Swim Matrix (Ability) §¶: You may swim around while out of combat or close to an enemy who is inked. Swimming regens your HP at 2 per turn or makes you 10% harder to hit, player's choice.
Feel free to nerf as needed. I put the planks in storage and continue to grab the charcoal and chill. I then swim for +2 hp.
COM: 9/15
+goldhero
I grab flug'les eye, warping me and steffan back home. interestingly, I was planning on doing this anyway now.
arriving back at home base, I craft 2 stone rods with a piece of cobblestone, then have steffan help me make a stone pickaxe, swapping out mini-joe's with this one, and putting the wood one in the furnace for fuel, also putting in 3 crab meat.
You successfully use flug'les eye, instantly warping you to a safe location.
That's... a lot to take in. You create a Stone Pickaxe successfully and give it to Mini-Joe, whilst simultaneously shoving the ingredients into the furnace.
The rubber duckies obfuscate the Acolyte's thinking! He's been distracted enough that he can't act this turn, although likely not enough to create an opening. The Mooks are almost done with- finish them off and the Acolyte should suffer greatly.
You store the sand successfully, but you spend the rest of your turn getting ready to take down the tree. It's safe to harvest, since nothing lurks in its branches.
You deal 6 damage to the Planar Sniper! Miraculously, you proc your Stasis chance! This will leave him out of the fight for this turn, but he can't take damage. Use this time to take out other targets.
Swim Matrix (Ability) §¶: You may swim around while out of combat or close to an enemy who is inked. Swimming regens your HP at 2 per turn or makes you 10% harder to hit, player's choice.
Feel free to nerf as needed. I put the planks in storage and continue to grab the charcoal and chill. I then swim for +2 hp.
Your Swim Matrix has become active! Although it's been buffed, the Stone Pickaxe pops out of your inventory- you'll need to manage your inventory before doing anything else seriously.
You also heal back up to full HP! You can do all the adventuring you want now.
The Planar Sniper is currently in Stasis! On the upside, he can't take damage this turn, since he can't get targeted in the first place. The Simulacrum Runner will do as you command, though.
You get your wish! The Shotgun Mook's armor fails to block the shot, and he takes 8 damage! This gets him down to Orange Health and procs the Wicked Ring.
========[End-of-Turn Events]========
Ninjatwist_ retaliates against the Black Knight, dealing 9 damage with a burst shot from his pistol!
The Spear Mooks fight the Massive Simulacrum Runner, dealing 4 damage!
The Simulacrum Runner deals 4 damage to the Black Knight!
The Lightly Armored Shotgun Mook blasts into the Simulacrum Runner, dealing 2 damage!
The Black Knight hits its mark, dealing 2 damage to Ninjatwist! His Plot Armor holds strong. Nevertheless, Ninjatwist_ takes some damage!
Rick and Morty set up a high-powered crew-serviced plasma cannon and use it to deal 10 damage to the Simulacrum Runner!
The Planar Sniper is in stasis.
The Acolyte takes note of the rubber-duckie attack! He will now be further focused on the task at hand.
The Simulacrum Runner summons 4 Simulacrums!
The Planar Sniper's stasis period ends.
The Just Writer's TV Crew is still on strike.
========[JOE and GoldHero's Sidequest]========
Mini-joe rests up and prepares to mine more with his stronger pickaxe.
The furnace produces a piece of Cooked Crab Meat before requiring more fuel.
The TV Crew is on strike.
