll have plenty of time to help patch things up when we're done here.

Action 1 - Looking at the battlefield, I decide to step out from the wall for the time being and simply clear up some stuff. If we've been doing our job right there shouldn't be much that can hurt us after this turn, so I should be alright to stepout. I'll worry - wait, I haven't been attacked this turn.

Very quickly, then, I take a moment to... just sit down. Relax despite the chaos going on outside, and rest up for a little bit. You know what would help that? A campfire! Using the Fire Caster Sword to quickly set a small blaze to a bit of kindling, I sit down and just rest up. Taking the action, the campfire proceeds to begin glowing with an ethereal light, and as I get close and warm my hands to it, I notice some of the injuries I sustained begin to heal and close as the warmth and comfort of the fire seems to seep into me, healing and restoring my vigor.

Action 2 - Feeling restored and ready to do some more actual attacks, I briefly ponder the creation of armor and it's utility for such before deciding to put it off for the turn. I need some more flashy attack... but what said flashy attack should be, I've got no clue. My mind turns to the defensive spells of the books, and the first thing that comes to mind is Fire Shield... but that's a bit small for what I've been doing. Though... using fire to protect and such could be interesting. And then it hits me - Investiture of Flame could be a useable one!

Quickly finishing a spell, I burst out from the wall I was behind... looking different. My typical orange jacket seems almost like it has the enchantment glint from Minecraft, but the effect is quickly ruined as I get closer and the Rifle Mooks I approach see the true ability here. Green flame wraps around my body, flickering and seeming to serve as almost a veil of pure fire - allowing me to both attack and defend against it. Through the flames, the Elite Rifle Mooks see a smile on my face, one of pure superiority. They feel like they're gonna die through some stupid means... and they'd be absolutely right. I begin to talk.
Torix - Hey, guys.
Torix - Are you prepared for this?
Torix - Because you're gonna experience some sick
BURNS.
The Elites groan, seeming to take damage from the sheer badness of that pun. All this build-up for a PUN attack? Clearly, he's running out of ideas.
Torix - Relax, guys. We're just getting warmed up.
Yep. It's a pun attack. Of course it's a pun attack. The elites begin to sweat, not entirely realizing what they've got themselves into. Torix begins to lunch forwards, quickly sidestepping and resolving into a slash that knocks one of the Elite Rifle Mooks down. He begins scrambling away, appearing distressed.
Torix - What's wrong? You could say these puns are infernal, but that's just being rude.
The Elites look at each other again, stressed and overheating from the proximity of the flames. Pulling out their rifles, they fire at me, but nothing happens. The bullets ricochet off the magical flames, leaving them confused in a daze. I walk up to them, sit, and with a huge smile on my face, I talk quietly in a voice of glee.
Torix - I can't believe you guys fell for it.
Torix - I used this spell for a reason - it's an Investiture of
Fire.
Torix - And yet... you used gun
fire on me! You fools!
I laugh at them... and they begin to laugh, nervously at first then a bit more fully, accepting their stupidity. Suddenly, the mood in the room snaps from a warm temperature to a blazing intensity, coming from me.
Torix - I hate to be the bearer of bad news.
Torix - But since ya laughed, ya failed to defend against the pun attack.
Torix - I suppose you don't know what this means... so let me make it nice and simple.
Torix - One last pun: You're fired.

To finish off the pun chain, I make true on it and... well, quickly incinerate them through the Investure's release. Might not be the most cohesive attack out there... but darn it, it was an excuse for bad puns and I'll take it. Plus, the Elite Rifle Mooks are gone now!

Charge Gauges -
Charge Gauge 1: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 27/35, 0 Spent
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 0/35, 0 Spent
Grist -

[LVL 0] Build Grist - 344
[LVL 1] Malachite - 40

((OOC - Welp, guess this action's in first person now.))

Your fireside relaxation restores 12 HP! You weren't targeted last turn, so it heals at full power.

Yet another pun-based assault! Your puns deal 16 damage to the Elite Rifle Mooks, roasting the remaining two to a crisp!

+5 to your current Charge Gauge.
+20 Build Grist acquired.

Post-Player Battle:

The Hooded Cube Figure uses his Shortsaber to quickly subdue one of the Axe Mooks, dealing lethal 8 damage!

Luke focuses on the Lightly Armored Shotgun Mooks, dealing 9 lethal damage to one of them! Or he would have... if the armor didn't block every hit. Thankfully, the Alternator SMG's effect reduces armor's effectiveness, which raises the damage to a still-lethal 8!

The Combat Apothecary heals itself again for 2 HP!

The Club Mooks charge towards the Malachite Imps, dealing 8 damage to one and 6 damage to another!
The Lightly Armored Shotgun Mooks attack Luke and the Combat Apothecary, dealing 2 damage to both of the above and the Outer Wall!
The Axe Mooks attack the Hooded Cube Figure and Alastair1, dealing 6 damage to the first and 4 damage to the second!

The Malachite Imps smack pummel two of the Club Mooks, dealing 4 damage to two of them!
Be aware that if the Mooks kill them, they won't drop any Grist!

It appears that the next wave of Mook backup won't arrive for a while- they're probably bolstering their forces. This means you'll have some time to rest up before the next fight. When the time comes, use it wisely!

Total Grist gains for this round are:
+70 Build Grist

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 14/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 17/25. Charge Gauge Spent: 13/35. (1 in reserve)
Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35. (1 in reserve)
Alastair1 [AA] HP: 11/25. Charge Gauge Spent: 1/35. (1 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.1]

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 25% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)

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)
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)
Iron Boots [Lvl.0] (Equipment, 10% chance to reduce incoming damage by 20%)

Luke Ingram [AA] Health Vial: 32%. (16/50 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/1)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin (1/2 Uses) [Lvl.2] (Gain Lead Skin (100% resistance to ranged damage) for one turn only)
-Black Mesa Standard Medkit (2/3 Uses) [Lvl.2] (Restore 15 HP to the user or an ally when used)

Hooded Cube Figure [AA?] HP: 13/50. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to do triple damage)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (8 HP restored per turn) for 2 turns when used)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 2 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (2/3 Builds) (Restores 25 HP to an allied Fortification when used)

Outer Wall [AA] HP: 6/40. Fortification (50%, 3 Capacity).
Covering: Torix, Luke Ingram, Combat Apothecary.

Combat Apothecary [AA] HP: 6/20. / BD&H: 4. / SV: 3. Combat Medic.

Malachite Imps [SB] HP: 16/30. / BD: 4. / SV: 2. Drop 10 Malachite and 30 Build Grist when killed.
-Malachite Imps HP: 10/30.

Club Mooks [PA] HP: 8/8 (x5).
-Club Mooks HP: 4/8 (x2)
-Club Mooks HP: 0/8. (x1)
Elite Rifle Mooks [PA] HP: 0/8 (x2). Ranged Training 2. Chivalry.

Lightly-Armored Shotgun Mooks [PA] HP: 8/8 (x4). 40% chance to take 50% damage. Chivalry.
-Lightly-Armored Shotgun Mooks HP: 4/8 (x1).
-Lightly-Armored Shotgun Mooks HP: 2/8 (x1).
-Lightly-Armored Shotgun Mooks HP: 0/8 (x1).
Axe Mooks [PA] HP: 8/8 (x4). / BD: 2. / SV: 3. Chivalry.
Axe Mooks HP: 2/8.
Axe Mooks HP: 0/6. (x3)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 1: Battle Post 11
A referendum has been voted on! Grist will now be stored and will let you craft some higher-level ingredients later on.

Build:422
Lv 1:30
Charge:11/22

(x1)I dissolve my form, taking the shape and capabilities of another, an entity of Virtual made Real, a self-defining contained entity of the Virtual Plane manifested into the Real through the use of Mad Science and Strange Luck. A being whose existence id defined by their adapbility and rapidly shift between various types of Offense and Defense. I become, My god, I become...

A Porygon, the virtual pokemon, specifically, Porygon Z.

Using my new found capabilities of Conversion 2, I transform myself into a Ghost Type to immunise myself from the Club Mooks Fighting Type. Secure in my type advantage, I proceed to unleash Signal Beam, Tri Attack, Lock-On followed by Zap Cannon in a rain of attacks and a few Agilitys to dodge their clumsy strikes at me.

I then activate my Special, and transform, as a Porygon, into a different Shape, a particular version of Ash's Pikachu, one in which it had mastered Aura and is capable of performing a Unique Attack. I assemble the Rings of Electricity and Aura as i concentrate to find their correct Positions, the Rings rotating frantically as i do so. In a moment, the Rings are locked into Position and their electromagnetic frequencies have been tuned. I unleash that Unique Move: Volt Crash!! As a Stroke of Lightning, as large as an Oak Tree smites the Club Mooks from Above.


(x1)(Voidstaff)Taking back my original form, I take out the Voidstaff and pull it apart with a click noise. Yes it can do this now, at this moment. With a hiss, a torrent of black smoke is unleashed from the confines of the Staff and surrounds the Malachite Imp at 10 HP and the rest of the Club Mooks.(Focusing on that particular Imp, Splash damage goes to the rest of the Club Mooks). As the smoke exists around the Club Mooks in a haze, their sins come to haunt them, running down their back as the smoke deepens.

As they do so, i continue building up power into the core of the Voidstaff, as the darkness deepens and their sins being clawing at the Imp and the Club Mooks, i listen for that faint humming from the Staff, and guide that power to it.

As the smoke blocks out the Skaian Light, the enemies are thus plunged into an eternal Darkness yet i continue feeding the staff power. Shadowy, darker then Midnght, figures begin to crawl out of the ground and swipe at them, they begin to turn towards me too.

But as they approach me, even as they begin to drown the enemies in them. I unleash the paradox, the power lying dormant inside. As the Darknesses apporoaches Photon Levels Negative, a Light grows ever brighter.

From the Core of the Staff, i unleash an Elegy of Light,a Field that expands unyieldingly outwards, that burns through the Darkness and the Enemies alike as the paradox of light and darkness takes hold, fuelling thr light even brighter as it devours the shadow and burns away at the enemies.

The Light finally fades as it finishes off the darkness and i put the staff back together such that it melds together back into a whole. And just like that, it seems nothing has happened, except a missing Imp and a Mook or so.

Great attacks! You deal 12 damage to the group of Club Mooks with your first attack and 15 damage to the weaker Malachite Imp! This results in a dead Imp and two dead Club Mooks.

+5 to your current Charge Gauge.
+36 Build Grist acquired.
+10 Malachite [Lvl.1] acquired.

Alastair1 noticed their damaged state and was concerned. If he didn't play things more carefully, he'd be toast. So he made a tough call.

Despite there being no bows and arrows here, he'd try and do things via ranged attacks. Naturally, given the battle was still in full pitch, where would he even find one? For that matter, he never tried out any gun mods in minecraft before. He'd need a weapon that even an FPS noob like himself could use. Like a rocket launcher...

Or a shotgun. Hoping that there was a mod in place, he ran for the body of the only dead Lightly-Armored Shotgun Mook and made a few clicks...

Alastair1: Oh wow, this worked- oh dangit it's out of ammo!

Ducking behind the Outer Wall, he tried to think of a way to give the gun ammo. Then something occurred to him.

Wasn't this grist stuff he's beeen picking up small and round like shotgun pellets?

With a simple click and drag in the inventory, he found that he COULD load the shotgun with Grist! So he loaded up 10 Grist and exited from the Menu.

He took aim at the nearest mooks with the Shotgun, and with a silent prayer from his irl self, had his Minecraft Avatar fire upon them.

==========================================================================================================================

Actions:

Action 1 - Steal the dead Lightly-Armored Shotgun Mook's Shotgun

Action 2 + 10 Grist - Load the Grist into the Stolen Shotgun and fire it


Free Actions:

Taking Cover behind the Outer Wall.


Entity Orders:

None for now.


Resources:

Charge - 17/35
Build Grist - 272
Lvl 1 Grist - 10

Alright then... you spend... 10 Build Grist? At least you deal 10 damage to the nearest Lightly Armored Shotgun Mook, which kills it anyway because their armor didn't proc. Oh yeah, you also get yourself a Mook Shotgun for some reason, but you should probably throw it out at the first sign of making a better weapon. If you want a way to convert Grist to damage, I'm sure there's a weapon that could let you do that, but you'd have to craft it.

You also hide behind the cover that the Outer Wall provides.

+2 to your current Charge Gauge.
+10 Build Grist acquired.

Action 1: "Club Mooks." A curious phrase, being composed of only nouns. Or is it a noun and a verb? Or a verb and a noun? Adjective and noun? Let's break it down.

"Club". A blunt weapon used to hit things with. "Mooks". Minions, plural. Put them together, and you get club-wielding mooks. Suddenly, the first noun modifies the second. You don't need to say "Club-Wielding Mooks" or "Mooks with Clubs", you just say "Club Mooks" and our brains work it out. But "club A verb meaning "To hit with a club (noun)". Imagine if, instead of seeing "Club Mooks", you had seen "Club Mooks!", or for an even sharper distinction, "Go, Club Mooks!" vs. "Go club mooks!" Suddenly the compound noun becomes an imperative command. There's even another way to spin it as a noun: "Clubfoot" refers to a foot shaped like a club, so a Club Mook could be a mook with a club-like form.

Let's put that into action. I pick up a Club Mook, which is clearly a club-shaped Mook, and wield it like a club. Then, I club a mook with the Club Mook, say, the 2-HP Axe Mook.

Say, this is really fun, actually. I should get other people to try this. So I start up a Club Mook Mook Clubbing Club, and attract members with offers of club sandwiches and club soda. Dozens of people join, rush whatever injured mooks remain, and get clubbing.

