Ninjatwist_
Terrarian
11/20 Call for 'Backup'
3/25 Good Dog, Best Friend
+auyeungyat
Pizzazz, you say?
Alright.
I bundle up all of this hypothetical 'pizzazz' into a ball, and then flatten that into a nice big pizzazz pancake.
Then I roll it up into a tube, and break some off of the ends.
I take the bits I broke off of the ends, roll them up into a smaller ball around an incendiary grenade.
I put the grenade-ball into the tube, and use the tube as a mortar to launch the grenade-ball at the Spear Mooks and the Mook leader.
Then I take the mortar-tube, and toss it at the newly created inferno.
Because, wow, who knew pizzazz could be so FLAMMABLE?
Well, I got what I asked for. You deal 5 damage to two of the Spear Mooks- a lot, for a group attack!
I Rancho Relaxo with my Heavy Splatling Deco and watch it ink the croc back to whence it came!
The Heavy Splatling Deco recoils wildly, so only 2 shots hit! You deal 4 damage to the Crocodile! It has been successfully Inked, however.
New challenger approaching!
(Snipped)
Xalya joins the battle!
I appreciate the enthusiasm, but you have to declare a faction first before you can act! Your PC has been added.
4/25 (+goldhero & RR last round) +1 goldhero [thisround]
4/25 (+goldhero & RR last round)+1 goldhero [thisround]
+goldhero
I warp behind the crocodile and swing horizontally, knocking the crocodile over, put the sword back in my inventory and jump, before taking the sword out again, slamming it down on the croc's torso, pushing all the air out of it. the croc breaths back in, pushing up the sword despite its weight, and I backflip back.
..blink.
there's now a large gash in the middle of the crock's stomach, large, bloody, and filled with mud, because my sword was dirty from when I backflipped and it sunk into the mud for a moment.
I turn around and start watching the crocodile, ending this action.
Steffan, collect some gravel. JOEclone, move a piece of charcoal from the chest to the mining turtle so it can get to work.
Your entities will do as you command.
You deal 8 damage to the Crocodile! The Crocodile's Bleeding heavily from the wound!
COM:5/15
Time to prove the Wary Souls are the Illuminati
1.Wary Souls
2.Wary
3. Wary rhymes with scary.
4.do you know what else is scary? Ghosts
5.Ghost rhymes with Toast.
6. You put butter on toast
7. Butter rhymes with box cutter
8. Box
9.Box has three letters
10.three
11. The Illuminati has three sides
ILLUMINATI CONFIRMED
...Woah.
You deal a total of 11 damage to the Wary Souls! This slays two of them!
[PA] 20/20 HP Charge Overload 15/15: I shove a random, 1 HP Demon into the Planar Sniper's gun. Causing it to jam and explode.
You deal 6 damage to the Planar Sniper with the explosion, defeating it instantly! Either that was a powerful explosion, or the Planar Sniper is incredibly weak to such an explosion. Oh yeah, the explosion also kills the Demon.
5/25 better weapons.
5/25 sand/clay duplicator.
+goldhero
I teleport to the crockodile, taking out my flint pickaxe, and thrust it into the beasts head, piercing the brain. it spasms a bit, but ultimately dies.
The Flint Pickaxe does so much damage that the Bleeding effect from earlier procs instantly. 8 damage dealt to the Crocodile! The beast has been defeated- perhaps you can scavenge something from it, although from the long and tedious battle that will be quite difficult.
I shoot the low health "well-armoured" axe mook in the face
Boss Killer 9000:2/10
+1 to and from sunnyau
The Mook's armor protects the creature inside! You deal 2 damage to it!
12/20 Call for 'Backup'
4/25 Good Dog, Best Friend.
+ to Xayla
I toss a 'bomb' into the crowd of spear mooks and at mook leader.
However, instead of exploding, it releases a gas, the effects of which are simple.
It looks through my discord, and sees a buncha catgirls (blame a bot for that), so the gas turns people into, well, catgirls.
Which I think you'd agree is a pretty distracting thing to be transformed into.
And then the 'bomb' turns out to also function as a bomb.
The explodey kind.
And explodes in the mook leader's face.
Because all of that stuff before?
It was all distractions.
...
But the gas does do that.
Heavy: fire and finish off as many of the lowest health enemies you can. Get your killstreak up.
The Heavy will do as you say. You don't need to put your entity actions into a spoiler- they're quite compact as is.
One of the Spear Mooks blocks the hit for the Mook Leader! That Spear Mook takes 10 damage- quite lethal indeed! The Spear Mook explodes into a pile of errant biomass.
I finish off the Spear Mooks with my Shotgun
Boss Killer 9000:3/10
+1 to sunnyau
You deal 4 damage to one of the Spear Mooks! This indeed levels it down to critical health!
========[End-of-Turn Events]========
The Wary Souls deal another 14 damage! They deal 6 damage to the Powered Shotgun Mooks and 8 damage to the group of Assault Rifle Mooks!
Ninjatwist_ fires two shots into the Elite Pistol Mooks, dealing 3 damage to 2 Mooks! Two of them are killed!
