The Acolyte's War: Postnoctis

Act 3: Episode 3: Downtime Post
Roleplay with Consequences (again) -
Seeing the massive Grist pile that has just dropped, Torix sighs. 20 Cobalt short, which... he just gave to @Clary_Au the last turn.
Torix - ... On second thought, can I get that 20 Cobalt back?
Torix - You should have more than enough for alchemy now, and... unfortunately, I'm missing that exact amount of 20 Cobalt I need.


Action 1, Stalwart Valved Chestplate -
Although not alchemy in the Homestuck sense, I'm still going to go and attempt to do some. Using the chestplate to create water despite it previously being pretty much inaccessible around here, I place down a brewing stand from my inventory and quickly begin filling it up with blaze powder and seemingly pre-brewed Awkward Potions straight from the chestplate's various valves - it's close enough to water that it should still be producible.

With a little bit of glowstone dust and a glistening melon crafted (We do have gold, and I'm still carrying around a slice of watermelon from that picnic all the way back at the Land of Mesas and Bullets), it soon finishes brewing into a three-set of Potions of Healing II. Drinking all three of them, my health bar dramatically increases back up to something decent... it's way better than being at 4 HP, at least.

Action 2 -
Assuming I did get that 20 Cobalt back, I'll go ahead and try to alchemize the following:

Storm Pistol ++ Essence of Calamity == Hurricane Pistol [LVL 4 Weapon]
A gray and gold pistol, drawing images of thunderstorms and hurricane-strength winds to mind.
Automatic Pistol - +4 Attack,
+5% Accuracy (80%, 75%, 70% chances to hit)

Let me know if anything needs to be tweaked with this. I'm more than happy to figure this out with you.

Entity Orders - Relax. Your job is done.
Charge Gauges -
None Available! All 35 charges were spent on The Arcanist.
Grist -
[LVL 0] Build Grist - 2,174 [+240]
[LVL 1] Malachite, Rust - 175 [+120]
[LVL 2] Copper - 315 [+120]
[LVL 3] Lead - 215 [+120]
[LVL 4] Cobalt - 60 [+60]

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

[LVL 4] Inferno Blade - An intensely powerful sword, the blade itself glowing red with heat.
Bladed Weapon - +4 Attack,
-10% Armor Effectiveness, 50% chance of Burning (1 damage per turn, 2 turn duration) to target, and 2 random foes.
[LVL 3] Storm Pistol - A white and gold gun... Using the D&D 5E system, this is basically a +1 weapon.
Semi-Auto Pistol - +3 Attack,
+5% Accuracy (effective 85% chance to hit, followed by 75% chance)
[LVL 3] Sword of Flaming Wind - A light sword with a warm wind constantly burning around it.
Bladed Weapon - +3 Attack,
-20% Armor Effectiveness, 50% chance of Downwind (-1 SPD Value) to a target, and one random foe.
[LVL 3] Goldenspark Sword - An upgrade to the Firebolt Sword's electrical effects. Enhanced with Fulmigold!
Bladed Weapon - +2 Attack,
-15% Armor Effectiveness, 50% Chance of Chain Lightning (1/4 damage to a second foe, up to 3), rolls twice.

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

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

One of us would have to check with Clarissa Au about this, but I'm not exactly sure that you got that 20 Cobalt back, unfortunately.

However, your health has been restored, if it wasn't fully restored already!

You also prototype the following recipe:

Storm Pistol && Essence of Calamity == Hurricane Pistol [Lvl.4]
Hurricane Pistol [Lvl.4] (Automatic ranged weapon, +4 Attack, +5% accuracy)

You prototype the Hurricane Pistol! A newer design with a higher rate of fire and further destructive potential than its predecessor.

This would have cost you 320 Build Grist, 160 Lvl.2 Grist, and 80 Lvl. 4 Grist, but unfortunately, you're 20 Lvl.4 Grist short. The stats look fairly good, at least. If you end up gathering sufficient Grist, however, I'll refer back to this recipe and just add the Hurricane Pistol to your inventory.

...Accomodating for later information, Clary Au asked me to wire you 20 Cobalt from her account! You can craft up the Hurricane Pistol without a hitch, settting you back the proper amount and adding the Hurricane Pistol to your inventory.

"Ahh, certainly. I... don't know how to thank your gift to me. but ... I think I need it."

Yvonne pressed the Accept button hesitantly.

+460 Build Grist acquired.
+110 Rust [Lvl.1] acquired.
+160 Copper [Lvl.2] acquired.
+40 Lead [Lvl.3] acquired.

+240 Build Grist
+120 Rust [Lvl.1]
+120 Copper [Lvl.2]
+120 Lead [Lvl.3]
+60 Cobalt [Lvl.4]

Updating Current Grist and Inventory.......
Complete. Showing Grist and Inventory.


Inventory:
700 Lvl 0 Build Grist
230 Lvl 1 Rust
280 Lvl 2 Copper
165 Lvl 3 Lead
120 Lvl 4 Cobalt

1x Lvl 1 Essence of Fire
1x Lvl 1 Essence of Danger
1x Lvl 1 Essence of Invisibility
1x Lvl 1 Potion Template
1x Lvl 2 Gold Ore
1x Lvl 3 Fulmigold Ore
1x Lvl 4 Metallic Command Block Scrap
Charge Gauge: 35/35 (0 in reserve)

Non-Combat Rounds:
Collecting (correct) items:
I get my Sawed-off Magic Wand from somewhere and forms on my hand.

Crafting:
Metallic Command Block Scrap + Fulmigold Ore + Sawed-off Magic Wand == Multivariate Calculator [Lvl 4]
It looks like a calculator, quacks like a calculator;.... but is not a calculator. Armed with a Command Block Core, this is a faithful replica of the "calculator" her technomancy lecturer used. With save abilities outside of a normal wand, this is the "pinnacle" of the Academy - at least the one students see.
Cost: 320 Build Grists, 80 Copper.

//welp, a half updop. will complete it by tomorrow.

Metallic Command Block Scrap && Fulmigold Ore && Sawed-Off Magic Staff == Multivariate Calculator [Lvl.4]
Multivariate Calculator [Lvl.4] (A fairly powerful alchemically-produced calculator with an unknown function)

You create the Multivariate Calculator! It's a fairly powerful calculator infused with command block magic, but aside from that, what in terms of gameplay does it do, exactly? Assuming it's a piece of wargear, however, I've added it to your inventory.

(I am back! Sorry I was gone for a bit, lack of motivation was kinda hating on me.)

Bill Nye is back out of his comatose state and goes back to the gang wanting to know what he missed.

Action 1-2: I wait patiently for the next update.

Welcome back! I'm not sure how much of your enthusiasm has persisted over the past couple of months, although I'm grateful for the fact

The Knight looks up from what he's been working on, staring at the Worldforger. He seems distracted by something.

The Knight: They say that universes diverge constantly.
The Knight: What you or I perceive today is something vastly different from another future.

The Knight clenches his robotic fist.

The Knight: When the Acolyte consumed me with his peculiar device, I ended up in another world.
The Knight: A world with another Sky High.
The Knight: A world where I existed in a different way.
The Knight: Xor wasn't welcome there, for obvious reasons.
The Knight: But what could we do? We had no reason to fight back and no opportunity to run away.
The Knight: I admit I don't remember everything that happened. What I do know is that Xor was killed by my other self.
The Knight: But if I've been sent back here, it must be for a good reason.

The Knight holds his fist to the air, and it lights up in a dazzling red.

The Knight: Most likely, to kill him.

The Knight then lowers his fist, and turns to the group.

The Knight: I propose we construct a ship of our own. We should have enough materials nearby that it won't take too much time.
The Knight: We may not have all the time in the world, but we should hopefully be well enough off.
The Knight: Either way, time is of the essence.

Welcome back! Glad to see you make an appearance for the return.

LUKE: A ship of our own, hmm?
LUKE: Sounds like a fairly bold idea, and we'd have to construct something of ours through alchemy.
LUKE: Cody and the rest of us should have sufficient Grist to at least try making something.
LUKE: Gunsmithing I can do, but shipwrighting is something I'm almost entirely in the dark on.
LUKE: If you have any ideas or plans for our own ship, let us know and we'll try getting them into action.


Post-Player Phase:

Cody and Kate have retrieved their caches of wargear to bring to bear against the Acolyte's forces! Luke and Lyra have in turn changed up their selection as well.

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.

[========] The Battlefield [========]
Current Location: Land of Blood and Ruins
A planet bathed in deep red, with ruins both ancient and modern-looking scattered throughout the landscape. Cody has his home somewhere on the planet, while Kate has been in his company for some time. Luke and Lyra are somewhat familiar with the planet, while it is an entirely new sight to you and Ninjatwist_.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (A fairly powerful alchemically-produced calculator with an unknown function)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (8 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

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

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

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
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Act 3: Episode 3: Battle Prep Post
Above the Land of Blood and Ruin, a bronze orb shoots through the rust-filled sky. It shines brightly under the intense heat of reentry, an angelic star falling to earth. It lands heavily upon the ancient surface, sending pebbles and stones flying into the air, and leaving large spikes or rock as its cradle. The orb remains there, smoking, oblivious to the world around it. But then, it opens, revealing a man lost out of space and time. He is a somewhat short fellow, with long-trained legs and a burly arm. Yes, only one of his arms is muscled, for the other is hidden away in bronze, a mechanical appendage of gears and plating, bare of any other gadget or device. The bronze arm attaches directly to his shoulder, covering the blade and reaching down into his spine. The mechanism runs down the spine's length, shaped in the fashion of a talonned centipede. From this, thousands of needles spike outward, reaching the inner face of the bronze sphere and suspending the man within it. His body lies limp in the sphere, resting upon this bed of needles.

Yet, with all this said, the most remarkable thing about the man is not his arm, but his face, for it is covered by a mask of metal. The mask is fashioned to look human, a wizened face with an out-jutting forehead marked with the lines of wrinkles in its white iron. Its mouth shaped as almost a pained grimace, receding back into its cheeks to hide from the scarring pain it must feel. The nose of the mask is twisted and broken, looking as though the nonexistent cartilage beneath the iron skin had been chipped away in triangular cuts and impacts. Yet, the mask was made of a lion-esque quality, red-colored hair billowing back from all sides, making a mane of metal around the wearer's head.

