Destroy the Godmodder: 0rigins

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/PlaceHolderPostToReplyToPeopleAndAppeasePiono

Cyanogynist, Mikoto is definitely more complicated than Omega Flowey. Because of all the combinations and interlocking systems, it's almost like Mikoto has 2 quintillion different attacks.

Juicebox, you're totally allowed to go pursue your dreams. However, it's a valuable life lesson that pursuing your dreams doesn't make them true. Attacks like hacking/banning the godmodder have been around since DTG1, nearly four years or so ago. And those attacks are just the main go-to idea nearly everyone first has, so TT2000 (the game's first GM) came up with lore reasons for why those attacks don't work. The real reason they don't work is because if they did and we could just ban the godmodder or kill them with a single attack, there wouldn't be much of a game, now would there?

For Zerisik, point towards Godslayer.
 
49/50 Avatar Project (+1 me, +3 crystal, +2 cyanogynist, +1 EXOS)

3/50 Random Objects Theory (+1 me)

1/50 Paradoxical Charge Of Confusion

I send a long message to Richard.


After that, I make another message, this one a shout on public channels.

Crusher48: Alright. Richard, you are going to PAY for that. You will release those players under your control that wish to defect, as well as everything they own, or I will make you.

Of course, Richard ignores that.

Entity Orders: I devote energy on Zerisek to Godslayer. Why? Because I want to take a boss's immunities and tell them to go cry in a corner. A Chara-level invulnerable will never happen again!
 
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==Turn 1==
Level 5! [Hollow Suit 1 unlocked!]
Ante Matter: 132,000/150,000.

[FIRST HOLLOW SUIT UNLOCKED: ANTE UP!]

Here's the lowdown on Hollow Suits. They're abilities that, like all other Ante Matter abilities, consume a specified amount of Ante Matter, essentially devouring my progress towards the next level and in return do amazing things. Hollow Suits, specifically, grant minicrits or crits.

Ante Up is the first of my Hollow Suits, and can grant a minicrit to anything in return for consuming 5,000 Ante Matter.

Ante Up: Grants a minicrit to anything. Consumes 5,000 Ante Matter.

==Alchemies/Charges==
Abyss: 2/50.
Light: 4/50.
Project Take Over The World: 5/5. (+1 from EXOS, +3 from supercool.)
+3 to alphazoid.

((Hazel-Trimmed Alchemical Construct && Magetear Droplet) && (Glass Tubes && Amethyst Flame)) == Baqium 7/9 (Level 17)

Hazel Rod && Amethyst Flame == Rod of Alchameth 7/9 (Level 17)

((Magetear Droplet && Amethyst Flame == Stellarum Catalyst) && Napalm == Pyra Asteria) && Sprayer == Sidereal Inferno 7/10 (Level 19)

==Action/RP==

Crystal gives UserZero a smack on the nose.

==Entities==
Crystal contributes his portion of Zerisek's Energy to Godslayer.
 
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(apologies, thought you were supercool)

((Eh, don't worry about it.))

I slap the caster in the most boring and generic way possible, because I have no idea what else to do, and then I steal a jackhammer from them, even though they probably don't even have a jackhammer, and throw it into my inventory.

I still have no idea who I should be giving charges to.

(+1 to Alphazoid, +1 to crystalcat, +1 to Helldivercommand)

[CHARGES]

15/50 ~ THE ULTIMATE WARRIOR OF DEATH AND DESTRUCTION, WHO HAS DEFEATED ENTIRE LEGIONS OF DEMONS AND OTHER UNMENTIONABLE EVIL STUFF BECAUSE I'M TOO LAZY TO THINK OF ANYTHING BUT DEMONS, AND COULD POSSIBLY END THE UNIVERSE AT ANY MOMENT

13/40 ~ RNGesus
11/35 ~ ... (+1 from RepentantReven)

[ENTITIES]

None

[INVENTORY]

Hammer [Level 3]
Pogostick [Level 0]
Jackhammer [Level 0]

[ALCHEMIES]

Pogostick && Jackhammer [Level ?] (1/?)
 
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Action 1/2

@Tazz
Just a naming error, the attack that the Shock Trooper uses for AoE's name is Deathbound, With a U, instead of Deathbond. Although Deathbond sounds cool too, so keep it if you want.

Flight of the Concheror: 1/10

Once again, at the behest of @pionoplayer's relentless coersion, I throw away much of my tactical nature to assist Zerisek as much as I can.

I point the Shock Trooper to fire its Volt Pistol at the Terror Husk.
I order my Sharpshooter Drone to stay back and fire at the Terror Husk while my War Lance drone stays put.
The Blitzkrieg takes aim with its Rail Rifle at the Terror Husk and blasts a hole through it.
The Blitzkrieg's Heavy Metro Special Drones take point and blast the PEACE Walker while both Medium Drones keep back and harass the same target.

I blast into the PEACE Walker using my Terminator Ambularmor's Assault Cannon! Not even Space Marine technicians are without combat. (AKA, I use my Metalstorm to attack the PEACE Walker)

Uber (Shielder's Salvation): 1/10 [IIIIIIIIII]
Contrrol: 97/100
 
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Plan B 23/50 (+1 Revenant, +2 Tazz)
5/5 Take Over the World (+3 Helldiver +1 EXOS)
Plan F 1/50
+3 Crystal
RP:
Super gives Hez a pair of pants and a shirt, no one should have to make a decision as important as his naked.
Super then shifts colors from a royal blue to a nuclear Green
Action:
Super then throws a spash potion of strength at Zerisek
OOC:
What I'm pretty sure the battle theme is:
Alchemies
111 Stack of Apples||Fruit of the Tree of Might = 111 Stack of Fruit of the Tree of Might 1/??
 
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((super fire orb)) AND zero point magic generator 1/11
Navitas Nox AND energy condenser 2/8
Arctoae AND energy condenser 1/8

31/50 for a space station
10/50 for elemental coalescence (+2 cyan, +2 revan, +1 supercool, +1 EXOS)
1/5 for Project Take Over The World
+2 to revan's space station charge, +1 to supercool as promised
+3 to helldiver for Project Take Over The World

Still a placeholder but...

Entity Actions:
The Gazebo Launcher has yet to have specified targets...
But thanks to advanced FGI (First Guardian Intel) we know someone who's gonna hit the field...
Dunno if they really deserved to be called godlike...
But hey, let's yolk this egg for all it's worth anyways.
I funnel Zerisek's final energy point into Godslayer.
Zerisek will use Godslayer on one Flumpty Waalumpty.
GET
DUNKED
ON
 
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PLACEHOLDER POST, GOOOOOOO

I fire an incindiary rail shot at peace walker.
Cause I can't think of anything else

Charges
5/50 helldiver squad
8/50 F.O.B. (+1 EXOS)
5/5 takin over the world (+3 piono)
+3 to supercool

R&D (alchemies)
2/3=eDen Spark
2/3=no mans sky (not the game)
1/howshouldiknow=brain uploader && lord kitchener's intact brain = Lord Kitchener the AI. It is exactly what it says on the tin
 
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Hmph. Looks like a while before my post gets in, with all the placeholders.

I swear, and by swear I mean stay with it until a dire situation comes up, my allegiance to... Drum rolls please...

THE GODSLAYERS!

Yes, I am now a member of the team that wants every living soul dead. How wonderful.

Tell me if I'm doing something wrong, alright?

~~~~~
ATTACKS
~~~~~
Alright, so I need a mech-suit? Fine.

This will mostly be dedicated to my mech-suit project thingy.

Name: Insanity Mecha
Suit Class: Relentless
Body Type: Hunter
Features: Flight [FREE]
UI: Brainweave Harness
Hacking Tools: Spider
Weapons: Starlight Breaker, Plasma Bow [COMES WITH HUNTER], Titan Laser
Drones: Predator
Suit Upgrades: Camouflage [COMES WITH HUNTER], Cyber Brain, Technician, Spare Energy Cell [FREE], Sub-Armor Pistons, Armor Plating.

Final stat totals:
  • DEX: 6
  • PWR: 4 + 1 = 5
  • SPD: 4 + 1 = 5
  • DUR: 4
  • REC: 4 + 1 = 5
  • STR: 4

Done! Also, I don't really get what Spare Energy Cell does, what does Double-Action really mean?
~~~~~
CHARGES
~~~~~

I begin by giving +3 to Piono.
Next, I...

---
CHARGE ONE
---
I start by pulling a piece of parchment out of my PROCRASTINATION FETCH MODUS.
I read the inscription on the parchment.

"Use this. You're gonna need it."

Huh. What is it?

"Read this out loud. Thank me later."

Hmph. Weird.
I flip the parchment.

"GUT LUK
~ PIANU"

God damn it, Piono!

1/???
|
---
CHARGE TWO
---
I stow away the inscription. I'll need it sometime later. For now, there are other things to be done.
I walk up to a bunch of dismembered parts. Hmm... Parts of a machine, methinks?
I take the part that appears to be its head. I take a part that looks like it belonged in the lower half of the body. I hold up the head in a Shakesperian manner, and cry:
"WHAT HAVE THEY DONE TO YOU?!"

1/???
|
---
CHARGE THREE
---
I'm re-modeling this one, cause it was really stupid last time around.

I take some of the parts of the weird machine, and begin building something.
CARBON PROTO-HYDRON DE-MOBILIZATION SYSTEM - 10%

Basically, just a bunch of fancy words mashed together.

1/10
||||||||||
---
 
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I know people hate placeholder posts. I'mma do it anyways. > : )
----
Project Take Over The World: 5/5 (+4)

+3 to Piono
 
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I quickly renominate my power armor: "La Suprema Fortezza semovibile del Signore Supremo", but then realize that the name is too long so we just call it SFS³.
Hezetor creates an avatar from the dirt of the battlefield and leaves it here for now, then slowly moves his throne inside SFS³ and starts piloting it.
SFS³ then switches to siege mode.





12/50 +1 from Toast

6/50

1/50

Charge bank: +5 (tazz) +8 (Toast, Talist, Pricey), 2 (RRevenant)

I assist RReventant 3 times.

Preview: Termination /\/ = ?

Preview: Magetear Droplet && Orb of Spacetime Manipulation || Red Sun Module = ??

I duplicate my modular armour 3 times.
 
Note: Due to length constraints, I have opted to move the Matriarch's response to Hezetor's question here. It's a boss guide, in effect, so I would pay attention.

"Ender is the matriarch of all Enderdragons, and one of the two beings spawned when Notch cast his shadow upon the unholy being that is the Red Dragon. The other were the nine original Endermen, the ones who were our forefathers. They sought order in the Chaos and, being shadows of an Agent of the Conflict, allied with the Narrative. Ender herself, however, was more ambivalent at first, unwilling to bring harm to either side. However, as the fight dragged on, she began to see the Red Dragon as her lover and future mate. Whether or not that unholy abomination ever thought likewise back is beyond us-but when he was finally sealed and us cursed, she herself had made up her mind to free the monster."

"Ender did not make her intentions immediately known. Appearing to merely be the neutral force she had been before, she allowed the first vestiges of Enderman society occur as they went about. It was at this time that she discovered her ability to 'create' new kin, and thus birthed the rest of the Enderdragon race she commands. Realizing the potential, she created within the majority of them tendencies for belligerence and domination over others-specifically, the Endermen. Us."

"Ender then contracted the Red Dragon. Her power was great enough to send a message through the divine barriers that keep him sealed in the Nether, a feat that impressed the Red one. The Red Dragon allowed Ender the ability to lift his curse, partially, upon selected Endermen on the exchange that Ender loyally attempt to free the Red Dragon, a prospect that Ender was all too quick to agree to. With this power in hand, she granted it to the rest of her kin Enderdragon, and at once scattered them to the Enderman, appearing initially to finally be the message of acceptance of the Enderman, offering them the means to free themselves from the Curse."

"As should be obvious, it was a trap, and many fell for it. All who took it were forced under the Enderdragon's Control, and through them, Ender herself. Ender commanded the newfound masses of innocents she had to lay waste to the rest-the few of us who had escaped were the founders of Moog City. Notch, at this time, responded to the threat and created the first Player to slay her and otherwise prevent the Enderman race he so enjoyed from falling into oblivion-you know this one as Herobrine, now, and his story is for another time. However, at the very least, he performed his intended duties. Ender, now far too enthralled by the Red Dragon's supposed love and the power she now had, concocted a vile countermeasure to her own inevitable death; upon dying, she would simply create an egg containing her children, cased with a natural coating harder than Divinium. The child within the egg would then be possessed by Ender after it had hatched. Meanwhile, to keep them distracted, her lesser kin organized and scattered themselves across the worlds that were being created as a result of Notch's influence, taking the Enderman there and, for the most part, enthralling them there as they had before."

"This knowledge eluded Notch and the Player, and while the future Players were inclined to take the eggs back, the soul of Ender would command the Enderman under her thrall to steal it and replace it with a lesser egg from a lesser Enderdragon, allowing her to return no matter how hard they tried. It helped that Enderman were naturally immunized to the golden light of Creation-even Notch's own temple was not safe from their infiltration. Indeed, it was only very recently that Ender's method of eternally recurring was brought to light-it was researched during the Psi Godmodding war by a joint effort between the 13th Player and the Veteran, who was an expert on magical creatures and constructs. The conclusion was that, while a disembodied soul, Ender could not leave the End, and specifically the End she was slain in, without returning to Limbo, and thus it would be settled-the Egg would be transported to one of the very few Enderdragons who did not give into their primal urges to dominate and lead an independent End as protection, wherein the 14th Ender would grow into a different being, thus immune to the possession-thus allowing Notch the opportunity to finally destroy Ender proper. In theory, anyways."

"They had not informed us of this plan, and we only learned of it after the Psi-War was over when we queried the Player. We are not sure, ergo, if they have managed to keep the 14th child of Ender secure or if she had been replaced by another egg by her Enderman. While our initial assumptions were that, indeed, they had been thwarted due to their lack of caution on Ender's reach, the theory that UserZero had opted to simply resurrect Ender directly has also crossed our minds. We cannot tell which is the case. Either way, I suspect that Ender has a particular vendetta against the Veteran, so anyone calling themselves his ally would do best to prepare for her assault. It would likely be focused against them."

"Ender's abilities are extraordinary. While her powers over creation have waned, having given birth to millions of Enderdragons, she may still make millions yet, and each reincarnation has been stronger than the last, barring the 1st, still thus far the most powerful of all-though we suspect that the 14th may in fact become stronger than the 1st. In any case, her primary tactic is to use her powers of Creation to summon in or directly spawn her enthralled Enderman, with the occasional new Enderdragon, and let them have at you directly. There may be other constructs she may create with her great power over creation, depending on the situation. However, she usually does not fully attempt to kill until you reach her true body. This is the second problem when dealing with her: Ender's form is less of a dragon and more of an incredible mass of shadow. She does have a true body, but it is still undeniably massive. To even harm her, you would have to approach and attack her at the base of her neck-an aperture in her defense she will guard well."

"If this aperture is approached, she will take upon tactics known well to lesser Enderdragons-that is to say, she will attempt to take flight and attack with swift dives and blasts of Ender Acid. We have armor and shields immune to this powerful corrosive agent, so it may be wise to be behind our Dragonslayers when this occurs, as she would only be vulnerable to accurate airborn entities. Our few experiments with training Ghasts and Blazes against her have proven this is one of the few ways to attack her consistently while flying. Oh, and be aware-constructs are particularly vulnerable to her dives, as in order to fly freely she will often 'create' air through constructs not native to the End. Attempts at creating a fort against her are ill-advised either way; she flies freely no matter what."

"While she has landed, she will be more vulnerable, but she will also attempt to use her most potent ability-that of Creation. In addition to more bursts of Ender Acid and summons of her minions, she will also use it to create unhealthy field conditions for her enemies, special Ender Crystals capable of attacking you as well as passively healing her, or simply creating severe wounds, all dependent on her fickle mood. She will also attempt biting other entities while landed, which due to her massive size is often instantly fatal. For the same reason, she often rears up prior to an attempt to bite-an ample time to prepare special countermeasures important entities. Despite her origins, she is ironically weak to Oblivion Energies, as will be her constructs (and us), so this will be the most likely deterrent against a bite-anything else will be phased through. Evasive maneuvers will be difficult and she will not attempt to hit targets that are defended from her reach-but our Dragonslayers are experts at dodging these attacks and she is often more vulnerable after extending her neck that far."

"That is everything I know for certain. While she has often been fought in the proximity of pre-placed Ender Crystals, I do not know if they will be present here due to not being in the End. I am also aware of rumors that Herobrine himself is around the server, who would likely ally with Ender in the interests of his vile master, but I cannot confirm that, and us Endermen have seen very little of him. He prefers to torment the Testificates and Humans, from what we have observed, and thus we know little of him..."

"As for the composition of our Dragonslayer squadron: This isn't everything. Our best and brightest will be assembled to take on the threat, many of which you see here, and many others waiting for the time. Aside from them and some of our Elite Lurkers, we will have a few Obsidian Ballistae, two or three Purpur Ships-which we will have enchanted with immunity to Ender's charges-and several of our most powerful mages, who will happily help create Oblivion Barriers or Potent enchantments for your side. Our full composition is still accepting volunteers from the armed forces, so there may be additional forces aside from these incoming..."
 
23/50 A Youkai that may get here by winter
17/50 Right Foot Let's Stomp! For Real this time!
12/50 The First of the Eight Non-robot masters
43 saved
+3 Ire


Gurann Lagann Theme && Magic Armor: Do the Impossible 5/7
A set of armor that can stop any attack that should be able to pierce through it.
Muramune && Star's Mechsuit *Note, this now has a name: The Nanomachines Suit*: 2/?? Adds +1 PWR and +1 DEX to the Mechsuit's stats
Blue Falcon II Ludicrous Speed Drive: 1/?? Ludicrous Falcon
Because F-Zero cars aren't fast enough on their own.


As the Skeletal Captain Falcon flies off, a flash of...blue, right? Crystal's color is blue, right? So a blue trail forms behind the Captain, followed by a red explosion. All that's left? A trophy of Falcon, this time much more normal.

"Well, let it not be said that I don't keep my entities safe. Sorry about the wait."
Star taps the base of the trophy, then immediately jumps in the mech.
Captain Falcon immediately calls the Falcon Flyer and leaves the server immediately.

"Now, time to wait: Will my rage activate?"
 
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Alchemies
Warded Jar && Concentrated Avaritine = Essentia Singularity (Lv. 10, 3/6)
(Iridium Ingot (Gregtech) && Enderium Ingot (Thermal Expansion) && Voidmetal Ingot (Thaumcraft 4) && Unstable Ingot (Extra Utilities) && Concentrated Avaritine) || Iron Wand Cap = Orichalcum Wand Cap (Lv. 15, 4/8)
Orichalcum Wand Cap: A wand cap crafted of a peculiar neon blue metal. Forged from the existential kiln of the corpse of an ichorium Wither, slain in the risk of rain, at the hand of an amethyst sorcerer. Upon application to a wand core, orichalcum wand caps bend and twist the fabric of spacetime, to create the most direct link to Nihil Parva itself upon the tips of the wand. Thusly, the most refined channeler of vis possible in creation itself serves its purpose.
(Adaminite Ingot (Thaumic Additions) && Manyullyn Ingot (Tinkers' Construct) && Dreadium Ingot (Abyssalcraft) && Ichorium Ingot (Thaumic Tinkerer) && Concentrated Avaritine) || Greatwood Wand Core = Cosmic Neutronium Wand Core (Lv. 15, 4/8)
Cosmic Neutronium Wand Core: A dull gray rod covered in artisanal ichor runes. Forged from the kiln of an amethyst mage-slain ichorium Wither, the cosmic neutronium wand core is filled with pure compacted magetear, serving as the finest and most boundless wand core that shall ever exist within this reality. For all intents and purposes, your wand is a node, when its core is forged of cosmic neutronium. Use it wisely.

Charges
Project M17-Portal to the Finite Realms 1 v3A(5/50)
Project M14-Portal to the Infinite Realms 1 Todokete(19/50)
Project M16-Power Level v3B (6/50)
+3 to Twin

Elements
4x O [4 NEW]

TAZZ YOU GORILLA YOU HAVEN'T ADDED ME TO THE EOTB LIST YET

Power Armor
Suit Class: Light / Overload (200 Resources)
Body Type (include anything taken for free): Mount (180)
Features: Flight (160)
UI: Brain Implant (140)
Hacking Tools: Spider (120)
Weapons: Autocannon, Plasma Shield (85)
Drones: Heavy, Autocannon (70); Heavy, Metro Special (55);
Suit Upgrades: Cyber Brain, Technician, Power Transfer, 2x Backup Generator, 1x Maneuvering Rockets (0)

+1 PWR, DUR, REC

Final stat totals:
  • DEX: 5
  • PWR: 5
  • SPD: 7
  • DUR: 3
  • REC: 5
  • STR: 2
[N] CSC MX-20: 225,000/225,000 HP. 29% Dodge Chance. 15,000 Regen. 5 EMP AC. Can Overload. Can Bodyguard as Free Action. Can Fly. Brain Implanted. Can Hack. Cyber Brain. +10% Hack chance. Can Power Transfer.
Drones: MX-22a "Bacon": 35,000/35,000 HP. MX-22a "Gold": 35,000/35,000 HP.

Action (Element: Sodium, Z=11)
I summon the Ghost of Billy Mays once again. He uses his latent powers of pitchmanry to transform the Terror Witch into a mass of his products, joined together with the Terror Witch's biological material.

The Witch's arms are now Hercules Hooks, stabbed into arms made of biological material coated in a thin film of toxic Suicide Putty. In place of its head, a massive lump of Mighty Putty, sewn onto a heart pumping Orange Glo plastered with Mighty Tape, pushes dangerous animated Big City Sliders that attack the Terror Witch and its family. Its legs are replaced with Suicide Ladders, from which Hercules Lasers fire at the Terror Witch's head, creating a constant stream of dangerously real Michael Bay-esque explosions. Several Awesome Augers extend from the chest of the Terror Witch, while explosive DualSaws in place of the Terror Witch's lungs tear it apart from the inside. As the Terror Witch doubles over in Mays-inating pain, a giant Big City Toilet emerges from its back and dumps a six-thousand-pound car's worth of fecal matter, laced with acid and toxic waste and mixed with Suicide Putty onto the Terror Witch's heart/head. Hidden within it are DualSaw and Quick Chop blades. The Impact Sword then emerges from the Terror Witch's eye, which has been Mighty Putty'd onto the heart/head, and pierces through the Witch's heart/head, causing it to bleed out and die.

Entity Action
The Glitch Abomination will use any specials it can to attack; if it can't use any, it will just glitch out as an attack. It will attack the new boss, or the Terror Husk if that's dead.


 
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The Scribe walks through a thicket of trees, rubbing his hands to keep warm by an unnatural pink flame. He sits down on a fallen log, glancing upwards, at you. "Oh. Hello there. It's that time of year again, I see. The Witching Hour once again approaches." The setting sun casts elongated shadows across the ground, and tinges everything pink. "I suppose another story is in order. Another story stricken with the black of fear, that punches through the vulnerable heart to deliver raw emotion. Another story of ghosts. Of the past." The Scribe polishes his goggles. They gleam in the refiner's fire. "I will tell this story, yes. It is one I am very familiar with. And you, hopefully, will listen."

The Scribe sits back, telling a tale. "This is the story of the Great War."

Now, last Witching Hour, as you may remember, I told a similar story. One of the prelude to the Great War. Those days were dark for Minecraftia. For all worlds, across the infinite universe. For you see, every world was experiencing a microcosm of these events. Though players are given control over their own worlds by the Gods of Mojang, select events influence those worlds' history, and are repeated across every possible timeline. The Great War, as documented by metachronistic scholars in decades since, is one of them.

In my world - the prime world, I have reason to believe - the Great War was, quite simply, hell. And there are many good reasons for that. To tell you, you need to understand from the perspective of someone who was there. I shall give you that needed perspective. As you may remember, the Great War was the direct result of a schism between Minecraftia's dominant races. The Testificates and the Humans. The Testificates' shining port city of Kyoto had been terrorized by Human influence for too long, and when a Fool under the influence destroyed the entire city, doing so through some of the most occult means imaginable, it proved a necessary spark to incite complete bloodshed.

Governments flung accusations. Politicians raised hands and shouted. Troops were marched across borders, weapons, mobilized. The Great War was, quite simply and plainly, one of the most important event in Minecraftian history. It, truly, was the event that divided history into two time periods - Beta, and Official. The world would never be the same. The weapons and tactics used would send both races into stone ages. But enough purple prose. Let us get into the details.

The weapons used were not the sticks and stones you might think, trust me. Minecraftia was in a golden age. Cities, metropolises, were built from the ground up over the course of centuries. Testificates had forged palaces and temples from ancient designs, creating massive trading outposts - of which Kyoto was one. Humans had made the tallest of cities, urban jungles powered solely through redstone, that devilish force manipulating source code bit by byte. And when these two immovable objects trudged ahead at unstoppable forces, the result was mayhem.

I know, because I was stuck right in the middle of it.

I was at Kyoto, once. While anti-human resentments were boiling. Everyone gave me evil looks when they thought I couldn't see. Shadows jumped from alleyways. Lights flickered in wind that wasn't there. A cursed wind howled out towards the sea, then came rushing back, spraying some unholy brine in your face. I left as quickly as I'd came, and I left in chains. I was arrested for conspiring against the government of the city. My intentions in Kyoto were merely to gain information. I suppose I touched the wrong nerves that day. I was thrown in prison, where I sat and stewed for weeks. Escape came in the form of the Fool's Massacre. The Officials of the Humans rushed to get all prisoners of their kind out from the region as quickly as possible, for fear that more blood would be shed.

The Great War started in the city of Haggstrom. It was a peaceful city. It had done nothing to deserve its fate. But that was exactly why the Testificates chose it as its target. War hadn't even been officially declared when the troops hit. There was no way any Human army could get there in time. The Testificates had battalions of curses, of magic and thaumaturgy. They laid waste to the city, toppling buildings, executing the innocent. Smoke clouds trailed into the atmosphere. Embers washed through the streets. The Testificates stacked the dead in the center of the city, for the zombies to enjoy. Perhaps the Fool's Massacre still addled their minds.

This act, in itself, was the true declaration of war. Not long afterwards, the drafts started hitting. And they hit hard. Hundreds of Humans were pulled from their cities to fight in the war. To learn how to swing swords and hoist up shields, to nock and fire arrows. To set up redstone wires in the heat of battle and man automated dispensers and pressure plates. To steer ahead on horseback, on miniature tanks, and even, to learn a little bit of magic. The dividing force between Humans and Testificates was technology and magic, on a broader scale. Testificates were older. They were more in tune to the pull of the red sea. Humans saw the brighter horizon, one built from metal and electricity. But with each force having its own strengths, there was no clear winner.