-----

Action 2: I try out crafting. First, I mine some gunmetal from the nearby formations and forge it into a Gunmetal Sword. Then I see if this land has gunpowder I could use to craft some grenades with.

Great attack! You deal 8 damage to one of the Club Mooks with your swinging, and knock out that Axe Mook with 4 more damage.

You also gather some Gunmetal Ore from the surrounding area! It's been added to the ingredients index.

I'm not really sure what you're putting into your crafting. If you want to get something concrete out of your item, there's a crafting formula in the OP. If you're wondering where all the ingredients are, they're in an index linked in the player inventory.
There's no facilities for crafting good gunpowder just yet, but there's some niter in the ingredient index.

+2 to your current Charge Gauge.
+16 Build Grist acquired.

Torix, realizing he's out of time to post, quickly uses both action to finally finish the charge gauge.

Charge Gauge - 32/35, 0/35
Grist [LVL 0] - 414
Malachite [LVL 1] - 40

You top off your current Charge Gauge, using up both your actions on it!

+4 to your current Charge Gauge. (Note that this doesn't extend to your second until after you use the first)

Post-Player Battle:

The Hooded Cube Figure keeps slicing up the Axe Mooks, dealing 8 lethal damage to one of them!

Luke focuses on the Lightly Armored Shotgun Mooks again, whiffing two of his shots and dealing a meager 3 damage to then!
LUKE: Son of a...

The Combat Apothecary punches out a weakened Club Mook for 4 damage, finishing them off!

The Club Mooks attack Splashcat and the Paradoxical Dragon for 4 and 2 damage, respectively!
The Lightly Armored Shotgun Mooks battle Alastair1 and Luke Ingram, dealing 4 damage to both of them! The Wall completely fails to do its job as Alastair takes three out of the four shots, leaving him on orange health! His armor manages to reduce this damage by 1.
The Axe Mooks keep fighting the Hooded Cube Figure, dealing 4 damage to him, and deal 2 additional damage to Splashcat!

The Malachite Imp roughs up a Club Mook for 4 damage!

It appears that the next wave of Mook backup won't arrive for a while- they're probably bolstering their forces. This means you'll have some time to rest up before the next fight. When the time comes, use it wisely!

Total Grist gains for this round are:
+76 Build Grist
+10 Malachite [Lvl.1]

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 14/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 15/25. Charge Gauge Spent: 13/35. (1 in reserve)
Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35. (1 in reserve)
Alastair1 [AA] HP: 8/25. Charge Gauge Spent: 1/35. (1 in reserve)
Splashcat [AA] HP: 19/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.1]
Can manifest [Lvl.2] ingredients if given:
76/80 Build Grist
10/40 Lvl.1 Grist (Includes: Malachite)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 25% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)

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)
Mook Semi-Auto Shotgun [Lvl.0] (Base Damage: User)
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)
Iron Boots [Lvl.0] (Equipment, 10% chance to reduce incoming damage by 20%)

Luke Ingram [AA] Health Vial: 24%. (12/50 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/1)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin (1/2 Uses) [Lvl.2] (Gain Lead Skin (100% resistance to ranged damage) for one turn only)
-Black Mesa Standard Medkit (2/3 Uses) [Lvl.2] (Restore 15 HP to the user or an ally when used)

Hooded Cube Figure [AA?] HP: 13/50. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to do triple damage)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (8 HP restored per turn) for 2 turns when used)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 2 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (2/3 Builds) (Restores 25 HP to an allied Fortification when used)

Outer Wall [AA] HP: 6/40. Fortification (50%, 3 Capacity).
Covering: Alastair1, Luke Ingram, Combat Apothecary.

Combat Apothecary [AA] HP: 6/20. / BD&H: 4. / SV: 3. Combat Medic.

Malachite Imps [SB] HP: 16/30. / BD: 4. / SV: 2. Drop 10 Malachite and 30 Build Grist when killed.
-Malachite Imps HP: 0/30.

Club Mooks [PA] HP: 8/8 (x2).
-Club Mook HP: 4/8.
-Club Mooks HP: 0/8. (x4)

Lightly-Armored Shotgun Mooks [PA] HP: 8/8 (x2). 40% chance to take 50% damage. Chivalry.
-Lightly-Armored Shotgun Mooks HP: 5/8 (x1).
-Lightly-Armored Shotgun Mooks HP: 4/8 (x1).
-Lightly-Armored Shotgun Mooks HP: 0/8 (x2).
Axe Mooks [PA] HP: 8/8 (x3). / BD: 2. / SV: 3. Chivalry.
Axe Mooks HP: 0/8 (x2).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Post 12
Build:498
Lv 1:40
Charge:16/22

(x1)(2 HP)With the flurry of a hurricane, I smack all the remaking axe Mooks with my claw. Yes this is important. I then take a huge calming breath...and then release it all in a Titanic Hurricane that sweeps up the Axe Mooks and threatens to send them to a far away land. I however, resist the urge. Instead, I call up the Strings of the World, and pluck a few chords on them, watching how the lines tangle, shake and impact the rest of the world.

When the hurricane dissipates and drop the Axe Mooks with a thump, I transform the strings into a guitar and begin strumming a melody, a beginning to a Song of Endings, a Transcendent Harmony that chills to the bones as the Whisper of Death sounds. Here, it also incorporates The Aspect of Doom, that Building Block of Reality of Endings, Death, and the Power that is gained through Sacrifice.

I sacrifice 2 HP as my fingers bleed into the Strings Dark Green and Black, and as it resonates. The Axe Mooks feel their Lifeforce weakening, draining away into their peaceful eternal slumber as they weaken, bend over and die.

On their Death, the final strum is finished, and an ~ATH Code is executed, leading to my next Attack...

(x1)(Voidstaff) As the remaining Axe Mooks quiver, the ATH code executes and gathers the Red Blood, the Orange Rock, the Yellow Light, the Green Malachite, the Blue Build Grist, the Indigo of the Voidstaff's Name and the Purple of it's Blind Ailment. As the Rainbow of Colour spews fourth, I wield the Voidstaff, and produce a Dark Brush of Inky Black.

With this Palette, I sweep the Voidstaff up, and paint the sky Black. As the Voidstaff leaps out of my claw and flys to the sky, where, loaded with Black Ink and the Colours of the Rainbow, it paints a Night Sky, with Yellow for the Stars and the Moon, Green for the Distant Hills if Grass and Vegetation. As it paints, the actual sky turns into its vision, first as a hazy image, but steadily, as the Voidstaff breathes life, heart, soul into it, a Reality of our own.

Even as it paints the sky a beautiful scenery, it still attacks the Axe Mooks, the shining Moonlight and Starlight are its Blades, the Hills become alive and trample over them, the Darkness between the Stars becomes it's jaws and teeth as it bites down onto them.

And meanwhile, I do my own painting, fuelling the Voidstaff even more with a Transfinite supply of Dreams and Stories for it to work with.

Soon, the night sky is complete, a basic one. But as it Chews down onto the Axe Mook, it is still a beautiful one.

Woah, this attack is quite the spectacle! You deal a devastating 29 damage to the Axe Mooks, more than enough to overkill all three of them!

+5 to your current Charge Gauge.
+24 Build Grist acquired.

Alastair1 measures his damage output, the base damage output, and the damage the Mooks usually take before biting it. He then takes a look at the Club Mooks. If he can land his hits... he wins. They die. No contest.

Alastair1: VIVA LA REVOLUTION!

And he just goes in there swinging his weapons around like a madman. He's not even giving it that much thought - the player is just spamming clicks as he bum rushes the Club Mooks with suicidal fervor. There even isn't a revolution!

The Club Mooks try to retreat, but they cannot. They never had a prayer. One dies with a sword in his chest, the other an Axe in their head, and the last dies of heart failure from seeing how gruesomely the first two died.

A sight the Player never has to see since he's viewing things through the lens of Minecraft.

==========================================================================================================================

Actions:

Action 1 - Use the Tiger Ax to murder a Club Mook and damage the wounded one.

Action 2 - Use the Iron Boots Embossed Sword to kill the other Club Mook and finish off the wounded one.


Free Actions:

Does cackling like a madman on earth count?


Entity Orders:

None for now.


Resources:

Charge - 19/35
Build Grist - 348
Lvl 1 Grist - 20

This attack is certainly unconventional, I've gotta give it credit for that. Your combined-arms assault deals 23 damage to the remaining Club Mooks, easily killing them!

+4 to your current Charge Gauge.
+24 Build Grist acquired.

Charge gauge: 7.

-----

Action 1: I try crafting, hopefully for real this time.

[Sword Template] ++ [Cursed Bismuth] ++ [Lead Ore] and the requisite amounts of Build Grist and Tiered Grist: I forge myself a sword. Bismuth is really cool, but not the most sword-y of materials, so I forge the blade itself out of lead and then inlay it with bismuth for that extra curse-y punch.

[Pistol Template] ++ [Jar of Ambient Light]: Okay I'm not actually sure if we have enough Grist for both of these but if we do I'll also try to make a laser pistol out of this.

-----

Action 2: I draw my new sword and point its bismuth end - sorry, business end - towards the Shotgun Mooks. Channeling the power of the Eldrazi Titan Kozilek, Butcher of Truth and Great Distortion, I unleash a series of blistering four-dimensional sword strikes in square spiral patterns, hitting the Shotgun Mooks from the front, back, left, right, top, bottom, positive w axis, negative w axis, and even the inside. My work is efficient and professional. Sword fighting is serious bismuth.

Ooh, interesting.
Using the Sword Template, Cursed Bismuth, and Lead Ore, you craft the Cursed Alloy Sword! It's a pretty neat, but sinister-looking composite sword that should some extra curse to your attacks. If you want me to change the additional effects on it, let me know! This sets you back 20 Build Grist and 10 Lvl.1 Grist, which you should have enough for.

You also try to craft using the Pistol Template and the Jar of Ambient Light, but you don't have enough Malachite to craft it. If an enemy dies, you get access to its dropped Grist, even if you didn't, but don't retroactively access any Grist gained from previous dead entities or events.
I will preview this alchemy for you, though- feel free to let me know if you want a different result:
[Pistol Template] ++ [Jar of Ambient Light] == Flashlight Handgun [Lvl.1] (Base Damage: User, Semi-Automatic, Has a 50% chance to Blind foes for 1 turn)

Your swordplay combined with your amount of puns deals 11 damage to the Lightly Armored Shotgun Mooks, killing one of them! You also deal 3 damage to another, leaving that foe on critical health! Neither of them get their armor to reduce the damage they take.

+2 to your current Charge Gauge.
+10 Build Grist acquired.

Post-Player Battle:

The Hooded Cube Figure aims to swiftly finish off the last surviving Lightly Armored Shotgun Mook, and rushes them with his Shortsaber! He manages to score a crit, dealing a very overkill 16 damage!

Luke saturates the last two Lightly Armored Shotgun Mooks, but he only gets one accurate shot off, dealing 3 damage! This is lethal to the one it hits, but he curses in frustration.

The Combat Apothecary punches out the last Lightly Armored Club Mook, dealing 4 lethal damage!

The Malachite Imp strikes the Combat Apothecary, dealing 4 damage and leaving it on criitcal health!

It appears that the next wave of Mook backup won't arrive for a while- they're probably bolstering their forces. This means you'll have some time to rest up before the next fight. When the time comes, use it wisely!

Total Grist gains for this round are:
+88 Build Grist

The Build Grist requirement for upgrading your crafting capabilities has been reached!

The Paradoxical Dragon's Voidstaff has received a mysterious buff. It should be able to blind enemies with the power of darkness twice as often now!

Luke retreats to the safety of his home and makes an announcement:
LUKE: That should be the rest of the Mooks for a while!
LUKE: Once you loot that Malachite Imp, come see me inside.
LUKE: I've got some extra goodies for you- and I've gotta get some myself.
LUKE: Let's patch ourselves up as soon as we can to prepare for the next wave.
LUKE: Although...watch that Imp, it kinda looks funny.


[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 14/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 15/25. Charge Gauge Spent: 13/35. (1 in reserve)
Torix [AA] HP: 20/25. Charge Gauge Spent: 0/35. (1 in reserve)
Alastair1 [AA] HP: 8/25. Charge Gauge Spent: 1/35. (1 in reserve)
Splashcat [AA] HP: 19/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.1]
Can manifest [Lvl.2] ingredients if given:
80/80 Build Grist
10/40 Lvl.1 Grist (Includes: Malachite)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)

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)
Mook Semi-Auto Shotgun [Lvl.0] (Base Damage: User)
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)
Iron Boots [Lvl.0] (Equipment, 10% chance to reduce incoming damage by 20%)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)

Luke Ingram [AA] Health Vial: 24%. (12/50 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/1)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin (1/2 Uses) [Lvl.2] (Gain Lead Skin (100% resistance to ranged damage) for one turn only)
-Black Mesa Standard Medkit (2/3 Uses) [Lvl.2] (Restore 15 HP to the user or an ally when used)

Hooded Cube Figure [AA?] HP: 12/50. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to do triple damage)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (8 HP restored per turn) for 2 turns when used)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 2 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (2/3 Builds) (Restores 25 HP to an allied Fortification when used)

Outer Wall [AA] HP: 6/40. Fortification (50%, 3 Capacity).
Covering: Alastair1, Luke Ingram, Combat Apothecary.

Combat Apothecary [AA] HP: 2/20. / BD&H: 4. / SV: 3. Combat Medic.

Malachite Imps [SB] HP: 16/30. / BD: 4. / SV: 2. Drop 10 Malachite and 30 Build Grist when killed.