Though all of that pales in comparison to the eyes, the empty voids that bulge out from beneath its heavy brow. The two eyes lack detail of any sort, only appearing as rounds beneath their wrinkled lids. Still, there was power in those eyes, an untold force beneath them that answers to only one name. Faizetus, God of Forge and Masks, who watches over mankind as they build themselves out of the bindings of flesh and bone and into the strength of steel. An old God, lost forever in the desert wastes of His dead people, born from a chaos of unknowable origin. This mask is his legacy, one of the few portals through which he lives.

But, under that mask, there is still a man. A man who was born in a time of crusades and heroes. A boy who idolized the village hermit, an elder who worked metals with his bare hands, who created the mask that he now wore. And, now, the man behind that mask is a Demigod, a human whose sole duty is to carry on the legacy of his God, for no one else remains to do so. A human who God gifts with untold strength in the rage of battle, who hears the whispers of Faizetus in his mind. He was the first demigod to be born of his time, but now, he may very well be the last. His name is Bronze, and this is his story.

[Snipped for Brevity]

Suddenly, as the lore spilled out from the universe around him, Bronze twitched, his body shaking as it levitates within the bronze sphere. As he moves, the needles retract into his bronze spine, dropping the heavy man inside of the bronze shell. He groans as he stands, looking out at the red land from which he was dropped. "Where... am I?" he mutters to himself, his voice echoing within his mask. "What... happened to..." He closes his eyes and looks down at the ground, shaking his head as he does. "Faizetus, hear my plea. I have not forgotten you, my God."

As he finishes these words, the eyes of his mask glow green, a holy light wrought from a power beyond the physical realm. A voice speaks in Bronze's mind, a heavy sound with the tones of a ruler. "You have been cast off from beyond time and space," it tells him. "Here, reality thins, the battles of dreams and false Gods breaking the physical bounds of human power. This is a world of great chaos, my child. Do you know what you must do?"

Bronze pauses for a moment, absorbing what he had just been told. In his mind, he replies, "Yes. Save those who will die if I do not act. Save those whose beliefs are thin and dying as the moment passes on."

Satisfaction grips him from within, Faizetus proud of his answer. "Then go forth. A being known as the Acolyte threatens to tear countless worlds in twain in his search for eternal conquest. You must use what you have learned from Andira, my child. Embrace my power, and the day will be your's."

Bronze nods to himself, and the light disappears from the mask's bland eyes. He pushes himself out of the orb of his survival and stretches, scanning the barren wasteland with a keen focus. He notices the other players, heroes of their own times, and overhears them mentioning that they would like to craft a ship. He approaches his fellow players and kneels before them. "Hello. I am Bronze, a smith of God. I hear that you would like to create a vessel, no? I think I may be of assistance." He looks up at the others, and his mask gleams with light. "God guides my hand, whispering craft into my ear. This world is filled with ruins and rust. God tells me that is the key, to extract metal from the forgotten and build your vessel anew." He then stands before his new friends, smiling behind his mask with new purpose, prepared to battle this Acolyte to his death, if he must.

...Woah, that's a pretty monumental read! I'm sure it has merit as a work on its own, but I've got an update to release.

Regardless, welcome to the game! Your PC has been added.

You alone receive the following stores of Grist upon arrival:
+640 Build Grist acquired.
+180 Rust [Lvl.1] acquired.
+160 Copper [Lvl.2] acquired.
+90 Lead [Lvl.3] acquired.
+80 Cobalt [Lvl.4] acquired.

This gives you precisely enough Grist to craft two Lvl.3 Alchemies and one Lvl.4 Alchemy. Feel free to look at the Ingredients Index for inspiration! You don't need to spend this right away if you don't have any good ideas right now.

CODY: Hey, welcome to the team.
CODY: Glad you're as eager to kick this Acolyte in the teeth as we are!


Well, we got some new people here. Might as well get to know them. We might need their knowledge to help us.
Yeah, that sounds like a good idea.


I clear my throat.

"Hello Kate and the others. I haven't really properly introduced myself. I am Bill Nye, a cyborg created by a very scientific man named Shadrix. I was created to help hunt down any evil Godmodder-like entitles throughout the Multiverse. I have with me 7 A.I's that help me in combat. I would like them to introduce themselves.

Hey. I'm Determination. The second in command here.

I'm Justice
Kindness
Bravely
Patience
Integrity
And Perseverance.

"These guys have been with me ever since I was created. And if you are wondering, my creator is on a ship up on the planet's orbit. He sometimes helps me with certain tasks. And he has a sidekick named 'Kirby'. Kirby is unlike the any Kirby you know. He is an immortal being who is more powerful than any Kirby I know in the multiverse. And is a heck of a lot smarter as well."

Suddenly. a holographic screen of Shadrix appears.


Greetings. I am Shadrix, as you are no doubt aware. I hear that you guys are trying to figure out how to get into the Worldforger. I would like to suggest an idea. My ship has enough compacity to carry all of you to this place and drop you off. I will try to offer as much support as I can. My ship should be prepared enough to handle whatever the Worldforger throws at me. I will await your answer.

KATE: Wow, you and your buddies seem like an interesting bunch!
KATE: I'm glad to have you, Shadrix, and the rest on our team!


LYRA: Your ship could be a good asset, but the issue might be in getting it here.
LYRA: I'm not sure how easy it would be to access our corner of the Incipisphere without a major degree of portal-working.


-20 Cobalt [Lvl.4] to Torix…..

Updating Current Grist and Inventory.......
Complete. Showing Grist and Inventory.


Inventory:
700 Lvl 0 Build Grist
230 Lvl 1 Rust
280 Lvl 2 Copper
165 Lvl 3 Lead
120 Lvl 4 Cobalt

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

Multivariate Calculator [Lvl.4]

Charge Gauge: 35/35 (0 in reserve)

I give 20 Cobalt back to Torix, and builds my second thing.

Collecting (correct) Items:
I get a Tough Mechanical Frame.

Build Something:
Tough Mechanical Frame + Metallic Command Block Scrap + Potion Template == Handheld Potion Generator[Lvl 4].

It consumes Essences for it's slots, produces copies of it and can launch them for different effects all on itself.

Tough Mechanical Frame ++ Metallic Command Block Scrap ++ Potion Template == Handheld Potion Generator [Lvl.4]
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

Using 320 Build Grist, 160 Lvl.2 Grist, and 80 Lvl.4 Grist, you make yourself a Handheld Potion Generator! It can create all sorts of potions on your behalf, although the resources it can process are unfortunately limited, and it takes a while to brew up the potions it generates.

By the way, I never got what your Multivariate Calculator did... I remember you mentioning that it's a piece of battle equipment, but how does it affect the field?

Post-Player Phase:

The party has new solutions, but is in need of a path to realize them. The Worldforger is making slow and steady progress towards Skaia.

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere.

[========] The Battlefield [========]
Current Location: Land of Blood and Ruins
A planet bathed in deep red, with ruins both ancient and modern-looking scattered throughout the landscape. Cody has his home somewhere on the planet, while Kate has been in his company for some time. Luke and Lyra are somewhat familiar with the planet, while it is an entirely new sight to you and Ninjatwist_.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (A fairly powerful alchemically-produced calculator with an unknown function)
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (8 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

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

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

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 3: Battle Prep Post 2
Well, it's a good thing I already have an warp drive installed. How did you think we got here in the first place? this baby could create a portal to our destination. However, it would take an insane amount of power. It would take roughly 20-30 minutes before the warp drive systems are fully restored. I could get my friend Kirby to get us the coordinates to the worldforger. If it is necessary, I can have two fighter ships from my very distant fleet to escort us to our destination. They are some of the best fighters I have in my arsenal. They could help us incase we get into trouble of trying to land on the worldforger, if it's even possible to land on it. If the warp drives aren't enough, I could contact my old friend W.D. Gaster to help send upgrades to my ship so we can have a more powerful warp drive. However, that would take... lets see... 2-3 turns for it to get here, and install it.

LYRA: Aaaah, a warp drive, huh? That should come in handy.
LYRA: Although, I'm think twenty to thirty minutes is going to be fairly tight.
LYRA: I'd rather not panic you, but by the time the ship arrives, the Worldforger and this Land are likely to have separated.

LYRA: Do you happen to know the inner workings of how your ship's warp drive works?
LYRA: If you explain it to us, I figure Luke and I could come up with a way to give your ship the boost it needs to get here in good time.


OOC: So... I dunno what everyone wants to do to get to the Worldforger. I'm thinking that, while making a ship is probably the clunkiest and more time consuming option, I don't know if that would be worse than whatever combat or comms set up we might need to summon Bill Nye's ship. I sort of favor building the ship just because it's a bit more under my character's wheelhouse, and it's a bit easier to collaborate with making a whole vessel, but I will admit, just summoning a ship is probably easier. Then again, we could also make a "beam us up Scotty" style teleporter, just to throw some ideas out there. And I don't know if there's anything specifically stopping us from one action teleporting up. The main problem with that is probably the party split from the NPC's and the potential party split that teleportation might cause between PC's...

See, I almost like the idea of just shooting a harpoon up at the Worldforger and anchoring it down to this planet. Is that a dumb idea? Yes. Does it sound fun? Also yes. I realize that's not the most practical solution, but that would also solve the "Worldforger is approaching" problem. Regardless, I'm going to start working on something that could turn into the hull of a ship, but is totally ambiguous enough to be used for other purposes. I'll go with whatever is decided.

IC: Bronze removes himself from his new allies for a moment, stepping out into the crimson landscape, peering off into the horizon behind the pale eyes of his mask. He breathes in deeply, smelling the rust bleached air of this fallen land. He holds up his bronze arm and examines it, turning it left and write, noting the red dust that slowly digs its way into his clockwork joints. "This world is of the Fallen Gods," he mutters to himself. "All their strength, lost and ruined, piling up over generations of forgotten tales. It is only the dreams above that sustain them here, is it not? Such is the fate of those who are left behind. A cruel existence, living at the whims of people forever adrift from their vision. This is not where my God will die. No crueler fate could I imagine." He reaches up his natural arm and wipes away the rust that had begun to deposit there. "I must return here one day. To free those who are shackled here, hidden under the sand of dreams. But today is not that day. Today, I will begin anew. Demigods and Titans are no longer my foe. Only the Acolyte and his minions." His lungs fill with another helping of that red air, before he exhales deeply into his mask. "All men fight for their Gods. That is not wrong, merely truth. What is wrong is to place one's self so high above that they envision themselves as divine. This Acolyte will fall, and he shall be forgotten just as the Gods of this barren waste. But that is not cruelty. Only justice." Bronze takes one final breath, tasting the old iron on his tongue, before beginning his craft.