And because there was no clear winner, that meant both sides faced heavy losses, continually. Battle after battle, siege after siege, ended with another downed city. Another legacy lost. Another history, hung. City after city fell. Chris. Stockholm. Sixside. Equinoxe. Clark. Omicron. All fallen. A cloud of darkness had transposed itself above Minecraftia. And the worst part of all was that the gods had gone silent. Mojang, in their Temple of the Gods, had refused to help either side when the world had needed it the most. Humanity and Testificacy were utterly alone in the world, with only desperate solutions to turn to.

The war entered a new phase when the Humans resolved to split. Their army constituted itself now of two fleets. The Dry Hands and the Wet Hands. The Dry Hands would safeguard major Human cities, trails, and outposts. They would be the defense, readying lines of weaponry to fell any Testificate attacks. The Wet Hands would go out into the world to silence any Testificate opposition, and to kill where they lived. They were to mine any natural resources they found, to investigate ways to tip the war in their favor. Humanity was more and more recognizing the power of magic. It was unpredictable in a way technology and their rigid metal was not. It had chance, and probability. They thought it would help. But it sure as hell wasn't helping the Testificates.

As it turned out, the Testificates had a similar plan. Sections of armies retreated into impassable natural barriers. They hid in the crevices of mesas. They hid under the sandstone chasms of deserts. Some even retreated into the ocean. And I know for a fact that the main hiding spot was the forest. That was where the Mansions were built. Woodland Mansions, designed as strongholds to safeguard remnants of Testificate knowledge, and to be beacons of magical energy for the purpose of sending signals to troops. It would alert them to attack. Because of these magical properties, the Mansions were hot spots of thaumaturgical energy. Spirits of evil, and monsters of the undead and shadow, congregated around those Mansions. Not even torches would prevent them from manifesting.

Testificates began to listen to these shadows' whispers. Some feared them and fought back. But they were pulled deep into the woods by murky hands of darkness. They reappeared on horseback, missing their heads, their bodies dangling from the saddle. Horror stories carried themselves over the treetops. The headless horsemen were rogue, stirring up chaos and plotting conflict by besieging both sides. And those Testificates that dared to respond to the whispers - those that would agree with them - would become unfathomably corrupted. Their skin would pale, and crack. They would sharpen their weapons in the dark. They would hang themselves and, an inch from death, research how to cheat it. They stuffed their souls in totems, consulted with translucent blue specters, and readied their axes.

Testificates such as these were shunned from villages and cities. Their curse was passed down from generation to generation, like an unholy mutation of the classical zombie plague. They had become Jestificates - or, by another name, Illagers. These Illagers struck absolute fear into the hearts of their living comrades. Unrest and malady spread through the Testificate ranks like wildfire. Over time, and by degrees, the Humans had secured the edge they'd sought by their enemy's own incompetence. Woodland mansions, and the forests they were a part of, were burned from the root, leaving arid wastelands. The research inside, gained through the incalculable tongues of festering demons, was forgotten - never to be retrieved. The Testificates were forced to regroup.

The Humans had pushed the Testificates back across the cube comprising the world, their goal being to drive them to a singular spot: the Testificate capital of Aria Math. Once all the Testificate armies had been locked into their own home, and were all packed together, the Humans would exterminate them, wiping out the Testificates' greatest achievements in one fell swoop. They would win the war, and rule the world, able to do whatever they wished. There were a few problems with their plan, however. They were unaware of what superweapon they would use. They did not know how long the tactics of the Wet Hands would work for. They were terrified of the unpredictability of the Testificates' magic. And, to make matters worse, both sides were beginning to steal from each other.

The greatest amount of collected goods was found in the ravines. Things fell down them all the time. It was only natural. Either battles were fought inside of them - in which case, as you might expect, surprise appearances by legions of monsters were all too common - or they were fought around them, and if the latter was an outcome, then the earth would shiver and splinter, as the ravine widened into a chasm. Troops, horses, chests with items, machinery - all were sucked into the maw of the ground, to be reclaimed by the dirt that had borne the universe. The Testificates were beginning to make highly advanced machines from these plans. Cannons, catapults, legitimate bombs. Some had even made planes. And in the meantime, the Humans were experimenting with persisting after death. Totems of Undying either worked, or turned the user into a zombie. There were still some kinks to work out.

But the war continued. Natural regions were desecrated, and city by city was torn to ash. The Humans' plan was working. Through thick and thin, they'd managed to begin pushing the Testificates back. The greatest casualties were found in the swamps. The thick marshland seemed to pull soldiers in, and the eerie winds of the waters had a tendency to turn Testificates into Witches. The Humans had been trained to adapt to any changes long ago. They were ready for whatever could be thrown at them. And the gods had not even acted. If there was a Player embarking on a Quest, they had not seen the War's horror. Either that, or they had ignored it.

One thing was clear to the Humans. Barring superficial interaction from the supernatural, this war would be ended by cubic hands. Their experimentation with magic - which is so obtuse and bizarre that it could fill a whole history book in and of itself, lest we forget the horror stories within - provided powerful amplifiers for their technology. Their weaponry grew stronger. They'd mobilized moving cannons, and dropships. They'd weaponized golems, forging them from obsidian, quartz, and, dare I say it, bedrock. The Humans were advancing, steadily, across the world, pushing the Testificates backwards, inching ever closer to Aria Math. But the Testificates had a new plan.

The Testificates were to assemble an elite task force of about twelve warriors, a group small enough to not be noticed in the grand scheme of things, and powerful enough to wreak havoc upon reaching their final destination. They were dubbed the Pontificates. All twelve were of royal and religious blood. Highly devout in the teachings of Notch, they only used the finest of enchantments on their weapons, casted spells they knew would be perfect, and thought themselves as superior in every way. Their stated mission was, much like the Humans', to infiltrate the Human capital. Taswell. But they would not force the entire army into the city. They would instead sneak in, attract as little attention as possible, and shut down the complex redstone machine keeping the entire city, and the Human race, in check. Without a constant supply of metal and technology, and with hundreds of thousands of homes without power, the Human army would be helpless. It would be, they hoped, a crippling blow.

I'll spoil something for you. It wasn't. Or at least, it was. But not without sacrifice.

The War's latter stages consisted of four horribly decisive battles. The War had waged for so long, and at such a scale, that there honestly wasn't much land left to fight on. Vast stretches of land had been obliterated, their ores and natural resources either destroyed by the fight or extracted for parts. Nature had been tarnished and demolished in a twisted biome fest. Yet there were still important roadblocks on both parties' ways to the capitals of their enemies - the remaining strongholds of both races. The attacking armies were so fast-paced, there was no way the defense could keep up. It was offense on both fronts, coupled with some offensive groups leaving to fight defense, when the time arose. This is all semantic strategy talking, I know. But it's important to understand the circumstances.

The first major battle was on Melancholy Hill. The skies were overcast. The rain came down in thick sheets. The battleground was a city built on an ever-winding mountainous hill. It has become a location to remember the dead, and times of sorrow. The fight overturned countless graves, the explosions knocking over places of worship and creating disturbing floating trees. The wind howled over the course of the assault. The dead were speaking, and more were flowing in to join the choir invisible. By nightfall, armies of mobs, led by the culmination of the Illagers' efforts, entered the fray. Countless were turned towards the undead's ire in that time, but it was the Human army that walked out of the Hill alive. They entered it clothed in diamond. They left sparkling with the enchantments of the deceased, and with a flaming cemetery behind them.

The Testificates viewed this as an assault on a caliber comparable to the Fool's Massacre. They were furious, the fires in their hearts burning like never before. So they decided to play their final hand early, in the hopes of tipping victory. The Humans marched onward, stalking towards one of the largest ravines in the world, a jagged gash carved straight through topsoil and jutting, what it seemed, all the way down to bedrock. Otherworldly glows of seething magma could be seen in the depths. The hissing and sputtering sounds of monsters and water provided a symphony. It was here that the Testificate army was piloted from zeppelin, revealing their secret.

Before the Human army could react, a hulking leviathan of a sarcophagus was airdropped from the zeppelin, unlocked by deft warriors. The Human army had paused, curious to see what would happen. The rest of the Testificate army dropped down, just stating through the Humans with their piercing eyes that seemed cold and dead. The Humans realized, after several agonizing seconds, that they WERE cold and dead. Every single Testificate on the field was a corpse. And a fresh one, too. The colors of their red and tints of their flesh flowed through the air, giving life to the thing in the sarcophagus. Then, the Testificates were pierced by sunbeams and wrapped in feathery wings, their totems reviving them, only for them to expire once more.