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

Lightly-Armored Shotgun Mooks [PA] HP: 0/8 (x4). 40% chance to take 50% damage. Chivalry.
Axe Mooks [PA] HP: 0/8 (x3). / BD: 2. / SV: 3. Chivalry.

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 1: Battle Prep 2 Post 1
Alastair1: Sure thing Luke! Just gotta heal up and take care of a few things.

First thing he does is see Paradox drop that concrete mixer truck onto the Imp. As the concrete starts to settle, the Player winces.... but is also scratching his head back home in irl.

Alastair1: Okay, someone has to tell me how they're doing this stuff. It's too cool to ignore.

Even so, he swears he sees the concrete crack a bit. Just to be sure, he pulls out the Semi-Automatic Shotgun and levels it, waiting for the Imp to emerge. If it does, he says a one-liner then executes it. If not... he puts the gun away and charges - though unintentionally.

He then checks his food supplies, then everyone's health.

Alastair1: ...you know what, why not. We're all pretty beat up anyway.

He then looks around Luke's place and grabs a picnic cloth. It swrops up into the Minecraft inventory, but it perfectly deployed outside, in a place where the carnage of battle wasn't easily visible.

Alastair1: We could use a break, and this will help restore our HP.
Alastair1: Who wants to have a picnic?

With the picnic blanket set, the player tosses food out of his inventory and it floats on the ground as icons for a moment... before the reality of Sburb converted it back into real food. Fortunately, the picnic blanket had plates on it and Alastair1 seems to be good enough at aiming to have had the food land on the plates before spontaneously becoming a lot more real.

Alastair1: ...I am still so lost. Seriously, how is this stuff happening when we're still playing modded Minecraft?
Alastair1: I mean, Torix mentioned something about the wrong game, but all I did was sneak into the base and enter a portal!
Alastair1: I didn't even get a loading screen or transition effect, much less a notification that I had changed games.

==========================================================================================================================

Actions:

Action 1 - Double tap the Malachite Imp with the Mook Semi-Auto Shotgun.

Action 2 - Set up a Picnic Blanket so people can heal using food!


Free Actions:

Roleplaying! Alastair1 - asking the real questions.


Entity Orders:

None for now. But maybe soon?


Resources:

Charge - 23/34
Build Grist - 436
Lvl 1 Grist - 20

...Huh, I might have given you (and by extension, that Mook) a bit more dakka than I had planned- most of the Mooks' shotguns are single-shot. Eh, I'll let it slide.

Your cement-to-shotgun combo deals 10 damage to the Malachite Imp!

You start healing up, recovering 10 HP! Everyone else's healing is buffed by up to 2 this round.

+4 to your current Charge Gauge.

Torix, finally returning for an extended amount of time, seems to be pleased with the battlefield's end results. It cleaned up rather nicely, it seems... minus a couple things. He decides to take care of them for the time being.

[Action 1] If by some ungodly reason the Malachite Imp is still not dead, Torix simply walks over to the weird looking construct and brandishing the Fire Caster Sword... stabs it. No fire, no puns... just a simple stab.

[Action 2] Torix, finally able to be active for an extended period of time [maybe], decides to check his resources and such. First counts are looking good, if possibly a bit bloated right now, and... well, other than that, the charge is complete. He supposes he should use that.

Pulling out some things from his inventory, an orange box of some sort eventually finds it's way into Torix's hand. Placing it, he opens it and the top half spirals upwards, revealing several iron blocks and a pumpkin. Assembling it on the ground, an Iron Golem from the realms of Minecraftia is summoned a fair distance away from Alastair's picnic, but judging by the strange item Torix is now holding, he isn't done yet.

The golem, though already powerful, is only iron... and what's the next step up? Steel, of course. Placing down a Crafting Table, Torix quickly goes through a variety of recipes crafting various things, eventually ending at a strange Nether Star-looking item overlaying a plate of steel. Grabbing it off the crafting table, he slaps it onto the golem's core, causing the golem's structure to change into a steel-plated, polished design. Blue energy fills the crevices in the steel that now forms the creature, and it's upgrade completed, the Steel Golem is ready to defend.


Steel Golem [AA - Torix] -
HP - 100/100, AT - 10, SV - 1
Fortification [50%, 3 Capacity]

[Roleplay] As the Steel Golem begins it's vigil, Torix sits down and joins in the picnic. Not actually eating anything, due to being at near max-HP already, he takes the opportunity to quickly answer and reply to various people.



Quickly popping his head inside the front door, the mage responds.

Torix - Well, the Imp is dead, so no worries there!
Torix - Pretty sure the new guy or the dragon's looting him by now...
Torix - As for those goods, just a sec!
Torix - I'm gonna talk to some of the others first, but after that, be right in!




The player returns, promptly sitting down and nabbing a cookie from a basket.
Torix - Well, regardless of HP, thanks for the picnic. It's certainly appreciated.
Torix - As for the attacks... well. No clue for the dragon, but...
Torix - I'm doing them through a mixture of a custom interface I have set up and a decent knowledge of D&D.
Torix - If you want, I could probably walk you through a bit of it!

He smiles before taking a bite out of the cookie, watching an unseen health bar in his interface refill before returning attention to Alastair.
Torix - As for how we got here, to SBURB... well, from the looks of it at least...
Torix - You can blame the Acolyte for that.
Torix - That portal we went through was opened by him.
Torix - I don't know if it was custom-coded or what... but that's definitely the Acolyte.
Torix - Plus... you were falling through that void area for ages too, right?
Torix - That might've been the loading screen you were missing.



Finally, Torix turns to the Hooded Cube Figure, inviting him to sit down at the picnic. If and when he does, the mage proceeds with the following:
Torix - Hey, thanks for the help back there.
Torix - ... Well, uh. I suppose an introduction is in order, huh?
Torix - I'm Torix, that's Alastair, and the one currently in his house is Luke.
Torix - I don't actually know the names of the dragon or the newer guy, though... I should ask them soon.
Torix - Either way... now that you know everyone here, who might you be?

Internally wincing at the introduction, he involuntarily braces himself and hopes that that was a decent first impression. Hopefully we can figure out who this guy is, too... but either way. Can't really do much until he responds, anyways... so now, the only thing left to do the turn is to wait and see the aftermath.

Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 0/35
Grist -

[LVL 0] Build Grist - 578
[LVL 1] Malachite - 50

Entity Orders -
Steel Golem - Defend and be on the lookout!

Well, I know we discussed this before, but that entity's... rather different than I acknowledged since I just realized the ramifications of the Fortification keyword. Maybe I'll think of some sort of bodyguarding mechanic or something? 'Cause fortifications at the moment take less damage depending on their block chance. But yeah, I'll add that in right now.

Nevetheless, the Steel Golem has been added!

Your stab with the Caster Fire Sword deals 5 damage, knocking it down to a single hit point and easily letting someone else style on it for the final kill.

The Hooded Cube Figure also responds to your questions:
???????????: Oh, hey, I bet you're wondering who I am. I am wearing a hood, after all.
NINJATWIST_: I'm Ninjatwist_, or Ninja for short.
NINJATWIST_: I went through the same portal you guys probably did, but I ended up in a different place.
NINJATWIST_: I was looking for you guys for a while, but I caught up with a Mook patrol and decided to trail where they were headed.
NINJATWIST_: Pleased to meet you, though, Torix. I'll meet up with Luke and everyone else in a bit.


+2 to your next Charge Gauge.

Build:586
Lv 1:40
Charge:21/22

(x1)I summon a concrete mixer truck which promptly slams into the remaining Imp before dumping its load of quick setting concrete onto it, Suffocating it inside it's shell.

(x1)By now, my Charge should be complete, and with this, I summon a Quiet Healer. With 10 points of charge into their Health for 38 HP and 10 points into Healing. The remaining 2 points give it a...Hmm, maybe a small Regeneration.

(ORDERS)Combat Apothecary, heal thyself, and probably for the break turns as well, you're not looking so good...

/rpnull

I...seat down on the edge of the picnic basket as my default state of Draconic Humanoid after gliding in dragon form nearby after a quick recap for the Quiet Healer. I then consume a snack or two while listening to the conversations

Your metabolism rewards you with an extra 2 HP recovered from your snacking!

Oh yeah, you also have a post above there! I kinda mixed up the order, though.

You do some weird time stuff and smack the concrete mixer into the Malachite Imp, dealing 8 damage, which is more than enough to kill it!

You also summon a Quiet Healer, but since charge is calculated a bit differently, I'll calculate base healing first. You get 7 Base Heal out of it, which costs 7 points from its HP! The remaining points (...15 if I'm doing my math right) gives it 52 HP.

Just an FYI, you don't need to spend charge on healing and damage separately- if you have a 10-point charge, you can invest 10 points into HP and 10 into damage freely.

+2 to your next Charge Gauge.
+20 Build Grist acquired.
+10 Malachite [Lvl.1] acquired.

Charge Gauge: 9.

-----

Action 1: I extract the word "hit" from the midst of the Malachite Imps. Then I hit the Malace Imps with the "hit".

-----

Action 2: I eat a Potion of Healing. Not drink, eat. Nothing restores your health like a hearty glass bottle and cork.

The Imp is already dead, but you style on its corpse a bit more for 8 damage.

You also heal up, restoring 6 HP to yourself.

+4 to your current Charge Gauge.

Post-Player Battle:

Luke invites you all back inside the fortress, and quickly heals you and your entities back up to full strength with some conveniently-placed health chargers! You find an extra 60 Build Grist and 20 Malachite, as well as an extra sitting on the table. Ninjatwist_ follows suit and strikes up a conversation with Luke:

NINJATWIST_: Hey, how's it going? I'd be glad to help you around with some stuff if you need it.
LUKE: I'm Luke Ingram, but who are you? Oh yeah, thanks for your help in the last battle.
NINJATWIST_: I'm Ninjatwist_, or Ninja for short. I got spat out of the portal, the same as everyone here.
NINJATWIST_: Also the same as everyone here, I'm totally up for taking the Acolyte down.

LUKE: Glad to meet you, Ninja. What kinda things could you do to help us out?
NINJATWIST_: You know those two items of yours? I could help you improve them. Especially that Potion of Lead Skin. I know just the trick for that!
LUKE: Oh, sure, that'd help a lot!

Luke gladly hands Ninjatwist_ his two consumable items.

NINJATWIST_: Alright, I'll get to work on these, you explain the current situation to everybody.

As Ninjatwist_ gets to work improving Luke's items, Luke explains stuff to you.

LUKE: I'm glad we got that round out of the way- that could have been close.
LUKE: The next big wave is gonna come in about half an hour, though, so we should take advantage of this to craft and socialize while we can.
LUKE: I got a few more messages from who's on the other side of the portal. Once we clear this next out, we should be able to get to her base.
LUKE: The Mooks will be regrouping by then, plus, they'll have dropped so much Grist that she can easily make a gateway.
LUKE: Also, those Malachite Imps we killed last time seemed a bit odd. Be careful if they look different or give you different amounts of Grist next time we fight them.
LUKE: I also spotted some Ogres wandering around in the distance, so be careful.
LUKE: With that said, feel free to get crafting! I'll be here to chat if you want, and so should Ninjatwist_.


// Reminder: You can craft items twice per action, and you can spend one action on this per post. You can also spend one action getting one Ingredient of any level.
// Also, crafting a Lvl. 2 Item costs 80 Build Grist, 20 Malachite, and 20 Copper as of now. You'll also need some existing Lvl. 2 Ingredients.
// Be sure to keep track of your Grist stores! The Ingredients list is linked in the collected player inventory.


Total Grist gains for this round are:
+80 Build Grist
+30 Malachite [Lvl.1]
+20 Copper [Lvl.2]

Your crafting facilities have been upgraded to Lvl.2! Some Lvl. 2 Grist should be available in the coming battle.

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 1/35. (1 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.1] [Lvl.2]
Can now manifest [Lvl.2] ingredients! Given:
80/80 Build Grist
40/40 Lvl.1 Grist (Includes: Malachite)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)

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)
Mook Semi-Auto Shotgun [Lvl.0] (Base Damage: User)
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)
Iron Boots [Lvl.0] (Equipment, 10% chance to reduce incoming damage by 20%)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)

Luke Ingram [AA] Health Vial: 100%. (100/100 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/1)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 100/100. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 60/60. Fortification (50%, 3 Capacity).
Covering: Nothing

Combat Apothecary [AA - The Paradoxical Dragon] HP: 20/20. / BD&H: 4. / SV: 3. Combat Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 52/52. / BH: 7. / SV: 3. Healer.

Steel Golem [AA - Torix] HP: 100/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 1: Battle Prep 2 Post 2
Build:662
Lv 1:70
Lv 2:20
Charge:2/35

(x1)I begin Refining two items, the Lead Ore and the Jar of Diluted Void, the first, i transmute into Gold Ore, which is more magically conducive. From the second, I extract out the Essence of Creation, because from Nothing, came Everything.

(x1)I also summon a small Void Dragonlet and have them look for a Scarf of some sort.

Gold Ore and Essence of Creation added to the Ingredients index!

You also happen to find a Cyan Scarf! Added to the Ingredients index.

Realizing that a new building resource has been placed on the table, Torix quickly grabs his chunk of it. With a quick nod towards Ninjatwist and Luke, along with a "Thanks, " he begins to investigate... Copper, huh? That seems interesting to try and use, and come to think of it, he does have a few ideas. The only real problem here is that there's not exactly the resources and ingredients to try and create them...

Hm. Not exactly something that can't be worked around, at least... and thankfully, a few of the jars and such around here begin to work at some of the desired end results already. Formulating a plan within his head to get everything he needs yet still have time to alchemize, Torix begins to engage in some gathering of materials.

