20/30 Creating the APEX +gold
20/30 Wait shoot this is really b-egg. +helro
+to goldhero
I conjure a DNA analysis machine for Steffan. Surely, by the magic of science, he will figure out everything there is to know! including how to summon hundreds of beings identical to this dinosaur and make them subservient to my will! that's how logic worksssssssssssssssssssssssssss
The slime, seeing the approach of several mook APCs, decides that it’s going to do the classic move from about a century ago: dig in. It does this by essentially eating the ground beneath it, creating a hole large enough for it to fit inside. Then, having realized that it just ate dirt (or sand or whatever), it spits it out in front of the hole, creating something of a bump in the ground, providing some additional cover. Then, it widens the hole a bit through similar methods, in case someone wants to join it.
Vulture Knight
Is still fighting a Pistol Mook, somehow hitting back their bullets with a hammer.
Meanwhile, the hooded figure [Okay some variant of Mythic, across his personal timeline mess, I'm not fooling anybody here], is fighting a Assault Rifle Mook with a wheel of knives, revolving at a fixed speed in midair. The weapon's existence is honestly stranger than the attack.
12/30 - A Weapon? A written letter is sent, it'll arrive soaking wet, since only the most important mail gets rushed during the dry hour, but that's fine. 2/30 - New Charge. Never leave an equipment slot empty, it's a rule.
Sorry for not making this round particularly intuitive, but I have some things to take care of balance and story-wise. The rest of this Episode should be pretty quick, though.
Don't worry, your entities will tag along with you when you withdraw.
I throw a mud grenade in the general direction of the vehicles whilst advancing rapidly in the opposite direction.
Double-Bladed Saber:21/25
+1 to plague
18/30 Creating the APEX +plague
18/30 Wait shoot this is really b-egg. +123
+to plague123
keep investigating, steffan. meanwhile, the JOE clone harvests the crops, I refill my shield via out-of-combat-ness, and heal myself with a random potion of healing a delivery stork dropped while flying somewhere.
Your rapid-fire punch attack deals 8 damage to the whole group of Assault Rifle Mooks, knocking the entire group out! Where you're going, they probably wouldn't be able to catch up anyways.
20/30 Creating the APEX +gold
20/30 Wait shoot this is really b-egg. +helro
+to goldhero
I conjure a DNA analysis machine for Steffan. Surely, by the magic of science, he will figure out everything there is to know! including how to summon hundreds of beings identical to this dinosaur and make them subservient to my will! that's how logic worksssssssssssssssssssssssssss
You do not have the necessary resources for a DNA analysis machine, let alone a cloning machine! You'd have to work for it, but you like your games to take it easy, and give everything to you, right?
Your logic is faulty and harmful to game balance, so it does not work.
The slime, seeing the approach of several mook APCs, decides that it’s going to do the classic move from about a century ago: dig in. It does this by essentially eating the ground beneath it, creating a hole large enough for it to fit inside. Then, having realized that it just ate dirt (or sand or whatever), it spits it out in front of the hole, creating something of a bump in the ground, providing some additional cover. Then, it widens the hole a bit through similar methods, in case someone wants to join it.
Vulture Knight
Is still fighting a Pistol Mook, somehow hitting back their bullets with a hammer.
Meanwhile, the hooded figure [Okay some variant of Mythic, across his personal timeline mess, I'm not fooling anybody here], is fighting a Assault Rifle Mook with a wheel of knives, revolving at a fixed speed in midair. The weapon's existence is honestly stranger than the attack.
12/30 - A Weapon? A written letter is sent, it'll arrive soaking wet, since only the most important mail gets rushed during the dry hour, but that's fine. 2/30 - New Charge. Never leave an equipment slot empty, it's a rule.
You reduce the damage you'll take this turn! However,
========[End-of-Turn Events]========
The entire Anti-Acolyte faction flees from the Mook APCs to prevent further retaliation, leaving the battle with the Mooks in the dust. Your entities follow in tow, however, the APCs give chase.