By the time the Humans recognized this infinite cycle of death and empowerment, and they rushed forward to stop it, the thing burst out of the sarcophagus. It was a gigantic Zombie - the tallest ever recorded to modern Minecraftian science. It was an artificial Giant, stitched together from the flesh of what seemed like a surplus of fallen Testificate soldiers, and powered by souls. It was the Testificates' ultimate weapon. Long had scientists and thaumaturges dreamed of sealing souls inside living beings. Now, the culmination of their work was at hand. Giants were mythical creatures spoken of only in lore - and here one was, in the flesh. The Human army was stupefied. How could they win this battle against an unfathomable enemy? The answer - they couldn't. The Battle of the Scar was quick, but not merciful. Every Human soldier was cooked alive by the Giant's flaming breath and flung deep into the ravine. Their totems activated mid-fall, and they died upon contact with bedrock.

The Testificate government made bold claims during that time. Terrible claims. Accurate claims. That they had an army of Giants. That they were ready to raze the final Human stronghold before Taswell, and remove a bastion of Humanity as a last stop until the capital. The Human public was terrified, of course. Chaos and lawlessness reigned in the streets. People cursed at the gods, or were otherwise ambivalent towards their faith. And the draft was enforced more than ever. Yet the Human government saw this as an opportunity. While the Testificates were busy arranging for their Giants, the Human special ops forces could travel on an alternate path, preparing their superweapon.

Much discourse was developed over which weapon would be used. Some argued a Curse, to metaphysically block out any mention of the Testificates from history. It was shot down for being too complicated. A majority argued for the Dreiton, a weapon used to help vanquish Him back when He wages wars directly. It could backfire, though - and it was difficult to restart, as it had already been decommissioned. The solution, it was eventually decided, was the logical progression from a Golem - a Mech. And so, over the course of the Giants' March, a gigantic Mech was developed. All other projects ceased. None mattered. This was what would win he war, they said. They hoped.

The penultimate battle was fought in the dead of winter. The snow was heavy, and it twisted through the wind. Redstone torches sputtered in the cold air, providing no heat, only light. And then there were the sounds. The booming sounds, the thuds, of some horrible creature striking the earth. Heading through the mountains were that was left of two armies. The Testificates rode in one direction, seven amalgamate Giants rivaling the mountaintops. They were flanked by horseback Pontificates and machines carrying flanks of dead bodies for fuel. The Humans rode in the opposite direction. They had tanks, they had blimps, they were a meticulous war machine. And they had a Mech. Both sides had come through these mountains because they believed the other side wouldn't, and because they were effective routes to the capitals.

It has been said that once the two sides realized they were marching directly towards each other, they just stopped, and starred. The Giants tensed, muscles rippling and wailing as they smelled new blood. The Human war machine flexed its metallic muscles. And without hesitation not even official command, both sides charged across the snow.

The fight ended nine hours later, with the white snow stained crimson as far as the eye could see. It was colored like Netherrack, that eternal fuel. And that was how the battle got its name. It was the Siege of Fire. The battle was intense, and bloody. The Testificates continued their loop of death, warping the boundaries of humanity as the Giants raged ahead, toppling sheets of rock and breathing the elements. But the Humans had adapted from just one encounter. The Mech had been built with Giants in mind. It fought like one, and it could sure as hell fight one. Armed with the most intricate of redstone circuitry and weaponry, including a new processed form of the mineral called hyper light, the Mech seemed unstoppable.

It tore the limbs off of a Giant in a single blow, its hyper light propelling it across dimensions, warping through time and space. The Mech was a killing machine, powered by Humans manipulating its limbs. Superlasers and missiles streamed out of the Mech, levelling the landscape and simultaneously engaging all the Giants in combat. That just left the soldiers to attack each other. The Humans trained all their cannon fire on the tanks and shelters containing the Testificate corpses, lighting them on fire and charring the cadavers to crisps, so they couldn't be used. Generals barked commands, creating order out of chaos. The Pontificates blessed their every strike with the word of Notch, columns of sun skewering Human combatants. But even they could not withstand the oiled Human war machine for long.

The Pontificates' numbers were cut from twelve to five. Those that survived had the decency to flee. Their horses, already burning away into undead skeletons, blended into the wintery winds, and towards the Human capital. The Human armies paid no attention, focused as they were on felling the Giants. The struggles between the terrors and the automaton blazed a jagged hole down into bedrock. Cave systems collapsed on themselves. Lava and water boiled into steam. The snow poured through the open wounds of the earth, as mountains crumbled. The infinite fires died out after the nine hours had passed. When the Human soldiers that remained felt it safe to investigate, they found seven festering Giant corpses, and a downed Mech, leaking pink flame and reduced to scrap metal. The Humans took what they could, scaling the hole in a monumental expedition. They set up a camp in the mountains and called for reinforcements, as they were badly wounded. Every soldier involved in the fight succumbed to their frostbitten wounds, despite the aid of doctors.

And so, the final battle was set in stone. The Humans camped in the mountains of the North, poised to attack Aria Math. With a keen shortcut, they would bypass the Testificate stronghold entirely. And likewise, the remaining Pontificates had bottled the Giants' magical energies for their own use, and had even snagged hyper light, which they were already beginning to apply to their weaponry. It burned with cursed fire. The Pontificates, soon enough, stood in the fields surrounding Taswell. A twofold finale was in order. The simultaneous events that would end the war were dubbed by historians as the Coalescence. It was a time when all the pieces fell into place.

It was, truly, the inevitable end. The Human army, though badly damaged, had salvaged enough of the Mech to make powerful weapons. All it took was a singular shot with an arm cannon to obliterate the walls of Aria Math, the ornate acacia wood and precious metals forming the gate disintegrating into vapor. Human soldiers marched through the city. There were no soldiers left to stop them, only the defenseless city folk. The Humans erected flags in the streets, their cruel spirits torching the settlements of the poor. They marched all the way to the capital, a gleaming pantheon of quartz in which the Testificate government convened, and regulated the army. The Humans knocked down the front door via battering ram, and what they saw has gone down in the annals of history as legendary. As iconic.

It was an event that has struck discord and unrest into the hearts of even the most devout towards Notch, and the faith of Mojang. Scientists and thaumaturges alike have regarded the notion of a god as a suggestion at worst, and an empirical fact at best. There's just disagreement as to who that god is. Some say the Endermen. Some, Mojang. Others, the Sandfallers. And others still, something far worse. All I can say with honesty, is that the thing those soldiers saw in the hall of the Testificates was not Mojang. It was not Notch. It wasn't even hell, either.

Testimonies varied. Eyewitness accounts were divided. But the most detailed description of what had been seen was merely the Testificate council of sixteen, all hanging in nooses that had descended from the ceiling, lurking in shadow. Their eyes were bleached white, with tints of sickly yellow. The head councilman seemed to be fully conscious in his noose, his eyes as yellow as the midday sun. He smiled a toothless grin, an itching, strident, voice pouring from his lips that writhed and spasmed across the room. He said something to the effect of, "WHAT TOOK YOU SO LONG, LEAKING PEN?" There was no consensus as to what leaking pen had been referred to. Ink had splattered across the hall. Negative space lurked in the shadows. Crystals lay splintered at the dangling pendulums the Testificates were, sights and sounds reflecting from them. Their weapons laid battered and bare, their deaths, absolute, and chilled, like the howling wind. Yet sunbeams rained onto their faces, placing them in a majestic light, against the cubic backdrop of the coalesced council hall.

And on the other side of the world, the Pontificates had finally ended their year-long journey. They had made it to the gates of Taswell, the steel city that stood as a conclave of officials to the Human race. Downing their witch's brew of potions and drifting through the ether, they passed through the borders of humanity undetected. They found a bleak and grim sight. Skyscrapers, abandoned. City streets where the only sounds were wind. Even the sun seemed fainter and duller in the sky. The Pontificates made it to the building of the Officials, the Human government. They knocked on the door, and assassinated the guards. They used their corpses as puppets to gain entrance into the building proper. They lit humanity's census records on fire, they obliterated terraces and verandas. They laid waste to the excess and splendor the race had enjoyed prior to the war. And when they entered the meeting hall of the government, the Pontificates did not draw a single blade.

They took off their hats, bowed to the government, and merely informed them that in their inventory was an Ender Crystal that would, if disturbed, annihilate the government building, and the complex redstone refiners that laid below it, powering Humanity. The Officials stood there, unbelieving. Their thoughts were clouded in a haze. But when the Pontificates assembled their inventories into one large chest and opened it, there, wrapped in a matrix of unholy geometry, was a spinning pink crystal carved with runes in a dead language. It disobeyed the stagnant pull of gravity, and spat out murmurs and mutters to those who craned an ear. It was an artifical Ender Crystal. The most powerful explosive ever created by a sentient race in Minecraftia.

The Officials panicked. They told the Pontificates that they would do anything, anything at all, to appease them. Humanity, too, had played their last card. The Mech had been their final shot. They had sent spies to find the Pontificates, and all searches had turned up empty-handed. Their existence was a secret guarded within the seams of the world itself. The Officials eyed each other uneasily, staring death in the eyes. The Pontificates just cackled, telling the Officials that their hold on Minecraftia had been officially concluded, and that they were to abandon Taswell immediately. The Pontificates burned down the Human flags within the council hall, taking the Ender Crystal with them.