[Action 1] Right. One of the things that Copper is most associated with is electricity... and Torix realizes that that's technically a base element, or at least a damage type in D&D. Either way, it would probably be fairly easy to produce it as a Crafting ingredient, similar to the other elemental jars that he and Paradox had set up. Figuring it worth a try, the mage begins to try and create the essence of the element by taking the jars of air and light off the shelves for a brief moment.

Light, a form of energy, is a significant part of lightning, and the very concept of the primal electricity comes from the air itself. Therefore, combining the two in some capacity should possibly provide electricity, according to the pseudo-science Torix is operating off of. Taking a seventh jar from the area, he places small bits of both light and air within the jar, causing a elemental reaction before it stabilizes into a form of yellowish lightning and pure electricity, similar to the remainder of the container elements. Satisfied with the result, he places the contained electricity on a rubber mat and decides to come back for it a bit later.


[Action 2] On a completely unrelated note, Torix realizes that there really isn't a good healing time base within the ingredients that the Players had access too. Briefly pondering a foray into Luke's fridge, but deciding that'd be rude, Torix walks back to the picnic that Alastair was hosting earlier, and quickly decides to add the essence of healing that said food possessed into yet another jar. This is accomplished much less scientifically this time, namely by stuffing so many PB&Js into the container that the pure positive energy and nutrients within the classic elementary school lunch are condensed into pure essence of healing.

Torix - Glad to meet you too, Ninjatwist. It's good to have another friendly face.
Torix - Other than that... I guess I have a couple questions for you both.
Torix - So, then - first off, Ninjatwist, where exactly did you land here, anyways?
Torix - Also, did you see anything interesting on the path here?

Torix takes a moment to recollect before continuing his speech, this time to both.
Torix - Also, how did either of you get copper? There's hardly any here anyways...

Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 2/35
Grist -

[LVL 0] Build Grist - 658
[LVL 1] Malachite - 80
[LVL 2] Copper - 20

Entity Orders -
Steel Golem - Defend and be on the lookout!

You create the Jar of Lightning Energy and the Essence of Metabolic Healing! Both of these are added to the Ingredients index as Lvl. 2 ingredients.

Ninjatwist_ also responds to your question:
NINJATWIST_: Well, I landed in some sort of valley.
NINJATWIST_: It was a while away from where Luke's base is, but I saw he set up some spare equipment, so he must have been working near that valley.
NINJATWIST_: So, I just followed that trail of spare equipment back to his base.
NINJATWIST_: Although the Mooks were probably on that trail too, which is why I encountered some of them on the way here.
NINJATWIST_: I also saw some extra game constructs, like Ogres, Basilisks, and hell, maybe even a Giclops or two.
NINJATWIST_: Some of them were even carrying Copper, which I looted from them after I beat them.
NINJATWIST_: That's how that came to be in my possession. I'm pretty sure Luke and his friends have some rarer Grist somewhere.


He also adds some of 9mm rocks he found along the way to the Ingredients index as a Lvl. 2 Ingredient!

Also, I'll remember your second post for processing next turn.

The player sighs, but through the client, they type.

Alastair1: Ah, that figures.
Alastair1: I never bothered to install mods. THoguh, you'd think I'd have gotten some when the Acolyte did the thing...

The Minecraft Avatar then turns to the now humanoid dragon.

Alastair1: So... how are you? And who are you, if you don't mind me asking?

He then turns to Splashcat.

Alastair1: Same goes for you, really. Might as well learn some stuff about the people I'm playing with.
Alastair1: Or fighting alongside, rather. I keep forgetting that the consequences for these incidents can get a bit... much.
Alastair1: Uhm, I'll keep an ear out or an eye on my screen for your responses. I'm going to search my inventory for something to help us out.

With a bit of inventory shuffling and a couple of Shulker Box deployments and pick ups later, he finally finds what he was looking for. Holding another egg, he throws the thing to summon...

A Savanna Villager. Judging from its outfit of a black apron and hammer and chisel, it was clear that this was a Stone Mason.

Alastair1: I know I know - normally these guys just sell items. But it's the darndest thing!
Alastair1: I saw several villages back on the Acolyte's server where these guys did more than that!
Alastair1: The Fletcher actually tested their arrow stock! THe cleric did blessings!
Alastair1: The *Nitwits* actually did something *useful* and helped children or move blocks for the villagers with professions!
Alastair1: I'm hoping that behavior carried over to this one...

He looks expectantly. The Stone Mason looks at the wall for an uncomfortably long amount of time...

Before placing a stone block down, evening out the wall. He turns and nods to Alastair1.

Alastair1: YES! Alright, we are in business!
Alastair1: Now where did I put the rest of them? Bah. Maybe I should empty out my inventory a bit.

He then slams down two essentials of the Minecraft Player. First and foremost...

A crafting Bench! By using certain amounts of pre-existing materials, you can create other stuff. Near useless with the Alchemiter, but it can be used as an alternative search action for finding new things - so long as you justify it as using wonky minecraft layouts to synthesize new items. You still have to spend an Action like you would searching, though.

The other is - HOLY TOLEDOS that was a Bucket of Lava being dumped out! Thankfully he seemed to have carved a perfectly cubic hole intot he ladscape. However, this might make an excellent trap for unwary foes...

Alastair1: Okay, garbage disposal and crafting bench set up. Let's see if I can clean up my inventory.

And at once he begins to spew out a continuous stream of Minecraftian rotten flesh into the lava. It'd bedisturbin gif the graphis weren't so significantly stylized.

==========================================================================================================================

Actions:

Action 1: Create a Crafting Bench as different Flavortext avenue for Search Actions.

Action 2: Set up a Lava Hole trap!

Free Actions:

5 charge - Summon a Stone Mason Villager (Base Damage replaced entirely with 'heals structures')

Entity Orders:

Stone Mason - Get acquainted with the Outer Wall.

Resources:

Charge - 22/29
Build Grist - 516
Lvl 1 Grist - 50
Lvl 2 Grist - 20

5 charge spent! Mason Villager summoned!

You also place down a Lava Pitfall Trap! if it doesn't function how you want it to, just let me know. I might tweak it on my own in the future without your input.

You also summon a Crafting Table to make some Minecraft-themed stuff. Ninjatwist_ eyes it with a sense of familiarity.

Post-Player Battle:

Luke is on his laptop while Ninjatwist_ is busy working through his weapons. Luke pops his head up from the screen with a quick announcement:

LUKE: Just a heads up, my friend just told me the next leg of the Mook attack force should be arriving soon.
LUKE: She also said one of their commanders is in charge of them, but he's in the back lines.
LUKE: His defeat should get these Mooks to back off and let us reach her.
LUKE: Make sure to get your crafting finalized before we confront them.


// Reminder: You can craft items twice per action, and you can spend one action on this per post. You can also spend one action getting one Ingredient of any level.
// Also, crafting a Lvl. 2 Item costs 80 Build Grist, 20 Malachite, and 20 Copper as of now. You'll also need some existing Lvl. 2 Ingredients.
// Be sure to keep track of your Grist stores! The Ingredients list is linked in the collected player inventory.


[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 6/35. (1 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
0/320 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite)
0/80 Lvl.2 Grist (Includes: Copper)

The Paradoxical Dragon:
Aether Chestplate [Lvl.1] (Equipment, 10% chance to dodge an attack completely)
Voidstaff [Lvl.1] (Blunt Weapon, Base Damage: +1, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)

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)
Mook Semi-Auto Shotgun [Lvl.0] (Base Damage: User)
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)
Iron Boots [Lvl.0] (Equipment, 10% chance to reduce incoming damage by 20%)

Splashcat:
Cursed Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)

Luke Ingram [AA] Health Vial: 100%. (100/100 HP). / BD: 6. / SV: 3. Lead Skin (100% resistance to ranged damage, 0/1)
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 100/100. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 60/60. Fortification (50%, 3 Capacity).
Covering: Nothing

Combat Apothecary [AA - The Paradoxical Dragon] HP: 20/20. / BD&H: 4. / SV: 3. Combat Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 52/52. / BH: 7. / SV: 3. Healer.

Steel Golem [AA - Torix] HP: 100/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 24/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used?

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 1: Battle Post 13
Sorry for the double post, but I need to. Not gonna be able to post on the near future and don't want to miss my actions for the next turn. Therefore...

[Both Actions]
Torix casually engages in a whole TON of Alchemy...
here's hoping he has enough Grist.

[LVL 2] Fire Caster Sword ++ Essence of Lightning
[LVL 1] Orange Jacket ++ Tiger-Striped Mesa Rock
[LVL 1] Essence of Healing ++ Alastair's Picnic ++ Portability
[LVL 1] ... You know what, let's just chuck two random things from the list together. See what happens.

I'll update Grist and charges next turn. Sorry!

Alright, I'll take this post into account now.

Fire Caster Sword ++ Jar of Lightning Energy == Firebolt Sword
Firebolt Sword
[Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)

Congrats on your first Lvl.2 Alchemy! You hold the Firebolt Sword aloft with pride. It's made of a similar material to the Fire Caster Sword, but it has lightning-bolt shaped crossguards, and electricity pulses through it periodically.

Orange Jacket (I think this came from an earlier post?) ++ Tiger-Striped Mesa Rock == Tiger Patterned Jacket
Tiger Patterned Jacket
[Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
You create the Tiger-Patterned Jacket! It looks pretty stylish, maybe enough so that a quick look might startle any foes that try attacking its bearer.

Essence of Metabolic Healing ++ Alastair's Picnic == Jar of Liquid Food
Jar of Liquid Food
[Lvl.1] (4/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

You gain a quartet of Jars of Liquid Food! It might not sound appetizing at first, but it'll provide some good healing with its boost of easily-consumed energy.

All of this serves to set you back... 120 Build Grist, 20 Copper, and 40 Malachite. Which you should, and do have.

Your last item's recipe comes up as...

Tiger-Striped Mesa Rock ++ Jar of Lightning Energy == Thunder Tiger Stones [Lvl.2]

I'm afraid that you don't have enough Copper to craft this up, since the Jar of Lightning Energy is a Level 2 ingredient. Hey, at least the result looks kinda cool. Is it a type of consumable or a new crafting ingredient, though? That's up for you to decide.

Build:562?
Lv 1:30?
Lv 2:0
Charge:2/35

(x1)I craft Gold Ore++Essence of Creation++Jar of Ambient Light++Voidstaff to create a balanced golden staff that conducts magic better and is attuned to Magics of Creation.

I also try Modern Helmet Replica++Jar of Magic Water


(x1)(Staff of Creation Magics)I summon a few stakes and moving some dirt and rock out, aand also creating some camoflague sheets, i create a few Stake Traps fo the next wave of Mooks

Gold Ore ++ Essence of Creation ++ Jar of Ambient Light ++ Voidstaff == Staff of Creation Magics
Staff of Creation Magics
[Lvl.2] (Blunt Weapon, Base Damage: +2, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit, can also be used to buff a heal)

You have created the Staff of Creation Magics! Congrats on your first Lvl.2 Alchemy. It's a staff with gleaming golden spirals around it focusing around a largely void-colored core now teeming with stars.

Modern Helmet Replica ++ Jar of Magic Water == Magic Aqua Helm
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)

You get the Magic Aqua Helm! It'll provide a handy bit of protection if anything tries coming at you with a flame-based attack.

Both of your alchemies cost 100 Build Grist, 30 Malachite, and 20 Copper. Which you have, thankfully.

Oh yeah, and you also set up a few Stake Traps for the incoming Mook army!

Once Alastair1 has yeeted the last of their trash into the lava pit, the Player frowns in real life. They still seemed to be having a hard time finding all of the summon eggs somehow. Even with the clutter reduced, they only managed to find 1. Even so...

They throw it and it breaks open to reveal another villager! Hailing from the Desert, this Villager is a Cleric! using the power of the Brewing Stand Alastair1 slaps down, his attack option is replaced with a brewing option! He'll brew splash potions to either do damage to a group of enemies, or heal a group of allies. However, he's a bit slow...

With that done, Alastair1 goes over to the Alchemiter. Finding their iron chestplate sufficient for now, he decides to Alchemize...

Tiger-Striped Mesa Rock ++ Basic Pants
Build Grist ++ Mook Semi-Auto Shotgun

And with that, he'll be busy for a bit, though he does note Ninja's wistful look...

==========================================================================================================================

Actions:

Action 1: Create a Brewing Stand as different Flavortext avenue for Search Actions.

Action 2: Alchemize!

- Tiger-Striped Mesa Rock ++ Basic Pants
- Build Grist ++ Mook Semi-Auto Shotgun

Free Actions:

5 charge - Summon a Cleric Villager (Base Damage and has Base Healing. Both are multitarget. SV is reduced as needed to make this balanced.)

Entity Orders:

Stone Mason - Get acquainted with the Outer Wall.

Cleric - Get acquianted with the Brewing Stand

Resources:

Charge - 17/24
Build Grist - 516 - 1 - ? = ???
Lvl 1 Grist - 50 - 20 = 30
Lvl 2 Grist - 20

Cleric villager added! I might not be adhering too much to the formula, since it attacks kinda differently than many other entities, but I want to make its statline similar to the Stone Mason Villager's. I added a new keyword Stall to represent its attack cooldowns, such as brewing up potions.

Tiger-Striped Mesa Rock ++ Basic Pants == Tiger-Pattern Pants
Tiger-Pattern Pants
[Lvl. 1] (Equipment, +5 dodge chance, making a martial arts-focused attack in it triples the bonus, cannot trigger consecutively)
Man, the Tiger-Striped Mesa Rock is quite the popular ingredient! You choose to adopt it into a wild pair of pants. I assume you're going to replace the Iron Boots with it, seeing as how it's... not that useful. Equipment's capped at three pieces per player, I'm afraid. Unless I switch up the item cap rules, and seeing as how consumable don't see widespread use...

