Charge boost accepted! Tonbogiri base: 20/20 No respite! Tonbogiri base complete!
--
The Tonbogiri! A warship powered by an energy core, and with the latest in piloting and control technology, it is a sight to be feared by all!
Only problem is, it doesn't have any weapons.
So, let's fix that!
--
Charge weapons for the Tonbogiri, and it can use them when it shows up!
One weapon charge at a time per person, please.
It's considered a bossmini-boss, by the way.
--
The ship is from Boss Rush, an excellent flash game by Paperdino.
The slime takes a second look at the APCs, now that it isn’t feeling the immediate need to hide behind the worst cover in the history of things hiding behind other things. They certainly look fairly edible, at least to something as hungry as it. So, it gets to work trying to eat one of the weakened APCs.
It fails to take into account the many moving parts of such a machine, and manages to get caught in some of them, causing minor internal damage to the machine and getting itself stuck.
The Tonbogiri has a power system. Each weapon uses a certain amount of power. By default it has 4, and regains 4 every turn, after it fires, but this can be upgraded.
At the end of every turn, it fires a combination of weaponry that is equal to 4 power, unless ordered to act otherwise by an Anti-Acolyte.
Certain weapons may have their own power supply.
//Well, @Tarhalindur , I'm not here to discourage you, but a boss needs a multi-player charge and the previous boss charge counts are approximately at the range of 125 to 175 for the 1st Act.
//null
Ah, I see.
Due to budget cuts, the Tonbogiri has been adjusted so it is not a boss.
It's a mini-boss! It's not quite as powerful, but it's not a boss, so hah. Loopholes.
It's still dormant to start.
Goddamnit, Engineering, you need to give me a better idea of what I'm doing.
Now being stuck within the APC, the slime starts panicking a bit. It tries to escape from its predicament, but finds itself unable to at first. Eventually, after a great deal of struggling and a bit of magic, it manages to break its way out of the APC, taking with it a few bits of machinery and a valuable lesson.
+1 ender2
13/30 Beside Myself
10/30 Serpent Eating the Ground
School returned for me today, and I'm already feeling some of the pressure again. Sadly, this is pretty late at night for me, so this update will start out pretty short.
It will continue into Tuesday, and into Wednesday if push comes to shove. I would like to get at best a decent amount of sleep.
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
Unfortunately, your inspiration isn't that powerful! However, it is for something- you do give the next player a nice boost to the next creative-based attack.
"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?"
You can use the Crafting Table they have to boost your items' effectiveness! However, keep in mind that they will probably get a rework (on the nerfing side) in the future, so any resulting items will be the result of nerf balance, and player-made crafting tables probably won't be a thing in the future if/when this sidequest continues.
[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.
Charge boost accepted! Tonbogiri base: 20/20 No respite! Tonbogiri base complete!
--
The Tonbogiri! A warship powered by an energy core, and with the latest in piloting and control technology, it is a sight to be feared by all!
Only problem is, it doesn't have any weapons.
So, let's fix that!
--
Charge weapons for the Tonbogiri, and it can use them when it shows up!
One weapon charge at a time per person, please.
It's considered a bossmini-boss, by the way.
--
The ship is from Boss Rush, an excellent flash game by Paperdino.
I'll give this thing appropriate stats for a charge of this size. It will trade its Speed Value for firepower, however.
Tonbogiri added! If there's anything specific you'd like me to add, let me know. Unfortunately, modifying an entity's stats via charging has been restricted in the past. I'll see if this restriction still makes sense, though.
The slime takes a second look at the APCs, now that it isn’t feeling the immediate need to hide behind the worst cover in the history of things hiding behind other things. They certainly look fairly edible, at least to something as hungry as it. So, it gets to work trying to eat one of the weakened APCs.
It fails to take into account the many moving parts of such a machine, and manages to get caught in some of them, causing minor internal damage to the machine and getting itself stuck.
The Tonbogiri has a power system. Each weapon uses a certain amount of power. By default it has 4, and regains 4 every turn, after it fires, but this can be upgraded.
At the end of every turn, it fires a combination of weaponry that is equal to 4 power, unless ordered to act otherwise by an Anti-Acolyte.
Certain weapons may have their own power supply.
You guys are currently facing down APCs and seeking cover from the vehicles. You've stumbled into a sidequest, who will have to help you at risk to their own safety and damage.