Accounts of the true end of the war, beyond the two council halls, were few and far between. But those that existed were unanimous in their sight. The head councilman of the Testificates, the one swaying from his noose, spoke in that otherworldly tone, telling the Humans that remained that the War was about to end in a Testificate victory. But, if one of the Humans was to shake the Testificate's hand, then the Humans would never have to worry about Minecraftia again. They would be freed. The Human armada was stupefied. They had gone through extensive training, that had nearly obliterated their bodies and seemingly reforged them in obsidian. And here they were, discussing the end of a decades-long conflict with a dead body.

But what else could they do? They had seen far too much magic and superstition to ignore the word of the dead. The lead general approached, and shook the hand of the corpse. Their hands were wrapped in a flame that gave off no heat. The corpse's hand grew clammy and sick, their eyes shuddering to a close. Every corpse blinked red, and faded into smoke. The nooses grew limp.

There was a massive rumbling. The Humans regained their senses, running from the Testificate capital and watching as its government building, and the adjacent buildings surrounding it, imploded, crumbling into a cavernous abyss. Laughter was heard from the other side. Army after army of skeletons crawled out of the abyss; those Testificates that had died, and were not used as meat for the Giants. There was a surplus of them, stitched together and chaining themselves into calcium terrors. The Human soldiers fought valiantly, in their final battle. They contemplated defeat. They contemplated leaving. But they stood their ground, determined, fighting on enemy territory. They even self-destructed the parts of the Mech they'd carried this far, sealing the abyss with welded metal, the dirt and cobblestone of the earth, and charred bone. The Humans had claimed Aria Math. And now, it was time for them to leave it. Whispers rang in the Humans' ears as they departed.

The Pontificates fought through the remaining Human forces as they descended the capitol's steps. They slew machine after machine, every explosion and magical assault digging a hole deeper into the earth, through which more Humans poured through, in a furious rush to attack for the final time. Without competent generals to lead them, the Human armada was stumbling blindly. The Pontificates just cackled as they placed the Ender Crystal deep in the rotting heart of the earth, struck it with a seething hyper light sword, and teleported out of Taswell.

The lucky ones were those who did not see the explosion. It was a terrifying maelstrom of multicolored, immortal, energy. It left permanent scars in the earth that did not heal. It metastasized, annihilating the redstone circuitry of humanity, overloading its electrical impulses and making mincemeat out of the industrial machine they'd built over centuries. Taswell folded in on itself. Smoke rose from its corpse. The Pontificates strolled out of Taswell with utter confidence. They'd done the unthinkable. They'd won.

Three Officials survived the explosion. They were soon met by the army that had invaded Aria Math, and shook the hand of the living dead. Humanity announced, to what was left of the world, that they were surrendering to the Testificates. They were leaving the world behind, and fleeing to uncharted territory, to start again. They were tearing down their cities, and their work, leaving but ruins. They took their advanced weaponry, their fusions of magic and technology, and their rich history. They took it all, and left behind mere scraps. Ruins. Reminders of what had been forgotten. The Testificates had won, yes. But their victory ran hollow. There was nothing for them to conquer. No resources to plunder. Their own cities and governments were on the brink of collapse.

The Testificate government dissolved following the war. The race split apart into many factions that scoured the world, attempting to start anew. They built, from the ground up, villages. Some grew into cities, given years, and decades. Nature had time to heal from what had been burned. The world had time to heal. But the process took an immense period of time. Longer than the war itself.

And as for the Humans? History knows not what happened to them. There are mutterings, of a land beyond the clouds. Of a reverse Moog City, built upright, standing amongst the sky. Perhaps even past the Far Lands. Humans, some of them, still roam the earth. They mingle with Testificates. Resentments against them are bitter, and persist even to this day. And the plague of zombification still continues. Some things never change. Yes, the wounds of the Great War are healing. Some of them. But some wounds cut deeper than skin.

The final question. The one I know you are all asking. I claimed to be there. To be involved in the war. How?

I am old. Very old. Centuries, possibly. I don't look it - I've researched how to live a long live, I have the materials - but I was alive for the entirety of the Great War. When humanity packed up and left, I stayed behind. To wander the cube, looking for secrets, and answers. My search for knowledge, and truth, presented itself to me, during the War itself.

I had been selected by the draft to officially fight when the War was wrapping up. I fought several battles. The last was in Old Sodermalm. It was that battle that forced me to leave the army. To move, far away, and to never talk to another soul. I lost a great deal in that battle. Friends. Memories. ...Eyes. But what I gained was far more beautiful than anything I'd left behind.

I had been knocked to the ground by a stray gunpowder explosive. I'd flung through the air, my eyes searing in pain. My vision was beginning to deteriorate, and fast. In my near-blindness, I fell through a small chasm, and into a deep cave. I landed on the ground and broke my left arm. It felt like it practically snapped in half. I've had to wear bandages over it since. But the most important thing I found was a still-smoking corpse, clutching something to dear life. It was brown, and rectangular. From what I could see of the corpse's eye, a jagged gash was cut through it. I still don't know why I did it. It was, perhaps, an impulse. A spontaneous thought, devoid of pattern or reason. But I'm sure my decision was the same across all timelines. All worlds. A constant, like the Great War.

I took the Journal, and I sat in wait. Rounding up, to the inevitable end.


The Scribe finishes his tale. The wind is howling, once again. Any enemy entity that happens to have heard the tale is pulverized into metaphysical paste, as if everything described in the story had happened to them at the same time.
 
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MECH STAT BLOCK
Tazz needs us to make our Mech stats more legible, so I'm getting a head start on that.

Black Terror
Suit Class: Medium, Relentless
Body Type: Bio + Dragon (70)
Features: Flight, Natural Weapons x2 (10)
UI: Brainwave Harness (10)
Hacking Tools: ...Nah. If I can't be stunned, what's the point of investing in defense?
Weapons: Gator Tooth x 2, War Lance, Freron Blaster (70)
Drones (include the upgraded drones): ...Nah.
Suit Upgrades: Spare Energy Cell (Free), Maneuvering Rockets (10), Cyber Brain (10), Duelist (10), Armor Plating (10) (60 total)

Final stat totals:

DEX:3 + 1 - 0 = 4
PWR:4 + 1 - 0 = 5 (1 player bonus point added)
SPD:4 + 0 - 0 = 4
DUR:3 + 3 - 1 = 5 (2 player bonus points added)
REC:4 + 3 - 0 = 7
STR:3 + 4 - 0 = 7

TRANSLATING... DONE!

Black Terror: HP: 275,000, 5 EMP AC, cannot be stunned, flight, double action
Dodge: 20%, Ignorance: 20%
Regen: 15,000, focused actions triple healing potency from all sources, including regen.
+16,000 Melee Damage, All Minicrits/Crits deal an additional 10,000 damage on top of their base when using melee.
Can spend HP to get your suit triple-action. The HP you need starts at 1/16th and doubles for every use-if you don't have the HP you get no double action.

Weapons:
-Dragon's Breath (Dragon Weapon): 4 Ammo; Medium Range; 10,000 Total Damage; Burns on hit; -10% Dodge Ignorance. Armor Pierce.
-Gator Tooth x 2: Melee Range. 21,000 Total Damage. +1,000 more Damage per attack made with this weapon consecutively. Can stack infinitely. Double Suit Action totally counts, but multiple Gator Tooths stack separately.
-War Lance: War Lance: 1 Ammo; Medium Range; 10,000 total damage. (If this would count as a Melee weapon, then this will do 20,000 instead)
-Freron Blaster: 4 Ammo; Medium Range; 5,000 total Damage; Chilled Debuff (halved dodge) on all hit for 2 turns.

SIMPLIFYING:

[GS] Black Terror: 275,000 HP, 5 EMP AC. 15,000 Regen. REC/PWR Bonus. Dodge: 20%. Ignorance: 20%. +16,000 melee damage bonus. STR bonus. Airborn. x2 action.
Gator Tooth 1 [+0 extra damage]. Gator Tooth 2 [+0 extra damage]. War Lance [1]. Freron Blaster [IIII]. Dragon's Breath [IIII].

/endmechstatblock

CHARGES:
Shadow of the Blade (7/50) (+2 GM)
A weapon from the depths of another time, another place.

The Backlines (8/20) (+3 GM, Toast)
Every team that's worth something needs supporting things.

Empowered Shell (7/50) (+2 GM)
Empowers DarkSide, giving him immense potential... at the cost of making him vulnerable.

ALCHEMIES:
Naginata && Spear || Infernal Ruby && Bloody Garnet && Energized Amber && Chainsword = Dark Red Spark (Lv.18 , 3/10)
It can slash. It can stab. It can fry your internals with a well-placed strike. It also has a functional chainsaw blade. Brilliant.

Gun || Gunk && Funk && Skunk = -Unk Buster (Lv. 5, 3/3) DONE! Looks like it's time to make an inventory area for this stuff now.
---
I honestly have no idea where I went with this. Guess I just wanted to have a bit of fun.