Seeking cover from the vehicles, you manage to come across a nearby encampment... housing a small store of entities and a duo of players! They seem moderately well-equipped with a small base, and they even have a few slave entities. You struggle to wonder what a summon's worth without its combat potential, but you hear the tracks of the APCs closing in close behind. Looks like this will be the stage for the next phase of the fight.
No entity has acted! The Anti-Acolyte entities perform an about-face and prepare for battle!
JOE and GoldHero's plotline will resume normalcy (previously on Page 45) once this is over.
You have to help deal with these attackers; no progress to the sidequest can be made!
====[The Battlefield]====
A flat savannah full of trees and tall grass. The Acolyte isn't anywhere to be seen, but there are plenty of Mooks in his place.
You have stumbled across
ender 2 Headless Horsemann Harmer's Howitzer §¶ (15/16 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) 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)
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)
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)
plague126 Argynth Tooth Bracelet §¶ [Cooldown:IIIII] (Summons a Phantom Argynth Soldier when used, Phantom Argynth Soldier has high stats but takes 6 damage every turn)
DathVader [N?] HP: 3/20.
RR [N] HP: 20/20.
Itinerary Objectives: Attack the Mook APCs! This might cause them to release their cargo sooner! Take cover behind the Small Camp! It's a decent fortification from the entity assaults!
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 from entities.
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.
Ed the Undying [AA] HP: 34/60.
Base Damage: 6
Speed Value: 3
Upon death, revives itself the next turn with 4 Base Damage and 30 HP.
Blinking Spirit [AA] HP: 7/16. 50% dodge chance.
Base Damage: 6
Speed Value: 3
Phantom Argynth Spear Carrier [AA] HP: 0/30.
Base Damage: 6
Speed Value: 2 Reinforced Armor: 25% melee damage reduction.
Takes 6 damage every turn until death.
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 (27/30 HP) (30% damage reduction) Heavy Stone Sword (Blade, Base Damage: +4, user cannot dodge while in use) Small Backpack (Gives the user 3 more inventory slots) Flint (Crafting Ingredient) Dirt (Crafting/building ingredient) Tar (x4) (Crafting ingredient) Raw Beast Meat (x6) (Raw food ingredient, can be cooked)
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 +3 more shots, +10% hit chance on first shot, 50% chance to inflict Inked (30% miss chance)) Swim Matrix (Allows user to swim: when out of combat, healing for 2 HP per turn, while in combat, grants a 20% dodge chance) Backpack (HP: 9/20) (Gives the user 5 more inventory slots, resists 50% of damage taken while worn) Cobblestone (x4) (Crafting/building ingredient) Gravel (x10) (Crafting/building ingredient) Tar (x6) (Crafting ingredient) Flimsy Shovel (Base Damage: +1, 40% chance to break with each use)
Steffan the Sciencer [N] HP: 80/80. Base Damage: 8. Speed Value: 3. Can collect resources. Buffs certain crafting recipes such as armor.
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.
Mining Turtle [N] Fuel: 0. Can mine items if given fuel.
Fossil [???]: Mysterious thing brought back from the Tar Pit. Can be investigated after the fight!
Known to be:
Large shield-shaped skull.
Items of Interest/Dropped Items are marked below!
Savannah Trees (x4) (Can be logged for wood, but may harbor danger) Simple Crafting Table (Used to make simple crafting ingredients) Crocodile Hide (Crafting ingredient) Raw Beast Meat (x3) (Food ingredient, can be cooked)
The rest of the objects are unknown. Scan the area to find more!
10/30. Attacjubg
8/30. Papal Ruler
+1 ender2
I drain all the edge from an air conditioner and morph it into a sword, which I then use to slice up the APC
"I think we *may* have encountered it once again."
"I'll send these back for analysis."
CHARGES
Tonbogiri base: 18/20
Projekt Starstorm: 10/10 No respite! Projekt Starstorm complete!
ACTION
The mooks look around for the new entity, but can't see it.
After a while, they get back to business.
They hear a series of descending sounds, but dismiss it as nothing.
At around this point, a ton of flaming meteors crash into the opposition, ala PK Starstorm!
(It's a charged, one-use attack, in case you didn't get it.)
21/30 Creating the APEX
21/30 Wait shoot this is really b-egg.
+to goldhero
I toss the JOE clone a flint pickaxe for the extra attack damage.
JOE clone stabs the pickaxe into the ground and used it as a lever to throw some stone at the MAPC's. Steffan proceeds to grab an oversized cannon and fire it at the stone, accelerating it to deal more damage.
So.... they both attack the MAPC.
I take a few steps forwards and enter one of the MAPCs, whichever's taken the least damage. this my turf, friendo.
ye ded
more specifically, I thrust my sword through the window, splitting open the driver's head like a watermelon, then plant my sword in the indoors entrance. people can no longer enter the drivers area except me.
I proceed to stop the carrier, jump back out the window, and place a few lumps of tar outside all the other doors.
I then re-enter the driver's seat, and make sure nobody pushes aside my giant stone sword.
vehicle, hopefully hijacked. maybe.
[AA] Thartler
HP: 24/24
[6/15] Spymaster's Intrigue makes Speed go high.
[9/10] New Beginnings (Contribution so far: 6 me, 3(+1) variant)
+1 variant
I take some pills, and then I feel the power surging. I then throw a highly explosive barrel from whatever it has came, at the most damaged MAPC. I proceed then to shoot it when it drives very close to the barrel, making the vehicle as much as pieces of scrap. But wait, that's for ending! In between of that there will be multiple moves. And I start scrapping MAPC now.
Then I bring diamond-edged sharp chainsaw and cut the vehicle into pieces. They're still connected, but vehicle may not be able to run again or drive.
I use Inspire! All players do extra damage on their next attack this round equal to [Their damage*20%]; rounded down to the nearest whole number, minimum damage 1.
Double-Bladed Saber:23/25 +1 plague
+1 to thartler
"I think that we should focus our fire on one APCs and then defeat the mook resulting from that first since fighting with 12 mooks plus 2 APCS is much better than fighting altogether 36 mooks, although we had managed that in the 1st scene."
I use my wit to sense the most-damaged Mook APC, and then use my Inferno Stick to shoot in fire shrapnel from all sides of that Mook Carrier. As they are slowed they couldn't dodge the attack.
19/30 Finale
19/30 Wave of Ds
+1 by Ring in the last-last post.
+1 @ender 2
[AA] Thartler
HP: 24/24
[8/15] Spymaster's Intrigue makes Speed go high. (7 me, 1 ender 2)
[10/10] New Beginnings (Contribution so far: 7 me, 3 variant) [USING!]
+1 @ender 2
Well, thank lord I actually remembered I had an item in my past. Wait, was that Grenade Launcher? Yep, it was. I spent days and nights making it, and fixing it, and now, time for burst add-on for it! Now, I would test the newest weapon if not the fact I was too tired.
As Thartler makes his grenade attack I utilize the moment when the Mook APC was blinded by the grenade explosion to lob another ton of TNT onto it's face.
I then use some time to explore the Small Camp and ask the players who reside there:"Who are you and how can we help you? What can we use in the Camp?"
[AA] 20/20 HP Charge Overload 0/20: I decide to make the APC even slower, by using the remaining fuel for the fire I made with the mooks, I shove tar, glue, pine resin, and duck tape into the APC's tires/treads/whatever it has for wheels.
20/20 Upgrades Holding-Turn 2?
(Sorry for not posting the last two rounds, things happened and I didn't have time to post.)
Mythic is stabbing a Mook Armored Personnel Carrier, and pouring salt in the holes. "Have all you want. Back in the day, this stuff used to be worth a huge amount, but now that there's an infinite supply, it's practical worthless."
The Vulture Knight settles for beating an APC with her hammer, hoping to cave the sides in.
14/30 - A Weapon? A written letter is sent, it'll arrive soaking wet, since only the most important mail gets rushed during the dry hour, but that's fine. 4/30 - New Charge. Never leave an equipment slot empty, it's a rule.
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