====[The Battlefield]====
A shoreline reaching down the coast. A lot of grueling fighting has taken place here, and a lot more will in the near future.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (11/16 Souls)(Shotgun, Base Damage: +2, Earns 1 Soul per kill, Souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%), Deals +1 base damage for every 6 Souls kept in the gun) Drunken Fist (+1 base damage, 20% crit chance, and can attack twice when not using an item, automatically disappears upon death or Episode end) Ring of Flamestrike (Deals 24 damage and 2-damage Burning for 4 turns when used) Talisman of Evasion [Dodges: IIIII] (20% dodge chance, upon achieving 5 dodges with this equipped, the entire Anti-Acolyte faction will receive Haste (20% dodge chance, +1 Speed Value) for 1 turn)
Pricey12345 Helm of the Juggernaut §¶ [Cooldown: IIIIII](+1 Speed Value and 30% damage reduction when equipped on an enemy, using this item boosts this value to 60% and the wearer's attacks always hit twice for 2 turns)
auyuengyat Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Inferno Stick (Base Damage: +4) Staff of Ice (Can strike up to 3 entities at once)
ConsumerOfAll Tank Artillery Tube §¶[Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Emerald_Mann Scrambling Eggs (x2) (Deals 4 damage 6 times to an enemy or group of enemies when used) Shield Module §¶[Cooldown: III] (Grants Shielded (75% damage mitigation) for one turn on any unit of entities once used)
MrMirrorMan Forgotten Fang (Blade, Base Damage: +2, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +2, 15% chance to apply Stasis on hit for 1 turn)
DathVader [N?] HP: 3/20.
The Just Writer/Roslyn [N] HP: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Damage the Acolyte as much as you can! Create entities to muster board control against the Mooks!
Protect Ninjatwist_! The damage he can dish out and board control he can establish will help keep the Mooks in check!
Manage your Charge Overloads carefully!
Pro-Acolyte:
Protect the Mooks! Losing them will inevitably get the Acolyte damaged!
Manage your Charge Overloads carefully!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items have been dropped.
This entity can perform unique actions like a Player Character can, such as performing special actions.
Wargear/Weapons Shortsaber §¶ (Base Damage: +2, can attack twice) Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire a single shot with the damage of 3 shots each burst))
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks.
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80% when at RED HEALTH.
Can target and damage the Acolyte.
When down to 0 HP, activates Plot Regeneration. During Plot Regeneration, Plot Armor activates to 100%, this entity recovers 20% of their Max HP per turn, and this entity will not act, all for 5 turns.
Massive Simulacrum Runner [AA] HP: 24/40.
Base Damage: 4
Speed Value: 3
Upon taking damage, summons 8-HP Simulacrums depending on how much damage this entity took.
Regenerates 4 HP per turn if left unattacked.
Planar Sniper [AA] HP: 44/50. Hyper Shot:III. Stasis (Cannot act or be acted upon, 0/1)
Base Damage: 8
Speed Value: 2
Deals 3 damage to 2 members of the target's group with a normal attack. Hyper Shot: Deal 12 damage to the target entity and give them Sick (25% damage penalty, received healing does nothing) for 2 turns)
Marvin [$] HP: 38/38. Base Damage: 5. Speed Value: 3.
Vending Machines HP: 8/8. +$5 revenue per round. Items will be annoyingly claimed from this machine, but destroying it will remove this irritating effect.
Lightly Armored Shotgun Mooks [PA] HP: 6/16.
Spear Mooks [PA] HP: 3/16, 11/16. (x2).
Assault Rifle Mooks [PA] HP: 0/16.
Shield Knight [PA] HP: 0/80.
Black Knight [PA] HP: 18/80.
Base Damage: 6
Speed Value: 3
Rick [PA] HP: 44/44.
Morty [PA] HP: 44/44.
Base Damage: 5
Speed Value: 3
The Acolyte [AC] HP: 79/100.Dark Magic Meter: 100%. Kills: 27.
TV Station [$}:$201 Total Earnings. $(15*1.1+M+5)*(1+H/10) Revenue per Round. HYPE: 10/10.
TV Crew: Level 1. +$10 revenue per round.
TV Studio: Level 1. Increases revenue gained from TV Crew by 10%.
Merchandising: Level 1. +$1 revenue per group of non-$ entities on the board per round.
Hype Meter: Adds 5% revenue per unit of hype. Increases when an entity goes into a health threshold or is killed. Decreases over time.
====[The Savannah]====
A flat savannah full of trees and not much else. Houses JOE and GoldHero's sidequest.
Current Area: The Savannah. Borders: The Hills.
Current Zone: The Encampment. Forward To: The Pond. Back To: Hill Borders.
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes.
mini-joebob [N] HP: 20/20. Base Damage: 2. Speed Value: 3. Knows how to use basic tools, no inventory. Mining with Stone Pickaxe.
JOEbob Flint Pickaxe (Hammer, Base Damage: +2, 50% Bleed chance when used as a weapon) Linear Growth Perceptual Amulet (Generates Shield when out of combat, Shield gives a dodge chance depending on the interval depending on the attack (Dodge chance = Shield x 10), dodging a hit will remove shield equal to the damage of the attack that blocked it, guaranteed recovery once after death) Crabshell Armor (30/30 HP) (30% damage reduction) Logs (x3) (Crafting ingredient) flug'les eye (Allows fast transit between different zones within a sidequest)
GoldHero101 Splattershot (Assault Rifle, 25% chance to inflict Inked (30% miss chance)) Splat Roller (Sword, 50% chance to inflict Inked (30% miss chance)) Mini-Splatling Deco (Automatic, Can fire 100% more shots, 50% chance to inflict Inked (30% miss chance)) Logs (x11) (Crafting ingredient) Charcoal (x3) (Crafting ingredient) Swim Matrix (Allows user to when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance)
You should scan this area for anything of note! It should be easy because of the flat terrain.
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Input: Raw Crab Meat (Food ingredient, can be cooked) (x2)
Fuel: Wooden Pickaxe (x0)
Product: Cooked Crab Meat (Cooked food item) (x1)
Items of Interest (The Encampment): Savannah Trees (x5) (Can be logged for wood, but may harbor danger) Crafting Table (Used to make simple crafting incredients) Leopard Hide (Crafting ingredient) Leopard Fang (x2) (Crafting ingredient) Raw Beast Meat (x2) (Food ingredient, can be cooked) Cobblestone (x8) (Crafting ingredient/building unit) Planks (x2) (Crafting/building ingredient) Stone Pickaxe (Base Damage: +2)
The rest of the objects are unknown. Scan the area to find more!
COM: 0/15???
so apparently my overloads empty?
ok, i guess.
3/15 same as bellow
3/15 +2 from goldhero if I counted right
+goldhero
I move the planks from the floor into the furnace. 2 planks burn long enough to cook 3 things, so once the 2 crab meat finish, I quickly shift-click in a raw beast meat
5/15 oh, almost forgot to give this a purpose. all grown up. +ghero
5/15 mine(ing) turtle +ghero
+goldhero
if the cooking isn't done, I continue my above action. otherwise, I help miniJOE mine downwards, using my flint pickaxe.
[PA] 20/20 HP Charge Overload 5/15: I stab the Simulacrim with Forgotten Fang, in the simualcranium.
15/25+1 from Plague
15/25+1 from Plague
+1 to Plague
/!\ IMPORTANT! I will be buffing the power of sufficiently creative attacks to double the creativity bonus. This means that the most creative attacks will get their power multiplied by 3, and this means you will be able to one-shot Mooks once they come out as weaker. Considering that I want creative attacks to work on a level equal to creative items, I hope this tips the balance more in regular attacks' favor. Attacks that benefit from the maximum bonus will only happen once in a blue moon, but you should still put some effort into them! This will be effective next turn.
Also, with the consolidation of the players into one faction, I will turn off items dropping upon death, which seemed to be a mechanic focused solely for PvP. The stylized SP will now mark a Spoil of War and a stylized SQ will mark a Sidequest Reward, used to note a unique or otherwise more interesting item. I feel like I've given out Spoils of War like candy in the earlier acts, so I'll be removing some unnecessary ones (Tank Artillery Tube is sure to go) on unused accounts (for instance, the HHH Howitzer is safe). This will be effective next Act.