Cutlass || Essence of the Vengeful, Wronged Spirit && Fearless Teal Geode && Bottled Darkness && Pitch-Black Onyx = Risen From Fury (Lv. 20, 3/11)
A corrupt blade, said to have originally been made by a vengeful pirate spirit whom had been wronged in so many ways it was impossible to count. They say this count of wrongs done goes up even when he passed into the afterlife, never to return to this world. He must have the worst luck ever. Wielding his weapon makes you feel sympathetic for this spirit, and feel enraged for the wrongs literally everyone caused him. Yes, even those whom had no direct influence were involved. Thus, he lends his power to the wielder, shredding foes left, right, and center.
((I'll be much more careful with my wording for these things in the future. Thanks for the input.))

INVENTORY
...is here.

AID:
+1 Toast, +1 Piono, +1 Crystal

ACTIONS:
TBA
 
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OK, the update is complete, but as stated, your Power Armor suits aren't in there for good reason. That good reason being that I tried to stat Star's (the very first, mind) Power armor in directly, only to realize that had I stopped to do this for every power armor this dop would take much longer, and I mean MUCH longer. I can't realistically do this on my own in any realistic frame of time. The idea of one person raw-statting in approximately twice as many suits of Power Armor as there are players is ridiculous. But the idea of a lot of people statting in 1-3 suits each is...Less crazy. Because of this being a major balancing factor against Flumpty and PEACE Walker, there is going to be some bad news: The next turn really isn't a turn. It's a 'dummy' turn designed to make sure the EoTB for the future turns holds all the stats, including those for your Mechs.

Due to this...Err, unfortunate turn of events, your Mech design factors (and for that matter, potentially the stats of the bosses) are not set in stone-you have these next two days to make whatever changes you need or want to them. However, that's it. This isn't next turn, at all. next turn will be AFTER this stupid delay is over, and I admit to it being stupid because I didn't think of this to begin with, and for that I am dearly sorry (and thus, the +2 you got). No incrementing of charges or anything. I'll have to politely ask you to re-post all of 'last turns' attacks and actions onto this turn.

There may be an exception made for Godslayer, as it is very clear literally everyone ordered it, all eight of you. We'll see if everyone agrees to this. Of course, I should point out that you won't magically be getting rid of the threat, and there may be other consequences...Like, period.

For statting your mech, you just need to follow some simple guidelines. Everything else I will store on my private series of documents-BUT please, keep the forms as well. I will still need those. It should just be a copy-paste, mind. The guidelines are as follows:
  • You MUST list your faction ID first, before even the name of your Power Armor. It is YOUR faction that you put down. This is simultaniously the faction-designation period, so if you have any decisions to make (coughcoughhezetorcoughcoughtalistcoughcough) make them now. I'll ignore any dramatic betrayals you have made for this purpose, if you think you'd be better served on one of the other factions.
  • Second is the HP, followed by Regen and the EMP AC you have. If you have the respective 5-stat bonuses, name them as REC/PWR bonus.
  • Third is the precentile of Evasion, Evade Ignore, and Melee Bonus Damage. If you have the respective 5-stat bonuses, name them as SPD/DEX/STR bonus.
  • Fourth is simply whether or not your Power Armor is airborn or not. Your Power Armor is by default considered ground-bounded-if you have the Levitation/flight passive, however, you may start the fight Airborn instead.
  • Fifth should be your Weapons. You only need to keep track of their ammo; their stats are otherwise set. The ammo styling should mirror PEACE Walkers, that is to say, square brackets and "I's," all bolded. [III] This does not count DORF Weapons!
  • Sixth and final is anything and everything that is on a cooldown. This includes all DORF-tier weapons, the Burrow Feature, and anything else. This includes the one-use Lockpick Countermeasures.
And that's it. I hope this isn't a massive headache.

The full contents of this update will likely be the potential fallout of Godslayer-and if not, just getting all the Mechs into the EoTB. Better this now, then having to deal with a full round wherein Flumpty/Peace Walker merrily enjoys obliterating your hindquarters. As for their lowdown, that will also come during the 'dummy' turn-though this is strictly due to the length constraints of the update. I'm terribly sorry for the inconvenience, but hopefully this isn't a headache.

Oh, and a reminder: All stat's bases are at 0 points in that stat. Legal Suits have at least 1 in all stats, so you will have more than the base by default.

All posts between this and the update are /null, though you can save them somewhere and re-post later in the full turn without penalty. I will not accept edits to your current post-You MUST post after this post to make it count.
 
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Charges:
================================================== 19/50

================================================== 11/50

+3 to Twin
_________________________________

Arm Gravitizer
Level 6
Basically a gravity gun made to be attached to an arm. It works like how a Gravity Gun(or for this matter, a supercharged one) would work, except with some added functions.

Noctem Dreadmill
Level 19
Two dangerously sharp Katanas held together by a grip that generates the power of Darkness on the blade. Not for amateurs.
_________________________________

(Unspoilered for now)
Mech
Name:
Fire and Blade

Suit Class:
Heavy(Overload)

Body Type(90):
Hybrid(10)
Dragon(60)
Avian(20)

Features:
Flight(avian)

UI(10):
Brainweave Harness(10)

Hacking Tools:
None

Weapons(40):
Dragon's Breath(dragon)
Plasma Blade x2(40)

Drones:
None

Suit Upgrades(60):
Cyber Brain(10)
Duelist(10)
Backup Generator(10)
Armor Plating(10)
Sub-Armor Pistons x2(20)
Jump Jets(dragon)
EC Advanced(dragon)
Spare Energy Cell(dragon)

Final stat:
  • DEX: 5 = 2 + 2(player) + 1(avian)
  • PWR: 5 = 4 + 1(backup generator)
  • SPD: 5 = 3 + 2(avian)
  • DUR: 5 = 4 - 1(avian) + 1(player) + 1(armor plating)
  • REC: 2
  • STR: 11 = 5 + 4(dragon) + 2(Sub-Armor Pistons)
[AZ] Fire and Blade: 275,000/275,000 HP + 9,000 HP Regen. EMP AC: 5(PWR bonus). Evade: 25%(SPD bonus). Dodge Ignorance: 25%(DEX bonus). Strength Bonus: 16,000(STR bonus). Position: Airborn. Passives: Immune to weather/terrain effects. +6,000 on melee attacks. Double action. Cannot use same weapon twice in a row. Can switch positions freely. Double ammo for double damage. Actives: Plasma Blade: [I]. Plasma Blade: [I]. Dragon's Breath: [III]. Jump Jets: [II].
_________________________________

So umm.... I know PEACE Walker's probably just going to dodge this so...

*aims and throws a stick at Peace Walker*
_________________________________
Alliance: AZ
 
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Reposting.

~Charges~
That's Quite Enough Of That. 2/15 (+2)
Psychedelia. 19/25 (+2)
The Dreamer. 5/25 (+2)

+1 to Darkside, Hezetor and Battlefury

~Alchemy~
(Void Shotgun || Light Sphere) && Magnifying Glass && Solar Flare = Antiflamer (Level 20 - 9/11)

Air Necklace && Liquid Perseverance && Regeneration Bead && Greater Potion of Regeneration = Second Wind (Level 14 - 8/8) DONE.

This necklace is filled with green, semi-transparent beads, which seem to be in turn filled with a mixture of various liquids. While worn, the wearer is given a small amount of power over the realms of air and wind, and more importantly, the ability to repair almost any injury that befalls the user. Grants HP Regen while worn, and grants an additional point of regen if the user is below half hp.

Electric Guitar || (Sniper Rifle && Auto Shotgun) || Metronome = The Auto-Metro (Level 9 - 4/5)
I can give the description for this alchemy, when it's ready.

~Action~

Time to do this properly.

Name: 'How about I do anyway?'
Suit Class (include which Class Passive you took): Mesh - Assasinate
Body Type (include anything taken for free): Hybrid (10), Tank (10), Avian (20), Armored (10) = 50
Features: Flight (Avian - 0) = 0
UI: Manual (0) = 0
Hacking Tools: Spider (20) = 20
Weapons: Gator Tooth (20), System Shocker (30) = 50
Drones (include the upgraded drones): 2x Heavy: Destroyer + Magnetic Phaser (2x 30) = 60
Suit Upgrades: Sub-Armor Pistons x2 (10x2) = 20

Final stat totals:
* DEX: 5 = 5 (mesh) + 1 (tank) + 1 (avian) - 2 (armored)
* PWR: 5 = 2 (mesh) + 3 (player)
* SPD: 5 = 3 (mesh) + 2 (avian)
* DUR: 3 = 1 (mesh) + 1 (tank) - 1 (avian) + 2 (armored)
* REC: 5 = 5 (mesh)
* STR: 5 = 2 (mesh) + 1 (tank) + 2 (2x sub-armor pistons)

50 + 0 + 0 + 20 + 50 + 60 + 20 = 200 Resources.
Boom. Stats.