Oh yeah, I'm also just going to give the Mook Shotgun a straight upgrade.

Mook Semi-Auto Shotgun ++ == Build Grist-Forged Shotgun
Build Grist-Forged Shotgun
[Lvl.1] (Semi-Automatic, Base Damage: +2)

You get a Build Grist-Forged Shotgun! It's like the basic semi-automatic design, but reinforced. You'll be bringing more firepower and more dakka than the average Mook now!

These alchemies set you back 40 Build Grist and 20 Lvl.1 Grist in total.

Charge Gauge: 13.

-----



Splashcat: I'll be honest, I'm not really sure.
Splashcat: With the exception of Kalis in Thymium - and I suppose a brief foray into a Uriel knockoff in Reap the Godmodder - most of my roleplaying in DTG has been acting as a self-insert and rambling about self-insertion.
Splashcat: As you might have noticed by the fact that I've formatted this as in-character dialogue, this definitely falls into that category.
Splashcat: There's another thing, though. I've mostly been doing *that* in MSPAradox, and have been kind of avoiding posts with roleplaying or T H E M E S in other DTG games. It's to decrease my workload, really. I can only write so much freestyle Foucault's Pendulum fanfiction.
Splashcat: So, who am I? Uh... Splashcat Lite, I guess?
Splashcat: Maybe if a character concept strikes me I'll be something a little more, but for now, I'm here to make puns, kick butt, kick butt with puns, and maybe leave whatever canon this game exists in a better place than it was when I arrived.
Splashcat: Oh, and break the fourth wall, I guess. I kinda just did that a lot.
Splashcat: Feel free to ignore all of this in-character if you want. Meta is pretty canonically dubious by default, and if your vision of your RP doesn't include trying to process the fact that this is a forum game and we're all roleplaying, then I'm not going to force it on you.
Splashcat: What was the point of this?
Splashcat: Uh... Oh, and hi.

-----

Action 1: Crafting time.

Chestplate Mold ++ Gunmetal Ore

Cursed Alloy Sword ++ Void Essence

-----

Action 2: I, uh, charge 1?

Gauge: 14.

Chestplate Template ++ Gunmetal Ore == Gunmetal Chestplate
Gunmetal Chestplate
[Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)
You get a Gunmetal Chestplate! It's not exactly the intended purpose for the metal, but seeing as how it's built to absorb explosions, it should work well as a defensive item.

Cursed Alloy Sword ++ Jar of Diluted Void == Cursed Void Sword
Cursed Void Sword
[Lvl.2] (Bladed Weapon, Base Damage: +2, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
You get the Cursed Void Sword! It's a lot like the Cursed Alloy Sword, except its blade looks a lot more like pitch darkness.

Oh yeah, you can also charge 2 if you just spend an action on it.

+2 to your current Charge Gauge.

Post-Player Battle:

Luke closes his laptop screen and picks up his SMG. Ninjatwist_ looks up, distracted from trying to figure out if the crafting table works with anything he has.

LUKE: The enemy's out there...
LUKE: Let's assemble our positions and prepare to meet them.


Thus, Ninjatwist_ heads out the door to meet up with Luke. He wasn't kidding- a larger Mook force has arrived outside of the walls. Among them is a small armored vehicle that looks like it carries some amount of additional troops. On the field is a short, devilish-looking figure, who appears to be giving orders to the Mooks. When he turns to look at you, he points up and shouts a command to the surrounding Mooks...

??????: There's our target.
??????: Let's go! All Mooks, attack!


At his signal, the Mooks at his command advance towards Luke's base. But you should be ready to defeat them. Their commander doesn't appear to have himself on the front lines yet, so you'll have to weather these forces to make it to him.

A Stone Mason Villager comes onto the field and positions himself next to the Outer Wall.
A Desert Cleric Villager arrives, his potions and brewing stands at the ready.
A Stone Golem strides onto the field.
A Quiet Healer sneaks into the back lines.

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
0/320 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite)
0/80 Lvl.2 Grist (Includes: Copper)

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)
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, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit, can also be used to buff a heal)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (4/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Luke Ingram [AA] Health Vial: 100%. (100/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 100/100. / BD: 4. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: +2. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +4, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 60/60. Fortification (50%, 3 Capacity).
Covering: Nothing

Combat Apothecary [AA - The Paradoxical Dragon] HP: 20/20. / BD&H: 4. / SV: 3. Combat Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 52/52. / BH: 7. / SV: 3. Healer.

Stake Pitfall Trap [AA - The Paradoxical Dragon]: Deals 4 damage to one enemy. Applies Bleeding (1 damage taken per turn) for two turns to the victim and Stun (Misses attacks) for one turn to the victim and another in its group. Can be used twice.

Steel Golem [AA - Torix] HP: 100/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 24/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 24/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice.

Spear Mooks [PA] HP: 8/8. (x10). Chivalry.
Rifle Mooks [PA] HP: 8/8. (x10). Chivalry. Ranged Training 2.
-Rifle Mook Leader [PA] HP: 14/14. VIP. Attached squad with Chivalry attacks twice. Grants Ranged Training 2 to attached squad.
Lightly-Armored Sword Mooks [PA] HP: 8/8. (x10) Chivalry.
Elite Battle Rifle Mooks [PA] HP: 8/8. (x10). Chivalry. Ranged Training 2.
Powered Auto Shotgun Mooks [PA] HP: 8/8. (x6). Chivalry.
Well-Armored Club Mooks [PA] HP: 8/8. (x6). Armor (60% chance, 65% effectiveness). Chivalry.
Mook Infantry Fighting Vehicle [PA] HP: 80/80. / BD: 6. / SV: 3. Armament: Autocannon (Semi-Automatic). Holds a cargo of 10 Mooks.

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 1: Battle Post 14
Charge Gauge: 15.

-----

Let's figure out my grist reserves before the task gets even bigger. Since I crafted a lv. 1 and a lv. 2 item, I spent 100 Build Grist, 30 Malachite, and 20 Copper this turn. I also spent 20 Build Grist and 10 Malachite on my initial Cursed Bismuth Sword. That makes total expenditures 120 Build Grist, 40 Malachite, and 20 Copper. The question, then, is how much Grist have I obtained to date to deduct that from?

Battle Post 10: 70 Build Grist.
Battle Post 11: 76 Build Grist, 10 Malachite.
Battle Post 12: 88 Build Grist.
Battle Prep 2 Post 1: 80 Build Grist, 30 Malachite, 20 Copper
Battle Prep 2 Post 2: None.
Battle Post 13: None.

Total Gained: 312 Build Grist, 40 Malachite, 20 Copper.
Total Spent: 120 Build Grist, 40 Malchite, 20 Copper.
Final Total: 192 Build Grist, 0 Malachite, 0 Copper.

-----

I equip the Gunmetal Chestplate. You know what they say, it takes a gun to stop a gun... wait, no, nobody says that. Oh well, it's metal and it's armor, it'll do something.

----

Action 1: I draw my Cursed Void Sword. In a series of precise strikes, I slash at the Mook Infantry Fighting Vehicle, etching a complex pattern of cuts into its surface. With the last blow, the pattern lights up with iridescent energy. It's a summoning circle, but incomplete, summoning... nothing. And nothing answers the call, pouring forth in inky gouts to consume the Vehicle whole.

-----

Action 2: I hammer a cartoonishly oversized cork into the barrel of the Mook Infantry Fighting Vehicle's Autocannon. Taped to its inward facing side is a mirror. Taped to the mirror is a UNO reverse card and a Mirror Force card.

Gunmetal Chestplate equipped! Again. You get equipment's effects as long as it's in your inventory, so no need to worry about equipping it manually.

You deal 12 damage to the Mook IFV with your first attack! You also proc Cursed on it, which should increase the damage it takes this turn.

You apply Jammed to the Mook IFV with your second attack! This'll make it so that it'll deal damage to itself when it fires the Autocannon!

+4 to your current Charge Gauge.

Also, I might have deleted your Cursed Alloy Sword, which shouldn't have gotten deleted. Retrieved!

A few moments earlier....



Alastiar1: Huh.
Alastair1: I never met such an interesting Roleplayer before! Though I haven't heard of DTG games.
Alastair1: Maybe once we stop the Acolyte you can introduce me to them? They sound interesting enough.
Alastair1: At any rate, nice to meet you!

*Back in the present*

"Oh fuck."

These words are said by the Player back in the real world. This looked nastier than the last group... but worst of all was that deathbringer on wheels. 6 damage, a freaking cannon, and more mooks inside? PLUS all that health?

No, that thing HAD to go! Thankfully Splashcat was already on it, but he had a different plan of his own.

So for his opening move, he moved in with the Tiger Ax and went Whole Ham on the Mook Infantry Fighting Vehicle . Making sure that only the Ax's head could be seen by the viewports, he relentlessly attacks the thing's cannon, hoping to give it enough damage to increase the chances of Splashcat's attempt at sabotaging it.

Once he knew he got its attention, he retreated, the Tiger Pattern and running pattern making him look like a fucking tiger was running for one of the leaders! The Mook Infantry Fighting Vehicle, with its main gun disabled, would have to pursue and run it down.

However it was too zealous, for Alastair1 had lead it right to the Lava Pitfall trap! He leaps over it, but the wheels of the thing aren't so lucky as the vehicle takes damage and catches fire from the Burning status effect!

Meanwhile the Cleric's first poison potion will go towards harming those Well Armored Club Mooks - the initial damage won't be too great, but the Poison should make up the difference and bypass the armor! Naturally he'll retreat behind the Outer Wall.

The Stone Mason Hides behind the Wall as he prepares to get to work on it.

==========================================================================================================================

Actions:

Action 1: Boost Splashcat's Sabotage Action by Attacking and damaging the Mook Infantry Fighting Vehicle's Armament: Autocannon

Action 2: Bait the Mook Infantry Fighting Vehicle into the Lava Pitfall Trap

Free Actions:

None this turn, aside from Roleplaying.

Entity Orders:

Stone Mason - Hide behind the Outer Wall to heal it better

Cleric - Splash Potion attack the Well-Armored Club Mooks, and get behind the Outer Wall if possible

Resources:

Charge - 17/24
Build Grist - 476
Lvl 1 Grist - 30
Lvl 2 Grist - 20

You deal 12 raw damage to the Mook IFV, which gets boosted up to 13 with Cursed! Sadly, no critical hit occurs.

You also lure the Mook IFV into chasing you across the Lava Trap!

+4 to your current Charge Gauge.

The Stone Mason and the Cleric will do as you command.

Build:562
Lv 1:40
Lv 2:0
Charge:2/35

(x1)(Voidstaff)Raising my Voidstaff, i call down a plume of Absolute Darkness from the Dark skies of my previous attack. As the Darkness descends, they transform from the quiet darkness of a Beautiful Night Sky, to the Smothering Ashes of a Thick Cloud of Smoke and Smog. As it descends down onto the Powered Auto Shotgun Mooks, they suffocate, as they are also blinded by the sheer thickness of dark smoke and smog that covers their vision and invades their lungs.//attacking all of them, to trigger as many chances of Blindness as possible.

(x1)(Staff of Creation Magics)Covering myself in the previous Haze, i let unworthy eyes gaze over me as i surround myself in the illusions of the Fey. Grasping the Staff of Creation Magics, i stealthily creep up to the Rifle Mook Leader and behind his back, swing the staff onto his head with a Resounding Crack to knock him out. I then manifest the Binding Chains of Adamantium and, justs as he wakes up, summon. From the Fog of London Past, an age of Thick Smoke and haze, ther was a story, a rumour of a Murderer. Come Forth, Jack the Ripper and devour this foe. And so it is done as Jack Noir, Wanted Criminal, Professional Stabber and Ripper of new ones come forth wearing a Jack the Ripper Nametag. He then proceeds to stab the Rifle Mook Leader professionally, stealthily, and very, very often.

Your first attack with the Voidstaff deals 3 damage to four of the Auto Shotgun Mooks! You blind three of the four that you hit.

Your second attack is significantly more successful! You deal 16 damage to the group of Rifle Mooks- one portion of the damage lethally drops one of the Leader's bodyguards for 8 damage. You deal 8 damage to the Mook Leader, however, as the next portion of the damage strikes true!

+5 to your current Charge Gauge.
+8 Build Grist acquired.

The portal tears open. Considering that Sky High and Xor were sucked into the portal with everyone else, it's only natural to assume that they're going to come back out.

But that's not what happens.

A mechanical foot steps out. Then a familiar-looking red robe. Then, a real foot. Then a mechanical hand holding a familiar staff. Then, an unfamiliar face - but somewhere under that half-mechanical face and eyepatch is Sky High, with a melodica attached to his back.

It's all so familiar, yet it's all so... different. And where's Xor? Are we missing something?

(Sky High? has joined the [AA] faction!)

Welcome to the game! Your PC has been added.

Action 1 -
Realizing the new force has arrived, Torix picks up the new sword - seemingly having had one of it's alloy ingredients changed to copper instead of Malachite - and smiles. This thing could definitely be fairly useful - so let's actually test it out here.

Rushing past the other Players on the battlefield, Torix focuses immediately on the Elite Battle Rifle Mooks, realizing the threat the group poses. Immediately, he rushed in again and begins his attacks by quite simply firing off several bolts of arcane fire. Realizing the similar attacks to the previous enciunter, the Mooks smile at the predictability of this encounter. It's just going to be more fire attacks - easy! Thankfully, they brought some additional Fire.Protection armor with them this time, so they should be alright, if this is the only thing that strange player has.