Action 1: Slowly, Bronze raises his metallic arm, his bronze hand open wide, reaching up as though clasping the crimson clouds above. His pale eyes begin to glow, halos of green burning brightly as they stare at his glimmering palm. At first, all is calm, Bronze standing like a statue before the red sky above. Then, a single gust blows past him, crimson streaks that leave as suddenly as they come. One of his divine irises' darts across its smooth eye, tracing the wind as it blows past. The other remains as it was, staring at his empty palm. Another gust passes opposite its predecessor, followed by another. The one eye traces these with perfection, as the other watches the metal hand rise just slightly higher into the air, its fingers tightening mere millimeters. More gusts begin their assault, and the red atmosphere around Bronze begins to darken, shading to the blood of this world. Bronze's hand closes more, clasping at an object the size of an apple. And the wind rages in return, the dusty soil rising into a whirlwind about him. It begins small, a ring reaching hardly above his ankle, but, as his arm rises, so too does the wind, stretching upward to defeat its foe. The stationary eye watches this calmly, but the other begins to turn wildly, tracing lines impossible to discern from each other, yet ever distinct in their journey. The winds continue to rise, and a pillar of red wind rapidly consumes Bronze. Yet the red darkness cannot consume his eyes, which continue to glow behind the veil of dust.

And still, Bronze continues to close his metal fist. As he does, the whirlwind rises further, escaping the hold of the earth to rise into a helix of blowing particles. The rusty air begins to focus, their currents encircling his hand, never touching, but ever nearing. A red ball consumes his hand, ever feeding on the world around it. Around Bronze, the air almost looks clear, only slashed by the red tide that springs toward the crimson core. Bronze's hand begins to shake under the ruinous vortex, the calm eye wiggling ever slightly as it watches. Meanwhile, the wild eye is consumed by its glow, the constant rust impossible to trace. But, an iris of white begins to form, centered upon the point within the orb, centered upon his palm.

And then, the hand closes, its joints creaking under the wind's power. The red vortex around him closes at the same moment, entering the fist to be consumed. All wind dies, and Bronze is left standing in the middle of a gray, rust-less surface, the air clear of the red that plagued it. Slowly, the dust returns, falling gently from the rest of the world.

As all returns to its original state, Bronze opens his metallic palm. From it, a burst of clear air escapes, untouched by the iron world that corrupts it. The green light fades from the eyes of Bronze's mask, and he takes in a single breath, relaxing from the force of the action. Slowly, his eyes glance down at his natural hand, which rested at his side the entire time, clenched tightly into a fist. His fingers relax, opening to reveal a small droplet of iron, entirely pure and unrusted. He tosses the nugget of mineral into the air and catches it, nodding to himself at his craft.

Pure Nugget refined.

Action 2: Bronze stares down at the small nugget he just extracted. He rolls it about in his hand, thinking. "So fragile," he mutters. "This land will reclaim it in an instant. It lacks... survival, the will to sustain itself. The one thing the forge cannot give." He ponders over this for a moment. "No, that is not strictly true. The fire within. Once lit, it eats away at all that enters it, willing the metal into the shape of its maker. The fire is the will of the forge God. So I must imbue this nugget, this seed, with fire."

Bronze places the nugget in his metallic hand. He breathes in, and gears within the bronze contraption begin to whir with excitement. The arm's palm begins to glow the red orange of heat pulsing through it. He closes his fist around the nugget, and his entire hand begins to develop the warm glow. Inside the palm, the nugget struggles against the heat, wavering in form form as it melds to the hand that crushes it. The bronze palm begins to glow white, more heat pouring into it from God's will. "Faizetus," Bronze mutters. "Breathe fire into this seed. Give life to the metal I have wrought. Invoke your ever-green flame into its heart."

The eyes of Bronze's mask return to life with their light. Tendrils of it lash out from the eerie surface, piercing through the gaps in his metal fingers to reach the metal seed within. The green shine begins to bleed from within his grasp, the seed glowing with its light. Its form begins to hold strong under the intense heat of the metallic force. Then, the seed begins to consume the heat, allowing it to run through it into its iron core. The artificial nerves in the bronze arm begin to scream with pain, as the green fire begins to melt through its white aura. Bronze quickly drops the seed, and green light blinds him. A thought crosses his mind for a moment. "What being have I born?" But all is swept away as his vision returns. The seed rests within the poor soil, still gleaming with heat, but no longer green. Bronze leans down, examining the seed. As he does, its surface splits, and a small stalk of metal sprouts from this crevice. Bronze smiles. "Life of the forge." The sprout does not grow further, but Bronze cradles it in his hand as though it were his most precious possession.

Iron Seed born.

Psuedo RP: Bronze approaches Cody and gives him a brief bow. "Hello. I would like to ask a question of your land. When I was a boy, my parents would tell me stories to explain the world, tales of monstrous creatures spawned to combat my God. In one of these stories, they described tunneling creatures that could come and go as a whisper in the night, and could turn metal into pure rust with the slightest touch. I had believed they caused all rust for most of my boyhood, until I learned that the air and water were the true culprits. I would not ask such a foolish question, but I understand little of this world that lives under a war of dreams. Do you know if there are any such fiends or monsters that inhabit your land? Or, for that matter, any life at all? I am acclimated to lonely, barren wastes, but it seems oddly quiet here in your world of Blood. Is there only old, lost blood that is spilled here? Or is there life beside our own?"

Is the Iron Seed supposed to be an alchemy ingredient? Assuming so, it's been added to the Crafting Ingredients Index.

Because of the mechanics of crafting ingredients from the world, the Pure Iron Nugget comes for free, but the Iron Seed. Assuming it's a Level 4 Ingredient, it'll set you back 200 Build Grist and all 80 of your Lvl.4 Grist. If you want to make it a Level 3 Ingredient instead, it'll use a lower level of tiered Grist and its Build Grist cost will get reduced, but it can't be used to make stronger alchemies.

Cody also responds to your query:

CODY: Oh, plenty.
CODY: I've encountered tons of monsters and such on this planet, like Imps, Basilisks, and the like.
CODY: From what Kate tells me, she's seen more monsters on my planet than on anybody else's, at least beyond areas we've made safe.
CODY: Thankfully, getting rid of them is a pretty good way to pass the time.
CODY: Plus, it gives us more Grist, which is always useful.


In this section, I will roll dice to determine which magical element I will use and how. This is a restriction I'm placing on my character(s) to experiment and have more fun. I will roll for a new magical element each round and a new class every three rounds. Earlier if I am damaged and need to change my playstyle fast.

Rolls for this turn:
Magic (d8) = 2, Silence.
Class (d5) = 2, Rider.

Hi there folks! I'm here to join the battle. Expect magic, intersections of vast magical realms, and jolly cooperation! Good to meet you all!

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Turn Begins

A point in the fabric of space no more than 50 meters from the nearest player shatters into shards. Fractures race out from the break, creating a spherical crack spreading out from the central point of impact. It is indeed an impact, as someone has come crashing through into this space. They are a tall figure, ghastly in appearance. A broken skeleton lashed together with flowering vines reels from the shock of being hurled into another reality. Behind it and obscured by the web of cracks is a hole, the edges of which are quickly disintegrating. Reality is not meant to be punctured, and will shortly collapse in the region. Those closest to the rift catch a glimpse through it of a very foreign world. It appears to be a cup of planetary proportions. Several moons hang in the air inside the cup, and its inner walls contain biomes, rivers, desolate wastelands, and even an ocean of some glistening substance at the base. This world seems to have ejected the plant creature. Or, perhaps, it was sent as an emissary.

The skeletal vine creature rights itself in the air and looks around. It waves when it notices the players and their allies. Its right arm is skeletal, but its left appears to be a bag bade of woven vines. This bag inflates before your eyes, then releases a jet of air, propelling the creature towards you. It overshoots at first, landing hard on the ground. but after picking itself up, it walks towards you all. It does not appear hostile as it draws near the group and...

It curtsies.

In an alien voice, it introduces itself as The Caretaker. It does not know how it came to be here, but it notices that you all appear to need help, and that is its purpose. You need to reach the thing you call the "Worldforger," yes? Coincidentally, the soul guiding her movements right now is of the Rider class. She can begin constructing a ship from Silence. Alternatively, she could try to create a fleet of smaller ships for the purpose of protecting a larger ship. It looks like you all are considering summoning one or more existing ships, so she suggests that playing a supporting role would also suit her current skills. If you all so wish, that is. It will take some time to complete the spell calculations, and given that none of you are trained in this particular form of magic, you won't be able to help her besides gathering elemental energy for her to use. Spark, Flake, and Glass might be useful for ship modules in particular. She is not sure what this "grist" substance is or how it works, but might she be able to use it for this? She thinks she could theoretically distill elemental energy from it.

Oh, and please call her "Care" for short.

(I address the other players in the intro RP regarding the plans. Waiting for confirmation on whether or not to pursue the solutions proposed.)

Action:

None, awaiting approval of entry.

Welcome into the game! Your PC has been added.

Like Bronze before you, you receive the following sum of Grist upon joining into the game:
+640 Build Grist acquired.
+180 Rust [Lvl.1] acquired.
+160 Copper [Lvl.2] acquired.
+90 Lead [Lvl.3] acquired.
+80 Cobalt [Lvl.4] acquired.

This Grist can be used to craft equipment for yourself or ingredients to more custom-make future equipment. It would be wise to keep track of this on your own, since it would bog me down to keep track of everyone's Grist for them (on second thought...)

Kate notices you approach and gives a friendly wave as you join the party.

Post-Player Phase:

The party has new solutions, but is in need of a path to realize them. The Worldforger is making slow and steady progress towards Skaia.

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere. (Explored)
--Figure out how Bill Nye's ship's warp drive works so that the party can improve upon it.