/?\ QUESTION? I need your input. Should I extend the time between updates to every 3 days instead of every 2 days? The first option will give me more freedom to work on side projects, give you more time to work on the next attack, and should increase the content/liveliness of the game's posts. The second option will give me more of a routine schedule, give you more fast-paced action, and should increase the speed/pace of the game. I'll make a poll about this, so stay tuned.
COM: 0/15???
so apparently my overloads empty?
ok, i guess.
3/15 same as bellow
3/15 +2 from goldhero if I counted right
+goldhero
I move the planks from the floor into the furnace. 2 planks burn long enough to cook 3 things, so once the 2 crab meat finish, I quickly shift-click in a raw beast meat
Yep. I forgot to account for it for a while, and it decreases at 5 charge per turn, so I let you have the benefit of the doubt.
I'll just have you put in the Beast Meat first and have Steffan put in the Crab Meat at the end of the turn. Objects placed! You also collect your Cooked Crab Meat.
5/15 oh, almost forgot to give this a purpose. all grown up. +ghero
5/15 mine(ing) turtle +ghero
+goldhero
if the cooking isn't done, I continue my above action. otherwise, I help miniJOE mine downwards, using my flint pickaxe.
You deal 5 lethal damage to the Spear Mook, claiming his Soul and adding it to your counter! The HHHH's skull decal gleams brightly- it looks like it's at its maximum damage potential.
[PA] 20/20 HP Charge Overload 5/15: I stab the Simulacrim with Forgotten Fang, in the simualcranium.
15/25+1 from Plague
15/25+1 from Plague
+1 to Plague
The Lightly Armored Shotgun Mook takes 2 damage, as his armor protects him from some of the damage. The surviving Spear Mooks are not as lucky- they both suffer the full 4 damage!
Ninjatwist_ performs a stunning whirlwind slash on the Black Knight, hitting twice for 12 damage! This is a lethal strike, and the Black Knight is felled!
The Spear Mooks deal 2 damage to two uninjured Simulacrums!
The Simulacrum Runner deals 4 damage to the Lightly Armored Shotgun Mook! His armor was not enough to protect him, and the Mook collapses.
Rick and Morty disengage from the plasma cannon to attack individually! They both deal 7 damage to the two injured Simulacrums, destroying them!
The Planar Sniper fires a single 8-damage shot at one of the Spear Mooks! This kills the Mook instantly!
The Simulacrums attack the last Spear Mook, dealing 4 damage!
The Acolyte spends 2% of his Dark Magic Meter to lance through the Planar Sniper with a laser! This deals 14 damage!
The Acolyte is in trouble! Once this last Mook goes down, he'll suffer a lot of damage!
The Simulacrum Runner summons no new Simulacrums.
Both Rick's and Morty's power levels return to normal.
The Just Writer's TV Crew is still on strike.
========[JOE and GoldHero's Sidequest]========
Mini-joe mines 4 pieces of Cobblestone!
The furnace produces a piece of Cooked Beast Meat!
The TV Crew is on strike.
The Eggplants and Garlic Plants grow a stage up.
====[The Battlefield]====
A shoreline reaching down the coast. A lot of grueling fighting has taken place here, and a lot more will in the near future.
ender 2 Headless Horsemann Harmer's Howitzer §¶ (12/16 Souls)(Shotgun, Base Damage: +2, Earns 1 Soul per kill, Souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%), Deals +1 base damage for every 6 Souls kept in the gun) Drunken Fist (+1 base damage, 20% crit chance, and can attack twice when not using an item, automatically disappears upon death or Episode end) Ring of Flamestrike (Deals 24 damage and 2-damage Burning for 4 turns when used) Talisman of Evasion [Dodges: IIIII] (20% dodge chance, upon achieving 5 dodges with this equipped, the entire Anti-Acolyte faction will receive Haste (20% dodge chance, +1 Speed Value) for 1 turn)
Pricey12345 Helm of the Juggernaut §¶ [Cooldown: IIIIII](+1 Speed Value and 30% damage reduction when equipped on an enemy, using this item boosts this value to 60% and the wearer's attacks always hit twice for 2 turns)
auyuengyat Wicked Ring §¶ (Dealing lowering an enemy into a health threshold adds +1 charge point to all charges) Seashell (Crafting ingredient) Inferno Stick (Base Damage: +4) Staff of Ice (Can strike up to 3 entities at once)
ConsumerOfAll Tank Artillery Tube §¶[Cooldown: II] (Deals 12 damage to an enemy and 4 damage to its surroundings as splash)
Emerald_Mann Scrambling Eggs (x2) (Deals 4 damage 6 times to an enemy or group of enemies when used) Shield Module §¶[Cooldown: III] (Grants Shielded (75% damage mitigation) for one turn on any unit of entities once used)
MrMirrorMan Forgotten Fang (Blade, Base Damage: +2, 50% crit chance instead of 25%) Remembered Revolver (Sniper Rifle, Base Damage: +2, 15% chance to apply Stasis on hit for 1 turn)
DathVader [N?] HP: 3/20.
The Just Writer/Roslyn [N] HP: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Damage the Acolyte as much as you can! Create entities to muster board control against the Mooks!
Protect Ninjatwist_! The damage he can dish out and board control he can establish will help keep the Mooks in check!
Manage your Charge Overloads carefully!
Pro-Acolyte:
Protect the Mooks! Losing them will inevitably get the Acolyte damaged!
Manage your Charge Overloads carefully!
Dropped Items:
Welcome to the Looting Gallery! Only one item can be looted from this at a time and are anyone's for the taking.
No items have been dropped.
This entity can perform unique actions like a Player Character can, such as performing special actions.
Wargear/Weapons Shortsaber §¶ (Base Damage: +2, can attack twice) Beretta 93R Pistol §¶ (Base Damage: 4, Burst Fire (Fire a single shot with the damage of 3 shots each burst))
Plot Armor:
This entity has a default 50% dodge chance against ranged and melee attacks.
The maximum amount of damage this entity can take is 50% of its maximum health.
This entity gains a damage reduction as its health decreases, up to 80% when at RED HEALTH.
Can target and damage the Acolyte.
When down to 0 HP, activates Plot Regeneration. During Plot Regeneration, Plot Armor activates to 100%, this entity recovers 20% of their Max HP per turn, and this entity will not act, all for 5 turns.
Massive Simulacrum Runner [AA] HP: 24/40.
Base Damage: 4
Speed Value: 3
Upon taking damage, summons 8-HP Simulacrums depending on how much damage this entity took.
Regenerates 4 HP per turn if left unattacked.
Base Damage: 8
Speed Value: 2
Deals 3 damage to 2 members of the target's group with a normal attack. Hyper Shot: Deal 12 damage to the target entity and give them Sick (25% damage penalty, received healing does nothing) for 2 turns)
Marvin [$] HP: 38/38. Base Damage: 5. Speed Value: 3.
Vending Machines HP: 8/8. +$5 revenue per round. Items will be annoyingly claimed from this machine, but destroying it will remove this irritating effect.
The Acolyte [AC] HP: 79/100.Dark Magic Meter: 98%. Kills: 27.
TV Station [$}:$201 Total Earnings. $(15*1.1+M+5)*(1+H/10) Revenue per Round. HYPE: 10/10.
TV Crew: Level 1. +$10 revenue per round.
TV Studio: Level 1. Increases revenue gained from TV Crew by 10%.
Merchandising: Level 1. +$1 revenue per group of non-$ entities on the board per round.
Hype Meter: Adds 5% revenue per unit of hype. Increases when an entity goes into a health threshold or is killed. Decreases over time.
====[The Savannah]====
A flat savannah full of trees and not much else. Houses JOE and GoldHero's sidequest.
Current Area: The Savannah. Borders: The Hills.
Current Zone: The Encampment. Forward To: The Pond. Back To: Hill Borders.
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes.
mini-joebob [N] HP: 20/20. Base Damage: 2. Speed Value: 3. Knows how to use basic tools, no inventory. Mining with Stone Pickaxe.
JOEbob Flint Pickaxe (Hammer, Base Damage: +2, 50% Bleed chance when used as a weapon) Linear Growth Perceptual Amulet (Generates Shield when out of combat, Shield gives a dodge chance depending on the interval depending on the attack (Dodge chance = Shield x 10), dodging a hit will remove shield equal to the damage of the attack that blocked it, guaranteed recovery once after death) Crabshell Armor (30/30 HP) (30% damage reduction) Logs (x3) (Crafting ingredient) flug'les eye (Allows fast transit between different zones within a sidequest) Cooked Crab Meat (Cooked food item)
GoldHero101 Splattershot (Assault Rifle, 25% chance to inflict Inked (30% miss chance)) Splat Roller (Sword, 50% chance to inflict Inked (30% miss chance)) Mini-Splatling Deco (Automatic, Can fire 100% more shots, 50% chance to inflict Inked (30% miss chance)) Swim Matrix (Allows user to when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance)
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Input: Raw Crab Meat (Food ingredient, can be cooked) (x2)
Fuel: Planks (Crafting/building ingredient) (x1)
Product: Cooked Beast Meat (Cooked food item) (x1)
Items of Interest (The Encampment): Savannah Trees (x5) (Can be logged for wood, but may harbor danger) Crafting Table (Used to make simple crafting incredients) Leopard Hide (Crafting ingredient) Leopard Fang (x2) (Crafting ingredient) Raw Beast Meat (Food ingredient, can be cooked) Cobblestone (x8) (Crafting/building ingredient)
The rest of the objects are unknown. Scan the area to find more!
6/15 all grown up.
6/15 mine(ing) turtle
+goldhero
oh, I thought it went down 3 a round for some reason, if its 5 a round then ye my overload would be empty.
I proceed to punch down another savana tree, one I didn't check for predators yet. I want more leopard stuff
Also as far as the poll I'm fine with either way so I haven't voted
[PA] 20/20 HP Charge Overload 5/15: I attack a simualcrum with a pun. In fact, make it a head pun, I wouldn't want them to lose their head over a Pun! That's just a cruel and unusual punishment.
16/25+1 from Plague
16/25+1 from Plague
+1 to Plague
Getting rid of procrastination issues and doing things early works wonders. To the Anti-Acolyte players, the Acolyte should be open to attack this turn, provided that you kill the last Mook! It shouldn't be very difficult, considering the only thing holding up some of the Acolyte's HP only has 3 HP itself.
8/15 all grown up. +1 GHero
8/15 mine(ing) turtle +1GHero
+goldhero
if a predator jumps out, I punch its face in with my pickaxe, and order steffan to hit it as well, with miniJOE continuing to mine.
otherwise, I put the crab meat & logs in the chest and go mining some more, hoping to find a gravel thing.
I use my Inferno Stick to overkill the Spear Mook and throw the charred remains to the Acolyte and tell that you will be soon after. Makes him distracted and easily fall prey to an unsuspecting AA from behind.
Massive Simulacrum Runner regen 4 hp last turn.
The Simulacrums bite Morty.
Massive Simulacrum Runner targets Morty.
Planar Sniper attacks Morty.
10/10 Shaped Charge +1 ender
The shaped charge blew through Rick's flying car used in his tv shows, and he can't go on adventures more and fell as a result to Morty's distress, and disconnected with the Server.
10/10 Tanky Tank +1 ender
//I don't really wanted to kill you Morty after reading the wikipedia, so I just spawn an entity out there.......
Tanky Tank:
55/55 HP, ATK 1, Speed Value 1
Tanky(reduce attacks by 2 points)
Boasting(Must hit this AA entity first)
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