[GS] 'How 'bout I do anyway?'. 225,000/225,000hp. 15,000 HP Regen (REC Bonus). 5 EMP AC (PWR Bonus). 25% Dodge Chance (SPD Bonus). 25% Dodge Ignorance (DEX Bonus). +10,000 Melee Bonus Damage (STR Bonus). Grounded. Gator Tooth, System Shocker: III
 
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==== ooc =====



Ultra Sledgehammer || (Lightning Hammer && Amethyst Flame) && Fish Guitar && Laser Crystal shards && (The Black Sword && Concentrated Avaritine) && (Ultra Shovel && Magetear) = 8/9 Xolotl
Xolotl: An ornate warhammer composed of a shining vesperium. Matrices and lattices have been inscribed into the head of the hammer with a combination of avaritine and magetear, the latter of which providing an additional method of combat, if mere swings fail to suffice. The weapon itself is a small furnace burning with amethyst flames, and outputting inordinately vast amounts of radiation as a result. A single swing of the hammer can shatter masses of atomic bonds around you, and release the energy in the form of blasts of unearthly lightning, rending flesh from bone.
Name and description made by Erelye.

Splinter Gun && (Crossbow Bolt && Crystal Plague) == Hellion 01/??


Hellion: A compact splinter gun constructed with a pale steel and hazel wood. When loaded with fully-operational turquoise crystal prisons, Hellion will fire shards of a contained foulness at your target. In the event that a shard touches another living entity, it will inflict upon it a sickness, of sorts, spreading it across the field of battle with every successful strike from either victim or wielder. Of course, a sizable enough minority of Crystal Plagues contain categorically threatening content which, if loaded into Hellion, will force the hand of the Interdimensional Police Department. They will ambush you before you pull the trigger, and occupy your time for a good few days.



Magic 8-Ball && Eyepatch || (Magetear Droplet && Sign of Perthro == Primordial Ichor) && (Evocation Lens && Amethyst Flame) == Stasis Awakening 6/9 Level 17

Stasis Awakening: An eyepatch, of sorts, adorned with seven lenses made of glass fused with the purest magetear. This set of lenses permits for user to see beyond the facades and lies of the plane of men. From the lowest scum to the grandest synchophant, their lies and half-truths mean nothing. No finely-made facade or falsitude will fool the bearer of its arcane knowledge. From their husk comes the truth, like a phoenix from the ashes, and with it, the purest enlightenment.




topkek lowkek eke kek topkek lowkek b a



Statblocks.
For the actual source info, modified to fall in line with the rules:
https://docs.google.com/document/d/1pd8272KPqTTH-ISjlyWnSSoPVhuzBSNXsH_vzwlrtEM/edit
https://docs.google.com/document/d/1AwPOqdCsZLsQczf7PnSMT_v59uM18HYOOX6euktIgKk/edit
https://docs.google.com/document/d/1DWa14m_nePfkuhSJbeUPwToofsatquGR4IZSD-5PW6s/edit

[N] The Nuclear Throne (throne 2 mecha): 337,500/337,500 HP. 4 EMP AC. 6,000 regen. 10% dodge. 25% dodge ignorance. (15% from Marksman) Passives: Can be operated out of mech, , Flight, EC Advanced (immune to negative terrain and weather effects), Weapons: Plasma Rifle, (Medium, [||||||]) Specials: Lockpick countermeasures (null dodge ignorence for a faction.) One use. Lockpick Countermeasures: unused. Water World: [||||] Jump Jets: [||] Starlight Breaker: [|||]

Drones:
[GS] Why You Should Invest in EMP AC (Destroyer Heavy): 35,000/35,000 HP, 10% evasion. (Autocannon [|||||] System Shocker)
[GS] Ice is Good For the Soul (Heavy): 35,000/35,000 HP, 10%. (Freon Blaster)
[GS] The Lancer (Predator Medium): 20000/20000 HP, 15% dodge. (War Lance {|], Autocannon.)
[GS] The Artillery (Medium): 20,000/20,000 HP, 15% doge. (autocannon {|||||])
[GS] Generic Light Drone 1 (Light): 15,000/15,000 HP. 20% Dodge. (EMP grenades {|||] )
[GS] Generic Light Drone 2 (Light): 15,000/15,000 HP. 20% Dodge (Machine Gun [||||])
[GS] Generic Light Drone 3 (Light): 15,000/15,000 HP. 20% Dodge. (EMP grenades [|||])
[GS] Bear Attack (Light): 15,000/15,000 HP. 20% Dodge (Machine Gun [||||])


Statblock: [GS] bork mech (battlefury): 275,000/275,000 HP. 5 EMP AC. 12,000 regen. 30% dodge. 25% dodge ignorance. Immune to stun. Has a .Spider. Passives: Defense Matrix, Flight, Double Action. Weapons: Plasma Blade (Melee) Plasma Rifle (Medium, 6) Autocannon (Medium, 5) Drones: Light Drone 15,000/15,000 20% evasion (EMP grenades) Light Drone 15,000/15,000 20% evasion (EMP grenades) Light Drone 15,000/15,000 20% evasion (EMP grenades)

[N] Genesis Mecha (Genesis Dog) HP: 250,000/250,000. 4 EMP AC. 20% Dodge Chance. 35% Dodge ignorance. (15% from Marksman) 3,000 Regen. Melee Attack Bonus: +10,000 damage (STR Bonus) Airborn. Weapons: Plasma Rifle [||||||], Plasma Shield. Can bodygaurd two entities. C
Zerisk

Statblock: [GS] HP: 325,000/325,000. 5 EMP AC. 10% dodge. 10% dodge ignorence. 3,000 Regen. Passives: Flight, Tremorsense, Defense Matrix. Can be piloted outside the mech. Weapons: Plasma Blade, Plasma Blade, Plasma Rifle (||||||). Charged: Starlight breaker: [||] Water World: [||||] Jump Jets: [||]
Drones:
Heavy Destroyer 35,000/35,000 (War Lance {|}, System Shocker: |||) 10% evasion Heavy Destroyer: 35,000/35,000 HP (War Lance [|], Wave Motion Gun: ||| ) 10% evasion Heavy Destroyer: 35,000/35,000 HP (War Lance [1], Pile Bunker: [|||] ) 10% evasion

Entity Commands:

Genesis Dog: .
The Genesis Dog.

[N-DOG]
Genesis Dog 45/45 0 Armor. 1 regen. Double action. Giving a 1+ grants a Stock, Machine Part or Bullet (functions same as bomb, requires a 2+ to be granted or for a gun alchemy with high level than 5, in which case, 1+ needed)

Shopkeeper dog with great buffs that gains power over time.

Obviously under my command.


Dog Power: 0/100. Used to summon entity's. Gain 1 per 10000 damage dealt. 1 dog power = 1,500 HP and 100 attack. Gain 4 per round.


Passives:


Marked Of Dog. Inflicts 1 stack of mark of dog per 20000 damage. 5 stacks turns the target into a dog on death, 10 deals massive damage. Does not decay while the lord of Dog is alive.


Extreme Annoyance: Inflicts weak annoying status effects, but chance to do so is much higher.


Shopkeeper. Can be 1+'ed, allowing the dog to take an action using Machine Parts, Stock, or Bullets/bombs to the 1'ers benefit.



Special:


Rapid Redoggening: Heal self, and add two regen. Adds one armor for that turn only. Healing power increased due to inability to target others. |||


Dogsong. Give attack up and defense up. Lasts two rounds after use. (minicrits, 2 armor) ||||


Doggening: Provides strong stat increases. (1+ armor, or 5+ hp and 10 healing, or crit chance increase choice) |||||


Second Dog: Give 4 entitys double action, and heal 10% HP, as well as clear debuffs. |||||||


Drain Of Dog: Gives two entitys two stacks of Drain of Dog (Entity deals reduced damage, 2+ added to Dog Power per turn, 2500 healing. Note that is all per stack.) |||||


Oh No, The Dogmanity: Stun 5 targets, gain 20 dog power, and 20 healing. Healing goes into overheal at a 2-1 rate. ||||||||||


Attacks:


Charge Up: 1+ targets charge.

Defense Up: 20% damage reduction for three attacks, or 2 armor for two attacks.


Attack up. Next attack for target minicrits.


Healing. Heal target.


Doghead: Deal light. damage to a target. Undodgeable.


Dogbeam: Wand. Fires a beam that does light damage to three targets. Also deals light damage.


Doggun: Fires a bullet that deals a massive amount of damage. Requires reload to be used prior to the attack.


Things Requiring Stock/Machine Parts

It has three actions for this only. It will only use one on it's own, and the other two actions are reserved for shopers.


Charge Pool: The Dog will use one 1+ from each plus, and use it to charge an ability. The rest will be given to random players, or converted into extra dog-only Stock


Stock: Starts with 1. Start

Machine part: Starts with 1.

Bullets/bombs: Starts with 0.

All immunitys are temp. or can be surpassed with a strong enough debuff.

Fast Clock. Immunity to slowing or time-based. effects granted to target. Requires a "stock"
[/S]
 
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