[========] The Battlefield [========]
Current Location: Land of Blood and Ruins
A planet bathed in deep red, with ruins both ancient and modern-looking scattered throughout the landscape. Cody has his home somewhere on the planet, while Kate has been in his company for some time. Luke and Lyra are somewhat familiar with the planet, while it is an entirely new sight to you and Ninjatwist_.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.
- (Summon a Spaceship Path) Figure out how Bill Nye's ship's warp drive works and improve up oni it!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clary Au/Yvonne:
Multivariate Calculator [Lvl.4] (A fairly powerful alchemically-produced calculator with an unknown function)
Handheld Potion Generator [Lvl.4] (Potion Power: 5/5) [Brewing: III] (Can generate potions on behest of the user, requires 3 turns to brew)

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (8 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

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

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

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 3: Battle Prep Post 3
"Hey, Bill, care if you let me view the workings of your Warp Drive? I'm a high enough level technomancer, so your drives won't be damaged and I can take a look at what's wrong.

Assuming I get permission, I use my Multivariate Calculator and set entity target to the Warp Drive. It should be a block entity, so I target it and the information about the Warp Drive is displayed on the monitor of the Calculator, acting as a console peering into the inner workings of the Drive.

Provided Bill Nye's willing to let you go through with that, you gather some manner of information about the inner workings of the ship's warp drive.

Additionally, the Multivariate Calculator has been given proper battle stats! If you want me to change them a bit to suit your needs, let me know.

Alright. I'll bring the ship down. You can take a look at it Clary. I'll have Lyra and the others take a look at it too. Kirby, bring the ship down.

Aye aye sir!

The ship breaks out of orbit, and lands the ship right in front of the group. The ship opens up, and a pink puffball creature waddles out, and smiles.

Hi everyone! I'll show you to the warp drive! There you can made any modifications you can add.

Once Kirby goes inside the ship with whoever decides to go with, they see Shadrix in a full suit with 7 chaos emeralds and a master emerald as a part of his suit. Bill Nye goes with the others to keep watch of things. Shadrix smiles at the group while walking with them to the warp drive.

You guys have my full permission to do what you see fit with the ship. Just make sure not to sabotage anything. I don't want to have to get a replacement ship. This thing has sentimental value.

Lyra notices the ship arrive on the planet, a bit of a shocked expression on her face.

LYRA: Wow, from what I was told, I was expecting the ship to take a bit longer to get here!
LYRA: I appreciate that the ship has a lot of firepower if we need it, but I'd rather not get your ship damaged by getting it into a firefight.
LYRA: We do have a ship, though, and with it, a way to disrupt the Acolyte and the Worldforger.
LYRA: Permission to board?


Action 1: ...Yup, gonna have to do this action totally OOC. I went too fast for your Alchemy system, didn't I? So, my first action was to get the "Pure Nugget" ingredient. But then, my second action was supposed to use life force to refine the nugget into the "Iron Seed." So, what I should have done instead was use the second action to make the ingredient "Flame of Life" (or something), which I should be able to locally source from my character (my character being alive and such), so that this action, I could alchemize:

Pure Nugget ++ Flame of Life == Iron Seed,

which would cost me 40 build grist and 10 tier 1 grist because I'd be using LVL 1 ingredients exclusively. So, this action will be expended alchemizing the two things that I already RP'd too quickly, so I have the "Iron Seed," a LVL 1 Item.

Now, I'm going to sort of explain why I didn't do that. Firstly, I'm new. Apologies.

Secondly, I was planning on using the Iron Seed directly to help make the ship (since that was where I was leaning, but it sounds like we're going with Bill's idea now), so I was thinking of it more as a fanciful charge for an entity rather than an item. Again, this thought was in some way fueled by my newness to the... somewhat overcomplicated "Item-Entity" separation you've got going, and because I find it to be a bit... restrictive. But, it now occurs to me that I can just make the "Iron Seed" a consumable item that I can use to buff my next entity summon, and that leaves everything ambiguous enough that, since we aren't making a ship, I can still use it.

So, the Iron Seed, as an item, is a consumable that will buff the Max HP per Charge Point of an entity when the Iron Seed is expended. Probably only a .05 (maybe as low as .025) buff, but I didn't want to start wasting grist willy nilly, so that's okay.

Last reason for messing that up, I was still confused about the group's whole direction as a whole, so I wasn't as explicit as I should have been. And, trying to mix the RP in there definitely did not help. So, apologies. Hopefully it should take just this one action to rectify things(?). Regardless, on to the next.

Action 2: Back to IC.

Bronze nods as he listens to Cody. "This is truly a land of myths, then. Under the battles of two dreams, I suppose anything may be possible. Hm... but it seems we may be leaving shortly. I suppose I must bring God's war with me to the vast sky above."

He closes his eyes and lets divine awareness take hold of him. He raises his bronze hand up, pointing toward the vast ruins that line this reddened landscape. As green light flickers about the hollowed eyes of his mask, his mind develops a singular vision of this land, composed of black space and glowing patches of bright green, shaped to match the metal left within the structures that has not rusted into total obscurity. Bronze begins to turn his body, slowly rotating, taking in the world around him. In his mind, he watches the turning green structures, paying keen attention to any signs of rot or decay. As he finishes his survey, he returns to face the point where it seems the most metal is being turned to rust, where the green light of Faizetus was fading fastest in his mind. He opens his true eyes and takes in the view of that place, remembering it before he goes to work for truth.

Bronze approaches the shell that was his salvation, the broken husk that hurtled with him through space and time. He places his metallic hand on its round surface and takes a deep breath. "You are needed for a new purpose now. As one changes a mask, you will now be shaped anew." His metal hand then begins to glow, heat pouring off of it. The bronze sphere begins to quickly absorb the heat, shining white under its molten influence. It crumbles inward, liquifying and spreading its fiery plague, until all that is left is a puddle of molten ore. Raising his hand over the quickly steaming pool, waves of green light begin to dance from his palm, racing toward the metal, causing ripples in its burning surface. He lifts his palm slightly, pointing it toward the horizons rather than toward the dusty earth beneath his feet, and the metal follows his path, becoming a floating blob, suspended in the air by nothing but the influence of Faizetus. As the metal remains there, shifting on the surface but still molten to the core, Bronze's fingers begin to turn, tapping the air softly as they move. The metal reacts to these movements and begins to morph, flattening itself under the spectral taps, changing from sphere to disk. As it condenses into this new shape, it begins to harden, and the gong completes itself.

Bronze closes his eyes for a moment, remembering the place where rust spread most quickly. Then, without hesitation, he flings his hand so that it points off in that direction. The metal disk responds, flying off like a frisbee, launching itself over the rust-ridden land. It sends itself off to the place where Bronze aimed it, hovering there, still tethered by Faizetus's influence. Then, Bronze clenches his fist, and the metal suddenly smashes inward, creating a loud crack above the point where the rust monsters should dwell. It suddenly launches itself backward, returning to where the players are, and landing embedded into the ground at Bronze's feet, a broken mass of nothing. Bronze looks down at it, frowning within. "You have done your service. Thank you."

Action Summary:
Action 1: Hopefully fix anything from last turn's actions. My bad.

Action 2: Attempt to call Rust Monsters toward the current player location... Yeah, sorry if the description is a bit complex. I'm trying to play Bronze using as little "I CAN DO ANYTHING" as I can, so, rather than just "BIG METAL SOUND ATTRACTS RUST MONSTERS," I used "Metal Sense" to see where they would likely be, created a disk to throw over that point, and then shattered that disk above the point and called the disk's remains back, hopefully alerting any rust monsters there to our location and attracting them with the metal.

See, the "plan" with the Rust Monsters is to in some way capture them so that we can unleash them on the Worldforger and barrel through the mess of hallways that await us. So, other players be warned, next turn could get interesting depending on how well Action 2 works.
640 - 40 = 600 Build Grist
180 - 10 = 170 Rust [Lvl.1]
160 Copper [Lvl.2]
90 Lead [Lvl.3]
80 Cobalt [Lvl.4]

Alright, you spend your Grist as you wish to craft the low-level Iron Seed as a consumable! Even though higher-level consumables are readily available already, you spend some lower-level Grist instead, choosing to conserve higher-level material. From your efforts, you gain the Iron Seed consumable!

CODY: Hmm, so your plan's to summon a bunch of game constructs to our location?
CODY: It's not a matter of handling them, which we can, but we're on a time limit as is, since the Worldforger's slowly getting away from us.
CODY: Do you have any further ideas with those things?


No Pre-Turn this time. Since there wasn't an action for my introduction post, it would just be wasteful.

Based on previous DTG experience I feel like the boost I'm trying to give the ship here should be a charged action but it seems like we have very little time. Also charging might not be necessary anyway.
I'm also interested in trying out crafting but I don't really understand it. Also, weapons just don't seem that useful for Care. Not with the magic system I've decided to test drive in your forum game anyway. :p

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
640 Build Grist
180 Rust [Lvl.1]
160 Copper [Lvl.2]
90 Lead [Lvl.3]
80 Cobalt [Lvl.4]


Turn Begins

Care notices Kirby's ship. To her it's an unfamiliar vessel; she has no idea what modifications she could make to its machinery. She can, however, give it a bit of an indirect boost. She also has no idea what a multi-stage rocket is, but she's about to build her own version.

The Caretaker's right arm is little more of a large bag woven from vines and adorned with purple flowers. Sometimes it catches the breeze and drifts out behind her like billowing sleeves. In a strong enough wind, it might even look like a windsock. Most windsocks do not unravel into dozens of fragrant tendrils and rapidly grow into a small vineyard, though. In moments, vines grow and take root in new soil. Some grow up into lattice shapes before dying and rapidly hardening as if into stylized supports. A new generation rises from the shifting leaves and stems, taking hold of the supports. A garden maintains itself. When the full and supernaturally organized patch of vines completes itself it finally falls still. Only for a moment, however, as flowers quickly grow from the vines. An entire acre of morning glories blooms in seconds. All in a spot carefully chosen to avoid any incoming rust creatures summoned by sudden noises.

Care's permanently grinning face watches all this. She gives a moment to enjoy the sight and to give thanks to the souls allowing her to perform the act. Then, Care lets the moment go, and with it, the flowers. Each and every blossom detaches from its mother vine and rises into the air like a blanket of petals. There they wait as Care begins the spell calculations. She extends her soul into the world and by doing so allows her imagination to manifest. A circle inscribed within a square appears and symbols begin to ring the inside.

In order to account for the elementally barren atmosphere of this universe, Care draws upon the conceptual darkness around her. Channeling the meaning of Silence from the memories of the souls within into the world and absolute void of magic and receiving nothing at all is almost too much to bear. It feels alien. But, while all of existence outside of herself is foreign, the magic of the world she came from remains inside her. In the Universe's silence, she finds her own Silence within.

Magic surges out of Care. Reality continues to break the rules she has long lived with, as elemental energy pours out of her own self and into the spell. With a source of energy, all that's left is to account for her emotional state and impose limitations. With gratitude for this chance to surpass all that she knew before and maybe even make new friends, Care completes the spell statements. She trims the portion of her soul that was allowed to grow outside of her body and releases the energy to complete her instructions. The magic circle spins and splits into rays of darkness. An inverse to beams of light through dust clouds, great beams of darkness spin out like petals torn from a flower and blown into the wind. "Petals" that are drawn to join with their siblings.

In the next moment, all the floating morning glories lose their shine. Drifting up and down on the breeze, it is clear that they are now obstructing the light as if they were several times bigger than they are. It's like each flower has a halo of darkness, or was lensing incoming light like tiny black holes. Darkling, they begin to fly out towards Kirby's ship. They surround the ship as if to give it its own halo, and it begins to lift ever so slightly. The dark blossoms do not attempt to move it away, but the ship is now covered in thousands of magic flowers. As Care explains to you all, they will boost the ship slightly. The greatest advantage they offer is that of stealth. It will be difficult for enemies to perceive us as the light fades and bends around us. However, the benefits are gained at the expense of the flowers' lifespans. They will wilt rapidly when used and will break easily if struck. Care has placed this limitation on the spell in order to make the abilities of boosted speed and bending light combine into the ability to warp space itself. The distance we will need to travel will be slightly less than without the flowers. If you planned to warp directly there, it will be much easier to launch a surprise attack on arrival.

With that out of the way, Care addresses the group. She wants to know if everyone here is native to this world, or if there are other outlanders like her. She would also like to be friends despite her inability to speak. It is at this point any of you that have not yet realized become aware that you are only able to understand Care because she seems to be able to push her soul out of her body. Once outside of her body, seeing her soul allows you to understand her true thoughts implicitly. Some people might find it a bit uncomfortable to be shared her entire soul just to have a simple conversation. Especially considering she seems to have more than one.

Luke takes a look at the ship from his observation of the Worldforger to take in a few mental notes at what the flowers are doing, then intuits their purpose.

LUKE: Stealth is definitely going to be a great asset, especially on a ship like this.
LUKE: I'd hate to get shot at by whatever weapons the Worldforger might have before we try making our welcome.


KATE: And it's a creative way you've pulled it off, too!
KATE: I wouldn't say we're native to these worlds, even though they seem like they were made for us specifically.
KATE: We all had one planet we called home, before we were cast away from it and arrived at these worlds.
KATE: I know we just met, but you seem like good conversation, if I can call it that because of your interesting way of speaking!


Post-Player Phase:


The party has a ship with which to make some form of contact with the Worldforger- do you climb aboard?

Additionally, a small group of Rust Imps have been spotted trudging towards your location- Cody is the first to ready his weapons, followed by the rest of the party. They'll be within striking range next turn, but does anyone have any better plans for them?

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere. (Explored)
--Figure out how Bill Nye's ship's warp drive works so that the party can improve upon it. (Solved)
--Board the ship and figure out a plan with which to stop the Worldforger from reaching Skaia.

[========] The Battlefield [========]
Current Location: Land of Blood and Ruins
A planet bathed in deep red, with ruins both ancient and modern-looking scattered throughout the landscape. Cody has his home somewhere on the planet, while Kate has been in his company for some time. Luke and Lyra are somewhat familiar with the planet, while it is an entirely new sight to you and Ninjatwist_.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.
- (Summon a Spaceship Path) Figure out how Bill Nye's ship's warp drive works and improve up oni it!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (8 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

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

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

Kirby's Ship [AA - Bill Nye] HP: ???/???. Boardable!
Enhancements: Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Passengers: None so far, but Lyra's requesting permission for the party to board the ship.

Rust Imps [SB] HP: 10/10. | BD: 2. | SV: 2. Grist Tierage. (x4) Active in 1 turn!

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 3: Battle Prep Post 4
OOC: Well, of course, we can kill some of them. I'm assuming "Grist Tierage" means they drop higher tier grist than build grist, in this case rust grist. But I'd like to keep at least one to... experiment with.

Action 1: Bronze watches the Rust Imps as they approach. "And so, the fiendish banes of metal and forge come to meet our host. But, as days turn and grow colder, new enemies are found, and what may be my natural foe may turn to my friend for a short time. This world is built of rust, and has already provided me with material. Now, it shall provide me tools, weapons for the oncoming days. Though today we leave this ruin, one day I hope to return, to seek out what ancient relics of lost Gods may have fallen to this desolate waste, passing in chaotic dreams to this forgotten world. But that is for a later self. Now, I seek only one thing. To do battle with the Acolyte, to end his tyranny over the weak and voiceless."

With that said, Bronze raises his open palm toward the Rust Imps. Green light surrounds them, glowing beneath their feet. The floor seems to boil in the shine, forming bubbles in the wake of the Rust Imps as they sprint toward their next meal. Meanwhile, Bronze calls out his voice, beckoning to his God. "Heed me, inner forge, the burning place within the heart of worlds! Come forth and follow my command!" As the imps run on, the rusted earth beneath them burst, molten rock spewing upwards as magma seeps from the holes. Then, at a twist of Bronze's hand, the lava rises in snake-like tendrils, twisting in odds shapes before choosing the form of shackles. Bronze folds his arm inward, holding it parallel to his body, and the molten chains burst forward, racing after the approaching imps. Within moments, they trail just behind the imps, ready to strike their foes with unthinking malice. Noticing this, the imps become startled, attempting to move faster through the dusted waste. Yet, it is all in vain, as Bronze closes his palm into a metal fist. The molten chains move forward with blinding speed, wrapping themselves about the small fiends, who are stopped dead in their tracks as the shackled ends close about their ankles. As the imps struggle under their flaming binds, the chains harden, cooling and turning to stone around them. Beneath his stoic mask, Bronze smiles. He mutters to himself, "Thank you, Faizetus. You are kind."

Action 2: Bronze walks towards the snarling imps, somewhat amused by their small forms. "In legend, I always assumed you would be... bigger, I suppose. Well, you will do no harm to my allies now I hope. Now, we simply must become friends, no?" The imps hiss at his words, but Bronze pays no mind. He grabs the end of one of the imp's chains and hefts the imp over his shoulder. "You will do nicely. I would not want to make too much of a mess on my new friend's vessel."

He carries the imp first over to @Bill Nye and asks, "My friend, I would like to bring myself and this small beast aboard your ship. I hope you do not mind too terribly and will allow us passage. Once inside, I think I will attempt to fortify your hull. I may also tinker with your engines, perhaps improving their speed. But both those will be after I fully incapacitate this little creature. I promise he will do us no harm." If Bill allows, Bronze boards the ship, still carrying the imp so that it cannot touch the metallic surfaces within. Bronze takes a seat and breathes in the filtered air. "Ah. I have never smelled such lack of scent. It is almost pleasant, though I suppose I am too used to the sent of ash and smoke for this to be of my favor. Regardless, with new air comes a new step on our journey, regardless of how short the last may have been. May God hold this vessel strong and prepare it for the battles that are to come."

Action Summary:
Action 1: Chain the Rust Imps to the ground of the Land of Blood and Ruin, perfect for ally sniping and whatnot.
Action 2: With Bill's permission, bring myself and one of the imps aboard his craft.
600 Build Grist
170 Rust [Lvl.1]
160 Copper [Lvl.2]
90 Lead [Lvl.3]
80 Cobalt [Lvl.4]

Your attack deals 2 damage to 3 of the Rust Imps, but it Restrains them to the planet's ground for a turn, limiting their movement!

You also board Shadrix's vessel, with one of the other Imps in your grasp! It will try its best to attack you, however, since you're the closest thing to it.

Your Charge Gauge will begin gathering charge once you're in thicker combat.

Having hopped through the portal with the rest of the group, Torix finally takes a break from nursing his leg (which got sprained as he landed strangely) and rejoins the group with a bit of a limp. Walking over and seeing the new arrivals, he promptly greets them...
Torix - "Hey there. Sorry about not helping much earlier, but I've been taking a bit of a break..."
Torix - "My name's Torix, as the dialog formatting probably gives away. However, I could probably help a bit with this ship..."
Torix - "And those Imps way over there, but... one thing at a time."


Action 1, Hurricane Pistol -
Seeing the Imps chained down already by Bronze, Torix looks at the three remaining ones as he draws the newly crafted Hurricane Pistol. Though already coated in a thin layer of dust from inactivity, the windstorm made as it draws promptly blows it right off and even moves the wielder's jacket back slightly in the wind.
Torix - "There are a few nice things about having electricity for bullets."
Torix - "For example: they're fast, powerful, and pretty effective against metal - even oxidized types!"
Torix - "Here, have an demonstration."

/WIP, fire a shot each at the 3 chained-down imps

Action 2 -
/WIP, boarding ship and looking around in there for things to easily improve

Charge Gauge - 0/35
[IIIII IIIII IIIII IIIII IIIII IIIII IIIII]
Grist -
[LVL 0] Build Grist - 2,174 [-320]
[LVL 1] Malachite, Rust - 175
[LVL 2] Copper - 155 [-160]
[LVL 3] Lead - 215
[LVL 4] Cobalt - 0 [-80]

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

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

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

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

Welcome back into the game!

Your volley of fire against the Rust Imps goes smoothly, considering they're chained to the ground. You deal 4 damage to each of the Rust Imps while they're stuck!

You also board Shadrix's ship and take a look around... if Bill Nye notes anything you could improve (which, so far isn't much), they'll give you a description.

Your Charge Gauge will begin gathering charge once you're in thicker combat.

Rolls for this turn:
Magic (d8) = 1, Song. Huh. Unexpected, but maybe a little poetic.
Class maintained for two more turns.

OOC: Honestly, pretty happy that turned out so well!

I'm interested in helping out with the Rust Imps, but I think I need to know the plan with them first.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Turn Begins

Care expresses her gratitude to Kate for the compliment by giving a clumsy curtsy. She is also glad the flowers will be of assistance. She wasn't sure that would even work. Being out here feels suffocating, so it was difficult. Maybe not suffocating, but as if the sun disappeared and you had to find a new way to grow. Maybe that's not a good metaphor to explain to people that aren't plants. Ah. Yes, wait- okay, it seems the other souls Care has in tow agree that she's explaining this poorly. She was also suddenly ripped from the world she was used to. It seems to her like this one works differently. The atmosphere is made out of an entirely different set of elements here, and Care can't manipulate them. Also, spells really aren't supposed to come from inside her, so whatever put her here must have changed her somehow...

Ah, she's rambling to herself. Care apologizes and asks how the kids got here. She also waves to Ninjatwist_, indicating that she wants to know their story as well. Although probably not the long version, if they're pressed for time. She's getting the impression that whatever battle she's been dropped into, it's been going for a very long time. She'd like to know what she's helping you with, given that she thinks it's most likely that she was dropped right next to you all for that purpose.

Action:

While speaking Care decides she can add a bit more to the ship's capabilities. Or more accurately, cultivate some distractions. Deciding to use the extant acre of vines, Care pours more of her energy into them. Thick roots tear through rusted soil and dive into oxidized depths. As the root system expands, the vines above become thicker and wilder. At first, they weave together as competing vines often do, struggling to be the closest to the sun. Each vine begins to take on a metallic tint as the iron saturates its internal structure. Generations of vines quickly grow and die under the gardening of Care. They are forced to adapt quickly, and soon become more like metal pipes than verdant vines. Each generation is more durable and rigid than the last, and they continue to wind themselves higher. Soon, a massive construct of twisting pipes, gilded leaves, and valve-shaped flowers towers over the group. The contortion of rusted vines evokes an eldritch sort of grace, like a great mass of snakes or tentacles fossilized together.

Of course, Care did not set out to make a modern art piece. From deep inside the still growing colony comes a sound of creaking. First comes the screaming sound of metal sheering, both echoing through corridors of rusted metal and muffled by hundreds of twisted barriers. Next, a grinding like that of a saw struggling to cut against restraints. It is the terrible sound of unnatural metalworking.

Care apologizes for the noise. She's never done this before and she really doesn't mean for it to sound so... scary.

Nevertheless, the noise continues. Sometimes the structure quakes. Sometimes the sound of something like an engine roars inside. In the meantime, Care walks to the starship and inspects it. She nods to herself and adjusts her process. She could never hope to match an engine of this sophistication with the limited resources, nor the armaments. However, the form is easy to copy. In fact, with a model to work from she can finish almost immediately.

The last two sounds to come from the tangled design of living pipes are a hum and sigh. The hum begins suddenly just as all the other construction noises stop. The vines stop shuddering, indicating that their part is finished. Care then shears the vines from herself. With the connection between her and the structure cut, it can no longer sustain itself. Thus, the sigh comes as it begins to collapse under its own weight. It unfolds away from the center, falling as if blooming.

Inside is a replica of the Shadrix ship. It is rusted in spots and its systems are inoperable, but still just as elegant and practical in its design. Despite not being powered by nuclear energy, it floats. Instead, it is suspended upon the wind itself. A powerful updraft holds the massive vehicle aloft.

Care raises her hand a pushes her soul into the world once more. The Silence inside her has given way. Now, Song bursts from within, blessed by the strong winds on a barren world and the joy of welcoming company. She channels it into a growing array of calculations. Telling a mass of flowers to follow and protect a ship is one thing. Commanding a semi-organic construct to ride the wind through space in order to distract a massive battleship is much more complex. Accounting for all the evasive maneuvers it might need despite never having flown a ship herself is very difficult. Care has to ask you all for guidance on what sort of instructions an automated fighter might need. She does her best with what she has, as she always does. With that, she programs the fighter to distract the battleship as much as possible. It is armed with metal shrapnel left over from its construction in order to better fool enemies into believing it has fully active guns. Once it is out of ammo, it will fly at top speed directly into the enemy to cause as much damage as possible.

To give it additional strength, Care places restrictions on it. On impact, its remaining Song will dissipate rather than detonate; it can only target or dodge direct attacks from the Worldforger, meaning attacks from smaller interceptor ships will be ignored; and it can only target guns that have fired on it. These restrictions should give the magic enough power to imitate a warp drive and fool the Worldforger, but the distraction won't be able to last very long.

For her second action, Care boards the Shadrix and continues to chat with the others. If anyone needs her help with anything, she will do her best to assist.

You create a short-lived Distraction Secondary Vessel! Unfortunately, it doesn't have much in the way of replicated firepower, and it's most likely going to be considerably more fragile than its mechanical counterpart.

Ninjatwist_ looks up from cleaning up his saber from the last engagement, then gives you a casual wave.

NINJATWIST_: Hey, pleasant seeing someone new.
NINJATWIST_: I was wandering around in the blocky world I've known... for what seems like a while, actually, just trying to survive.
NINJATWIST_: I didn't really actively resist the Acolyte, up until I came across a group that WAS doing it.
NINJATWIST_: Including these Players right here!
NINJATWIST_: From then on I've joined them in their quest, trying to prove myself useful.
NINJATWIST_: We managed to get through to the Acolyte's castle, up until he whisked us away through a giant portal...

NINJATWIST_: I was spat out in this place at the end of it, and I don't really know this place.
NINJATWIST_: I met Luke and his friends in it, though, so it hasn't been all bad.


"Shadrix is a bit busy trying to get the ship all ready to go, but he did tell me to tell you this:"

"You are all welcome to make any modifications to the ship. You have our express permission to do what you need to do."

Just make sure not to blow us all up in the process, I don't want to make Shadrix mad...

Yeah... Trust me, you don't want to see him mad..

LUKE: Alright, I think we can afford to not wreck your craft on this mission.
LUKE: We should really board soon, though.

LUKE: The Worldforger's starting to drift away, and we can't lose our opportunity to stop it!

CODY: I've got a plan for once we get up there... Ideally, it shouldn't involve much damage to your ship, either.

LYRA: We'll board when you're ready for us to go, but we should plan with our time constraints in mind.


Post-Player Phase:

The party has a ship with which to make some form of contact with the Worldforger- do you climb aboard?

Ninjatwist_, Luke, and Lyra take the opportunity to execute the chained-up Rust Imps from range, dealing at least 4 damage to each of them! Kate's trying to save her ammo for larger threats, while Cody would find it a waste of time and energy to run up to the Imps and shoot from shotgun range.

The Rust Imp that Bronze is holding lashes out against him, though, dealing 2 damage!

+30 Build Grist acquired.
+15 Rust [Lvl.1] acquired.

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere. (Explored)
--Figure out how Bill Nye's ship's warp drive works so that the party can improve upon it. (Solved)
--Board the ship and figure out a plan with which to stop the Worldforger from reaching Skaia.
---Hear Cody's plan for interfering with the ship's plans, or come up with your own.

[========] The Battlefield [========]
Current Location: Land of Blood and Ruins
A planet bathed in deep red, with ruins both ancient and modern-looking scattered throughout the landscape. Cody has his home somewhere on the planet, while Kate has been in his company for some time. Luke and Lyra are somewhat familiar with the planet, while it is an entirely new sight to you and Ninjatwist_.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.
- (Summon a Spaceship Path) Figure out how Bill Nye's ship's warp drive works and improve up oni it!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

Weapons:
Mars-Pattern Shotgun [Lvl.4] [Mark for Doom: III] (Single-shot shotgun, Base Damage: +4, Deals +50% damage against targets with <40% health, Mark of Doom inflicts Doom (8 damage taken per turn, effect cannot be extended, 1/1) to one or both targets on a hit)
Luin [Lvl.4] (Pointed weapon, Base Damage: +4, strikes at +1 Speed Value)
Equipment:
Crusader-Grade Chain Mail [Lvl.4] (Reduces damage taken by 30%)
Consumables:
Amulet of Battle Rage [Lvl.4] (2/2 Uses) [Cooldown: IIII] (Apply Enraged (+50% damage bonus, -20% damage taken reduction, -20% firearm accuracy penalty) for three turns when used)

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

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

Kirby's Ship [AA - Bill Nye] HP: ???/???. Boardable!
Enhancements: Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Passengers: Bronze, Rust Imp x1, Torix

Distraction Secondary Vessel [AA - Care] HP: 1/1.

Rust Imps [SB] HP: 10/10. | BD: 2. | SV: 2. Grist Tierage. (x1) Held by Bronze!
Rust Imps HP: 0/10. Restrained (-2 Speed Value, -20% chance to dodge attacks, 1/1) (x3)

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 3: Battle Prep Post 5
OOC: The plan for the rust imp. Well, this turn, I'm probably just going to come up with a more long-term means of subduing it. After that, I was going to be infusing it with "the essence of story," writing out tales of increasingly powerful rust-based creatures and applying them to the rust imp, evolving it into something more ferocious with actual rust-based ability. Ninja might just start counting it as a charge, though, which I'm okay with. Otherwise, I'm going to use my secondary actions to upgraden-ze-ship.

Hey, if someone has an action they don't know what to do with this turn, I think it would help to establish an ETA for the Worldforger reaching Skaia. Just so that there is a quantifiable deadline that we can perhaps mess with. At least instill a sense of urgency. In all honesty, more ship upgrades would probably be more useful than figuring out the ETA, so I'd prioritize the upgrades, but gaining general details about the Worldforger could help with our plan of attack.

Action 1: As the Rust Imp's claws lash out at Bronze's metal arm, a dull pain snaps down the nerves of the shriveled arm's beneath it. Bronze leans in slightly to examine the wound and sees that a light coat of rust has formed on the surface of the appendage, only a flesh wound, by all meanings of the phrase. Bronze turns his masked face to the Imp, allowing the pained expression he wears to impose itself upon the imp. Yet that face does not suggest fear or hatred of the Imp. It is the look of centuries passing, the erosion of self as time wears away at the fabric of being. There is a wisdom behind the pain, and a strength. As the Imp looks into that metal wrought grimace, the clear eyes begin to glow, the green light softly passing into the Imp's mind, sending it deep into the abyss of story... (You can skip the next 5 paragraphs).