Then, lightning begins to charge up within the sword. Sensing one of the telltale bolts of electricity begin to build up within the framework of the sword, Torix assumes a more defensive position, still using primarily fire spells along with a mixture of general and physical defense, until the now potent energy sparking and zapping from the blade is uncanny as an element of lightning. Thankfully, their armor seems to be made out of mostly iron armor as well - and Fire Protection isn't protection against electrocution, is it? As Torix unleashes the lightning into the Mooks [super effective, cause their rifles and armor are made of metal!], several Mooks are left electrocuted and fairly... well, fairly dead.

Action 2 -
Torix, finally excited to be using an entirely different element compared to fire, proceeds to laugh it off. There are so many good lightning based spells here - so why not start with the basics? The sword, again charging and building up that natural static electricity over time, soon charges up... and eventually, those crackles of electricity that occasionally strike from the blade become more and more constant, until the blade itself glows yellow with basic electricity. It would be impossible, except for Torix having the sense to make the blade's handle coated in rubber so that way he himself doesn't get electrocuted.

Aside from that, though, the blade is now set in a electric glow - and this could be precisely what he needs for the next attack. Aiming towards the Heavily Armored Mooks now, Torix points the blade and fires a massive lightning bolt directly at the force, hitting one mook square on and having a fair chance to split off to a second attack!

Roleplay Actions -

Torix, taking a pause from the assault, regards the newcomer.

Torix - ... Do - Do I know you from somewhere?
Torix - You seem familiar. Either way... not the biggest issue right now.

He points to the battlefield and the complete chaos being created by his fellow Players.
Torix - Anyways... you seem to know the drill. Kill Mooks, defend friends, really.
Torix - Do alchemies, talk, and summon stuff some times too... actually, you know what, here.

A small parcel of 20 Malachite and 80 Build Grist materializes within Sky High(?)'s inventory, taken directly from Torix's stores.
Torix - Just something to get started with. Good luck with alchemy...
Torix - And see you on the battlefield, hopefully. Thanks for the help.
Torix - Talk more later, we'll properly introduce ourselves then!


Entity Orders -
Steel Golem - Cause further chaos within the ranks of the Elite Battle Rifle Mooks!


Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 2/35
Grist -

[LVL 0] Build Grist - 458
[LVL 1] Malachite - 20
[LVL 2] Copper - 0

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to second foe]

Armor -
Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. Looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on attacker

Consumables -
Jar of Liquid Food - [4/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

The Steel Golem will do as you say.

Your first attack deals 16 damage to to the group of Elite Rifle Mooks, killing two of them!

You can only use an alchemy once every turn, just as a heads up- it was a soft rule in the precursor to this, but I should make it clearer in this version. So, I'll have you use the Fire Caster Sword for your second attack instead. You deal 12 damage to the Well Armored Mooks, rolling well and allowing you to pierce right through their armor!

+5 to your current Charge Gauge.
+44 Build Grist acquired.

Post-Player Battle:

Ninjatwist_ takes aim and fires at the Rifle Mook Leader, trying to net the kill! Only one shot lands true, however, and the other hits a bodyguard. 4 damage dealt to both!

Luke Ingram shoots at the Well-Armored Club Mooks, with two of the shots making impact! Both of them strike the Mooks' armor, but the Alternator SMG's bullets burn through it regardless. 4 lethal damage dealt to the weakest Well-Armored Club Mook!
The Combat Apothecary deals 4 lethal damage to one of the Rifle Mooks!
The Quiet Healer stays put and waits to heal something.
The Stone Mason Villager hides behind the Outer Wall, prepared to heal it.
The Desert Cleric Villager tosses a Splash Potion at the Well-Armored Shotgun Mooks! One gets hit for 2 damage, as the armor blocks the hit. The Mook also gets Poisoned for two turns, which should make its armor easier to brute-force in the future!

The Spear Mooks attack the Steel Golem, dealing 10 damage to it!
The Rifle Mooks fire at both Splashcat and the Quiet Healer due to the unit's more aggressive tactics, dealing 5 damage to the first and 8 damage to the second!
The Rifle Mook Leader contributes a shot, chipping at the Outer Wall for 2 damage!
The Lightly Armored Sword Mooks attack Luke Ingram, dealing 10 damage to him! None of them score crits!
The Elite Battle Rifle Mooks fight back against Torix, but also focus fire the Steel Golem, dealing 4 damage to the Steel Golem! Torix takes 2 damage but blocks one of the shots, inflicting Scared on the attacker!
The Powered Auto Shotgun Mooks fire at the Stone Mason Villager, dealing 2 damage to it! The Outer Wall blocks four of the shots, but takes 4 damage itself.
The Well-Armored Club Mooks fight back against Luke Ingram, dealing 4 damage to him!
The Mook Infantry Fighting Vehicle tries firing off a round, but it takes 4 damage from its cannon being jammed! It tries to fire again after clearing the jam, but the shot goes wide.
The Mook Infantry Fighting Vehicle also gets led into the Lava Trap, taking 5 damage buffed by Cursed and suffering a burn!

The Steel Golem crushes one of the Elite Battle Rifle Mooks, dealing 10 lethal damage!

The Blinded Powered Shotgun Mooks regain sight!
The Well Armored Club Mook's poison ticks down!
The Mook IFV's jam is cleared!
The Mook IFV's curse is lifted.
The Mook IFV's Burn ticks down!

Total Grist gains for this round are:
+82 Build Grist

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 20/25. Charge Gauge Spent: 0/35. (1 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
82/320 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite)
0/80 Lvl.2 Grist (Includes: Copper)

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)
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, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit, can also be used to buff a heal)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (4/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Luke Ingram [AA] Health Vial: 86%. (86/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 100/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 56/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager.

Combat Apothecary [AA - The Paradoxical Dragon] HP: 20/20. / BD&H: 4. / SV: 3. Combat Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 44/52. / BH: 7. / SV: 3. Healer.

Stake Pitfall Trap [AA - The Paradoxical Dragon]: Deals 4 damage to one enemy. Applies Bleeding (1 damage taken per turn) for two turns to the victim and Stun (Misses attacks) for one turn to the victim and another in its group. Can be used twice.

Steel Golem [AA - Torix] HP: 86/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 22/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 24/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used once.

Spear Mooks [PA] HP: 8/8. (x10). Chivalry.
Rifle Mooks [PA] HP: 8/8. (x8). Chivalry. Ranged Training 2.
-Rifle Mook Leader [PA] HP: 2/14. VIP. Attached squad with Chivalry attacks twice. Grants Ranged Training 2 to attached squad.
-Rifle Mook HP: 0/8. (x2)
Lightly-Armored Sword Mooks [PA] HP: 8/8. (x10) Chivalry.
Elite Battle Rifle Mooks [PA] HP: 8/8. (x6). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mooks [PA] HP: 8/8. (x1). Scared (Misses actions, 1/1)
-Elite Battle Rifle Mooks [PA] HP: 0/8. (x3).
Powered Auto Shotgun Mooks [PA] HP: 8/8. (x2). Chivalry.
-Powered Auto Shotgun Mooks HP: 5/8. (x3) Blind (60% miss chance, 0/1)
-Powered Auto Shotgun Mooks HP: 5/8. (x1)
Well-Armored Club Mooks [PA] HP: 8/8. (x3). Armor (60% chance, 65% effectiveness). Chivalry.
-Well-Armored Club Mooks [PA] HP: 5/8. (x1) Poison (1 damage taken per turn, 1/2)
-Well-Armored Club Mooks [PA] HP: 0/8. (x2)
Mook Infantry Fighting Vehicle [PA] HP: 43/80. / BD: 6. / SV: 3. Armament: Autocannon (Semi-Automatic). Holds a cargo of 10 Mooks. Cursed (+10% damage taken from direct attacks, 0/1), Jammed (100% chance to injure itself when using a firearm, chance halves with each shot, 0/1), Burning (1 damage taken per turn, 1/2)

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 1: Battle Post 15
Build:644
Lv 1:40
Lv 2:0
Charge:7/35

(x1)(Voidstaff)I remind the Powered Auto Shotgun Mooks as they clear their eyes, that the smog cloud around them still exists as I draw deeper on the Voidstaff's power. As the Smog deepens, it's properties intensifies, the area of visibility decreases from "barely can see their nose(if they have one)" to "the Pitch Black of the Countryside at Night with no Stars". Shadowy Growls can be heard on the edge of their hearing as they are blinded, yet again, by the all consuming smoke cloud that devours the Light.

(x1)(Staff of Creation)Using the sound of growls and a Created Will'O'Wisp that seems to guide the Rifle Mook Leader and his Bodyguard around while actually draining a bit of the Bodyguard's Lifeforce to fuel itslef, I lure them into my Trap, the Stake Pitfall trap, and activate it, causing the Stun effect as one of them, preferably the Leader drops into the Pit.

(Orders)Healer to heal the Steel Golem while the Apothecary punches another Powered Auto Shotgun Mook

You deal 12 damage to the Powered Shotgun Mooks with the Voidstaff! Two of those Mooks go down from the attack.
You also deal 2 damage to one of the survivors, who doesn't get blinded.

Your also lure the Rifle Mook Leader and company into the Stake Pitfall Trap!

+4 to your current Charge Gauge.
+20 Build Grist acquired.

Sky High? acknowledges Torix.

Sky High?: Yes, you look familiar too... not that it matters.

He widens his eyes at the gift.

Sky High?: ...Thank you.

Sky High? then turns his attention to the battlefield. He notices the Mook Infantry Fighting Vehicle and squints with his one good eye.

Sky High?: The weapons of war fall easily to the weapons of magic.

ACTIONS 1 + 2

In his hand, his staff turns into a kunai. He lowers himself to the ground, and with a kick from his mechanical foot, he's off at blinding speeds! He stops on a dime on the other side of the Mook forces, and leaps high into the air before landing on top of the Mook Infantry Vehicle. With his mechanical eye, he locates the engine, and throws the kunai ever so perfectly at it. It lodges between two gears, which fly off, breaking several other parts of the engine in the process. Sky High? leaps off, and catches the kunai as it flies out of the engine. It turns back into a staff in his hand.

----------
No entities to order around... yet.

Inventory:
80 Build Grist
20 Malachite

Good attack! Your combined actions deal 22 damage to the Mook Infantry Fighting Vehicle, putting it well below Orange Health!

+4 to your current Charge Gauge.

Charge Gauge: 19.
Grist: 274 Build Grist, 0 Malachite, 0 Copper.

-----

Action 2: I call the EPA on the Mook Infantry Fighting Vehicle. Its emissions are off the charts! Carbon dioxide, oil leaks, carbon monoxide, ozone, sulfur dioxide, formaldehyde, and benzene are the problem emissions every tester knows about, but this vehicle is something special. Arsenic trioxide, chlorofluorocarbons, trinitrotoluene, chlorine trifluoride, dioxygen difluoride, dimethylmercury, nickel carbonyl, hydrogen cyanide, azidoazide azoles, hexanitrohexaazaisowurtzitane... Its gun's bullet emission levels are something to be concerned about as well, and its cargo bay emits entire mooks. The EPA inspectors remove all the offending components, and everything hooked up to them just in case, leaving only a squad of mooks sitting comically in the skeleton of a vehicle.

-----

Action 2: I scoff at the Mook Infantry Fighting Vehicle. How can it call itself a Mook Infantry Fighting Vehicle if it hasn't even fought any Mook Infantry? Suddenly, a squad of Mook Infantry jumps out from behind a nearby rock formation and attacks the Mook Infantry Fighting Vehicle. The Vehicle manages to fight them off, but not without sustaining heavy damage.

Whoa, impressive. Your attacks deal 24 damage to the Mook Infantry Fighting Vehicle, knocking it out of the fight straight past Red Health and dealing 3 Overkill damage which will get calculated later!

+5 to your current Charge Gauge.
+80 Build Grist acquired.

>

The command prompt suddenly appearing on the player's computer surprised him. He didn't quite know how to react, especially since he didn't press the button itself. Had he not had problems using the task manager while caught up on the Acolyte's server, he'd have already did away with his window.

As it was, there it sat. After a moment, he experimentally typed in...

>help

This did not, in fact, bring up a menu of commands. Instead his Minecraft Avatar began to move on its own! It rapidly went in and joined the ranks of the Mook Infantry that Splashcat summoned to fight the Mook Infantry Fighting Vehicle. Naturally, his avatar did better than most, but it also moved a lot more freely than it had been before. Less like the Minecraft animations, and more like it was one of those minecraft animation dolls. Especially with its usage and swinging of the Tiger Ax.

The player was stunned, but with the command line gone, he was able to investigate the settings. And eventually...

"Computer Terminal Program enabled."

Curious, he minimized his Acolyte screen to see the Command prompt again. And his Avatar from a different angle....

One where the Rifle Mooks Leader, after escaping the Will 'O Wisp, was about to unload on his character.

He typed in a quick and simple command.

>RUN

And the minecraft avatar ran rather fast. The face was unchanging, but it did manage to get the evasive bit down. As the Player watched his guy get fired upon, he noticed that there was still some more mooks in armor getting away scot free. So he tried soemthing...

>Order Cleric Villager to Poison more of the Club Mooks

With this, he was startled to see and hear his avatar speak in a monotone voice.

"Desert Cleric Villager, poison the Well-Armored Club Mooks."

The player was stunned, and for a second, so were the villagers. But then they quickly got to work (or in the Stone Mason's case, back to work on repairing the wall). He looked at hiskeyboard, then back to the vehicular monstrosity. He wondered how abstract this program was...

>Fill them with daylight.

And lo and behold, it took out the Grist Forged Semi-Auto Rifle and began to fill the Mook Infantry Fighting Vehicle with bullets!

The Player was amazed... and the Player yawned. He was starting to get tired. He had been playing for quite a while now. He needed some rest soon...

==========================================================================================================================

Actions:

Action 1 + Tiger Ax: Boost Splashcat's Mook Fighting mob attack on the Mook Infantry vehicle

Action 2 + Grist Forged Semi-Atuomatic Rifle: Fill the thing with daylight too!

Free Actions:

None this turn, aside from Roleplaying.

Entity Orders:

Stone Mason - Heal the Outer Wall!

Cleric - Splash Potion attack the Well-Armored Club Mooks some more!

Resources:

Charge - 21/24
Build Grist - 558
Lvl 1 Grist - 30
Lvl 2 Grist - 20

Both of your attacks deal more than 17 overkill damage to the Mook Infantry Fighting Vehicle, certifying that it'll explode at the end of its turn when its cargo escapes!

+4 to your current Charge Gauge.

Roleplay -


Taking note of the sudden fluidity in Alastair's movements, Torix quickly calls out in the direction of the avatar.
Torix - Hey, Alastair - what happened?
Torix - You're... well, seemingly a lot more coordinated with those controls now.
Torix - Looks a bit more like one of the VR models, if anything...
Torix - So, uh... whatever you're doing, keep it up! Works and looks great!


Torix - It's not a problem, ... uh, Sky High, right?

He kinda scratches the back of his head, unsure if that's the name or not. Despite not taking an active role in the previous phase of the war, Torix was still there watching from a distance - and thankfully, it seemed to be enough to recognize some of the Players from back there. Perhaps it's how Sky High recognized him?... Getting back on track from the tangent, he speaks up again.
Torix - More will come from enemies eventually, it's just something to start with...
Torix - But either way. Not a problem.
Torix - And as for your quip on magic - couldn't agree more.


Action 1 + Firebolt Sword -
Quickly, Torix again pulls out the upgraded version of the sword and turns his glance to the Elite Battle Rifle Mooks, pleased at how effective the attack seemed to be. Plus, that dodge of a bullet was pretty cool - perhaps this jacket does have some neat merits! Looking at that one scared Mook with a glint in his eye, he quickly turns his attention to the remainder of them, and calls back on the power of the sword once again to swing in a rather large arc. A long, sweeping bolt of electricity with a strange ball of plasma loops around the group and eventually wraps around one of the elites that aren't fearing for their life, grappling him within the ball and subjecting him to constant electrical damage.

Torix isn't done yet, though. Using the whip of lightning being emitted from the blade, he sends the Mook upwards and then launches him into one of his cohorts, letting go of the Mook and sending both of them tumbling with a massive amount of force and electricity coursing through their systems and armor. Having been rendered in no fighting condition [read: probably dead by now], Torix sends the Steel Golem to retort and keep them busy while he moves on to some different opponents.


Action 2 + Fire Caster Sword -
Turning his attention to the Powered Auto Shotgun Mooks blinded by the dragon's actions last round of battle, Torix quickly
realizes a rather nice follow-up move that should get rid of a few, if this is pulled off right. Relying on the Fire Caster Sword instead for the action, Torix quite simply focuses... and though nothing seems to appear directly on him, things do happen.

Cut to the perspective of those three blinded Mooks. Unable to see anything in the darkness in front of them, they find themselves trapped. Nowhere to go, nothing to follow, just... shadow. Until there's a light - a bright green emblem of hope, slowly becoming them forwards. Able to see each other again and some of the ground below them, they continue foward, falling for the lure. this continues for a while, all the time in which it's progressively getting brighter, yet never quite enough to see the battlefield around them. They become lost, blindly following the light, to a place far away from the original battle they were once a part of.

Yet... something goes wrong. As the wisp slows and comes to a halt, they realize their mistake. A second wisp forms, then a third. Four, five, seven, nine, twelve - until a circle of the magical flames surrounds them. They can see clearly now, and they can see that they've fallen for a trap. Lost in a canyon and surrounded by the enemy, they realize just how terrible the mistake they made was... and so they pay the consequences.

On the main battlefield, a distant rush of flame can be heard before mere wind from a distant canyon.

Entity Orders -
Steel Golem - Return the focus fire to the Elite Battle Rifle Mooks! Additionally, in absence of being commanded by Torix, take initiatives and directives from any other [AA] on the battlefield.

Charge Gauges -
Charge Gauge 2: [:::::|:::::|:::::|:::::|:::::|:::::|:::::] 7/35
Grist -

[LVL 0] Build Grist - 546
[LVL 1] Malachite - 20
[LVL 2] Copper - 0

Inventory -
Weaponry -
Firebolt Sword - A sword composed of a strange copper-iron alloy. Controls both fire and electricity.
+2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning [1/4 Damage to second foe]
Fire Caster Sword - A first alchemy, made of Malachite and iron. Set alight in a neon-green flame.
+1 Attack,
-10% Armor Effectiveness

Armor -
Tiger-Striped Jacket - A burnt-orange jacket with small black stripes. Looks surprisingly stylish.
+5% Dodge Chance, Successful Dodging inflicts
Scared for one turn on attacker

Consumables -
Jar of Liquid Food - [4/4 Uses] - A jar of green liquid, supposedly once food. Looks more like a health potion than anything...
Heals for 4 HP and grants
Regen (+1 HP, 2 Turns) when consumed.

Woah, these attacks are quite spectacular!

Your first attack deals 13 damage to the Elite Battle Rifle Mooks, focusing on the one that's too scared to act! The attack slays them easily and deals 5 damage to one of the survivors.

Your second attack deals 18 damage to the group of Powered Auto Shotgun Mooks, easily leveling three of the four living members of the squad! You also deal 4 damage to one of the group's survivors, leaving them on critical health!

+5 to your current Charge Gauge.
+40 Build Grist acquired.

Post-Player Battle:

Ninjatwist_ tries sniping the Rifle Mook Leader, which succeeds! 4 damage lethal dealt! The Rifle Mooks lose their buffs!

Luke Ingram keeps firing at the Well-Armored Club Mooks, hitting with two shots! One of them bypasses the Mook's armor, the other gets partially negated. 5 damage dealt!
The Combat Apothecary smacks the last Powered Shotgun Mook for 4 damage, finishing them off!
The Quiet Healer heals up the Steel Golem for 4 HP, since it got targeted last turn!
The Stone Mason Villager heals up the Outer Wall for 4 HP!
The Desert Cleric Villager brews up another potion!

The Spear Mooks continue to fight against the Steel Golem, dealing another 10 damage!
The Rifle Mooks shoot at Ninjatwist_ to avenge their leader, dealing 6 damage to him!
The Rifle Mooks then fall into the Stake Pitfall Trap, viciously pincushioning one of the Mooks for 4 damage! Both that Mook and one of their comrades are stuck trying to get them out of the trap!
The Lightly Armored Sword Mooks attack the Combat Apothecary, dealing 18 damage! Four of them score deadly crits, leaving the Combat Apothecary on critical health!
The Elite Battle Rifle Mooks keep shooting at the Steel Golem, dealing 9 more damage! They reroll their missed shots!
The Well-Armored Club Mooks keep attacking Luke Ingram, dealing 6 damage!
The Mook Infantry Fighting Vehicle explodes into two explosions, dealing damage to the Elite Sword Mooks inside! Three of the Mooks inside die in the explosion, and two others luck out of taking damage! The Mook Infantry Fighting Vehicle also damages the Spear Mooks with an additional explosion, killing one!

The Steel Golem crushes one of the Elite Battle Rifle Mooks, dealing 10 lethal damage!

The Rifle Mook takes bleeding damage!
The Well Armored Club Mook suffers the last of their poison!

Total Grist gains for this round are:
+196 Build Grist

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 20/25. Charge Gauge Spent: 0/35. (1 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
278/320 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite)
0/80 Lvl.2 Grist (Includes: Copper)

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)
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, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit, can also be used to buff a heal)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (4/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Luke Ingram [AA] Health Vial: 80%. (80/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 94/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 60/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager.

Combat Apothecary [AA - The Paradoxical Dragon] HP: 2/20. / BD&H: 4. / SV: 3. Combat Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 44/52. / BH: 7. / SV: 3. Healer.

Stake Pitfall Trap [AA - The Paradoxical Dragon]: Deals 4 damage to one enemy. Applies Bleeding (1 damage taken per turn) for two turns to the victim and Stun (Misses attacks) for one turn to the victim and another in its group. Can be used twice. Used once.

Steel Golem [AA - Torix] HP: 67/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 22/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 24/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used once.

Spear Mooks [PA] HP: 8/8. (x9). Chivalry.
-Spear Mooks HP: 0/8. (x1).
Rifle Mooks [PA] HP: 8/8. (x6). Chivalry. Ranged Training 2.
-Rifle Mooks HP: 8/8. (x1). Stunned (Misses actions, 1/1)
-Rifle Mooks HP: 3/8. (x1). Stunned (Misses actions, 1/1), Bleeding (1 damage taken per turn, 1/2)
-Rifle Mook Leader [PA] HP: 0/14. VIP. Attached squad with Chivalry attacks twice. Grants Ranged Training 2 to attached squad.
Lightly-Armored Sword Mooks [PA] HP: 8/8. (x10) Chivalry.
Elite Battle Rifle Mooks [PA] HP: 8/8. (x5). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mooks HP: 3/8. (x1).
-Elite Battle Rifle Mooks HP: 0/8. (x0). Scared (Misses actions, 0/1)
Powered Auto Shotgun Mooks [PA] HP: 0/8. (x6). Chivalry.
Well-Armored Club Mooks [PA] HP: 8/8. (x3). Armor (60% chance, 65% effectiveness). Chivalry.
-Well-Armored Club Mooks [PA] HP: 4/8. (x1) Poison (1 damage taken per turn, 0/2)
-Well-Armored Club Mooks [PA] HP: 3/8. (x1)
Elite Sword Mooks [PA] HP: 8/8. (x7). Melee Training 2.
-Elite Sword Mooks [PA] HP: 0/8. (x3).
Mook Infantry Fighting Vehicle [PA] HP: 0/80. / BD: 6. / SV: 3. Armament: Autocannon (Semi-Automatic). Mook Transport (10).

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 1: Battle Post 16
Build:840
Lv 1:40
Lv 2:0
Charge:11/35

(ORDERS) Combat Apothecary to get behind the Outer wall and Heal himself and the Quiet Healer also to tend to him

(x1)(Staff of Creation Magics) I rush over to the Combat Apothecary and wield the Staff of Creation Magics to perform an Arcane Healing Ritual, centering it just besides the Combat Apothecary, i gather the resources needed for this quick healing Ritual.

I manifest the Bizzare Fermented Jo-Jo Beans, which has been fermenting inside oak barrels and told bad jokes and laughter for a thousand years in a Hallowed Place where the Sun and Moon send down their Hope-Giving Rays constantly, intertwining their magics of Gentle Peace and Fierce Vibrancy as the Beans ferment inside their caskets. They should provide the neccesarry components of laughter and Pure Magics, and as they say, the best medicine is Laughter.

I bring out a stick of Green Chalk and begin inscribing runes of Healing onto the ground as it place the Beans into their appointed places

Creating a copy of the Phoenix Book, i rip out one of it's pages and soak it inside some Holy Water, this close to Death, it might have additonal effects as the magics woven into the Pages are released and saturate the Liquid. Decanting the Water into a Silver Dish, i place it inside the Ritual Circle as well.


With 3 Ingrediants, i complete a quick 5 line Rhyme and complete the Ritual to Heal the Combat Apothecary.

(x1)(Voidstaff)I glare at the Lightly Armoured Sword Mooks, even under this heavy veil of Total Darkness, they can still feel it; a Dragon's Wrath, ready to be unleashed. Drawing on my Voidstaff, i will show them the true nature of the Outside. Or at least the first 2 levels of it.

Under the Veil of Total Darkness, i plunge them into the Outside, the first layer, the World stops making sense, it's a fever dream as I bend Logic to my will: suddenly the Mooks are Wooden Figurines which are played about by a Large Cat, then they are being tossed about in a hot wok with burning oil by a Flame Demon licking it's chops, then they are trapped in the soil, buried deep by the cold laughter of their own skeletons which have rebelled against them. As i string the Rules of the World together with No sense or rhythm, i begin plunging the Mooks into the second Level of the Outside, disorientated, confused and frightened and quite injured.

In the second level of the Outside, things become experiences and expereinces becomes things, like fire. The sword of the mooks dissolve into the Sensation of Open Wounds. They are actually Astronauts, riding on a paper boat on a sea of blue aerosal cans, Reality is slipping away, and everyone here knows it. They're far from home, as they become Dinosaurs feasting on prey, or are they little kids stuffing themselves with candy ?? Is that the meteorite that is steadily apporaching or the evil eyes of a Witch ?? Their emotions leak into this...place as a stream of Colourm which i dip into with the Staff that is a brush that is a bush that is a sponge that is an eye that is a Staff. The Colours are leaking out. Reality is screaming in agony and holding onto anything. But there is nothing but a desperate carnival to convince itself of existence. The mooks are burnt, steamed, melted, drowned, suffocated by wax, feathers, veils, spiders, crawling onto a Sofa to be eaten by a random Sofa Shark.

I paint out a Door with a Brush that used to be a Staff and bring us back into Reality, with me being no less for the wear and the Sword mooks in a heap as the Smoke drifts away. letting back in Skaia Light

The Combat Apothecary will do as you say.

You also heal up the Combat Apothecary for 6 HP! The heal's effect is mitigated since it was targeted last turn.

Your attack also deals a pretty devastating 16 raw damage to the Lightly Armored Sword Mooks! Armor only provides salvation to one of them as they get rent by the flurry of forces you've set against them. You kill one of them, however, and halve the health of the survivor!

+5 to your current Charge Gauge.
+10 Build Grist acquired.

Sky High? turns to the Well-Armored Club Mooks.

Sky High?: Armor... Armor can't protect you against magic.

ACTIONS 1 + 2

Sky High? raises his staff, and the red light in its tip turns a sinister gray. As it shines brighter, the area it shines on fades to monochrome colors until the entire battlefield looks like a scene out of an 80s movie. Then, Sky High? points his staff at the Well-Armored Club Mooks, and they stumble mysteriously! Suddenly, their armor seems to come to life and gain a mind of its own! It begins detaching from the Mooks and strangling them! Then, to add insult to injury, Sky High? finishes them all off with a powerful magic beam which, like Sky High, is evenly split between red and gray!

----------
No entities to order around... yet.

CP: 4
Inventory:
80 Build Grist
20 Malachite

Your attack deals 20 damage in total to the Well-Armored Club Mooks! Your attack manages to pierce through the armor of one of them, killing that one! You also target a weakened survivor, which deals 4 damage to them- enough to kill them regardless of if armor blocked the hit or not.

+4 to your current Charge Gauge.
+24 Build Grist acquired.

Charge Gauge: 24.
Grist: 470 Build Grist, 0 Malachite, 0 Copper.

-----

Action 1 + Cursed Void Sword:

"Consider: there is no such thing as a sword."

- Meti's Sword Manual, Precept 1, Kill Six Billion Demons 4-80

I go up to the Elite Sword Mooks and tell them that their swordfighting skills are worth nothing. Less than nothing, in fact. I could beat them without a sword, or even armed with negative swords! I channel the void powers of the Cursed Void Sword to negate its blade twice over, rendering it a sword-shaped swath of nothingness antithetical to matter. I draw what appears to be an empty hilt, and swing it at them. Confused, they attempt to parry with their own swords, but as soon as they meet where the blade should be, they find that they aren't holding any swords. A series of invisible swings of no sword later, and there are no Elite Sword Mooks lying wounded on the ground. Or doing anything else. They're just gone.

-----

Action 2 + Cursed Void Sword: While I've got a negative sword, I might as well actually un-wound things. So I place the hilt against some of the Combat Apothecary's wounds and pull it backwards, reversing their injuries and leaving them healed.

Hmm, you can only use an item once per turn, but the Cursed Void Sword doesn't provide any buffs to your healing.

You deal 12 damage to the group of Elite Sword Mooks with your Cursed Void Sword! This kills one and deals 4 damage to a survivor. They also get Cursed for the round!

Your heal restores 3 HP to the Combat Apothecary! The heal's been halved because it was targeted last turn.

+4 to your current Charge Gauge.
+10 Build Grist acquired.

SEIZED BY THE SPIRIT OF LAST SECOND SUBMISSION PRACTICES AND THE SHEER PANIC OF A HUNDRED COLLEGES WORTH OF GRAD STUDENTS BOTH ACTIONS ARE APPLIED TO THE TIGER AX AND CARVE INTO THE NEAREST HORDE OF MELEE MOOKS WITH LITTLE TO NO CARE FOR STRATEGY!

THE VILLAGERS, ALSO SEIZED BY THIS PANIC, HEAL THE WALL AND POISON A RANDOM ARMORED MOOK.

The villagers will do as you say.

You target... the Lightly-Armored Sword Mooks, dealing 14 damage to them! Neither attack crits, however. You still manage to kill one and deal some serious damage to a second Mook!

+4 to your current Charge Gauge.
+10 Build Grist acquired.

Post-Player Battle:

Ninjatwist_ keeps attacking the RIfle Mooks, dropping one of them with two accurate 4-damage shots!

Luke Ingram engages the Well-Armored Club Mooks in melee, dealing 2 damage to them with his Fire Demon Mace, since the armor blocks the hit! He also applies his own brand of Burning to them for the following two turns!
The Combat Apothecary self-targets with its heal, healing itself for 2 HP!
The Quiet Healer heals up the Combat Apothecary for 4 HP, since it got targeted last turn!
The Stone Mason Villager has the Outer Wall in perfect condition.
The Desert Cleric Villager throws out a toxic potion at one of the Lightly Armored Sword Mooks, dealing 6 damage to them! The splash damage misses another Mook, but the first target is Poisoned!

The Spear Mooks keep on spearing the Stone Golem, dealing 8 damage to it!
The Rifle Mooks that can shoot fire upon Ninjatwist_, dealing 4 damage to him!
The Lightly Armored Sword Mooks attack the Quiet Healer, dealing 10 damage! One of them scores a crit!
The Well-Armored Club Mooks keep fighting Luke Ingram in melee, dealing 1 damage! It seems that the Burning one is the one in the best position to attack.
The Elite Sword Mooks try to finish off the Combat Apothecary, but two of them hit the Outer Wall instead. 3 damage dealt to the Outer Wall, 4 damage dealt to the Combat Apothecary!

The Steel Golem turns to the Spear Mooks, who have been a thorn in its side, and smashes one of them for 10 lethal damage!

A duo of Malachite Ogres make it out to the field, along with a quartet of Copper Imps!
Some Mook reinforcements are also likely to arrive in the coming wave. Watch out!

The Rifle Mooks get back into fighting shape after being freed from, and freeing their compatriot from, the spike trap!
The Rifle Mook stops bleeding!
The Lightly Armored Sword Mook takes Poison damage!
The Well-Armored Club Mook takes Burning damage!

Total Grist gains for this round are:
+54+16 Build Grist

[========] The Battlefield [========]
Current Location: Land of Lead and Mesas.
A windswept area resembling some southwest American badlands. Strange metal formations resembling ammunition lies abundant. Luke Ingram's base also rests here, but it's fallen worse for wear and suffered a few Mook attacks.

Itinerary:
-Defeat the Mook attack force!
-Summon entities to help you in the battle!
-Use the cover provided by the Outer Wall if you need to tank hits!
-Take out the heaviest-damage Mooks first! Melee units and Powered units should take priority!
-Defeating the Mook Infantry Fighting Vehicle will deal some damage to the passengers within as they escape!

The Entelarch [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
The Paradoxical Dragon [AA] HP: 25/25. Charge Gauge Spent: 0/35. (0 in reserve)
Torix [AA] HP: 23/25. Charge Gauge Spent: 0/35. (0 in reserve)
Alastair1 [AA] HP: 25/25. Charge Gauge Spent: 11/35. (1 in reserve)
Splashcat [AA] HP: 20/25. Charge Gauge Spent: 0/35. (1 in reserve)
Sky High? [AA] HP: 25/25. Charge Gauge Spent: 0/35. (1 in reserve)
Crafting Ingredients that have been collected are listed here.
Ingredients manifest up to: [Lvl.2]
Can manifest [Lvl.3] ingredients if given:
278/320 Build Grist
0/80 Lvl.1 Grist (Includes: Malachite)
0/80 Lvl.2 Grist (Includes: Copper)

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)
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, 50% chance to inflict Blind (60% miss chance) for 1 turn upon hit)

Torix:
Simple Sword [Lvl.0] (Bladed Weapon, Base Damage: +0)
Fire Caster Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, Target's armor is 10% less effective)
Firebolt Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, Target's armor is 15% less effective, 50% chance to deal 25% of your attack's damage to another foe in the target's group)
Tiger Patterned Jacket [Lvl.1] (Equipment. +5% dodge chance, dodging an attack inflicts Scared (Misses actions) for one turn on the attacker)
Jar of Liquid Food [Lvl.1] (4/4 Uses) (Consumable, restore 4 HP to the target and apply Regeneration (1 HP gain per turn) for two turns, can self-target)

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 Alloy Sword [Lvl.1] (Bladed Weapon, Base Damage: +1, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack)
Cursed Void Sword [Lvl.2] (Bladed Weapon, Base Damage: +2, has a 75% chance to apply Cursed (+10% damage taken from direct attacks) for 1 turn on hit, guaranteed if it deals exactly 13 damage in one attack, 20% chance to nullify enemy armor)
Gunmetal Chestplate [Lvl.1] == (Equipment, 40% chance to reduce incoming damage by 25%, +5% accuracy when using firearms in attacks)

Luke Ingram [AA] Health Vial: 79%. (79/100 HP). / BD: 6. / SV: 3.
Weapons:
-Alternator SMG [Lvl.3]: (Automatic Weapon. Base Damage: +0. Target's ranged armor is 40% less effective.)
-Fire Demon Mace [Lvl.3]: (Blunt Weapon. Base Damage: +2. Can cast a fireball to sacrifice extra damage and inflict Burning (50% melee damage penalty, 1 damage taken per turn) for 2 turns)
Consumables:
-Potion of Lead Skin + [Lvl.3] (4/4 Uses) (Gain Lead Skin (100% resistance to ranged damage) for two turns when used)
-Black Mesa Freeman-Grade Medkit [Lvl.3] (4/4 Uses) (Restore 50 HP to the user, or 20 HP to an ally, when used)
-Napalm Strike Coordinator [Lvl.3] (2/2 Uses) [Cooldown: IIII] (Deal 8 damage to 3 groups of 2 enemies, apply Burning (2 damage taken per turn, 2/2) 2 survivors from each strike)

Ninjatwist_ [AA] HP: 90/100. / BD: 6. / SV: 4.
Weapons:
-Beretta 93R [Lvl.3] [Burstfire: III]: (Semi-Automatic Weapon. Base Damage: User. Burstfire sacrifices a shot to deal triple damage at -10% accuracy)
-Shortsaber [Lvl.3]: (Bladed Weapon. Base Damage: +2, critical hits pierce melee armor)
Consumables:
-Cooked Salmon [Lvl.3] (4/4 Foodstuffs) (Grants Regeneration (6 HP restored per turn) for 3 turns when used, strength doubled when used on self)
-Caltrop Blaster [Lvl.3] (3/3 Shots) [Cooldown: III] (Deals 4 damage to six enemy targets, inflicts Slow (-1 Speed Value, +20% chance for ranged weapons to hit) for 1 turn on hit)
-Quick-Place Cobblestone [Lvl.3] (3/3 Builds) (Restores 30 HP to an allied Fortification when used)

Outer Wall [AA] HP: 57/60. Fortification (50%, 3 Capacity).
Covering: Stone Mason Villager, Combat Apothecary.

Combat Apothecary [AA - The Paradoxical Dragon] HP: 13/20. / BD&H: 4. / SV: 3. Combat Healer.

Quiet Healer [AA - The Paradoxical Dragon] HP: 34/52. / BH: 7. / SV: 3. Healer.

Stake Pitfall Trap [AA - The Paradoxical Dragon]: Deals 4 damage to one enemy. Applies Bleeding (1 damage taken per turn) for two turns to the victim and Stun (Misses attacks) for one turn to the victim and another in its group. Can be used twice. Used once.

Steel Golem [AA - Torix] HP: 59/100. / BD: 10. / SV: 1. Bodyguard (50%, 3 Charges)
Covering: Nothing

Stone Mason Villager [AA - Alastair1] HP: 22/24. / BH: 4. / SV: 3. Healer. Targets Fortifications exclusively.

Desert Cleric Villager [AA- Alastair1] HP: 24/24. / BH: 3. / SV: 3. Combat Healer. Attacks with a Single-Shot Explosive. Inflicts Poison (1 damage over time) for 2 turns on foes. Stall.

Lava Pitfall Trap [AA - Alastair1]: Deals 4 damage to two enemies and inflicts Burning (1 damage taken per turn) for 2 turns when used. Can be used twice. Used once.

Malachite Ogre [SB] HP: 40/40. / BD: 8. / SV: 2. (x2)

Copper Imp [SB] HP: 12/12. / BD: 2. / SV: 2. (x4)

Spear Mooks [PA] HP: 8/8. (x8). Chivalry.
-Spear Mook HP: 0/8. (x1).
Rifle Mooks [PA] HP: 8/8. (x5). Chivalry.
-Rifle Mook HP: 8/8. (x1). Stunned (Misses actions, 0/1)
-Rifle Mook HP: 2/8. (x1). Stunned (Misses actions, 0/1), Bleeding (1 damage taken per turn, 0/2)
-Rifle Mook HP: 0/8. (x1).
Lightly-Armored Sword Mooks [PA] HP: 8/8. (x5) Chivalry.
-Lightly Armored Sword Mook HP: 4/8. (x1)
-Lightly Armored Sword Mook HP: 2/8. (x1)
-Lightly Armored Sword Mook HP: 1/8. (x1) Poison (1 damage taken per turn, 1/2)
-Lightly Armored Sword Mooks HP: 0/8. (x2)
Elite Battle Rifle Mooks [PA] HP: 8/8. (x5). Chivalry. Ranged Training 2.
-Elite Battle Rifle Mooks HP: 3/8. (x1).
Well-Armored Club Mook [PA] HP: 8/8. (x1). Armor (60% chance, 65% effectiveness). Chivalry.
-Well-Armored Club Mook HP: 5/8. (x1). Burning (50% melee damage penalty, 1 damage taken per turn, 1/2)
-Well-Armored Club Mook HP: 3/8. (x1)
-Well-Armored Club Mooks HP: 0/8. (x2)
Elite Sword Mooks [PA] HP: 8/8. (x7). Melee Training 2.
-Elite Sword Mook HP: 4/8. (x1). Melee Training 2. Cursed (+10% damage taken from direct attacks)
-Elite Sword Mook HP: 0/8. (x1). Melee Training 2.

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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