Now being stuck within the APC, the slime starts panicking a bit. It tries to escape from its predicament, but finds itself unable to at first. Eventually, after a great deal of struggling and a bit of magic, it manages to break its way out of the APC, taking with it a few bits of machinery and a valuable lesson.
+1 ender2
13/30 Beside Myself
10/30 Serpent Eating the Ground
Excellent. You deal an additional 6 damage to the APC!
========[End-of-Turn Events]========
Ninjatwist_ fires a shot at the APC, but it glances off the APC's thick metal armor.
The Blinking Spirit slashes at the Dazed APC, dealing 6 damage!
Ed the Undying follows up the Blinking Spirit's shot, dealing another 6 famage!
The Vulture Knight Wraith attacks a separate APC, dealing 5 damage!
Steffan the Sciencer gets in on the action, dealing 8 damage to the Dazed APC!
The JOE clone also picks away at it with its Stone Pickaxe, dealing a further 6 damage!
The Mook APCs blast at the players with their guns, dealing 10 damage in total to Steffan the Sciencer!
The Dazed APC also unloads its cargo, revealing 6 Powered Assault Rifle Mooks and 6 Hammer Mooks!
The Tonbogiri arrives on the battlefield.
Another APC arrives on the field as well! Watch out!
The APCs remain trapped and slowed.
The APC's crew remains dazed!
====[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 a camp and its two attending players.
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: 9/16. 50% dodge chance.
Base Damage: 6
Speed Value: 3
Vulture Knight Wraith [AA] HP: 38/38.
Base Damage: 5
Speed Value: 3
Tonbogiri [AA] HP: 66/66. Power: 4.
Base Damage: 3
Speed Value: 1
Can fire once for every unit of Power it has. Regenerates all Power each turn.
Dirt Wall [AA] HP: 10/10. Provides 50% cover. Minor Fortification.
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: 70/80. 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!
23/30 Creating the APEX +1 goldhero
23/30 Wait shoot this is really b-egg. +1 goldhero
+to goldhero
Bah. Power play disabled? In that case, I... PowerPlayAnyway! woohoo!
I jump into an APC and grab one of the mooks. after brainwashing it into a cult, it joins my side! minus one mook in an APC, +1 mook on the N-JOE team.
25/30 Creating the APEX +1 goldhero
25/30 Wait shoot this is really b-egg. +1 goldhero
+to goldhero
Ah! steffans hurt! I quickly patch up his wounds with a greasy rag. its almost as good as gauze, and three times cheaper! since it's so cheap, I get to put on multiple layers, which means he gets more healing! Logic is purely logical correct? yes.
Steffan and JOE-clone attack anyone who either attacks them first, or is likely to attack them.
I attempt to finish off a low health Mook with my Shotgun!
Healing Totem:2/10 +1 plague Double-Bladed Saber:25/25 +1 plague (A double-bladed lightsaber, which is also purple! Gives me either +8? damage or an additional attack at +2 damage for both. Can inflict Burning, 20% chance)
+1 to thartler
I attempt to steal a hammer from a Hammer Mook and give it to another Mook. They will inevitably fight each other for stealing!
Healing Totem:3/10 +1 plague
Mantle of the Force:1/20 Double-Bladed Saber REMINDER
+1 to tarhalindur
Mythic seems disturbed when they notice another player has discovered a familiar temple. "Please try not to cause anything too major with that."
The Shallow Darkness is known to have objects from dead or dying timelines fall into it, especially as one grows closer to a deeper area. So those who spend enough time there eventually learn to recognize certain things seem.... disturbingly common there.
[Battle!]
Mythic opens a portal, and a wrecked car falls out, stained with black sludge. It lands on an APC. "Sorry, was aiming for something heavier."
[Servant]
The Vulture Knight however, is more focused on hammering salt-crystal stakes into an APC with their hammer. Seems they're getting pretty into the fight.
15/30 - 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. 5/30 - New Charge. Never leave an equipment slot empty, it's a rule.
The slime sees more mooks enter the battlefield. Its first thought is obviously of eating them. So, it decides to do so. It takes aim at a powered assault rifle mook with its own non-powered assault rifle. It exchanges some fire with it from behind the dirt wall for a bit before realizing that the powered assault rifle is probably going to do better than the non-powered one, even with cover. It then goes up to eat the mook instead.
+1 thartler
14/30 Beside Myself
11/30 Serpent Eating the Ground
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