The Hellhounds continue mauling the Assault Rifle Mooks, dealing 16 damage! They kill one of them!
The Spear Mooks assault the Demonic Herald, dealing 18 damage! This is more-than-lethal for the Herald!
The Simulacrum Runner blasts one of the low-health Powered Shotgun Mooks, dealing 4 damage! This is lethal for the Mook!
The Demons go after the Spear Mooks! They deal 4 damage in total!
The lone Elite Pistol Mook backpedals and fires into Ninjatwist_, dealing 1 point of damage!
The Powered Shotgun Mooks once again fire into the Demons, dealing 8 damage! This finishes the Demons off!
The Well-Armored Axe Mooks continue tearing into the Simulacrum Runner, dealing 8 damage!
The Assault Rifle Mooks once again battle the Simulacrums! They deal 9 damage, killing 2 Simulacrums!
The Mook Leader slams into another Wary Soul, dealing 3 damage!
The Simulacrums finish off the lone Elite Pistol Mook, who gets surrounded by the creatures!
The Heavy Weapons Guy engages in a firefight with the Assault Rifle Mooks! He slays 1 one of them with a 5-damage Minigun burst!
The Acolyte continues to Meditate!
The Simulacrum Runner summons 2 more Simulacrums.
The Just Writer's TV Crew's last known whereabouts were on Page 23.
The Invulnerable Mooks lose their shielding, as the Shield Generator was destroyed early.
The Blinded Mooks can see well again.
========[JOE and GoldHero's Sidequest]========
Steffan the Sciencer clears out 4 pieces of Gravel!
The JOE clone fuels the Mining Turtle, which becomes active!
The Crocodile is defeated- do you scavenge what you can?
====[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 [AA] HP: 10/20. Overload: 5/15.
Pricey12345 [AA] HP: 11/20.
auyuengyat/sunnyau [AA] HP: 20/20. Overload: 0/15.
ConsumerOfAll [AA] HP: 20/20.
Emerald_Mann [AA] HP: 20/20.
Cyanogynist [AA] HP: 20/20.
TrickleJest [AA] HP: 20/20.
Everyone Except You (EEU) [AA] HP: 20/20. Overload: 1/15.
ender 2
Headless Horsemann Harmer's Howitzer §¶ (2/16 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)
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)
Ring of Regeneration (+1 HP healed per turn, destroys itself when wearer gets to full health)
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)
EEU
Riflescope (Sniper Rifle, Base Damage: 4)
Headless Horsemann Harmer's Howitzer §¶ (2/16 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)
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)
Ring of Regeneration (+1 HP healed per turn, destroys itself when wearer gets to full health)
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)
EEU
Riflescope (Sniper Rifle, Base Damage: 4)
MrMirrorMan [PA] HP: 20/20. Overload: 10/15.
plague126 [PA] HP: 20/20. Overload: 0/15.
bognog04 [PA] HP: 20/20.
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)
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.
RR [N] HP: 20/20.
SteelSt0rmMaster/Xalya [???] HP: 20/20.
Itinerary Objectives:
Anti-Acolyte:
Slay the Mook wave! They have reduced HP compared to older Mooks, but come in greater numbers!
Pro-Acolyte:
Support the Acolyte's last wave of Mooks! They're frail on their own!
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.
Ninjatwist_ [AA] HP: 35/50. Plot Armor: 20% Reduction.
Base Damage: 4
Speed Value: 4
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.
Can enter Plot Meditation to recover 10% of their max HP per turn. During Plot Meditation, the entity's Plot Armor is reduced to 0 and any incoming attacks will interrupt this state.
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.
Speed Value: 4
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.
Can enter Plot Meditation to recover 10% of their max HP per turn. During Plot Meditation, the entity's Plot Armor is reduced to 0 and any incoming attacks will interrupt this state.
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.
Wary Souls [AA] HP: 0/10 (x2), 4/10, 10/10 (x6). Base Damage: 2. Speed Value: 5.
Massive Simulacrum Runner [AA] HP: 16/40.
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 and if it did not attack.
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 and if it did not attack.
Simulacrums [AA] HP: 0/8 (x2), 8/8 (x5). Base Damage: 2. Speed Value: 2.
Planar Sniper [AA] HP: 0/50. Hyper Shot: III.
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)
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)
Wary Souls [AA] HP: 0/10 (x2), 4/10, 10/10. (x6) Base Damage: 2. Speed Value: 5.
Heavy Weapons Guy [AA] HP: 28/28. Base Damage: 5. Speed Value: 1.
Portal to Hell [AA] Summon Phase: 0.
Demons [AA] HP: 1/5, 5/5.
Hellhounds [AA] HP: 8/8. (x4)
Demonic Herald [AA] HP: 0/16.
Demon: 5 HP, 2 Base Damage, 3 Speed Value.
Hellhound: 8 HP, 4 Base Damage, 4 Speed Value.
Demonic Herald: 16 HP, 4 Base Damage, 3 Speed Value. Attacks apply Burning for 1 turn.