The Underworld, a quaint name given by man to the place of torment and deviltry. The land beyond the curtains of time and space, where souls are brought and punished for their deeds. It is the fear of every sane man, to be dragged down by its shaded boatman, cursed to suffer under the claws of monsters and fiends unbeknownst to their wildest dreams, haunting nightmares meant to realize the darkest terrors of the soul. Yet, the world is more than the onrushing horrors that spew from its veins. It is a land of pain, of dancing flames, of forgotten dreams, and of creation, for something must be there to conjure forth all these things, making new Hellscapes for every denizen that passes into the bindings of suffering and regret. And, all these microverses, these miniaturized worlds of hate and sorrow, are born from fire: Hellfire. They are crafted in many ways, some by eldritch tongue and mystic gestures, others by massive hands that dig and pack the very earth on which the world will stand, and, of course, some are made by the hammer, the anvil, and the forge. Thus, the God of Hellfire, the maker of torment, is a master of the forge, an extension of Faizetus, the masked smith. And, though the God of the Underworld is given many names, few are given to the God of its fire. But Faizetus, in his wisdom, knows that name. The God's name is Zaelif.

And so, Zaelif builds infinite worlds, ever welcoming the hordes of villainy into the dark realm below. Tirelessly, he works, his hands moving timelessly under the flames of Hell. Nightmares spill from his work in ways no being could think possible, forming hateful monsters and cruel demons from anything he wishes, bending skin, clay, and metal past sanity itself. The legions of the Underworld are his children. Without his fire, Hell is nothing.

Yet not all children are grateful for their maker. As the endless streams of cretins crawl from the burning pits of Zaelif's forge, some were consumed with hate at their birth, for while they are made to find joy in making their inmates suffer, they sought choice in their shapes and captives. They wanted free will. So, the legions began to plot against their creator, gathering up those who would taint the workings of Zaelif so that the God would answer their demands. Among them were creatures of water, of ice, creatures of binding, of chains and shackles, creatures of erosion, creatures of blackness, and many hordes of beings who believed they could destroy the elements of Zaelif's work. And, within these ranks, Rust Imps stood, their wicked eyes trained upon the metal tools of Zaelif.

After many days of plotting and coordination, the legion prepared itself to strike. It was during the ferrying of a massive influx of new souls into the realm of torture, when Zaelif was busiest with his eternal toiling. The demons and fiends, imps and monsters, unspeakable horrors and ever-changing nightmares, all struck at the deep pits of the Hellfire God, channeling their dark forces to extinguish the relentless flames of the deep earth. Zaelif was caught upon his unawares, surprised by the sudden attack made by his creations. The great army of demons pushed him back from the fires of his work, as Zaelif defended himself and his tools. Yet, as the fiends attempted to enter the burning fires of Zaelif's forge, the deep pits of their birth, they found themselves unable to progress. The Hellfire struck them dumb, speechless, and weary, calling upon them to fold back into its embrace and become nothing once again. Even the fiends that fought against Zaelif himself were slowly enticed by this calling, their attacks ending as they turned to the deep pit.

Then, Zaelif watched as the demons all began to enter the flames, hypnotized by the shifting world within. They were trapped, captivated by the calling of death, marching to their ends in the gallows of fire. But one thing called them back. A single voice. The voice of a creator, a smith, a master of the forge. Zaelif called to them, commanding them to return to the realm that needed them, return to the nightmares they were born to fulfill. And so the daze left them, and the demons all turned to their creator, the only thing that had kept them from total self-destruction. It was then they realized, the fire was where they were born, but he who shapes the creation is the true master. And so, the legions of fiends, rust imps among them, bowed to the forge master and heeded his words, returning to the Underworld to complete their vile work.

Back within the ship, the eyes of Bronze's mask changed, no longer the green fire of Faizetus, but the devilish fires of Zaelif. The Rust Imp, imbued with the tale of its long distant ancestors, is enticed by the light. Its hand reaches out and paws gently against the the burning eyes. And, as the Rust Imp rested its palm against the mask, Bronze tells it, "Now you see. I will shape you within my forge. You may be made from the fires below or the dust swept world we have left, but I will be your Zaelif. I will make you strong."

With those words, the Rust Imp begins to relax. It might fall into a restful state, the story calming its mind, or it may accept the message of Bronze and think to work with the masked stranger. (It's a 1 action entity. Converting it shouldn't be too hard.) Bronze places the now resting imp in the seat next to him and stands. He looks down at the small creature one more time, before heading toward the front of the ship so that he can begin his work.

Action 2: Bronze examines the inside of Kirby's Ship, appreciating the craftsmanship that was put into creating it. He takes note of the advanced systems of propulsion that fuel the ship's movement. Turning within to his inner mind, he begins to examine the long-unused blueprints left to him by Faizetus. In it, he sees many similarities, although many of the designs he has are based upon steam rather than electricity. Yet, one thing strikes him about the vessel's general design. "This vessel seems somewhat... flimsy," he mutters to himself. "Or, at least, the materials seem too... lightweight. Perhaps that is the intent of the thing? More of a chariot than a siege engine, I suppose. Yet I still feel it could use some reinforcement..."

Bronze steps toward the entryway to the vessel and places his metal hand against the inner wall. He breathes deeply, feeling the different materials the vessel is made of, an image of the ship forming within his mind. He sees the outer shell as a collection of pieces in a puzzle, each taken apart, showing the unique interlocking joints that combine to make this craft. As the map completes itself in his mind, he begins to feel a tingle in his spine, where the metallic nerves of his arm join with the bones beneath it. He feels the sensation of bugs, mites, a swarm of insects crawling about under his flesh. The feeling skitters about within his body, tingling what feels to be every nerve within. Yet the mass moves with purpose, slowly forming a wave of sensation over his metallic arm. As the tingling intensifies, steam begins to rise from his metal appendage, and the plating recedes back into the inner arm, leaving a field of pores on the bronze surface.

Then, the feeling reaches its crescendo, and Bronze raises his face to the sky, silent but crying within at the odd impulses within. From his arm, small shreds of material begin to eject themselves, leaping from the limb onto the surface of the ship. Like ants, the shards of metal scurry from the inside of the ship and make their way onto the vessel's exterior. With purpose, they sprint across the surface of the craft, barreling over each other as they journey on. As they move, the shards begin to group together, forming increasingly large pieces of material that seem to glide across the surface. The newly formed plates travel to different positions on the outer hull. As they reach their destinations, the plates slow to a halt, positioning themselves over the ship's surface. Each piece fits perfectly over the different curves and edges of the vessel, built using the mental map of the ship that Bronze envisioned. The plates lower onto the ship, and a light green glow melds them to the ship.

As the process ends, Bronze removes his hand from the ship's interior as his metal arm returns to its normal state. Bronze shakes his head, exhausted from the strange ritual in which he just partook. "That was... unpleasant... Hopefully, that should help our approach. While I may not fully understand this ship, I think my modification is unobtrusive to its function."

RP: Bronze walks up to Cody and asks, "What is your plan, friend? I was hoping to conjure forth the ancient powers within the small friend I collected and use his might to carve through the enemy's ship, leaving no structure within our path to this Acolyte we must do combat with. I suppose my concept lacks... detail. What shape do you imagine our plan will take? Do you imagine we board the Worldforger above, or do combat with it from within our own vessel?"

As he states these words, Bronze turns to the rest of the party. "I suppose I should ask everyone that question. Should we reinforce this vessel so that it may be an engine of war, or should we be more focused upon boarding the enemy craft? Is there any point that we feel should be the focus of our attack? The ship's propulsion or the ship's operators? I am unfamiliar with this threat, but I feel we should focus on defeating this Acolyte." With that, Bronze quiets, listening to the suggestions that are given by the others.

TL;DR:
Action 1: Attempt to subdue/convert the Rust Imp using an old myth I made up just now.
Action 2: Add extra plating to Kirby's Ship.
RP: Ask Cody what his plan is. And what does everybody else think? Should we try to disable the Worldforger or just try to defeat the Acolyte?
600 + 30 = 630 Build Grist
170 + 15 = 185 Rust [Lvl.1]
160 Copper [Lvl.2]
90 Lead [Lvl.3]
80 Cobalt [Lvl.4]
((Right, everyone gets the grist?))

Your first action is spent lulling the Rust Imp into a passive state. You've rendered it Hypnotized and out of commission for a full three turns, but it'll get removed immediately if the Imp takes any damage or is otherwise forced out of its trance!

You also afford Shadrix's ship one additional hit against any anti-ship weapons that it's likely to face, thanks to the layer of metal shards protecting it.

CODY: Yep, I figure we board the Worldforger and take it out from the inside.
CODY: That way, we can bring our best weapons to bear against the troops inside, and try taking the fight to the Acolyte.


LUKE: I think that's a good idea, considering we don't know how well-armed the Worldforger is.
LUKE: Plus, it'd reduce the risk of losing the ship's priceless sentimental value.
LUKE: I personally think Cody's plan is sound, but what does everyone else think?

Well, I'm ready to go right now.

Yeah, Let's not waste any more time. We gotta go.

Shadrix teleports everybody inside the ship if they aren't already, and goes into the cockpit with Kirby.

Kirby, fire the engines, we got a Worldforger to take down.

Aye Aye sir!

Kirby and Shadrix start the engines, and the ship blasts off high into the sky, and chases after the Worldforger.

Very well then! You get the entire party to board Kirby's ship if they haven't already, and take off in pursuit of the Worldforger! Cody looks down on his planet as the ship takes off into space.

Post-Player Phase:

As the party takes their seats, the Worldforger and its sheer size comes into view. While not the size of the planet you just left, it looks fairly monumental, and dwarfs Kirby's ship. However, Kirby's ship will reach the Worldforger and be able to execute a plan of action in a turn. Care's applied Stealth appears to be doing its job, as no weapons on the Worldforger have emerged and fired at Kirby's ship yet.

Cody and Luke have advocated their plan for boarding the Worldforger to make better use of the party's weapons, what do?

The Rust Imp is still mesmerized by hypnosis!

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

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere. (Explored)
--Figure out how Bill Nye's ship's warp drive works so that the party can improve upon it. (Solved)
--Board the ship and figure out a plan with which to stop the Worldforger from reaching Skaia.
---Hear Cody's plan for interfering with the ship's plans, or come up with your own.
----Reach a consensus on Cody and Luke's plan to board the Worldforger instead of trying to shoot it down, or work out how to best execute such a strategy.

[========] The Battlefield [========]
Current Location: Incipisphere Space
A pitch black void, populated by four planets sharing an orbit around Skaia, the Worldforger's primary target. In turn, the Worldforger is your primary target. Skaia also has two other bodies in orbit around it, Prospit and Derse.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.
- (Summon a Spaceship Path) Figure out how Bill Nye's ship's warp drive works and improve up on it!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

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

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

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

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Boardable!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: All Anti-Acolyte Players and Entities, Rust Imp x1

Distraction Secondary Vessel [AA - Care] HP: 1/1.

Rust Imp [SB] HP: 10/10. | BD: 2. | SV: 2. Grist Tierage. (x1) Hypnotized (Cannot act, removed upon being damaged or otherwise forced out of hypnosis, 2/3)

The Worldforger [PA] HP: ????????/????????. Reachable within the next turn!

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 3: Battle Prep Post 6
Shadrix and Kirby look at Cody and Luke and nods

Yeah, that seems like a good plan. Kirby, open the radar map. We need a good place to land.

Kirby nods, and after some digging, comes up with a giant map of the region. They can see their ship getting closer to the Worldforger.

Ok... Zoom in on the Worldforger.

Kirby presses a few dials, and zooms in on the worldforger. after some searching and scanning, they find a good access point.

There. That is where we shall land. Thanks to the ship's newly upgraded stealth module, we have a good chance in getting inside unnoticed. if we get spotted before that happens, we will have a bee-line to it. Once we are inside, we need to find something inside that makes the WorldForger move. There, we can take it down, and stop it's advancement. I will stay with the ship, just in case something goes wrong. Bill Nye, my creation here, will go with the other players to provide assistance. We don't have a lot of time before this Worldforger gets to Skaia, so let's make this quick.

Sound like a good plan? I'm open to new ideas.

Very well! As some preparation, you scan for access points on the Worldforger, returning the following results:

The ship's bulkhead is effectively ironclad, unless you want to try to punch through it with the ship's weaponry. However, possible access points from which the ship opens to the outside include the ground cargo bay on the belowdecks of the ship, or the flight decks amidships on either side of the vessel. However, both seem fairly heavily worked at the moment, most likely in preparation for the landing at Skaia.
I do have a battle map of the region, but it'll get activated once you're actually on board the Worldforger.

LYRA: I have an idea on how boarding could be made easier...
LYRA: Assuming there's some way I could access the outside of the ship, I could shoot a portal though some sort of hole on the ship to let us enter the Worldforger from the safety of our own vessel.

LYRA: We'd have to make that hole through trying to shoot through the ship's bulkheads, though, which I'm not sure is a great idea.
LYRA: Otherwise, we'd have to find a way to get those doors to the hangar or the cargo bay to open from the inside.
LYRA: Regardless of our approach, I'm not sure if the Incipisphere is breathable or not, so could be a pretty big risk on my part without a spacesuit of some kind.


While the ship hasn't appeared externally to mobilize any weaponry yet, time is ticking. The closer you stay near the Worldforger, the higher the likelihood of you getting detected by some unseen instrument. You are undetected for now, however, or if you are, they haven't had time to mobilize yet.

Post-Player Phase:

Actually penetrating the Worldforger to allow us to board is going to pose one final challenge, although Lyra's portal device is going to make it a bit easier. Take into account the information Bill Nye's scan and Lyra's idea provides. Team up to get creative, if you need to.

The Rust Imp is still mesmerized by hypnosis, although it'll wake up soon!

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

Current Solutions:
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere. (Explored)
--Figure out how Bill Nye's ship's warp drive works so that the party can improve upon it. (Solved)
--Board the ship and figure out a plan with which to stop the Worldforger from reaching Skaia.
---Hear Cody's plan for interfering with the ship's plans, or come up with your own.
----Reach a consensus on Cody and Luke's plan to board the Worldforger instead of trying to shoot it down, or work out how to best execute such a strategy.

[========] The Battlefield [========]
Current Location: Incipisphere Space
A pitch black void, populated by four planets sharing an orbit around Skaia, the Worldforger's primary target. In turn, the Worldforger is your primary target. Skaia also has two other bodies in orbit around it, Prospit and Derse.

Itinerary:
- Find out a way to board the Worldforger! Not only does it hold your old nemesis on it, it's an imminent danger to the teenagers' session.
- Chat with Kate, Cody, or Luke, Lyra and Ninjatwist_ if you like. Kate in particular is pretty eager to get to know you.
- (Summon a Spaceship Path) Figure out how Bill Nye's ship's warp drive works and improve up on it!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

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

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

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

Kirby's Ship [AA - Bill Nye] HP: ???+1/???. Boardable!
Enhancements:
Floral Stealth (Applied by Care, allows the ship some manner of stealth via light-bending, gets weaker the more it is used)
Metal Shard Armor (Applied by Bronze, allows one extra hitpoint versus ship weapons)
Passengers: All Anti-Acolyte Players and Entities, Rust Imp x1

Distraction Secondary Vessel [AA - Care] HP: 1/1.

Rust Imp [SB] HP: 10/10. | BD: 2. | SV: 2. Grist Tierage. (x1) Hypnotized (Cannot act, removed upon being damaged or otherwise forced out of hypnosis, 1/3)

The Worldforger [PA] HP: ????????/????????. Reachable within the next turn!

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 3: Battle Prep Post 7
Well, I think Kirby can hack into the bay doors and get us inside. Right?

Yep! Just give me a second…

Kirby starts typing a lot of commands/text into the computer.

If this works, we only have a 15 seconds to get inside, and get the ship to a safe distance if possible. I just hope this works… in the off chance it doesn't, we got Plan B. We installed Lyra's portal technology into the ship. Once I get the coordinates, I can warp all of you guys into the ship, and hopefully not in front of a bunch of guards. I just hope you are ready…

Don't worry, We will be ready.

After sending a code-laden signal the Worldforger's way and waiting for some time, the doors of the flight deck facing you begin to open! The personnel inside are a bit hard to see, but they are milling about.

Your hack has gone off successfully, but it appears to have attracted their attention in the process! None of them can visibly make out the details of Kirby's ship quite yet, although there's little telling what the instruments on the ship are picking up.

You do manage to pick a spot that Lyra's portal technology can attach to, however, and everyone teleports into a secluded part of the vessel!

Post-Player Phase:

Seeing the flight deck's doors unexpectedly move to open, the ground crew moves into position and readies a number of SMGs among the crew! They're shouting all manner of startled things as an alarm blares across the room.

From your position, you can see the Distraction Secondary Vessel get shredded by an array of heavy ship weaponry! The weapons aren't visible from anywhere you can see, but they are on the outside of the ship.

The Rust Imp snaps out of hypnosis and snarls at you, ready to attack! The Mook Ground Crew isn't aware of it, however... yet.

You are in Stealth! All entities, including NPCs, have to make actions in order to maintain stealth. However, you have two actions. Take advantage of this!

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

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

Current Solutions (Will be going away next round):
-Construct a ship of the party's own to meet the Worldforger.
-Contact one of Bill Nye's contacts and get an existing ship into the Incipisphere. (Explored)
--Figure out how Bill Nye's ship's warp drive works so that the party can improve upon it. (Solved)
--Board the ship and figure out a plan with which to stop the Worldforger from reaching Skaia.
---Hear Cody's plan for interfering with the ship's plans, or come up with your own.
----Reach a consensus on Cody and Luke's plan to board the Worldforger instead of trying to shoot it down, or work out how to best execute such a strategy.
-----Board the ship. (Solved)

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

Itinerary:
- Use Stealth to your advantage! Either ambush the Mook ground crew or any reinforcements that arrive, or try to sneak through to someplace else unnoticed.
- Navigate through the battlemaps to look for some sort of objective!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

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

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

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

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

Distraction Secondary Vessel [AA - Care] HP: 0/1.

Rust Imp [SB] HP: 10/10. | BD: 2. | SV: 2. Grist Tierage. (x1) Hypnotized (Cannot act, removed upon being damaged or otherwise forced out of hypnosis, 0/3)

Mook Ground Crew [AA] HP: 8/8. (x8) Holding Automatics.
Status: Aware of the Distraction Secondary Vessel, Startled, Aware of Open Flight Deck

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Last edited:
Act 3: Episode 3: Battle Prep Post 8
Nobody's posted in the past two weeks, so I'm going to proceed to begin combat now. It's up to everyone else to initiate the fight, though.

Post-Player Phase:

A blast door opens on the ship, and a group of six Sword Mooks and six Rifle Mooks emerge and begin to search for your location! They begin shouting instructions to the Mook Ground Crew to stay put while they search the hangar.

Kirby's ship flees to avoid detection, not wanting anything of the anti-ship cannons that the Worldforger's previously employed!

The Rust Imp begins to make its way over to the agitated Mooks, itching to finally fight something! The Mooks ready their weapons against the threat, unsure if this is the only thing on the ship with them...

You can't remain hidden from the Mook squadrons forever. Show them what you're made of!

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

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

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

Itinerary:
- Use Stealth to your advantage! Either ambush the Mook ground crew or any reinforcements that arrive, or try to sneak through to someplace else unnoticed.
- Navigate through the battlemaps to look for some sort of objective!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Ninjatwist_ [AA] HP: 100/100.
Base Damage: 4
Speed Value: 4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

----

Acolyte [AC] Progress: 36/100 HP
Acolyte Kills: 28
 
Act 3: Episode 3: Battle Post 1
Sky High (the Knight): Finally, a fight. I was getting bored.

ACTION 1 + WAR + ACTION 2:

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

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

+3 to your current Charge Gauge.

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

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

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

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

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

+3 to your current Charge Gauge!

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

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

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

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

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

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

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

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

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

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

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

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

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

Post-Player Phase:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

----

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