On Summon Phase 1, summons 3 Demons.
On Summon Phase 2, summons 2 Hellhounds.
On Summon Phase 3, summons 2 Demons and 2 Hellhounds.
On SUmmon Phase 4, summons a Demonic Herald.
Despawns after summoning.
Hellhound: 8 HP, 4 Base Damage, 4 Speed Value.
Demonic Herald: 16 HP, 4 Base Damage, 3 Speed Value. Attacks apply Burning for 1 turn.
On Summon Phase 1, summons 3 Demons.
On Summon Phase 2, summons 2 Hellhounds.
On Summon Phase 3, summons 2 Demons and 2 Hellhounds.
On SUmmon Phase 4, summons a Demonic Herald.
Despawns after summoning.
Elite Pistol Mooks [PA] HP: 0/12 (x3).
Powered Shotgun Mooks [PA] HP: 0/12, 2/12, 10/12. (x2)
Well-Armored Axe Mooks [PA] HP: 2/12, 10/12 (x2), 10/12.
Spear Mooks [PA] HP: 0/12, 2/12 (x2), 6/12, 7/12 (x2), 8/12 (x2), 12/12 (x2).
Mook Leader [PA] HP: 8/12.
Assault Rifle Mooks [PA] HP: 0/12 (x3), 2/12, 8/12, 12/12. (x3)
The Acolyte [AC] HP: 73/100. Dark Magic Meter: 79%. Kills: 27. Meditating!
====[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.
JOEbob [N] HP: 20/20. Shield: 4/10. Overload: 0/15.
GoldHero101 [N] HP: 20/20. Inside Small Camp. Overload: 0/15.
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes.
JOE Clone [N] HP: 20/20. Base Damage: 4. Speed Value: 3. Knows how to use advanced tools, inventory of 3. Mining with Stone Pickaxe.
Gravel (x12) (Crafting/building ingredient)
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)
Clay (x12) (Crafting/building ingredient)
Stone Shovel (Club, Base Damage: +2)
Heavy Stone Sword (Blade, Base Damage: +4, user cannot dodge while in use)
Small Backpack (Gives the user 3 more inventory slots)
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)
Backpack (Gives the user 5 more inventory slots)
Cobblestone (x4) (Crafting/building ingredient)
Gravel (x6) (Crafting/building ingredient)
Sand (x2) (Crafting/building ingredient)
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)
Clay (x12) (Crafting/building ingredient)
Stone Shovel (Club, Base Damage: +2)
Heavy Stone Sword (Blade, Base Damage: +4, user cannot dodge while in use)
Small Backpack (Gives the user 3 more inventory slots)
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)
Backpack (Gives the user 5 more inventory slots)
Cobblestone (x4) (Crafting/building ingredient)
Gravel (x6) (Crafting/building ingredient)
Sand (x2) (Crafting/building ingredient)
Small Camp [N] HP: 40/40. Houses cover (50%) and Furnaces. Fortification.
Input: Raw Crab Meat (Food ingredient, can be cooked) (x0)
Fuel: Planks (Crafting/building ingredient) (x2)
Product: Cooked Beast Meat (Cooked food item) (x1), Cooked Crab Meat (Cooked food item) (x2)
Fuel: Planks (Crafting/building ingredient) (x2)
Product: Cooked Beast Meat (Cooked food item) (x1), Cooked Crab Meat (Cooked food item) (x2)
Sand (x14) (Crafting/building ingredient)
Logs (x19) (Crafting ingredient)
Charcoal (x2) (Crafting ingredient)
Stone Pickaxe (Base Damage: +2)
Cobblestone (x25) (Crafting/building ingredient)
Gravel (x7) (Crafting/Building ingredient)
Cooked Crab Meat (Cooked food item)
Leopard Hide (Crafting ingredient)
Leopard Fang (x2) (Crafting ingredient)
Logs (x19) (Crafting ingredient)
Charcoal (x2) (Crafting ingredient)
Stone Pickaxe (Base Damage: +2)
Cobblestone (x25) (Crafting/building ingredient)
Gravel (x7) (Crafting/Building ingredient)
Cooked Crab Meat (Cooked food item)
Leopard Fang (x2) (Crafting ingredient)
Eggplants [N]: Growing Stage 3. (x3)
Garlic Plants [N]: Growing Stage 3. (x3)
Mining Turtle [N] Fuel: 4. Can mine items if given fuel.
Crocodile [H] HP: 0/50. Base Damage: 6. Speed Value: 2. Deals +2 Base Damage every time it attacks the same target.
Items of Interest (The Encampment):
Savannah Trees (x4) (Can be logged for wood, but may harbor danger)
Crafting Table (Used to make simple crafting incredients)
Raw Beast Meat (Food ingredient, can be cooked)
Items of Interest (The Lake):
Clay (x0) (Crafting ingredient/building unit)
Sand (x8) (Crafting ingredient/building unit)
Muddy Water (Unknown predator presence, can be harvested, drinking untreated will give the drinker a negative status effect)
The rest of the objects are unknown. Scan the area to find more!
Last edited: