Current Saga: Think Outside the Basement (Post-Terrapause/Post-Crypt)
Current Arc: Adjust Fhqwhgads (The point where the four Players enter)
Lightform: /|||\ IN USE Jormungandr: <|||||> IN USE The Queener: _|||||_ IN USE The Infinity Edge: {||||}
+1 to Redstonetam
+1 to Darkside
+1 to Pricey
Isaac [AG BOSS]: 58/150 Chorus Mortis [GUDLADDER]: 12/50
(Broken Fire Gauntlet && Concentrated Light Magic && Pieces of the Creator's vehicle's armor = Creator's Gauntlet) && (Brimstone && Soul of Light && Piece of paper with the Japanese symbol for light = Holy Brimstone) && Human Weeaboo Soul = My Innermost Apocalypse (Level 25) (14/26)
SMITE THY FOE! The requests for Holy Brimstone on the BoI subreddit were too ing high. So I made this. Holds insane power over light, high power over creation, ridiculous power over determination, and over 9000 power over the forces of anime. Well, it's made with a HUMAN weeaboo soul. It can also fire lasers which alternate from yellow and blue. Also this turns almost anyone who wields this into a weeaboo.
(Razer Blade 2015 && Copy of Undertale = Razor Blade 201X) && Red Ring of Death && (Mountain Dew && ([BLACK] Strongbox && [RED] RIA 20 Striker = [RED] Strongbox) && Laptop Liquid Cooling System && The King of Town's Denture Tablets = [RED] Pulsating Mountain Dew Laptop Coolant System) = Razer Blade 201X Red Sun (Level 17) (11/18) This red laptop pulsates with slightly higher power over Red Sun energies than the Red Ring of Death. It also possesses great power over creation and light power over reality. It also has a complete compendium of sbemails, sbemail in-jokes, and sbemail easter eggs. I don't know why either.
((Cell Phone || Magic Mirror = Technological Mirror) && (Portable Enchantment Table && Dimensional Scissors || Sennheiser speakers = Warpset) = Warpspeaker Mirror) && (The 9-Volt (BoI pet) && Liquid Game Grumps = Game Grumps Absorber Battery) && ((Echo Flower Petals && Essence of JonTron = ECHo Flower Petals) || Advanced Technological Mirror software = ECH-OS) && Potent Smoke Majjyks = Echo Mirror (Level 25) (1/26)
This is it. The item that will finally release that saccharine side of me. This also has intense illusion majjyks paired with just-as-intense smoke majjyks.
Ircucvci ~~ Fandoms = Edge of the Shipping World (Level 10) (11/11) (Done!)
This dark blue and white version of Ircucvci holds control over the energies of the fandoms of Tumblr. Suprisingly, this sword cuts through feels instead of flesh.
((Chlorophyte Warhammer && Chlorophyte Jackhammer && Shroomite Ingot && Every Pyro melee weapon = Chlorophyte Automatic Warhammer) && ((Horseless Headless Horsemann's Headtaker && Pwnhammer = Horseman's Breaker) && (Haunted Scrap Metal && Disempowerment Ritual && Essence of Memes = Illuminated Scrap Metal) = John Cena's Junk Crusher (Level ?) (1/?)
AND HIS NAME IS JOHN CENA! Yeah, I've wanted to do this for a looooooong time.
~~Spirit Reviser~~
None so far.
~~Regular Alchemies~~
None so far.
~~Project Everfree~~
Navitas Nox && HH-AT Archimedes && The Unreal && Suetech Machine Sniper Rifle && All varieties of Minecraftian debuffing Potions && Jarate && Mad Milk = MAXSIDE Horizon's Daybreakers (Level 20) (0/21)
Might as well help Roxxanne with her ship. This 18-pack of auto-turrets fires lasers with utmost accuracy and as much dakka as the whole Ultimatum line combined. I don't have the Nerfing Minienders, but that's why the debuffing materials are there. Yeah, Mardek works for MAXSIDE.
--Assault Team (DEAD)
Yeah, at least the Assault Team got their ultimate abilities out.
--Transistor (SUMMONED!)
333,333 HP
The Spine: Passives(), Functions() and Augments() have no cooldowns. Whenever a Function() is used, summon a BadCell.
Overload: When the Transistor's hp hits 0, restore it to full hp and destroy two random Functions(), two random Passives() and two random Auguments(). Once the Transistor runs out of Functions(), destroy the Transistor. When revived by Overload, the Spoil of War is not dropped.
Augument(): Whenever the Transistor uses a Function(), modify it's effects with an Augument().
Reboot(): At the start of each turn, gain the effects of a random Passive() and lose the effects from last turn.
Kill(): 8 round charge. Activate all existing Functions() without Auguments().
Passive():
Crash(): Takes 20% reduced damage and is immune to debuffs.
Mask(): The first attack this turn made by the Transistor mini-crits. (ACTIVE)
Tap(): The Transistor will heal for 15% of damage dealt.
Void(): The Transistor cripples targets hit.
Ping(): 20% chance to dodge attacks. Applied after Jaunt().
Help(): BadCells will not spawn this turn.
Function():
Crash(): Deal high damage to 3 entities. Stun and Crash all entities hit. Enemies that are already crashed will be Broken instead.
Help(): Summon Fetch and Luna, if they are already killed. If any of the characters are alive, heal them to full health.
Jaunt(): For the next 3 turns, gain a 35% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. Can be cast 4 times in one turn.
Cull(): Deal massive damage to and knock up 2 nearby entities.
Spark(): Deal insanely high damage split equally among 2-5 random entities.
Augument():
Crash(): The attack will do increased damage and Crash entities hit. Enemies that are already Crashed will instead be Broken.
Cull(): Knocks up entities hit, up to 3 entities.
Tap(): Heals for 30% of damage dealt, reduced to 10% for Cull() and Spark().
Flood(): The attack will inflict Flood on the target.
Ping(): Attack will be double cast.
Purge(): The attack will inflict Purge on the target.
Effects:
Crash: Takes 20% increased damage from all sources. Lasts 2 turns.
Broken: Cannot dodge attacks. Takes 50% increased damage from all sources. Lasts 2 turns.
Flood: Deals 30,000 damage over 2 turns.
Purge: Deals 10,000 damage over 3 turns. If the target is not a boss, deal massive damage at the end of this time.
Crippled: Deals 40% reduced damage. 50% chance for dodge to fail. Lasts for 2 turns.
Summoned Entities:
[AG]
Fetch:
50,000/50,000 HP
Will Crash enemies hit.
Luna:
[AG]
50,000/50,000 HP
Will Flood enemies hit.
BadCell:
[AG]
10,000/10,000 HP
When killed, explode, dealing a small amount of damage to an entity and crashing it for one turn, and deal 30,000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entity's current health).
Spoil of War: Buzzing Transistor Core: This Spoil stores up to 10 charges.
1-4 charges: Use Bounce() on an entity. Charges consumed depend on the number of times Bounce() is used.
5 charges: Deal high damage to an entity and either Crash, Flood, Purge or Cripple it. If an entity is already Crashed, using Crash on it again will Break the entity.
10 charges: Either use Cull() or Spark(), or deal high damage to an entity and Crash, Flood, Purge AND Cripple it. If an entity is already Crashed, using Crash on it will Break the entity.
N/A
My turn! I use the Queener on the Transistor.
I activate Jormungandr!
I then fire beams of Hope, Life and Blood at the Terror Face Monster, almost equalizing its health with the Terror Blood Crawler!
Transistor uses Cull() on the Terror Face Monster and the Terror Blood Crawler!
Fetch attacks the Terror Face Monster and Luna attacks the Terror Blood Crawler!
+1 vote to Isaac, Ninecurse, and DTTI_HTNF!
----
My inventory and project can be found here! http://forums.terraria.org/index.ph...er-discussion-thread.30092/page-9#post-817577
Badass Triangle Shades-Wearing Cyborg MLG Honey Badger: 57/200
Tetrahellatus: 25/450
Alchemy:
Beam Spam && More Dakka && Missile Spam && Grenade Spam: The Obliterator: (16/25)
I contact the fleet I used to destroy the galaxy and the solar system a long time ago (They're still around after the universe literally crashed and reset itself) and order them to redirect the North Korean nukes back to the battlefield towards the PGs, specially the Terror Blood Crawler.
I am sending out the TPP Streamer 87/200 +2 from Cyan +1 from Fare
Making Painis Cupcake 56/85
Establishing Project Storm II 8/300 (On Delay)
AK-47 && Flare Gun && Empowered Blue Gem && Project Storm Camo Paint II Rocket Launcher = Storm Firey Bullet Blaster 16/26 (This is the first weapon in the Storm line also the Storm line is weaker than the Supernova line)
Thunder Crystal && Shadow Gem && MOAR Rune Samples && Light Gem && Damage Buffer && Defense Buffer && PURE MLG ESSENCE && Evasiveness Crystal && Plus Crystal II Undercharged Runepaw's Gauntlet = Fully-charged Runepaw's Gauntlet 12/26 (Level 25+ due to the Plus Crystal, Holds loads of Runes and will create many New Runes)
Current Saga:Lets Get Dangerous Once Again/LGDOA Current Arc: Nobody Came (Part of LGDOA)
Attack/Action: I pull out my Badass Sword (Sword of Git Gud) and i impale at the Terror Blood Crawler. While pulling the SoGG out of it's body i see the triangle (X-Files theme plays)
+1 to Toast, +1 to Faressain, +1 to Sirplop
Support me if you want.
Alchemies:
Inventory:
Sword of Git Gud (Known as SoGG) [Level 25] Charge: THE MINI RECKONINGIIIIIII (2/7) (You must use the Weapon 7 times to activate this charge)
Super Deal With It Glasses [Level 7]
Undercharged Runepaw's Gauntlet [Level 10] Current Runes: 5/5 Ice, Heal, Fire, Heal, Damage
Fire: Deals medium damage (Very High when fully charged and upgraded) to the enemy when used, low chance of burning.
Heal: Heals the ally (Much much more if fully charged and upgraded) when used.
Damage: Deals high damage (Heavy when fully charged and upgraded) to the enemy when used.
Ice: Deals low damage (High when fully charged and upgraded) to the enemy when used, low chance of freezing.
There will be more Runes when if i upgrade this gauntlet.
Slot 4: In Progress
((King Arthur's Excalibur [not that dumb hallowed copy; the real thing] && Soulbinding Ritual = Ultimate Excalibur) || Bottled Light && Solid Nitrogen [really freaking cold] && Living Steel = Divine Growth) && (Arctoae && Spaceleaf Greatsword && Enchanted Divinium Longsword = Miracle Leaf) = Regrowth (Lv. 25, 24/26)
Hey, don't say I can't do light-based alchemies, mate!
This fine blade strikes cold-blooded fear into the hearts of evil, able to smite them with so much ease that it isn't even funny. [If its level is high enough, it would make the Divine Godblade look like a dull knife in comparison.] Has insane control over light, a nice amount of control over ice and plants, and some control over life as well. With the inclusion of the blade that once belonged to the king Arthur, the amount of light control is [probably] unparalleled.
...Yeah.
Summons...
Legendary Support (164/200) (I AM GETTING THIS THING DONE EVEN IF IT KILLS ME!)
Entities... (Nerf if to powerful. Buff if too weak.)
A portal from... somewhere... appears in the sky.
The Armored Void Blimp appears, its guns locked and loaded!
HP: 450,000
Airborne (It really doesn't matter anymore, does it?)
Unique Skills:
-Voidbomb: Drops a sphere containing pure void onto some poor fool's head, dishing out heavy damage to that foe, and medium damage to surrounding foes. 5-round charge. Starts fully charged.
-Bombing Run: Drops normal bombs on an opponent and surrounding opponents. Deals medium-high damage. 3-round charge. Starts fully charged.
-Death Ray: Will fire a death ray at an unlucky individual. Deals insane damage. 10-round charge.
-Stupid amount of guns: Always hits the target with basic attacks. If the target would have dodged, deal 50% damage.
-Group Decimation: All attacks always deals 2x damage to groups.
-Incineration: 50% chance to burn target.
-Kamikaze: Will run into the thing that destroyed it, exploding in its face and unleashing the void contained within its balloon. If said thing is an invulnerable character, then randomly select an enemy target.
The Void Blimp flies above the Terror Face Monster, and drops a Void Bomb on it.
Actions...
Gevul Omaar: (23/101) Oho boy... be thankful that this is a low-priority thing. (I ain't accepting any charges for this one. No ifs, ands, or buts.)
I continue studying. Boring stuff.
Well, Bane looks funnily at Zetta as he spoke. An expression of confusion washing over his face as void-boosted bullets, eco-warriors, and impenetrable shields surround, not really doing anything to Bane. For some reason the bullets and/or bayonettes seem to phase through him as if he wasn't there. Yet physical barriers seem to halt him. He stops his murdering for a bit.
...So are you trying to sound intimidating? 'Cause if so, it's not working.
And, honestly, making fun of someone because of their name? Hey, my parents weren't very creative, OK?
He stops moving for a while, in an attack stance. Growling and facing Zetta. Yet extremely confused as to why he can't move, no matter how much he forces.
...Why can't I move!? I want to get this party started, dammi- Alright, wolf. That's enough.
Right then and there, Bane's eyes widened, instantly jumping straight out of his attack stance. He looked... shocked.
You fail to realize I now have control over you as well as DarkSide. You will NOT fight him. That is an ORDER. Wait, who the gorilla are you!? And why must I n- YOU. WILL. NOT. FIGHT. Or do you want me to send you to Oblivion instead? Because I can do that. ...Ugh, fine, random voice in my head. You w-
waitwaitwaitoneflippinmoment... ah, damn, it's gone.
Bane was still bewildered at what just happened.
And everyone else thought of it kinda weird how Bane was talking to himself for a moment there.
He turns back to Zetta.
You. I have no idea what just happened, but for some reason, I'm not allowed to even tap you with one of my claws. Consider yourself lucky.
Though I should also consider myself lucky. I just avoided a trip to Oblivion...
...Let's... not talk anymore. K?
Bane digs himself out from inside the barrier [if something was placed around the entity he was attacking, but he does it anyway]. Right before the explosion. While he does love to kill just to feel the splashes of blood up against his body, he refused to cheat the system, despite given the opportunity to do so.
As Bane emerges from the earth, snarling, not looking at the explosion, he murders the [remaining] eco-warriors with a horizontal void wave from behind. He returns to the ground.
And ends up directly in front of the Terror Blood Crawler. Bane immediately tries to gouge/bust it's eye-analogues out and tear its legs clean off, cutting and rending loads of veins, arteries, and flesh without much issue.
Spoils & Other Chargeables...
Lance of Creation (III); casts Genesis.
Genesis: Deals massive holy damage to 3 entities, heals allied entities. (greatly increased damage against groups. Groups only count as 1 entity.)
Suldaan-Doom's Meteor(s): {III}
Sends meteors down into a foe, or multiple foes. Deals greater damage against lone foes. Damage distributed on how many foes were hit.
Disabled for now due to issues.
Leinro Fiit-Rebalance: ^III^
Buffs the attack, defense, and turn order of an ally, or debuffs those stats for enemies, for 2 turns. Can do this for up to 5 targets, but the effects will be much weaker. Debuff strengths range from 1-5, 5 being the greatest (1 entity/player) and 1 being weakest (5 separate entities/players). Each level increases stat adjustments by 5% each.
Disabled for now due to issues.
My 3 main weapons (Leinro Fiit, Ved Vozahnil, Suldaan)-Fear The Darkness: /IIIII/
Deals high damage to a single entity, and inflict Deteriorate on them for 2 turns.
Deteriorate: Decreases attack, and deals damage over time to current and max HP.
Disabled for now due to issues.
More coming soon.
Support:
GoldenReady (+1)
Toast (+1)
Sirplop (+1)
--------
The MR alchemy upgrade, my Inventory, and my Project can now be found HERE, at the bottom of the post. The project is still a WIP.
-=Charges Ţ͡h̶̨e̡͜ ̵Eņ͢͝d̛͢le͜͞҉s͟s̶͏ ͠͏O͘҉͜ne͏ (141/300) +1 from Toast
Inverse Attendant (13/15) +1 from Darkside
-=Summons
None.
-=Actions
The Dust Elemental looks hungrily at the Terror Blood Crawler, and then leaps at it like a wolf in a herd of sheep!
The Artificial Guardian, smoke rising from it's back and cogs and springs flying out everywhere from the broken pieces of armor and machine, LAYS THE SMACK DOWN ON THE TERROR BLOOD CRAWLER!
Hello. I am going to attack the Terror Face Monster *normally* using Dust.
...
...
...
Stab.
...
...
Thank you for your cooperation. Good Day.
-=Alchemies Immortal Soul of the Dying Sun && Core Eva && Core Oran && Core Titan == Dawn (Lvl. 30 - 3/31) +1 from Pricey
Moss Pile && Cheez-it Box && Some Old Boots == Unholy Conglomeration (Lvl. 25 - 16/26)
Synthetic Tungsten ii Bicarbonate Shell && Harder, Faster, Stronger, Better Sword Stuff == Artificial Guardian - Equipment Upgrade (Lvl. 15 -11/16)
-- Artificial Guardian
When the Artificial Guardian dies, it becomes an unaidable 6 charge alchemy to be made into an entity again. Minimum of 2 turns out of the battlefield before reentry. Immune to mind control, cannot be controlled by anyone but me, and permanently N. "I created him for a purpose; He will fight for me alone."
++Equipment Upgrade - Increases health to 95000, multiplies attack by x1.5, and increases the return time to 8.
-- Dust Elemental
Whenever the Dust Elemental attacks, a random entity on the side it is attacking loses its attack this turn. (Godmodder Included.)
Keeping these around in case of resurrection... Heheh...
-- Aetherderon, God of the Worlds Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one. Great Call: Deals large amounts of damage to target entity. Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it. Stare of Immortality: Causes the afflicted entity's next attack to fail. Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-- Szalinthia, Bringer of Light Break Rank -- Deals small amounts of damage to all entities on selected side. All entities damaged this way have less attack damage for the remainder of the turn. Cooldown: 4 Rising Sun -- Deals large amounts of damage to all entities on selected side. All AG entities have more attack damage for the remainder of the turn. Cooldown: 4 Bring to Light -- Creates 5 Demonic Legionnaires. (All begin protecting Szalinthia) Cooldown: 3 Fight for a Cause (Passive) -- Whenever an entity on the AG side dies, Szalinthia and all Demonic Legionnaires gain more attack power.
-- Demonic Legionnaires
At the beginning of every turn, create 3 more Demonic Legionnaires if there are at least 5 remaining.
Do less damage then average
-- Titanic Crusher
Titanic Crusher restores 5000 health at the start of every round unless at full health.
-- Incubation Beast
At the beginning of the EOTB, create a Sludge Crawler for every PG entity type on the field. (AKA group entities still only count as 1 type) -- Oracle of Dust
When Oracle of Dust is attacked, it deals half as much total damage as it took to each entity that attacked it.
Lvl. 25 - Everfree; Staff that spatially manipulates anything I really want. Prevents time from being altered around it.
Lvl. 25 - Blackguard; Elemental attacks do no damage - Is also a quantum shield.
Lvl. 10 - Edge of the Shifting World; Doesn't function like a normal sword, cuts space-time instead of flesh.
Lvl. 05 - Dungeon Rock; Totally epic heavy metal guitar that really does nothing but be awesome!
Lvl. 17 - The Fallen; Plasma pistol given to all AGs and Ns, curtesy of me.
Lvl. 25 - Unlimatum; Ultimatum's big brother.
Lvl. 05 - Whispering Shroud; Totally awesome coat that mimics the ocean! Hard rain and everything!
Lvl. 25 - Eternity's Tremor; Godly spatial hammer of epic epicness.
Lvl. 10 - Genesis; Everfree's younger brother. Much younger. Like, 70+ pages younger.
Lvl. 10 - Terra Firma; Piono's earth hammer.
Lvl. 10 - Warden; a worse Blackguard.
Lvl. 06 - Bag of Holding; Self explanatory.
Lvl. 10 - Darkstone Scryer; "A compass with a needle that almost never ceases to move, made of blackened and warped voidmetal. The map used in its creation has given it the power over knowledge to chart a path through even the most treacherous of places, or even the Void itself, and merely possessing the compass gives the holder both protection against the dangers of the Void and the knowledge of how to travel in it. It can tap into eldritch and void power if the holder has need of self-defense on his wanderings."
Lvl. 15 - Aftershock; A pair of swanky earthen knucklebusters from Toast! Dare ye challenge me to fisticuffs?
Lvl. 14 - Bag of Possibilities; A bag that I can pull something out of! What that something will be every time I reach in, I will never know.
Lvl. 25 - Dust; "A simple-looking, understated, aged weapon, with a chipped blade that seems to constantly shed fine particles of itself."
Lvl. 05 - Dunestrider's Sunback; "A coat that holds the power of decay and water. Constantly sheds a fine dust, and keeps the wearer hydrated at all times."
Lvl. 25 - Unending Swarm; "A compass whose needle constantly spins, crafted of warped, blackened voidmetal and outer land wood. The needle itself seems to be a moving hole into a void darker than the Void itself, a void that is paradoxically full of endless possibility. Upon use, it taps into eldritch power and infinite possibility and summons a vast swarm of things - the only word that can really do justice to its creations. It also has power over the void, travel, and knowledge, carried over from the Darkstone Scryer."
Lvl. 25 - Core Eva; A disk symbolizing the thin line between creation and destruction.
Lvl. 25 - Core Titan; A fine blade (and only a blade), representing the rise of great empires and legions, and the collapse of the world.
Lvl. 25 - Core Oran; A pommel depicting an ongoing battle between invading forces and a defending legion, neither side ever tiring.
Other stuff I can't remember because it was 100+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 1 Soul of Flight
Lvl. 1 Soul of Clarity
Lvl. 1 Soul of Light
Lvl. 3 Lucid Soul of the Creator Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
Lvl. 4 Eternal Soul of the Angel
Lvl. 4 Eternal Soul of the Lich Lvl. 5 Immortal Soul of Swordsmanship
Lvl. 5 Immortal Soul of the Dying Sun
Current Saga: Think Outside the Basement (Post-Terrapause/Post-Crypt)
Current Arc: Adjust Fhqwhgads (The point where the four Players enter)
Lightform: /|||\ Jormungandr: <|||||> The Queener: _|||||_ The Infinity Edge: {||||}
+1 to Redstonetam
+1 to Darkside
+1 to Pricey
Isaac [AG BOSS]: 59/150 Chorus Mortis [GUDLADDER]: 13/50
(Broken Fire Gauntlet && Concentrated Light Magic && Pieces of the Creator's vehicle's armor = Creator's Gauntlet) && (Brimstone && Soul of Light && Piece of paper with the Japanese symbol for light = Holy Brimstone) && Human Weeaboo Soul = My Innermost Apocalypse (Level 25) (15/26)
SMITE THY FOE! The requests for Holy Brimstone on the BoI subreddit were too ing high. So I made this. Holds insane power over light, high power over creation, ridiculous power over determination, and over 9000 power over the forces of anime. Well, it's made with a HUMAN weeaboo soul. It can also fire lasers which alternate from yellow and blue. Also this turns almost anyone who wields this into a weeaboo.
(Razer Blade 2015 && Copy of Undertale = Razor Blade 201X) && Red Ring of Death && (Mountain Dew && ([BLACK] Strongbox && [RED] RIA 20 Striker = [RED] Strongbox) && Laptop Liquid Cooling System && The King of Town's Denture Tablets = [RED] Pulsating Mountain Dew Laptop Coolant System) = Razer Blade 201X Red Sun (Level 17) (11/18) This red laptop pulsates with slightly higher power over Red Sun energies than the Red Ring of Death. It also possesses great power over creation and light power over reality. It also has a complete compendium of sbemails, sbemail in-jokes, and sbemail easter eggs. I don't know why either.
((Cell Phone || Magic Mirror = Technological Mirror) && (Portable Enchantment Table && Dimensional Scissors || Sennheiser speakers = Warpset) = Warpspeaker Mirror) && (The 9-Volt (BoI pet) && Liquid Game Grumps = Game Grumps Absorber Battery) && ((Echo Flower Petals && Essence of JonTron = ECHo Flower Petals) || Advanced Technological Mirror software = ECH-OS) && Potent Smoke Majjyks = Echo Mirror (Level 25) (2/26) This is it. The item that will finally release that saccharine side of me. This also has intense illusion majjyks paired with just-as-intense smoke majjyks.
((Chlorophyte Warhammer && Chlorophyte Jackhammer && Shroomite Ingot && Every Pyro melee weapon = Chlorophyte Automatic Warhammer) && ((Horseless Headless Horsemann's Headtaker && Pwnhammer = Horseman's Breaker) && (Haunted Scrap Metal && Disempowerment Ritual && Essence of Memes = Illuminated Scrap Metal) = John Cena's Junk Crusher (Level ?) (2/?)
AND HIS NAME IS JOHN CENA! Yeah, I've wanted to do this for a looooooong time.
~~Spirit Reviser~~
None so far.
~~Regular Alchemies~~
None so far.
~~Project Everfree~~
Navitas Nox && HH-AT Archimedes && The Unreal && Suetech Machine Sniper Rifle && All varieties of Minecraftian debuffing Potions && Jarate && Mad Milk = MAXSIDE Horizon's Daybreakers (Level 20) (0/21)
Might as well help Roxxanne with her ship. This 18-pack of auto-turrets fires lasers with utmost accuracy and as much dakka as the whole Ultimatum line combined. I don't have the Nerfing Minienders, but that's why the debuffing materials are there. Yeah, Mardek works for MAXSIDE.
--Assault Team (DEAD)
Yeah, at least the Assault Team got their ultimate abilities out.
--Transistor (SUMMONED!)
333,333 HP
The Spine: Passives(), Functions() and Augments() have no cooldowns. Whenever a Function() is used, summon a BadCell.
Overload: When the Transistor's hp hits 0, restore it to full hp and destroy two random Functions(), two random Passives() and two random Auguments(). Once the Transistor runs out of Functions(), destroy the Transistor. When revived by Overload, the Spoil of War is not dropped.
Augument(): Whenever the Transistor uses a Function(), modify it's effects with an Augument().
Reboot(): At the start of each turn, gain the effects of a random Passive() and lose the effects from last turn.
Kill(): 8 round charge. Activate all existing Functions() without Auguments().
Passive():
Crash(): Takes 20% reduced damage and is immune to debuffs.
Mask(): The first attack this turn made by the Transistor mini-crits. (ACTIVE)
Tap(): The Transistor will heal for 15% of damage dealt.
Void(): The Transistor cripples targets hit.
Ping(): 20% chance to dodge attacks. Applied after Jaunt().
Help(): BadCells will not spawn this turn.
Function():
Crash(): Deal high damage to 3 entities. Stun and Crash all entities hit. Enemies that are already crashed will be Broken instead.
Help(): Summon Fetch and Luna, if they are already killed. If any of the characters are alive, heal them to full health.
Jaunt(): For the next 3 turns, gain a 35% chance to avoid attacks.
Bounce(): Deal moderate damage to an entity. Can be cast 4 times in one turn.
Cull(): Deal massive damage to and knock up 2 nearby entities.
Spark(): Deal insanely high damage split equally among 2-5 random entities.
Augument():
Crash(): The attack will do increased damage and Crash entities hit. Enemies that are already Crashed will instead be Broken.
Cull(): Knocks up entities hit, up to 3 entities.
Tap(): Heals for 30% of damage dealt, reduced to 10% for Cull() and Spark().
Flood(): The attack will inflict Flood on the target.
Ping(): Attack will be double cast.
Purge(): The attack will inflict Purge on the target.
Effects:
Crash: Takes 20% increased damage from all sources. Lasts 2 turns.
Broken: Cannot dodge attacks. Takes 50% increased damage from all sources. Lasts 2 turns.
Flood: Deals 30,000 damage over 2 turns.
Purge: Deals 10,000 damage over 3 turns. If the target is not a boss, deal massive damage at the end of this time.
Crippled: Deals 40% reduced damage. 50% chance for dodge to fail. Lasts for 2 turns.
Summoned Entities:
[AG]
Fetch:
50,000/50,000 HP
Will Crash enemies hit.
Luna:
[AG]
50,000/50,000 HP
Will Flood enemies hit.
BadCell:
[AG]
10,000/10,000 HP
When killed, explode, dealing a small amount of damage to an entity and crashing it for one turn, and deal 30,000 damage to the Transistor. Overkill damage will also be dealt to the Transistor (damage that exceeds the entity's current health).
Spoil of War: Buzzing Transistor Core: This Spoil stores up to 10 charges.
1-4 charges: Use Bounce() on an entity. Charges consumed depend on the number of times Bounce() is used.
5 charges: Deal high damage to an entity and either Crash, Flood, Purge or Cripple it. If an entity is already Crashed, using Crash on it again will Break the entity.
10 charges: Either use Cull() or Spark(), or deal high damage to an entity and Crash, Flood, Purge AND Cripple it. If an entity is already Crashed, using Crash on it will Break the entity.
Slot 4: DONE! Last alchemy for a little bit.
((King Arthur's Excalibur [not that dumb hallowed copy; the real thing] && Soulbinding Ritual = Ultimate Excalibur) || Bottled Light && Solid Nitrogen [really freaking cold] && Living Steel = Divine Growth) && (Arctoae && Spaceleaf Greatsword && Enchanted Divinium Longsword = Miracle Leaf) = Regrowth (Lv. 25, 26/26) (+1 Cyan)
Hey, don't say I can't do light-based alchemies, mate!
This fine blade strikes cold-blooded fear into the hearts of evil, able to smite them with so much ease that it isn't even funny. [If its level is high enough, it would make the Divine Godblade look like a dull knife in comparison.] Has insane control over light, a nice amount of control over ice and plants, and some control over life as well. With the inclusion of the blade that once belonged to the king Arthur, the amount of light control is [probably] unparalleled.
...Yeah.
Summons...
Legendary Support (168/200) (I AM GETTING THIS THING DONE EVEN IF IT KILLS ME!) (+3 Sirplop, Toast)
Entities... (Nerf if to powerful. Buff if too weak.)
HP: 450,000
Airborne (It really doesn't matter anymore, does it?)
Unique Skills:
-Voidbomb: Drops a sphere containing pure void onto some poor fool's head, dishing out heavy damage to that foe, and medium damage to surrounding foes. 5-round charge. Starts fully charged.
-Bombing Run: Drops normal bombs on an opponent and surrounding opponents. Deals medium-high damage. 3-round charge. Starts fully charged.
-Death Ray: Will fire a death ray at an unlucky individual. Deals insane damage. 10-round charge.
-Stupid amount of guns: Always hits the target with basic attacks. If the target would have dodged, deal 50% damage.
-Group Decimation: All attacks always deals 2x damage to groups.
-Incineration: 50% chance to burn target.
-Kamikaze: Will run into the thing that destroyed it, exploding in its face and unleashing the void contained within its balloon. If said thing is an invulnerable character, then randomly select an enemy target.
The Void Blimp flies above the Terror Face Monster, and drops a Void Bomb on it.
Actions...
Gevul Omaar: (24/101) Oho boy... be thankful that this is a low-priority thing. (I ain't accepting any charges for this one. No ifs, ands, or buts.)
Blade power Rejuvination (1/30)
Will re-enact my 3 legendary blades' special abilities.
I continue studying. Boring stuff... however, I get a notification from Squishie, one of the five I had contacted to help fight the Godmodder's army.
~Incoming Transmission~ Hey, Dark! Yes? Need something, Squish? Nah, just checkin' in. How's it going on your end? Just... awful. Got my arse handed to me in another match. DQ'ed this time. And then... well, this will sound a bit odd, but... My narrator and the other competitor's narrator got in a bit of a... tussle, I guess you could call it? "Narrators"? In that world!? ...No, sounds way too strange... And you? DQ'ing from a FIGHT? It's not like you to do that, amigo. Well, long story short, I made an illegal movement, and gave up on fighting for a little. And after, I've been studying what's known as the "Fourth Wall" for quite a while now, thanks to the city's GENEROUS acceptance that I would study here. Aetheria, right? Heard legends about that place. Said to be one of the great Voidcities? Throwing out those that dared commit acts of violence in the city? Yep. In fact, they get thrown out of a portal exactly where our current battlements are. I know exactly where Aetheria originated from. Good lord! Have you really been studying for that long!? No. I actually HELPED make the used-to-be-floating city into a Voidcity, thanks to... thruster issues. Okay, I need time to soak all this in! Can we change the subject, please? Certainly. I'll tell you more whenever you feel up to it. That aside... So how are things on your end? Smooth. Hardly any bumps in the system. And we're very close to being done our prep. And now, with our knowledge that there's a portal that leads directly to your world, we can just come in through a portal to Aetheria and come out the main portal! Flawless plan! That's what it sounds like. You'll be safe whenever you do come over, that's for certain. Any- Wait... one more thing... 'Splodimus escaped from his prison an hour ago. Nobody was harmed, thank god, but he's out there now. He said he only wanted your blood. That's what I heard the bastard shout, anyway. Heh. Does he not know that I can still RESPAWN in this world? What a fool. Hah, that's interesting to hear! What about us? Whenever all of you get killed, you'll be respawned and be just like myself. Though considering we're talking about you guys here, you won't lose much. Just your vulnerability, slightly. Whew, that's a relief. Yeah, uncovered it in my studies. ... So, is that all? Yep. That's it. Kthen, see ya when ya get here. I'll be meeting ya. Will do. Well, see ya. ~Transmission terminated~
Bane was still grumbling how he couldn't attack Zetta. But that didn't stop him from completely trying to maul the heck outta the Terror Blood Crawler. It's vertebrae was easily cut open, shattered, and dented by Bane's sheer force. Blood was splattered every time Bane swiped his claw down into the beast, blood was shed. Every bite, a vital or non-vital organ comes out. Every strike, more and more viscera. So much so that it would make onlooking pacifists feel ill.
Seriously, Bane doesn't even bother to use magic all that often.
Spoils & Other Chargeables...
Lance of Creation (III); casts Genesis.
Genesis: Deals massive holy damage to 3 entities, heals allied entities. (greatly increased damage against groups. Groups only count as 1 entity.)
Suldaan-Doom's Meteor(s): {III}
Sends meteors down into a foe, or multiple foes. Deals greater damage against lone foes. Damage distributed on how many foes were hit.
Disabled for now due to issues.
Leinro Fiit-Rebalance: ^III^
Buffs the attack, defense, and turn order of an ally, or debuffs those stats for enemies, for 2 turns. Can do this for up to 5 targets, but the effects will be much weaker. Debuff strengths range from 1-5, 5 being the greatest (1 entity/player) and 1 being weakest (5 separate entities/players). Each level increases stat adjustments by 5% each.
Disabled for now due to issues.
My 3 main weapons (Leinro Fiit, Ved Vozahnil, Suldaan)-Fear The Darkness: /IIIII/
Deals high damage to a single entity, and inflict Deteriorate on them for 2 turns.
Deteriorate: Decreases attack, and deals damage over time to current and max HP.
Disabled for now due to issues.
More coming soon.
Support:
GoldenReady (+1)
Toast (+1)
Sirplop (+1)
--------
The MR alchemy upgrade, my Inventory, and my Project can now be found HERE, at the bottom of the post. The project is still a WIP.
Two Handed Axe, lvl 7 Disassembly,lvl 5 Ultimata Drain Rifles (lvl 26) Sol's Twig (lvl 10) Sniper Armor, lvl 3, incerases accuracy of guns
Empire Earth IV, lvl 3
Typhoon Sniper (lvl 7) Angelic Longbow (lvl 10)
Demonic Recurve (lvl 10) Power Ranger Armor (lvl 15)(IIII) Thunder Stone (lvl 5) Transformation Stone (lvl 5) Matlera Hook (lvl 9) Heart... (III) Bold is for crafted items Italics is for gained from other things (like steal...) Uniform is for found items via charges
The project of Penultimate weaponry set. May be the best friend, or worst enemy. In these times, Balladina must be here, otherwise, Godmodder would ultimately win:
Balladina's Leather Armor (x)
Balladina's Poisoned Longsword (starting)(can be extended)
Balladina's Pocket Shortbow (x)
Alina's Infinite Cup (x)
Balladina's Bandwith (x)
Alina's Mask (x)
Balladina's Steel Underarmor (x)
Popiel's Crown (x)
Von Kostryn Longsword (x)
Von Kostryn Iron Helmet (x)
Von Kostryn Iron Chestplate(x)
X = Not having it And the ultimates:
Balladina's Guard Armor. (don't have)
Balladina's Recurve. (nope)
Balladina's Mythical Mask. (don't have)
Balladina's Vilethorn Blade(pretty much like spoil, chargeable) (not having)
IN PROGRESS: (Plantera Hook&& (Scorpion Hook && (Lunar Hook && Plantera Hook) && Superpowers) && Balladina's Knife) && (Balladina's Sword &&(Deadman Poison&&Iron Gads &&(Reverse Vintuci || Balladina's Sickle && Balladina (book)))) = Balladina's Poisoned Longsword (17/26) (lvl 25) (Tip: read this book to find the answer)
The Sword of Balladina is enchanced with her Soul. May cause poisoning. A legendary sword (or knife), what caused Von Kostryn to pass out, killed Alina, Goniec and manipulating everyone. Every Balladina's sage Weapon will have 25 lvl, while penultimates 50 lvl. NEW: Thunderstorm && (Essence of ... && Thunder) || Essences && Pure Power && Thunder && (Tinquinci && Coppingu) = Thunder Essence (11/16)(lvl 15) The essence is a natural trap of Pikachu. Free him to see what happens. While inventory it will imbue every weapon with electrity. NEW: Arkhallis && (Hobinhall && Orthuler && (Avanganda && Excalibur && Retingazer ) && Untingon) || (Balladina (Book) && Balladina Essence && Short Crossbow && Short bow) && Recurve = Balladina's Pocket Shortbow (2/26) (lvl 25) The Pocket Shortbow is more like actual Tsunami 2.0. It can shotfast, in parrarels of 20 and 7 others at 360 direction. These arrows inflicts Deadman Poison, which is upgrade to Venom in terms of damage. Even if unused by Balladina, we'll use it. NEW: (Solar Armor && Vortex Armor && Nebula Armor && Stardust Armor) && (Goniec Armor && Von Kostryn Armor && Balladina Leather Clothes && (Balladina Soul && Superpower && (Solar Armor || Balladina Leather Clothes) && Balladina (book))) = Balladina's Leather Armor (2/26) (lvl 25)
Balladina Leather Armor provides same defence as combined four lunar armors. In terms of durablity, it's even more durable than anything. It have moderate control of Evil and Ranged, lesser at Magic and Summon, and least at Melee and Balladina soul.
Faressain ---> Farevern(need to have Charizard Scales, Transformation Stone and Charizardite X/Y) Farevern <---> Kirbyssain(Pink fludd, Transformation Stone and Super Star needed, later can swap). Farevern/Kirbyssain ---->(true Unification)----> Faressain the Kirbyvern (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed).
ALTS: Faressain ---> Farechu (Thunder Stone, Transformation Stone and Thunder Essence Needed. Farechu <---> King Dessain (King Dedede hammer, Transformation Stone and Darkness Essence needed, can later transform for free). Farechu/King Dessain ----> King Faressain Dechu (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed) Faressain ---> Fareu (SHORYUKEN, Transformation stone and Street Aura needed Fareu <---> Charissain (Charizard Scales, Transformation Stone and Charizardite X/Y needed) Fareu/Charissain ----> FaressainCharyu (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed). Faressain ---> Farephet (Nanosuit, Transformation Stone and Power Ranger Nanosuit needed) Farephet <---> Mewssain (Mew Essence, Mewtwo essence and Trans. Stone needed) Farephet/Mewssain ----> FaressainMewphet (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed). Farechu ----> Pikachu (if exposed to Raichite, Farechu is Half Pikachu in fact) Farevern ----> Wyvern (if exposed to Charizardite X, same story, but he is similar to white coloured charizard) Kirbyssain ----> Kirby (if exposed to Super Star, ^^) King Dessain ----> King Dedede (if exposed to Mecha Hammer, same) Fareu ----> Ryu (When exposed to Street Aura again, ^^) Charissain ----> Charizard (When exposed to Charizardite Y, same) Farephet ----> Prophet (When exposed with Ceph Technology, ^^) Mewssain ----> Mew (When exposed with Mewtwonite X, same) or Mewtwo (When exposed to Mewtwonite Y, same)
^^ -----> Faressain Ultimatus/King Ultimatus (one if merged Faressain + all 8 forms above, second when all 8 pure forms merge), can use all abilities.
(1 = 5, 2 = 5, 3 = 15)
------
Specials:
Prophet: 900000 HP 60000 ATTACK (avg) Mask Mode (IIIII): Rendering invisible for 2 rounds, can't be attacked, attacks for double DMG, or backstabs for 6x of DMG (if that happen, 1/5) Shield mode (IIIIIII): Adds 100000 HP for 3 turns, normal attack. Orbital Strike (IIIIIIIIII): Instantly kills 5 enemies, and deal massive damage to PG Bosses Hacks (IIIII): Changes entity side to AG, and this entity lives for 3 turns, until killed earlier or hacked effect pass out. Attacks: Sniper rifle: Extreme Damage, 5 turns cooldown* Pistol: Massive Damage, 4 turns cooldown. Machinegun: Huge damage for 3-10 entities and normal to 3-5, 4 turns cooldown Rocket Lanucher: Massive damage for 1-2 entities, 5 turns cooldown* REX explosive: Great damage for 1-3 entities, detonates after 1 round, unkillable, 4 turns cooldown Alpha Shotgun: Extreme damage to 1 entity or Great damage for 1,and Medium to 4,4 turns cooldown. Grenade: Massive damage for 2 entities, 5 turns cooldown.* Note, that prophet can use one special every 5 turns.
* - Shared Cooldown. Extreme: x3 dmg Massive: x2,5 dmg Great: x2 dmg Huge: x1,5 dmg Normal: x1dmg Spoil of War: True Prophet Nanosuit, (IIII - mask mode). You deal 2x dmg, but only for 1 turn.
Shadow of Faressain: 1500000 HP 100000 DMG
Can use player inventory. Death's Sickle (IIII) - Instakills normal PG entity. Shadow Cloning (IIIIIIIIIIIIIII) - Summons 2x more powerfull shadow of entity. Ninja Attack (IIIII) - Triple action next turn. PASSIVE: +0.25x attacks made by normal weapons, but another 1x is from darkness Doomsday (IIIIIIII) - Kills random PG entity, includes massive damage on boss, harming GM, or null entity. Strife (IIIIII): Spawns 20 Shadow tentacles. Shadow Tentacle: 8000 HP
1000 ATT Meatshielding AGs.
------
Actions:
I need to afford this last alchemy... I did much for it... I am exhausted...
Vote for other three.
------
Helping:
+2 redstone
+1 Pricey (he supported me , I need to pay him same).
---------------
OOC:
Err... unownplyr, you can charge it. It will have more att, def and live...
Badass Triangle Shades-Wearing Cyborg MLG Honey Badger: 58/200
Tetrahellatus: 26/450
Alchemy:
Beam Spam && More Dakka && Missile Spam && Grenade Spam: The Obliterator: (17/25)
I proceed to troll the PGs by taking a projector playing so much kinky rule 34 that, rather than looking it up myself, I had to use someone else to research it (It turned out to be so awful that I had to mercy kill her. That was actually rather sad, as I wasn't expecting that horrible outcome); and I turn it on in a way that makes all the PGs see the complete horror.
But first, I proceed to pretend to turn PG in order to give the Terror mobs a charging aid...a fake one that actually slows charging down.
Two Handed Axe, lvl 7 Disassembly,lvl 5 Ultimata Drain Rifles (lvl 26) Sol's Twig (lvl 10) Sniper Armor, lvl 3, incerases accuracy of guns
Empire Earth IV, lvl 3
Typhoon Sniper (lvl 7) Angelic Longbow (lvl 10)
Demonic Recurve (lvl 10) Power Ranger Armor (lvl 15)(IIII) Thunder Stone (lvl 5) Transformation Stone (lvl 5) Matlera Hook (lvl 9) Heart... (III) Bold is for crafted items Italics is for gained from other things (like steal...) Uniform is for found items via charges Yellow is for Project transformation. Blue = lvl 10-20 Red = lvl 21-25 Green = lvl 1-9 Cyan is for Spoils.
The project of Penultimate weaponry set. May be the best friend, or worst enemy. In these times, Balladina must be here, otherwise, Godmodder would ultimately win:
Balladina's Leather Armor (x)
Balladina's Poisoned Longsword (starting)(can be extended)
Balladina's Pocket Shortbow (x)
Alina's Infinite Cup (x)
Balladina's Bandwith (x)
Alina's Mask (x)
Balladina's Steel Underarmor (x)
Popiel's Crown (x)
Von Kostryn Longsword (x)
Von Kostryn Iron Helmet (x)
Von Kostryn Iron Chestplate(x)
X = Not having it And the ultimates:
Balladina's Guard Armor. (don't have)
Balladina's Recurve. (nope)
Balladina's Mythical Mask. (don't have)
Balladina's Vilethorn Blade(pretty much like spoil, chargeable) (not having)
IN PROGRESS: (Plantera Hook&& (Scorpion Hook && (Lunar Hook && Plantera Hook) && Superpowers) && Balladina's Knife) && (Balladina's Sword &&(Deadman Poison&&Iron Gads &&(Reverse Vintuci || Balladina's Sickle && Balladina (book)))) = Balladina's Poisoned Longsword (18/26) (lvl 25) (Tip: read this book to find the answer) The Sword of Balladina is enchanced with her Soul. May cause poisoning. A legendary sword (or knife), what caused Von Kostryn to pass out, killed Alina, Goniec and manipulating everyone. Every Balladina's sage Weapon will have 25 lvl, while penultimates 50 lvl. NEW: Thunderstorm && (Essence of ... && Thunder) || Essences && Pure Power && Thunder && (Tinquinci && Coppingu) = Thunder Essence (12/16)(lvl 15) The essence is a natural trap of Pikachu. Free him to see what happens. While inventory it will imbue every weapon with electrity. NEW: Arkhallis && (Hobinhall && Orthuler && (Avanganda && Excalibur && Retingazer ) && Untingon) || (Balladina (Book) && Balladina Essence && Short Crossbow && Short bow) && Recurve = Balladina's Pocket Shortbow (3/26) (lvl 25) The Pocket Shortbow is more like actual Tsunami 2.0. It can shotfast, in parrarels of 20 and 7 others at 360 direction. These arrows inflicts Deadman Poison, which is upgrade to Venom in terms of damage. Even if unused by Balladina, we'll use it. NEW: (Solar Armor && Vortex Armor && Nebula Armor && Stardust Armor) && (Goniec Armor && Von Kostryn Armor && Balladina Leather Clothes && (Balladina Soul && Superpower && (Solar Armor || Balladina Leather Clothes) && Balladina (book))) = Balladina's Leather Armor (3/26) (lvl 25) Balladina Leather Armor provides same defence as combined four lunar armors. In terms of durablity, it's even more durable than anything. It have moderate control of Evil and Ranged, lesser at Magic and Summon, and least at Melee and Balladina soul.
Faressain ---> Farevern(need to have Charizard Scales, Transformation Stone and Charizardite X/Y) Farevern <---> Kirbyssain(Pink fludd, Transformation Stone and Super Star needed, later can swap). Farevern/Kirbyssain ---->(true Unification)----> Faressain the Kirbyvern (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed).
ALTS: Faressain ---> Farechu (Thunder Stone, Transformation Stone and Thunder Essence Needed. Farechu <---> King Dessain (King Dedede hammer, Transformation Stone and Darkness Essence needed, can later transform for free). Farechu/King Dessain ----> King Faressain Dechu (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed) Faressain ---> Fareu (SHORYUKEN, Transformation stone and Street Aura needed Fareu <---> Charissain (Charizard Scales, Transformation Stone and Charizardite X/Y needed) Fareu/Charissain ----> FaressainCharyu (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed). Faressain ---> Farephet (Nanosuit, Transformation Stone and Power Ranger Nanosuit needed) Farephet <---> Mewssain (Mew Essence, Mewtwo essence and Trans. Stone needed) Farephet/Mewssain ----> FaressainMewphet (Superior Transformation Stone, Merge Stones and Chaos Crystal Needed). Farechu ----> Pikachu (if exposed to Raichite, Farechu is Half Pikachu in fact) Farevern ----> Wyvern (if exposed to Charizardite X, same story, but he is similar to white coloured charizard) Kirbyssain ----> Kirby (if exposed to Super Star, ^^) King Dessain ----> King Dedede (if exposed to Mecha Hammer, same) Fareu ----> Ryu (When exposed to Street Aura again, ^^) Charissain ----> Charizard (When exposed to Charizardite Y, same) Farephet ----> Prophet (When exposed with Ceph Technology, ^^) Mewssain ----> Mew (When exposed with Mewtwonite X, same) or Mewtwo (When exposed to Mewtwonite Y, same)
^^ -----> Faressain Ultimatus/King Ultimatus (one if merged Faressain + all 8 forms above, second when all 8 pure forms merge), can use all abilities.
(1 = 5, 2 = 5, 3 = 15)
------
Specials:
Prophet: 900000 HP 60000 ATTACK (avg) Mask Mode (IIIII): Rendering invisible for 2 rounds, can't be attacked, attacks for double DMG, or backstabs for 6x of DMG (if that happen, 1/5) Shield mode (IIIIIII): Adds 100000 HP for 3 turns, normal attack. Orbital Strike (IIIIIIIIII): Instantly kills 5 enemies, and deal massive damage to PG Bosses Hacks (IIIII): Changes entity side to AG, and this entity lives for 3 turns, until killed earlier or hacked effect pass out. Attacks: Sniper rifle: Extreme Damage, 5 turns cooldown* Pistol: Massive Damage, 4 turns cooldown. Machinegun: Huge damage for 3-10 entities and normal to 3-5, 4 turns cooldown Rocket Lanucher: Massive damage for 1-2 entities, 5 turns cooldown* REX explosive: Great damage for 1-3 entities, detonates after 1 round, unkillable, 4 turns cooldown Alpha Shotgun: Extreme damage to 1 entity or Great damage for 1,and Medium to 4,4 turns cooldown. Grenade: Massive damage for 2 entities, 5 turns cooldown.* Note, that prophet can use one special every 5 turns.
* - Shared Cooldown. Extreme: x3 dmg Massive: x2,5 dmg Great: x2 dmg Huge: x1,5 dmg Normal: x1dmg Spoil of War: True Prophet Nanosuit, (IIII - mask mode). You deal 2x dmg, but only for 1 turn.
Shadow of Faressain: 1500000 HP 100000 DMG
Can use player inventory. Death's Sickle (IIII) - Instakills normal PG entity. Shadow Cloning (IIIIIIIIIIIIIII) - Summons 2x more powerfull shadow of entity. Ninja Attack (IIIII) - Triple action next turn. PASSIVE: +0.25x attacks made by normal weapons, but another 1x is from darkness Doomsday (IIIIIIII) - Kills random PG entity, includes massive damage on boss, harming GM, or null entity. Strife (IIIIII): Spawns 20 Shadow tentacles. Shadow Tentacle: 8000 HP
1000 ATT Meatshielding AGs.
------
Actions: AS WELL YOU ARE DOING IT WRONG, GODMODDER! You need so much innocent people rage and you even laugh? TAKE THIS!
I then progress to attack every PG, with a buff of Power Ranger Armor... I thought on only one... to berserk through battlefield. Then I said: WHO IS REAL MAN NOW? Me, as any opposed said! With evil grin I suddenly realized, that I lost part of humanity, with gasping trying to defend another part in mind. I didn't realize that Godmodder is sitting on rock... He would block my attack anyways, unless I attack him creatively... Then a power of light hitted me...
(Where am I?)
(You will be here unless you finish your Thunder Essence. You are at your home).
(Eww... what happened?)
(You were unconscious... Unluckily, you can't go outside anymore until you finish the Essence.)
(Damn...)
------
Helping:
+2 redstone
+1 Pricey (he supported me , I need to pay him same).
-=Actions
Because I am in a rush to finish this, I CRUSH THE MAYBE-LIVING DAYLIGHTS OUT OF THE TERROR BLOOD CRAWLER USING ETERNITY'S TREMOR!
-=Alchemies Immortal Soul of the Dying Sun && Core Eva && Core Oran && Core Titan == Dawn (Lvl. 30 - 4/31)
Moss Pile && Cheez-it Box && Some Old Boots == Unholy Conglomeration (Lvl. 25 - 17/26)
Synthetic Tungsten ii Bicarbonate Shell && Harder, Faster, Stronger, Better Sword Stuff == Artificial Guardian - Equipment Upgrade (Lvl. 15 -12/16)
-- Artificial Guardian
When the Artificial Guardian dies, it becomes an unaidable 6 charge alchemy to be made into an entity again. Minimum of 2 turns out of the battlefield before reentry. Immune to mind control, cannot be controlled by anyone but me, and permanently N. "I created him for a purpose; He will fight for me alone."
++Equipment Upgrade - Increases health to 95000, multiplies attack by x1.5, and increases the return time to 8.
-- Dust Elemental
Whenever the Dust Elemental attacks, a random entity on the side it is attacking loses its attack this turn. (Godmodder Included.)
Keeping these around in case of resurrection... Heheh...
-- Aetherderon, God of the Worlds Polyp Swarm: Causes polyps to leap off of Aetherderon and attack 3 target entities. If they fail to attack their target, they will find a new one. Great Call: Deals large amounts of damage to target entity. Starstrike: Calls a star down from the sky to annihilate a target entity and anything that happens to be around it. Stare of Immortality: Causes the afflicted entity's next attack to fail. Dead yet Dreaming: Aetherderon will 'kill' himself, and return in 4 rounds at half his max health and free of effects (positive and negative). Spoil of War is not dropped. (Cools while he's alive)
Spoil of War - The Great Horn: Can be used to summon a spectral stampede of... things to attack a specific target, damaging it and anything that happens to be close to it! (IE things that just attacked it up close, related entities, etc.) Cooldown of 5.
-- Szalinthia, Bringer of Light Break Rank -- Deals small amounts of damage to all entities on selected side. All entities damaged this way have less attack damage for the remainder of the turn. Cooldown: 4 Rising Sun -- Deals large amounts of damage to all entities on selected side. All AG entities have more attack damage for the remainder of the turn. Cooldown: 4 Bring to Light -- Creates 5 Demonic Legionnaires. (All begin protecting Szalinthia) Cooldown: 3 Fight for a Cause (Passive) -- Whenever an entity on the AG side dies, Szalinthia and all Demonic Legionnaires gain more attack power.
-- Demonic Legionnaires
At the beginning of every turn, create 3 more Demonic Legionnaires if there are at least 5 remaining.
Do less damage then average
-- Titanic Crusher
Titanic Crusher restores 5000 health at the start of every round unless at full health.
-- Incubation Beast
At the beginning of the EOTB, create a Sludge Crawler for every PG entity type on the field. (AKA group entities still only count as 1 type) -- Oracle of Dust
When Oracle of Dust is attacked, it deals half as much total damage as it took to each entity that attacked it.
Lvl. 25 - Everfree; Staff that spatially manipulates anything I really want. Prevents time from being altered around it.
Lvl. 25 - Blackguard; Elemental attacks do no damage - Is also a quantum shield.
Lvl. 10 - Edge of the Shifting World; Doesn't function like a normal sword, cuts space-time instead of flesh.
Lvl. 05 - Dungeon Rock; Totally epic heavy metal guitar that really does nothing but be awesome!
Lvl. 17 - The Fallen; Plasma pistol given to all AGs and Ns, curtesy of me.
Lvl. 25 - Unlimatum; Ultimatum's big brother.
Lvl. 05 - Whispering Shroud; Totally awesome coat that mimics the ocean! Hard rain and everything!
Lvl. 25 - Eternity's Tremor; Godly spatial hammer of epic epicness.
Lvl. 10 - Genesis; Everfree's younger brother. Much younger. Like, 70+ pages younger.
Lvl. 10 - Terra Firma; Piono's earth hammer.
Lvl. 10 - Warden; a worse Blackguard.
Lvl. 06 - Bag of Holding; Self explanatory.
Lvl. 10 - Darkstone Scryer; "A compass with a needle that almost never ceases to move, made of blackened and warped voidmetal. The map used in its creation has given it the power over knowledge to chart a path through even the most treacherous of places, or even the Void itself, and merely possessing the compass gives the holder both protection against the dangers of the Void and the knowledge of how to travel in it. It can tap into eldritch and void power if the holder has need of self-defense on his wanderings."
Lvl. 15 - Aftershock; A pair of swanky earthen knucklebusters from Toast! Dare ye challenge me to fisticuffs?
Lvl. 14 - Bag of Possibilities; A bag that I can pull something out of! What that something will be every time I reach in, I will never know.
Lvl. 25 - Dust; "A simple-looking, understated, aged weapon, with a chipped blade that seems to constantly shed fine particles of itself."
Lvl. 05 - Dunestrider's Sunback; "A coat that holds the power of decay and water. Constantly sheds a fine dust, and keeps the wearer hydrated at all times."
Lvl. 25 - Unending Swarm; "A compass whose needle constantly spins, crafted of warped, blackened voidmetal and outer land wood. The needle itself seems to be a moving hole into a void darker than the Void itself, a void that is paradoxically full of endless possibility. Upon use, it taps into eldritch power and infinite possibility and summons a vast swarm of things - the only word that can really do justice to its creations. It also has power over the void, travel, and knowledge, carried over from the Darkstone Scryer."
Lvl. 25 - Core Eva; A disk symbolizing the thin line between creation and destruction.
Lvl. 25 - Core Titan; A fine blade (and only a blade), representing the rise of great empires and legions, and the collapse of the world.
Lvl. 25 - Core Oran; A pommel depicting an ongoing battle between invading forces and a defending legion, neither side ever tiring.
Other stuff I can't remember because it was 100+ pages ago.
Lvl. 1 Soul of Intellect
Lvl. 1 Soul of Flight
Lvl. 1 Soul of Clarity
Lvl. 1 Soul of Light
Lvl. 3 Lucid Soul of the Creator Lvl. 4 Eternal Soul of the Storm
Lvl. 4 Eternal Soul of Instability
Lvl. 4 Eternal Soul of the Angel
Lvl. 4 Eternal Soul of the Lich Lvl. 5 Immortal Soul of Swordsmanship
Lvl. 5 Immortal Soul of the Dying Sun
OK, getting rid of those colors to simplify the post's looks. Huzzah!
Hat/Rat/Jor/Fen-A/Fen-B/Rok Charge: |I I I|I I| Medusa's Head: |I I I I| Coral Riff Guitar: |I I I I| Crystalized Ki: |I I I I I| Akron's Core: |I I I I I|I I I I I|I I|
Watcher from Above: 50/50 (+6 from Alpha, +2 from DarkSide, +6 from Toast) (HUZZAH!) Down with the Sickness: 1/75
Auld World Wonders: 5/20
Tyr bid:
The Flaming Toast: 20
DarkSide: 18
TheLordErelye: 16
TwinBuilder: 15 (+3 from Generic)
NumberSoup: 11
W32Coravint: 10
Redstonetam: 9
Faressain: 1
TMB50: 1
WINNERS: Cyanogynist (Jormungandr) Generic (Fenrir) Talist (Veðrfölnir)
+1 to The Flaming Toast, +1 to Insert_Generic_Username, +1 to TwinBuilder.
Dining Room && Bedrooms && Kitchen && Bathrooms && Voidproofed WI-FI && Rec Room && Water Creation Node && Limitless Cornucopia && Flatscreen HD TV x3 && AC && Heater && Surround-sound systems && Arcade = Living Quarters (Level 7: 2/8)
Sparring Room && Olympian Swimming Pool && (Hamerpsace && 18 Minecraftian Double-Chests) && Basketball Court && Training Dummies x 100 = Combat Quarters (Level 7: 2/8)
-Mr. Quiet Guy versus Generic + Crystal + ??? + ??? + ??? + ???. -PENDING. GOING TO QUIT THIS IF LESS THAN 4 PEOPLE JOIN.
-Grimdark (Mardek, Sirplop) versus Trickster (Roxxanne, Jinx)-IN PROGRESS.
- OPEN
ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue. (Alternatively, I dish them out, which is rare).
There are two/three kinds of opponents you can pick. The first is versus my standard characters. Fredbear is kind of wounded right now, so he can't accept challengers and he'll be using a VASTLY different fighting style. As for the other two, There's a slight difference between each; Roxxanne will use all the Level 50 alchemies, Akron's Core and the Crystalized Ki, while Zetta will use the Lord Michael's Hat, the Coral Riff Guitar and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?
The second are event battles, which are explicitly designed to destroy you. Deliberately unfair. Their equipment is varied on the character, and you'll get their full loadouts prior to a match with either.
ALCHEMIES:
Simple charge trading up for grabs. I'll +1 anyone who's willing to give me +1 on a consistent trade basis.
WARNING! BIG POST INCOMING! Crystal, snip stuff if you need to.
CHARGE EXPENDED!!! >EXECUTING WATCHER FROM ABOVE.EXE...
Roxxanne was sane again, and now VERY appreciative of her new...Err, aspects.
In all honesty, she had decided beforehand-the Sue corpse would have burned, as the power was tempting, but really, she didn't NEED that, and the annoying taunting, while hardly unbearable, wasn't worth it, even if she was a sneaky girl about it and treated it as her Magical Girl form after a Class up. Eventually someone would know. Plus, sanity issues associated with it.
Of course, her sudden and unexpected deluge into having utterly no restraint whatsoever had apparently made the fact of mockery and the required subtle touch to evade it absolutely voided in her mind, causing her to immediately eat the corpse without hesitation, and from there it just got worse; otherwise platonic feelings for Mardek seemed a lot less platonic, a new void portal in the city to her new home (one she made good care to close on her way out), and a 'fanclub,' which was more applicable to a cult than anything. Oh, and the Suepowers. Of course. She was honestly frustrated about the whole sudden shift more than anything.
Roxxanne's control over her body-and indeed, even its image-was extreme, to the point where making herself look like she used to was a breeze, and various abilities that were generally associated with high-level Blood Mages were now hers as instinct. She suddenly had several vast reserves of knowledge on complicated sciences enough to boggle her own mind, and could basically consider herself as having a PhD in almost any given job, and that wasn't even the end of her fluid intelligence; in addition, something she forgot she now remembered in clearer detail. And apparently her body was a mixture of plant, animal, robot, crystal, and several other types of physical object, apparently condensed into some kind of nanite that was basically a nanite's nanite's nanite's nanite's nanite. Which really didn't make sense to her, but she rolled with that much-it basically made up her body now. Her sensory information was sharper than it used to be. There was also now apparently a species that she would not now nor ever name publicly, as it was as stupid of a sue-species as she thought it to be, though also as stupidly powerful as Sue species tended towards, though at least it was basically lost in a conglomeration of every furry thing ever on top of it. And of course, the Aura of Smooth, which had people who could have cared less suddenly insist on carrying her everywhere and take all of her things almost upon sight, which was kind of creepy, but it was able to be restrained and the effects could be removed-and seemed to work on ANYTHING, from animals to robots to supernatural beings and anything in between, even things otherwise known for resisting mind control or other such things. And Suetonium now basically worked to do whatever she wanted it to do. Finally, Luck seemed to be on her side more than ever-she didn't KNOW that Hobo existed, much less was exactly there, in her attempt to raid the Mainframe. OH, and her Hammerspace seemed to have even less limits (and was now inexplicably stocked with a bottomless supply of warhammers). And on the recently-mastered Trickster end, she also now had the ability to play with physics like a cartoon, eat sugar as a substitute for basically every food on earth without horrifically dying of a terrible diet, an infinite amount of limbs, a large control over a potent elemental power, even MORE speed, an ignorance of walls, the ability to see through the Void, and more. And all of THAT was not getting into how that meshed with her own powers, or the new Class up into Magical Girl.
She'd also be mocked relentlessly for basically everything about it, or possibly shunned if devices meant to suppress the Sueren Song were in use, and the more racist entities in existence aware, well...Yeah, she now regretted calling DarkSide out in such a racist way (not that she wasn't mostly right in the end-just that she did it in a rather racist manner). In addition, she was also very aware that she did some bad things while insane-and while she didn't wind up getting very far, the fact of the matter was that she was a little, well, 'overenthusiastic' when recruiting for her 'fanclub.' The fact of the matter was, they were basically mentally dead, as good as Thralls except they worshiped her to levels that made her uneasy. And it was almost practically worship, which was not helping. She wasn't sure what to do with them, as apparently it would take years for that to wear off.
Roxxanne, for one, was NOT about to mope and be sad over it-even though she was mildly grumpy over the whole thing. She was part of a group best known for being alien, stupid, the Hypnotoad, jerks and locusts all at once and the people that she really didn't want to know were now painfully aware, and the Sueren Song's effects were creepy-and though it was basically fringe, any Archsue that knew her would NOT hesitate to try to kill her. However, she also scored good looks, a strong physical body in all aspects, natural genius instincts, even more flexible shape-shifting powers, a mind-control aura, cartoon physics, a new elemental power, and a variety of lesser traits. And, on top of all of that, no Hard-coded Arrogance passive weighing her down as well.
And she stole three-halves of the Mainframe. Everyone would kill for that-and that was a fact that, thus far, she had only shared with Zetta. Of course, that wasn't strictly a passive-NOW she had learned of her, erm, temporal displacement, and the apparent oddities of the Ruins of Memory. This was bad-actually no, this was basically something worst than what she considered the worst case scenario up until now, as this should be generating enough paradoxes to obliterate physics, but wasn't. Maybe time really DIDN'T work that way? That would be dumb, as Timeloops are dumb. Either way, this warranted immediate investigation, and despite being low-Class she was the best for the job...But she couldn't really leave the planet until she got a Voidship, so she could properly investigate HER side of the times. Though, she could integrate the Mainframe halves into her Voidship as well-and even take design hints, mish-mash it with her own stuff, and see if she couldn't hybridize the design. A LITTLE bigger wouldn't hurt if she knew what she was doing...
...Come to think of it, if she could steal three-halves of the Mainframe and still have space in her inventory, what COULDN'T she steal? I mean, she just needed a hacksaw and a pair of glasses (and a coincidental Hobo's existence) for the Mainframe Job (OK, that and a lot of alchemies to speed up the process). Granted, that was mostly luck and circumstance (aka the Hobo), and a more properly-planned raid could probably cause a lot more chaos. Setting her sights somewhat lower, she could take something that could probably help the situation, which, doubtlessly, could always use more domination. After all, she pretty much left it with the AG side in tatters, and Zetta held up well.
...
A few minutes Later, manipulation of various alchemies allowed Roxxanne to reach her destination: Pandora. Specifically, the Highlands, and more specifically, the Catch-A-Ride Outpost next to the biggest city this side of Sanctuary: Opportunity. Opportunity was the mad attempts of creating a fully-functioning paradise in the middle of the deathtrap that was usually Pandora. Ignoring the many beasts that could rip people to shreds and the completely insane bandit clans that were basically the population of Pandora itself, Pandora WAS beautiful, and the city itself was nestled into the lake, many dancing lights from the sun's reflection singing a visual tune that would make the city seem peaceful, even if it was still currently under construction. Of course, this took away from the many beasts; among them were towering monstrosities that could tear the city to shreds simply by popping up and down a few times. And the Bandit Clans; while Hyperion was considerably stocked with troops so the average bandit did NOT have an easy time, no matter how awesome, there were just TONS of them, and Zerg rushing was a mean prospect. If it wasn't for the intense forces stationed there in protection and building, she couldn't imagine a continued presence. And indeed, Dahl and Atlas'es previous attempts here should have told people the fact that Pandora's natural inhabitants basically ate up anything that wasn't bona-fide absolute badass.
IN other words, that city was a waste of money and time. And that was just the location's issues. The city's planning was pretty poor as well, and that was skipping out on the fascist jerks who ran the place. Handsome Jack, they called him-and those local to Pandora described a Tyrant, while those outside described him with saint-like reverence. Roxxanne, naturally, chose the former interpretation-a hard-headed, iron-fisted, glamor-obsessed lunatic who had far too much money altogether and was the dominant faction in his location, and given the evidence she's heard of and seen in her short time here, this wasn't too far-fetched. And 'faction' WAS the term; the corporations were the government, and money was the order of the day everywhere, peaceful or not. Of course, this city, as described, was a waste of money and time. Jack, in his delusions of grandeur, would not think of this at all. Roxxanne, not at all deluded, realized there was really only one way for Jack to see the light on this subject, and that was to make him pay dearly for his idiocy. Now...She could fancy herself a freedom fighter. IT fit her standards quite well. But she had her own conflicts to take care of first...Plus, she heard of some incredible mercenaries on the side of the resistance, the 'Crimson Raiders' as they were called; personally peeved off by the CEO and almost total shareholder of Hyperion himself, and currently raising as much hell as they could muster for the scumbag. They had already gone into the city and came out for some reason, and were apparently sieging some tower in Thousand Cuts, hence, why she was here-an impromptu two-fanged assault ought to do the trick...Plus, she knew only Hyperion troops were there. No-one would mind if she just took the corporate blemish from Pandora's wild surface. Too shiny.
It would not take a particularly complicated setup like the Mainframe heist. It's composition was basically invulnerable to any standardized assault, and its ground troops were basically an adequate aerial defense all its own-and an even more adequate ground defense, natch. THe Mainframe would still trump them. Naval creatures in Pandora were few in non-ocean settlements (hence the reason it was built upon a lake). Every precaution during its still-ongoing building was being taken to make sure nothing could get into the city to steal anything or otherwise destroy it. Naturally, no-one around here would suspect she was literally going to steal the whole thing, just up and take it-and while the Hyperion lackeys were loyal, it was only because of a paycheck and/or programming, both of which could be swayed, and both of which could also be twisted to her advantage anyways. Especially with the Sueren Song.
She wasn't going to make this complicated. She stepped up to the bridge-which wasn't very well guarded, merely hard. She took the hacksaw from before, and basically cleaved through it in a second of cutting. If she wanted to, she could probably incisor it-without Narrative protections it would crumble easily, but she wanted it intact. IN any case, It was now very technically disconnected from the mainland. OF course, this wasn't the only thing she'd need to do. She then pulled out several drones of her creation-they were simple enough, capable of carving up structures and acting autonomously underwater. They were there for a single, simple reason They slipped under the lake, taking position at the pillars keeping the city's structure rooted to the ground, and quickly and swiftly followed the suit presented by Roxxanne in carving the bridge-they made a fine cut in the pillar, disconnecting it. They then went to the main city and repeated the process on any anchoring material, JUST enough to not make it twitch. In seconds, the city was now disconnected from the land of Pandora completely, and could be constituted as a separate object were she to grab it and shove it into her Inventory. Now, she could take the whole planet-the Mainframe's three halves were considerable in space but not enough that she didn't have considerable amounts left over, more than half in fact. Of course, she didn't want to take Pandora-THAT would cause chaos, too much in fact, and just be plain impractical. She knew how to get more Eridium from the Alchemiter, assuming she would need it because Suetonium, for her, was better.
At this point, she just grabbed the bridge, and just...Took it.
Pop! And it was gone. The whole city and its inhabitants, completely stuffed into her inventory and put into a stasis as a result. The lake's surface suddenly reacted to suddenly having a massive structure not exist anymore, and its initially swelled surface collapsed, letting the water margins dry up somewhat, creating chaos underneath, sending debris below flying from the force of it-but that settled down quickly enough, merely leaving some strong waves on the lake. After that, she just set up a holographic barrier-and the code of the surrounding Surveyors was altered, preventing them from sending the footage until the holographic projector had vanished. For all due intents and purposes, for the next 30 minutes, Opportunity was still there as far as Hyperion was concerned.
Roxxanne smiled, satisfied. Of course, she knew this wasn't as simple as it looked-there was one detail that would make this catch even sweeter. Exploitation. However illogical, Hyperion would NOT tolerate just losing a city, and it would take a while to find her and it even if she let it be found, but boy that would be worth it in its own right. They would NOT know what they would find.
She fled back to the war's grounds, a new weapon in hand.
...
"Blake, what's going on down there? We're not receiving communications from Opportunity anymore! We should've had TWO quarter-hourly progress reports by now! Do you see anything down there? Big bandit fight? Some stupid thresher pack again?! We can't have any more delays on that place, Blake, we're already paying through the nose!"
"Sir, uhh..."
"Comeon Jimmy, spit it out, it's a simple question!...Oh, Jimmy, don't say it...!"
"Sir. The City is gone."
"Alright, Blake, Let me make this clear. We spent enough money to fund TEN Turbomansions into that SINGLE city, and then put in enough money to get five MORE just to defend it. So tell me quick, because I want answers fast. Those Vault Hunters didn't do it, they're in Thousand Cuts with the Slab Bandits and no major bandit clans or beasties have moved around there in hours and weren't making signs to come even an inch to it! Basically every major operator that could have destroyed the city was NOT there! Blake, I have two questions for you-WHO DID IT, AND HOW THE HELL DID-"
"Sir, I didn't say it was destroyed. The scout surveyors were and are still active and on-sight, keeping watch as you said-their communications were jammed for a 30 minute period, which explains why we didn't immediately catch this. The on-sight recollection team has found nothing but scrap-apparently whatever caused the jam self-destructed. As for the footage, well, it's right here and-"
"Let me see this! Gorilla, when you need something done right around here-"
"..."
"...What."
"..."
"...What the-TAINT did I just witness, Blake?! What am I even seeing?!"
"That was my reaction, sir...That girl-if it even IS a girl-somehow took the whole city, in seconds. We know she cut the bridge off from the mainland with some kind of hacksaw, possibly made of an Eridium Alloy of some sort, and then used some specialized drones to carve off the anchoring towers. After that, she grabbed the bridge with her hand, and...It was gone. There is no reason to indicate she didn't destroy it, though we can't be sure, but my best bet says, yes, she grabbed it, and she intended for us to see that."
"..."
"...Sir?"
"Blake."
"I have seen some weird- taint in the six galaxies. Some REALLY weird- taint."
"I have seen ponies made out of diamonds; I have seen mansions made out of smaller mansions; I have seen a giant golden statue of a six-armed gun dealer that some insane psychos ritually sacrifice themselves into to make guns come out of it; I have seen moon lasers made from the eyes of an Eridian Abomination; genetic miniature clones of a freaking Eridian construct; some crazy inter-dimensional police ranting about thrones! I have seen not one, not two, not three, but a grand total of FOUR sirens, and I've got a relationship in the form of a woman who thinks her life is basically the plot synopsis of an oldwild west movie! Oh, and I just CANNOT forget the time I met a TALKING THRESHER, who challenged me to an arm wrestling contest! It was like I was high on crack, Blake! And do NOT get me started on the 'Robolution' thing that was going on for a while! Sheesh, I did EVERYONE a favor in cutting off the Claptrap line..."
"...But, you are not telling me that a freaking tiny-ten year old girl has managed to steal the ENTIRETY OF OPPORTUNITY!"
"Sir, she's being awfully lazy beyond that. Apparently, the ability to steal cities makes one prone to forget about, say, the Moonshot beacons? Her path has been traced and it's relatively straight for void travel...We can easily send reinforcements to retake the city, and given how clean the damage was, repair should be effortless."
"Blake, GET ON IT! You have 3% of the budget to work with! GET BACK MY CITY!"
"Sir, 3%? For such a large operation?"
"Yes, Blake, 3%! I'm getting readings that the deathwall got bypassed at Thousand Cuts and-oh, it's those FREAKING VAULT HUNTERS AGAIN! Blake, make that 2%!"
"Yes Sir."
...
Blake strode out to the 2% of the budget he had been allocated for his job, and one of the most absurd he's done yet. To be totally fair, the 2% was massive, and for most missions you usually needed, say, .001% of the budget to get the job done well-Hyperion did NOT go small into coprorate warfare, and it was currently at the height of its power. Jack's issues with protecting Control Core Angel was abusrd-perhaps even more defense was sunk into there than Helios station itself, and Blake had YET to figure out what Control Core Angel actually did, beyond apparently being involved in finding the Eridium in the first place. Blake couldn't really grasp his own boss at times, though given the Vault Hunters were basically individual apocalypses with legs, each, at the very least Jack's sense of proportion seemed to be intact. Nevertheless, in this context, 2% was plenty; he doubted he would need more.
Plus, by the standards, 2% was the second-largest he had ever been granted for any particular operation. He usually wasn't a proponent of brute force, but he was very nervous about the possibility of the girl doing worse.
...
Zetta's battlefield situation changed much over the course of the two turns. The Players weren't too threatening, or so he thought, until they wiped the PZ forces completely. However, the Godmodder brought in two of his Terrors to fill the void-THEN Transistor came in, gloriously overpowered jerk that he was. Zetta's relative level of irritation came up-the two Terrors together probably weren't' enough, they looked...weaker than usual.
Then, FINALLY, Roxxanne returned from the Arena, and to his relief (and expectation, given that he sent her there in the first place), she seemed a LOT more in control of herself and a lot less insanely hyper, and on top of that, much more like herself prior to the whole thing. Better yet, Tazz and Fredbear, as well as the other three, had NOT returned for some reason, as that could pose problems. She still smelled of cherry, that loathsome, overly-saccharine scent that was not usually so negatively associated, except that he nearly suffocated on basically cherry perfume in trying to visit Roxxanne's own house...
He'd have to get used to it, didn't he?
Ugh.
"Welcome Back, Roxxanne!" Zetta cheerily proclaimed, giving Roxxanne a welcome return-she probably needed it. Zetta's convenient graces were what kept her on his good side, and such a force could be useful to thrash enemies against, while she was willing. He continued, "I trust it went well? I mean, it was a win-win, win or lose, no matter what, given the nature of the whole thing, but given you still smell like cherry candy, well..."
Roxxanne scratched her head with one of her arms, looking casually embarrassed, for lack of a better term. "Oh, yeah...That. Uhh, Look, I don't want to talk about that much, it was kind of like me being drunk AND high, and I've never been drunk, nor high. Ever. Let's not talk about that...Got sanity back, and got new powers, that's all that needs to be said on the manner, methinks!"
Zetta was OK with hearing about that-it was a good sign. However, Zetta had to state something else, lest he feel like his emotions (mostly infuriation) get the better of him at some point. "...OK, have to say this-Can I politely say I nearly suffocated on the scent of Cherry at your new house, and would politely request to never smell it again? I now have a pointed dislike of cherry for reasons completely unrelated to the taste and would wish to not relive the experience. Ever. Please." Zetta said. While slightly rude/off-putting, Zetta felt that, had he not said it, he would explode at some point. He was a thought composed mostly of rage ascended into a more physical form, so this wasn't unreasonable on his part.
Roxxanne looked taken aback by that statement nevertheless, though in a manner that didnt' imply insult. "Oh. Uh, jeez. Was it really that bad? Didn't seem that bad."
Zetta sighed-though the conversation was going as he wanted it to, at least. "It probably wasn't that bad to you, given your condition...If you intend to have visitors over there, they'll either need gas masks or Tricksterdom."
"Wooooooow...Eh, good security measure. In other news, given the situation went more sour than I imagined, I stole something useful again!" Roxxanne stated, a sly grin returning to her face-one of the natural trickster, or the kind found on Dreamwork's protagonists (aka the Dreamworks' face). Great.
Zetta did his best to hide his general infuriation over the whole situation on the Trickster thing beyond the Cherry Scent issue, mainly by mentally pointing out the fact that Roxxanne was not herself then and now was, but it was now blatant that Kleptomania was a thing of Roxxanne's BASE personality and would not be going away. Zetta would have to ensure she never heard of the materials being shipped-kindness or not, she could see her stealing some. He had planned for that-explicit overcompensation in the materials, more than he needed but not enough to attract attention to the shipments. Nevertheless, he would prefer to not have to have any of it stolen at all.
Zetta issued forth another sigh, this one longer and more exasperated, but accepting. "Alright. Well, you already stole three-halves of the Mainframe, so let's just see what this is."
Roxxanne, opting to show rather than tell, rustled around in her pockets, and pulled out a city.
The moment could not be put in a more simplistic way. While she had the sense to not pull out the entire Mainframe to show Zetta in her house-probably one of the few mental boundaries NOT crossed-here she had no such complications, and while the size was a fraction's fraction of the Mainframe's, the impact was not lost as the less-than 5-foot girl held up an entire city, buildings and all, with just one hand. The city above was of a more futuristic bent, with bright gleaming towers of glass towering over the many-granted, it was still in construction as well, with various mechanical items put all around it. Hell, PEOPLE were still on it-confused construction workers now realizing that, no, this was NOT where they were before, as well as a variety of robots.
Roxxanne, after briefly showing it off, nestled it into a series of craters that fit it and a massive bridge, planting it firmly in the Pro-Godmodder camp-though Zetta doubted those entities within would ever try to come out, suddenly stuck in the middle of an active warzone with no conceivable exits that they knew of. Knowing the Anti-Godmodders, however, they would come charging in-and given the nature of entities, even if they were weak before, Zetta just knew that they would pose a threat, even if only in numbers.
Zetta still took a minute to find his words properly after the initial shock was over. "...A city. You stole a city. Well, comparatively-"
"Oh, yeah, and the coropration I stole it from is going to send in reinforcements to take it back." Roxxanne quipped. As if that was a good thing.
Zetta sighed for the third time in a row, unable to just keep up with this girl. "...Ugh. Roxxanne, I really don't-" "But I have brainwashing powers, so they'll fight for us instead, right! Plus, if left alone, they'll just keep on-guard and fight off whatever comes, right?"
Oh, she DID have a point there. While confused and possibly afraid, and perhaps unwilling to come out of their shells, Roxxanne's presence will probably organize and outfit them into a proper force, and her Sueren song will allow her to be seen as an organizer. Zetta, too, could probably fill the role with some of his own skills-a Memetic Aura (NOT relating to literal memes, but rather the mental concept of a general idea made literal-a mental fog consisting of a rather general emotion towards a specific item, IE trust for Zetta), straight Brainwashing, merely having a lot of resources just for being involved in these wars, ect, but really, whatever worked. He could see the reasoning behind this-The Anti-Godmodders would NEVER leave this city intact if they could help it, the fact that they would not attack or not, and given enough time, or the presence of an authority big enough that failing, the city would suddenly turn into a monstrously powerful force, turning the idea of Aetheria right back at them. Oh the delicious irony-even though he wasn't there personally for Aetheria's battlefield presence.
It was brilliant. He just needed to sound a little more resigned and grumpy about it than he did, a little less aware of the whole glory of it, so she could feel as if Zetta had a consistent character-here that of a reasonably competent but somewhat 'slow' individual, while she was both somewhat more competent (especially since she just got turned into an Archsue) and a lot quicker on the potential draw-then again, Zetta was also not personally there for Aetheria's presence on the battlefield, so she would also think he just hasn't seen the concept in action. He needed to look like a dangerous fighter but NOT a thrice-dangerous manipulator, even though he doubted any particular deceptions would be needed against Roxxanne given the relationship he was trying to foster.
Friendship was not the term he'd use for this process. Zetta believed firmly in a Darwinian Dog-Eats-Dog world, and while not a complete murderous sociopath with no restraint, he had absolutely no moral consequence on the ideas of manipulation or killing-after all, basically he had to manipulate and/or kill to even get his life, and by the standards of his own world murder and manipulation were technically equivalent ideas in their own right. No, what he did, it was more accurately creating a positive relationship with a potential acquaintance, a contact if one would or an ally, not specifically a friend. That implied something deeper-he GOT what it meant, of course, but he just didn't feel the need to pursue such., but it was nevertheless helpful to have contacts have a nice outlook on you. Less likely to stab you in the back when your work is done, and more likely to support you if the resources were otherwise against your favor.
"...Well, I guess this'll work...Good to have you back and able, this has gotten considerably more heated than when you left." Zetta said, an implied shrug rising off of his shoulders. Roxxanne's face screamed 'Oh, you'll see, it'll be awesome!.'
...
City of Opportunity [PG]: 3,000,000,000,000/3,000,000,000,000 HP. QUESTS: 0/5. Reinforcements: 0 (+10,000 Per turn). Hyperion Troops cannot attack except in Retaliation (or if Quest objectives demand it). Repossession: IIIIIIIIIIIIIIIIIIIIIIIII (0/25)
Opportunity's details are below, because it's a bit complicated.
The City of Opportunity does not attack directly. It instead spawns minions to do that part, as dictated by me. These minions do not attack either until (A) you start a Quest (at which point they'll immediately begin attacking your entities, or alternatively quest objectives), (B) you attack Hyperion Personel, or (C) you attack Opportunity itself for whatever reason. If you don't do any of those things for a consecutive turn, they'll 'reset'. Quests will be explained later. As a note: They WILL focus in on more relevant targets, meaning if one entity is attacking Hyperion Troops or actively helping a Quest, and one isn't, they're going to shoot the former over the latter. The resulting nature of these guys (that is to say, they don't do anything if not disturbed) is their primary weakness, as effectively left alone, they don't have field presence...But that's not going to be the case, as there will be a punishment for letting Repossession finish, namely, increased aggressiveness and MUCH more power.
Opportunity's Reinforcements passive is meant to be the reason why you do not attack Opportunity directly and do the Quests instead, even if the idea of attacking a 3 Trillion Hitpoint entity is appealing to you for some reason. Simply put, for every point of damage you deal to either Opportunity or a Hyperion unit, the Reinforcement meter goes up by the amount of damage you did-there is no way to decrease the meter. The amount of damage corresponds to the amount of HP that can be summoned in a 1:1 ratio, multiplied or divided by that summon's Modifier (explained below), meaning that the Hyperion summons never end (Can be nerfed at GM discretion to merely a 2:1 Ratio instead). In addition, Reinforcements passively goes up by 10,000 per turn, meaning that the longer you wait to do the Quests, the worse this entity gets, though there are limits; namely, Hyperion cannot naturally field more than 350,000 HP worth of troops.
The quests are varied, and each requires a specific task done. Quests will cause Hyperion Troops to spawn when it initiates, as if its reinforcements got a specific amount (stated in the quest). You can take all five at once, mind, but doing so is ill-advised, as that'll quickly overwhelm you with waves of Hyperion Troops, and given the Reinforcements Passive, this will make fighting it harder...and these summons are automatic-skipping the Reinforcement cap if need be, hence why I said 'NATURALLY field.' There is one reprieve: once Opportunity is 'defeated,' the Hyperion Troops will cease to exist as well. Meaning, focus on the quests when dealing with Opportunity, NOT the enemies. IF you can help it, anyways.
Here are the quests. They can be done in any order you like.
Written By the Winners: This one is simple. Several enemies will spawn in, more than usual, and some of them will be tagged with a 'Winner' mark in the EoTB-you must destroy every enemy with a 'Winner' mark to complete this quest. The marked entities won't go towards the Reinforcements total, but the non-marked ones will meatshield the marked ones. (150,000 'Winner' marked entities, 100,000 non-winner marked entities.) This can't be failed.
Statuesque: Once started, a Hacked Constructor will spawn to destroy 5 statues, which are otherwise invincible. You must defend it at all costs, as Hyperion Troops will spawn in to destroy it! It takes 2 turns to destroy each statue, and there are five total. If the Hacked Constructor dies, you must restart, but every statue destroyed will STAY destroyed. (There's a reason why Repossession is so huge). The Constructor's HP is taken from the constructor, but it can't attack; it just cuts the statues. It can't be healed, either. (100,000)
Hell Hath No Fury: Upon taking this quest, various troops will spawn-in this case, mostly Engineers, including a miniboss (he's not too troubling). Kill him, and then defend the Explosives that he will drop for 3 rounds as they are planted. Failure means that you MUST kill the Miniboss again to get the explosives and restart the 3 turns. The Explosives have 50,000 HP. They can't be healed, either. (100,000)
Home Movies: A three-parter, which can be done in any order you like. First, you must steal a Moonshot Becaon, which will spawn in along with a group of defenders for it. You must also trick 3 Surveyors into crashing into 3 cardboard cutouts (which are otherwise oddly invincible) via creative tricks-it shouldn't be too difficult but destroying them means you'll have to wait for more. Finally, you must kill 20 Combat Engineers. This can't be failed. (100,000 + 3 Repair Surveyors + 20 Combat Engineers; Must spawn in more Surveyors every other turn while this quest is active.)
The Man Who Would Be Jack: Upon taking this, spawns a Handsome Jack Body Double along with some adds. Kill the Body Double. You must then kill any add bodyguarding 5 terminals before they are disabled by attackers, then actiave said terminals-it takes a turn to activate each one, but you don't need to reactivate them in case you fail. They can only be activated when all the adds bodyguarding it are dead, but you can activate multiple terminals at the same time. (150,000)
Yeah they're all based on the actual quests you do there. In addition, the parties who complete the quests gain MAD L00T in the form of the quest rewards, which are all alchemies. Mid-level, sure, but still good.
Recollection is of note, as that hasn't come up yet: While Opportunity is definitely tanky, it's quests shouldn't be so difficult that you can't destroy the weak enemies as they crop up, and given their status, if you don't attack them they won't attack you. However, should you let THIS happen, this changes; Opportunity's cap on Reinforcements will be buffed to 500,000 and go at a much faster pace (+50,000 per turn). In addition, Hyperion troops will now attack unprovoked (they'll still be under my control), though if doing quests they'll still focus on stopping quest objectives. This also allows spawning in the toughest units Hyperion can muster. Finally, if this occurs, a sixth quest must be undertaken after finishing the other 5 to destroy Opportunity once and for all.
The Only Way To Be Sure: A City-Killer Bomb will spawn in. It has 200,000 HP. Defend it for 5 turns, and it will charge up a special attack to one-shot Opportunity. Hyperion Troops will attempt to kill it at ALL costs!
Now, here's the Entity Summons Opportunity can produce. The Modifier is multiplied by the unit's HP to determine their Reinforcement value, as some units are just better than others. By the way: You can't minicrit them-all minicrits automatically become crits instead. Also a note on the charges listed within: Most do not undergo cooldown until AFTER their effects take place as they're continuous.
Combat Engineer: 5,000/5,000 HP. Modifier: 1. Your basic enemy. Opportunity Spawns with 10 to begin with. They possess no special features except for a helmet that'll protect them from one crit...Not like that will really matter. Damage: 500.
GUN Loader: 10,000/10,000 HP. Modifier: 0.5. This enemy is tougher than the Combat Engineer, BUT you can crit them without the need of special items/abilities. The Crit will, in addition, disable the ability of the Gun Loader to do as much damage as usual. All other Loaders, unless otherwise specified, share this weakness. Opportunity Spawns with 10 of these to begin with as well. Damage: 500.
FIX Loader: 10,000/10,000 HP. Modifier: 0.5. This enemy has a weak attack, but it can repair allied Loaders VERY fast if left to it. Be quick about killing them as you see them. Their healing ability is also hampered by crits, by the way. Damage: 100. Healing: 500; repairs Loader Limbs.
Engineer: 7,500/7,500 HP. Modifier: 1. Unbelievably, Engineers are more dangerous than their cousins with actual guns. Might be because of those rigs they have, giving them super-strength. They have three attacks-a stunning mini-earthquake, a turret summon, or a series of electric discs that serve as the basic attack. Damage: 100 (Mini-Earthquake, 10% stun chance); 500 (electric discs); 300 (Turret; Turret spawns with 2,500 HP.)
Repair Surveyor: 1,000/1,000 HP. Super-Evasive (40%). Modifier: 5. These things are support units. They repair Loader Units as well as any other mechanical constructs. They DO lose evasion while repairing, of course, and they repair slower than the FIX Loader. Catch: It's VERY hard to hit them AND the Loader they're repairing at the same time. Oh, yes, they can generate new limbs for the Loaders if they lose any, and that's immediate. Damage: 300. Healing: 500, repairs Loader Limbs.
Shield Surveyor: 1,000/1,000 HP. Energy Shield: 1,000/1,000 (recharges by 100 per turn). Super-Evasive (40%). Modifier: 3 (counting Energy shields). These are also support units. They can give Shields to any Hyperion troop available. It can't regenerate without them around, but goes up by 10% per second, and caps at their maximum HP value, effectively doubling the HP of any who get it. They are immobile while doing so, but it's hard to splash them and the one they're trying to shield at the same time. In addition, if a Loader gets a shield, critting it won't destroy any limbs, AND the Shield's destruction will prevent the overkill from an attack from harming the main HP pool. Damage: 300. Shield
PWR Loader: 15,000/15,000 HP. Modifier: 0.5. It shares the weaknesses of the Loader, outlined above, but trades in guns for whirling claws. It takes a second for it to whir up after aggro'ing it, at which point it'll deflect attacks aimed at it. Deflection can be overcome with creativity, but anything that IS deflected has a 1/3 chance to hit one of your allies. This has Auto-Bodyguard, which means it can attack and block attacks for allies at the same time. Damage: 500.
BUL Loader: 15,000/15,000 HP. Modifier: 0.5. Another Loader Variant. This one is a cousin to the PWR Loader above. It can't make attacks bounce off it to hit allies, but it starts out capable of defending when it's aggro'd. It can ram into enemies for extra damage, but it can't block enemy attacks for other Hyperion Troops if it does so. As implied by that statement, it otherwise has Auto-Bodyguard. Damage: 500; 750 w/ram attack.
EXP Loader: 7,500/7,500 HP. Modifier: 1. MOAR LOADERS. This guy will, upon Aggroing it, take a turn to rush at you. If you allow this to occur, they'll explode and it will do MASSIVE damage, and have splash to go with it. Limb damage will slow it down to 2 turns, and that's by crit. Just kill them as you see them. Damage: 7,500 (dies upon success); Splashes to 2 targets for half damage (meaning, targets caught in the splash take halved damage from the main explosion's target, or in this case, 3,750).
Badass Repair Surveyor: 7,500/7,500 HP. Super-evasive (40%). Modifier: 1. Surveyors are douches: These are even more so, as they repair much faster and don't lose all their mobility while doing so (only half of it). Damage: 750.
LWT Loader: 12,500/12,500 HP. Modifier: N/A. This is literally a L00T chest on legs. Not all Loaders are explicitly capable of killing you at all, after all. This thing will start running away the instant it 'aggros'. If this works, I get my hands on a random alchemy, randomized-Crystal will decide what pops out of it. If you kill it, though, you can take that L00T for yourself. This one is different from the others-this one can only be spawned in during a quest (free of charge on Reinforcements) and can only spawn once per quest (including The Only Way To Be Sure), so kill them while you can! They have no ability to be critted, which is their one strength as an entity. Damage: N/A.
HOT Loader: 10,000/10,000 HP. Modifier: 1. HOT Loaders are a step up from the regular Loader, capable of dealing Splash Damage per attack and also causing Burns, which do MORE damage over time. That being said, a Crit has a 1/3 chance to randomly make it explode, instantly killing it and dealing damage to the killer as if it was a EXP Loader. Their attacks do bonus damage against biological targets. Damage: 750 (splash 2; 2/3 splash damage); Burn Chance: 1/3. Biological damage bonus: +250 (applies to Splash). Explosion damage: 5,000 (splash 2; 2/3 splash damage).
Badass Shield Surveyor: 7,500/7,500 HP; 3,500/3,500 HP Energy Shield (shield recharges); Super-Evasive (40%). Modifier: 1.5. Statistically, this guy is the same as the Badass Repair Surveyor. However, it comes with an extra shield of its own, which recharges, which is why it's considered stronger in comparison. Damage: 750.
ION Loader: 15,000/15,000 HP. Modifier: 1. ION Loaders are defensive Loaders. Their attacks do bonus damage against energetical/magical targets (electricity disrupts their patterns). In addition, they can generate a defensive shield for Loaders, which causes anything within them to be invulnerable...Unless you step inside, in which case you start taking the ION Loader's attack damage for every turn you're in there. The Shield lasts 3 turns, and afterwards, takes 3 turns to recharge. They START fully charged, by the way, unlike most other attacks. Last but not least, Crits do nothing to disable their attack damage. Damage: 600. Electronic/Energetic/Magical damage bonus: +200. ION Shield: III (3/3) (lasts for 3 turns)
SGT Loader: 20,000/20,000 HP. Modifier: 1. STG Loaders are not hampered in damage value by critical hit locations, unlike the standard Loader, and they also have twice as much attack. They're otherwise your standard enemy. Take 'em out. Damage: 1,000.
Hyperion Soldier: 15,000/15,000 HP. Modifier: 1.5. Hyperion Soldiers are basically Combat Engineers, minus the Engineer. They have the ability to deploy Turrets (2,500 HP) and can avoid 1 critical hit due to their helmets, but otherwise have no special features. Still tougher than a Combat Engineer. Damage: 1,000. Turret Damage: 300.
RPG Loader: 20,000/20,000 HP. Modifier: 1. RPG Loaders like their Splash Damage. Unlike Hot Loaders, they don't randomly explode upon being Critted. They can take a turn to initiate a Stance, allowing them to use their shoulder-mounted Rocket Launchers for the next two turns; this attack doesn't lose damage if its limbs are shot off, and is in general stronger than their standard attack. The Stance has a cooldown of 2 turns after it's done. Damage: 800 (Splash 2, 1/2 splash damage) Rocketeer Stance: II(1/2) (lasts for 2 turns). Stance Damage: 1,200 (splash 3, 1/2 Splash Damage).
JET Loader: 20,000/20,000 HP. Modifier: 1.5. Jet Loaders, like SGT and ION Loaders, aren't hampered by Crits. They attack like a standard Loader at first, but if allowed to, can activate a Stance to transform into, well, a miniature Jet. While like this, they gain 40% Evasion and their attacks gain Splash. The 'Stance' has a cooldown of 3 turns after its done, and lasts for 3 turns. Damage: 1,000. Transformative Stance: III (2/3) (stance lasts for 3 turns). (Attacks gain Splash 2, 1/2 Splash Damage in Stance). .
WAR Loader: 25,000/25,000 HP. Modifier: 1. WAR Loaders are dangerous. Upon Aggro, they will immediately begin to engage a Stance, whereupon, for the next two turns, they fire with their massive arm cannons. These do huge damage and burn targets for 2 turns. Damage: 750. Salvo Stance: II (1/2) (lasts for 2 turns). Stance Damage: 1,500. Burn chance: 1/3.
Hyperion Sniper: 10,000/10,000 HP. Modifier: 3. Sniper, no sniping! All jokes aside, these guys. They take a turn to start attacking upon spawning, but they hit hard, and they have a crit chance of 50%. Definitely in your interests to kill them as they come. Damage: 2,000. Crit Chance: 1/2.
Badass Loader: 40,000/40,000 HP. Modifier: 1. Badass Loaders are like WAR Loaders, but they aren't hampered by crits and they do not need their stance to do damage as much as the WAR Loaders do. Damage: 1,000. Salvo Stance: II (1/2) (lasts for 2 turns). Stance Damage: 1,500. Burn Chance: 1/3.
Hyperion Stalker: 10,000/10,000 HP. Modifier: 4. Ultra-Evasive (80%). Say, invisible things SUCK, right? Yes they do! So why not make them enemies! Their primary ability is that, being invisible, they're stupidly hard to hit, and trying to catch them in splash makes their evasion jump to 90%. They decloak ONLY to attack, only dipping to Very Evasive (30%) when they do, and still hit like a freight train. And they have a crit chance of 25%. Yeah. They die quickly for their cost, though. Damage: 1,500. Crit Chance: 1/4.
Hyperion Hawk: 15,000/15,000 HP. Modifier: 3. Take the Hyperion Soldier and, in short, give him a rocket launcher. This guy's damage is tremendous, and it splashes as well. They're glassy, though, so take 'em out while you can. Damage: 1,250; Splash 2, Splash damage 1/2.
Constructor: 75,000/75,000 HP. Modifier: 1. Your life sucks if you've attracted a Constructor. They have a variety of attacks to destroy you with: Their standard attack is to use a missile pod to barrage you, with splash on it. Yes, that's the standard one. They also have an always-accurate Eye Laser for single-target obliteration, can spawn in Turrets (just like the Engineer), and most dangerously, can spawn Repair or Shield Surveyors or Loaders in if given a turn, for free, with no charge to the Reinforcement HP cap or the Reinforcement Cost at all. If critted during Loader deployment, they'll be disrupted from that much, at least. Damage: 2,000, Splash 2, Splash Damage 1/2 (Missile Pods); 3,000 (Eye Laser); 300 (Turrets).
In addition to these, if Recollection triggers, a few changes are made: Combat Engineers and Hyperion Soldiers are toned down to a .5 Modifier, Badass Surveyors have their modifiers cut in half, the following can be spawned:
Super Badass Loader: 80,000/80,000 HP. Modifier: 1. These jerks can only be critted twice, and it takes both crits to drop their attack the one time. They also share similarities to the WAR Loader, in that they'll attempt to assume a stance immediately and do not usually fall back on their standard attacks. They do MUCH more damage than the War Loader-literally three times as much. Upon triggering Recollection, three are spawned, immediately. Damage: 4,000. Super Salvo Stance: II (1/2) (lasts for 2 turns). Stance Damage: 8,000. Burn Chance: 1/3.
Badass Constructor: 150,000/150,000 HP. Turrets: 7,500/7,500 HP x2. Modifier: 1. You remember the Constructor, right? Now, make it able to spawn 3 Loaders/Surveyors at once, throw in a super-nuke attack that will do TERRIBLE damage if allowed to hit that it uses three times at once (though the nukes can be shot out of the sky as they take a turn to land), add in twice as much splash damage as before on its missile attack, make it come with auto-firing turrets and basically much more damage on the rest of the attacks. Upon triggering Recollection, one is spawned, immediately. Damage: 3,000, Splash 3, 1/2 Splash Damage (Missile Pods); 10,000, Splash 1, Full Damage from Splash (Nukes, and that's PER Nuke); 4,500 (Laser); 500 (Turrets) (Can spawn 7,500 HP Turrets).
Saturn: 300,000/300,000 HP. Turrets: 7,500/7,500 x6. Modifier: 1. Notice that this guy has as much HP as a standard 50 post charge entity, which Opportunity is in and of itself? Yep. This guy is the biggest cousin of the War Loader that Opportunity can spawn; its first attack will be to immediately engage its Stance, which shares qualities with the other stances of the WAR/Badass/Super-Badass Loaders, but does even MORE damage; it can also spawn suicide surveyors, which take a turn to reach you but do terrible damage if they do; oh, and it has TWO Stances it can dance between if need be. It cannot be critted unless two or more things are attacking it. It actually takes a recharge timer to spawn once Recollection is triggered-a total of 5 turns must pass before Saturn can be summoned. It can ignore the HP cap to spawn but NOT the cost. Saturn Salvo Stance: IIII (3/4) (lasts for 2 turns). Saturn Stance Damage: 10,000. Burn chance: 1/3. Saturn Shock Stance: IIII (3/4) (lasts for 2 turns). Saturn Shock attack damage: 10,000. Bonus Damage against Electrical/Energetic/Magical entities: +5,000. Suicide Surveyors: 1,000/1,000 HP, 10,000 Attack (spawns 20 at once).
Hyperius the Invincible: If, for some reason, Opportunity is just straight-up unkillable 25 turns POST-Recollection, which even with the added forces shouldn't be the case, this guy will spawn and obliterate the city (but not its troops), free of charge-though he's a nasty foe all to himself. He spawns automatically and no reinforcements can be called in if he can spawn in instead. His statistics are hidden until he's summoned, if even, partially because I cannot think of statistics. He's got boss-level stats, and that's all you need to know as far as stats are concerned, but Hyperius is not a boss and drops no Spoil of War-and what it does drop, high-level Alchemies, is for EVERYONE, including me (and I get first pick of what drops), so the negatives outweigh the positives here. His stats will come in on summon, as this guy is a complicated entity all to his own and does a LOT more damage than the standard Hyperion Fodder, even Saturn, who's damage is noteworthy amongst these types of summons.
Finally, the minibosses for two of the quests:
Foreman Jasper: 75,000/75,000 HP. Modifier: N/A. This is a super-strong Engineer variant, basically; his earthquakes stun more, his turrets are tougher (10,000 HP), and he does more damage in general. Kill him to get the explosives. See the Engineer's stats, though quintuple every value except his Turret HP and his Earthquake's stun chance (that's up to 30% instead of 50%)
Handsome Jack Body double: 100,000/100,000 HP. Modifier: N/A. His acting is unenthusiastic, but his combat prowess are not. The body Double can enter a stance to FIRE HIS LAZOR, which is extremely damaging; he can also spawn duplicates, which are basically turrets, and they're dangerous; one always spawns as a golden Badass, and from then on there's a 1 in 3 chance that the next one to spawn is a Badass. (Normal dupe is 5,000 HP. Badass dupe is 15,000 HP.) Attack: 3,000. Spawn Duplicates: III (0/3) (Duplicate attack is 1,000; Badass Duplicate is 3,000). Laser Stance: III (1/3) (lasts for 1 turn); Stance Damage: 10,000.
I recommend, Crystal, that you just save this to some word doc or something, then reference it as I summon stuff. Crystal, any balance changes can still be discussed and we'll withhold the summon until they're addressed; that being said, the primary intent is to have Opportunity's primary damage output (when applicable) be due to waves of enemies, pre AND post-Recollection, as even the toughest enemies do a fraction of the damage of regular entities at the same HP values. Nerf/Buffing may be needed.
With that out of the way...Let the games begin. Being that Opportunity doesn't start with Reinforcements and I can't allocate attacks against the masses unless they're attacked, yeah, let's just leave them on auto-pilot this turn. Just attack if anyone starts a quest or attacks them/Opportunity.
Meanwhile, Roxxanne and Zetta quickly conspire-and quickly bring about-the destruction of the Transistor's allies through immediate application of walls of text. Luna is preferred to be first in this case. If both are somehow killed by this, Transistor itself will suffer for it.
I am sending out the TPP Streamer 93/200 +1 from Cyan, Talist and Redstone +2 from Fare
Making Painis Cupcake 57/85
Establishing Project Storm II 8/300 (On Delay)
AK-47 && Flare Gun && Empowered Blue Gem && Project Storm Camo Paint II Rocket Launcher = Storm Firey Bullet Blaster 17/26 (This is the first weapon in the Storm line also the Storm line is weaker than the Supernova line)
Thunder Crystal && Shadow Gem && MOAR Rune Samples && Light Gem && Damage Buffer && Defense Buffer && PURE MLG ESSENCE && Evasiveness Crystal && Plus Crystal II Undercharged Runepaw's Gauntlet = Fully-charged Runepaw's Gauntlet 13/26 (Level 25+ due to the Plus Crystal, Holds loads of Runes and will create many New Runes)
Current Saga:Lets Get Dangerous Once Again/LGDOA Also known as Think Outside the Basement Ending after this. Current Arc: Nobody Came Also known as Adjust Fhqwhgads (Part of LGDOA) Ending after this.
Attack/Action: I saw the City of Opportunity, It's Health is 3 TRILLION Wow... That is so huge Even the INCARNATE would try to match Opportunity... Even my Forbidden Blade (The strongest weapon i would make) wont destroy that massive thing... Welcome to the City!
Music while we enter the city:
CoR Loves You! saga begins with Isn't This Such a Utopia?! Arc began as well.
Anyways i slice the Terror Blood Crawler with my Sword of Git Gud
Current Theme:
+1 to Toast, +1 to Faressain, +1 to Sirplop
Support me if you want.
Alchemies:
Inventory:
Sword of Git Gud (Known as SoGG) [Level 25] Charge: THE MINI RECKONINGIIIIIII (3/7) (You must use the Weapon 7 times to activate this charge)
Super Deal With It Glasses [Level 7]
Undercharged Runepaw's Gauntlet [Level 10] Current Runes: 5/5 Ice, Heal, Fire, Heal, Damage
Fire: Deals medium damage (Very High when fully charged and upgraded) to the enemy when used, low chance of burning.
Heal: Heals the ally (Much much more if fully charged and upgraded) when used.
Damage: Deals high damage (Heavy when fully charged and upgraded) to the enemy when used.
Ice: Deals low damage (High when fully charged and upgraded) to the enemy when used, low chance of freezing.
There will be more Runes when if i upgrade this gauntlet.
Alright, so. There are certain powerful weapons from the past that I'm interested in obtaining. I think I'll start slow. I'm not revealing anything prematurely, mostly because I'm just totally winging it, haha.
The Broken Record(Obtained) AND Metatron's Melody(Obtained) OR Compass(Obtained) AND Broken Uranium's Umbrage(Obtained) = Broken Anachronism (Level 40) ...Wait, Fseftr's gone. So... I guess it falls to me to pick up the pieces.
Diamond Double Bladed Lightsaber && Obsidanite Sword && Purity Sword && Magic Cueball = Oblivion's Guardian (Level 40)
INVENTORY (And details on... a ladder.)
Ion Cannon [IIII]
Fenrir/MPGBC [IIIII]
I rummage through my inventory, pulling out Gaia's Arrows. I then dual-wield it for some reason, then dual-wield my dual-wield, and shoot all the arrows straight into the Transistor's lack of a face.
Collector: Collects things. In-Ship systems will combine the two.
City of Opportunity [PG]: 3,000,000,000,000/3,000,000,000,000 HP. QUESTS: 0/5. Reinforcements: 0 (+10,000 Per turn). Hyperion Troops cannot attack except in Retaliation (or if Quest objectives demand it). Repossession: IIIIIIIIIIIIIIIIIIIIIIIII (0/25)
The City of Opportunity does not attack directly. It instead spawns minions to do that part, as dictated by me. These minions do not attack either until (A) you start a Quest (at which point they'll immediately begin attacking your entities, or alternatively quest objectives), (B) you attack Hyperion Personnel, or (C) you attack Opportunity itself for whatever reason. If you don't do any of those things for a consecutive turn, they'll 'reset'. Quests will be explained later. As a note: They WILL focus in on more relevant targets, meaning if one entity is attacking Hyperion Troops or actively helping a Quest, and one isn't, they're going to shoot the former over the latter. The resulting nature of these guys (that is to say, they don't do anything if not disturbed) is their primary weakness, as effectively left alone, they don't have field presence...But that's not going to be the case, as there will be a punishment for letting Repossession finish, namely, increased aggressiveness and MUCH more power.
Opportunity's Reinforcements passive is meant to be the reason why you do not attack Opportunity directly and do the Quests instead, even if the idea of attacking a 3 Trillion Hitpoint entity is appealing to you for some reason. Simply put, for every point of damage you deal to either Opportunity or a Hyperion unit, the Reinforcement meter goes up by the amount of damage you did-there is no way to decrease the meter. The amount of damage corresponds to the amount of HP that can be summoned in a 1:1 ratio, multiplied or divided by that summon's Modifier (explained below), meaning that the Hyperion summons never end (Can be nerfed at GM discretion to merely a 2:1 Ratio instead). In addition, Reinforcements passively goes up by 10,000 per turn, meaning that the longer you wait to do the Quests, the worse this entity gets, though there are limits; namely, Hyperion cannot naturally field more than 350,000 HP worth of troops.
The quests are varied, and each requires a specific task done. Quests will cause Hyperion Troops to spawn when it initiates, as if its reinforcements got a specific amount (stated in the quest). You can take all five at once, mind, but doing so is ill-advised, as that'll quickly overwhelm you with waves of Hyperion Troops, and given the Reinforcements Passive, this will make fighting it harder...and these summons are automatic-skipping the Reinforcement cap if need be, hence why I said 'NATURALLY field.' There is one reprieve: once Opportunity is 'defeated,' the Hyperion Troops will cease to exist as well. Meaning, focus on the quests when dealing with Opportunity, NOT the enemies. IF you can help it, anyways.
Here are the quests. They can be done in any order you like.
Written By the Winners: This one is simple. Several enemies will spawn in, more than usual, and some of them will be tagged with a 'Winner' mark in the EoTB-you must destroy every enemy with a 'Winner' mark to complete this quest. The marked entities won't go towards the Reinforcements total, but the non-marked ones will meatshield the marked ones. (150,000 'Winner' marked entities, 100,000 non-winner marked entities.) This can't be failed.
Statuesque: Once started, a Hacked Constructor will spawn to destroy 5 statues, which are otherwise invincible. You must defend it at all costs, as Hyperion Troops will spawn in to destroy it! It takes 2 turns to destroy each statue, and there are five total. If the Hacked Constructor dies, you must restart, but every statue destroyed will STAY destroyed. (There's a reason why Repossession is so huge). The Constructor's HP is taken from the constructor, but it can't attack; it just cuts the statues. It can't be healed, either. (100,000)
Hell Hath No Fury: Upon taking this quest, various troops will spawn-in this case, mostly Engineers, including a miniboss (he's not too troubling). Kill him, and then defend the Explosives that he will drop for 3 rounds as they are planted. Failure means that you MUST kill the Miniboss again to get the explosives and restart the 3 turns. The Explosives have 50,000 HP. They can't be healed, either. (100,000)
Home Movies: A three-parter, which can be done in any order you like. First, you must steal a Moonshot Becaon, which will spawn in along with a group of defenders for it. You must also trick 3 Surveyors into crashing into 3 cardboard cutouts (which are otherwise oddly invincible) via creative tricks-it shouldn't be too difficult but destroying them means you'll have to wait for more. Finally, you must kill 20 Combat Engineers. This can't be failed. (100,000 + 3 Repair Surveyors + 20 Combat Engineers; Must spawn in more Surveyors every other turn while this quest is active.)
The Man Who Would Be Jack: Upon taking this, spawns a Handsome Jack Body Double along with some adds. Kill the Body Double. You must then kill any add bodyguarding 5 terminals before they are disabled by attackers, then actiave said terminals-it takes a turn to activate each one, but you don't need to reactivate them in case you fail. They can only be activated when all the adds bodyguarding it are dead, but you can activate multiple terminals at the same time. (150,000)
Yeah they're all based on the actual quests you do there. In addition, the parties who complete the quests gain MAD L00T in the form of the quest rewards, which are all alchemies. Mid-level, sure, but still good.
Recollection is of note, as that hasn't come up yet: While Opportunity is definitely tanky, it's quests shouldn't be so difficult that you can't destroy the weak enemies as they crop up, and given their status, if you don't attack them they won't attack you. However, should you let THIS happen, this changes; Opportunity's cap on Reinforcements will be buffed to 500,000 and go at a much faster pace (+50,000 per turn). In addition, Hyperion troops will now attack unprovoked (they'll still be under my control), though if doing quests they'll still focus on stopping quest objectives. This also allows spawning in the toughest units Hyperion can muster. Finally, if this occurs, a sixth quest must be undertaken after finishing the other 5 to destroy Opportunity once and for all.
The Only Way To Be Sure: A City-Killer Bomb will spawn in. It has 200,000 HP. Defend it for 5 turns, and it will charge up a special attack to one-shot Opportunity. Hyperion Troops will attempt to kill it at ALL costs!
Now, here's the Entity Summons Opportunity can produce. The Modifier is multiplied by the unit's HP to determine their Reinforcement value, as some units are just better than others. By the way: You can't minicrit them-all minicrits automatically become crits instead. Also a note on the charges listed within: Most do not undergo cooldown until AFTER their effects take place as they're continuous.
Combat Engineer: 5,000/5,000 HP. Modifier: 1. Your basic enemy. Opportunity Spawns with 10 to begin with. They possess no special features except for a helmet that'll protect them from one crit...Not like that will really matter. Damage: 500.
GUN Loader: 10,000/10,000 HP. Modifier: 0.5. This enemy is tougher than the Combat Engineer, BUT you can crit them without the need of special items/abilities. The Crit will, in addition, disable the ability of the Gun Loader to do as much damage as usual. All other Loaders, unless otherwise specified, share this weakness. Opportunity Spawns with 10 of these to begin with as well. Damage: 500.
FIX Loader: 10,000/10,000 HP. Modifier: 0.5. This enemy has a weak attack, but it can repair allied Loaders VERY fast if left to it. Be quick about killing them as you see them. Their healing ability is also hampered by crits, by the way. Damage: 100. Healing: 500; repairs Loader Limbs.
Engineer: 7,500/7,500 HP. Modifier: 1. Unbelievably, Engineers are more dangerous than their cousins with actual guns. Might be because of those rigs they have, giving them super-strength. They have three attacks-a stunning mini-earthquake, a turret summon, or a series of electric discs that serve as the basic attack. Damage: 100 (Mini-Earthquake, 10% stun chance); 500 (electric discs); 300 (Turret; Turret spawns with 2,500 HP.)
Repair Surveyor: 1,000/1,000 HP. Super-Evasive (40%). Modifier: 5. These things are support units. They repair Loader Units as well as any other mechanical constructs. They DO lose evasion while repairing, of course, and they repair slower than the FIX Loader. Catch: It's VERY hard to hit them AND the Loader they're repairing at the same time. Oh, yes, they can generate new limbs for the Loaders if they lose any, and that's immediate. Damage: 300. Healing: 500, repairs Loader Limbs.
Shield Surveyor: 1,000/1,000 HP. Energy Shield: 1,000/1,000 (recharges by 100 per turn). Super-Evasive (40%). Modifier: 3 (counting Energy shields). These are also support units. They can give Shields to any Hyperion troop available. It can't regenerate without them around, but goes up by 10% per second, and caps at their maximum HP value, effectively doubling the HP of any who get it. They are immobile while doing so, but it's hard to splash them and the one they're trying to shield at the same time. In addition, if a Loader gets a shield, critting it won't destroy any limbs, AND the Shield's destruction will prevent the overkill from an attack from harming the main HP pool. Damage: 300. Shield
PWR Loader: 15,000/15,000 HP. Modifier: 0.5. It shares the weaknesses of the Loader, outlined above, but trades in guns for whirling claws. It takes a second for it to whir up after aggro'ing it, at which point it'll deflect attacks aimed at it. Deflection can be overcome with creativity, but anything that IS deflected has a 1/3 chance to hit one of your allies. This has Auto-Bodyguard, which means it can attack and block attacks for allies at the same time. Damage: 500.
BUL Loader: 15,000/15,000 HP. Modifier: 0.5. Another Loader Variant. This one is a cousin to the PWR Loader above. It can't make attacks bounce off it to hit allies, but it starts out capable of defending when it's aggro'd. It can ram into enemies for extra damage, but it can't block enemy attacks for other Hyperion Troops if it does so. As implied by that statement, it otherwise has Auto-Bodyguard. Damage: 500; 750 w/ram attack.
EXP Loader: 7,500/7,500 HP. Modifier: 1. MOAR LOADERS. This guy will, upon Aggroing it, take a turn to rush at you. If you allow this to occur, they'll explode and it will do MASSIVE damage, and have splash to go with it. Limb damage will slow it down to 2 turns, and that's by crit. Just kill them as you see them. Damage: 7,500 (dies upon success); Splashes to 2 targets for half damage (meaning, targets caught in the splash take halved damage from the main explosion's target, or in this case, 3,750).
Badass Repair Surveyor: 7,500/7,500 HP. Super-evasive (40%). Modifier: 1. Surveyors are douches: These are even more so, as they repair much faster and don't lose all their mobility while doing so (only half of it). Damage: 750.
LWT Loader: 12,500/12,500 HP. Modifier: N/A. This is literally a L00T chest on legs. Not all Loaders are explicitly capable of killing you at all, after all. This thing will start running away the instant it 'aggros'. If this works, I get my hands on a random alchemy, randomized-Crystal will decide what pops out of it. If you kill it, though, you can take that L00T for yourself. This one is different from the others-this one can only be spawned in during a quest (free of charge on Reinforcements) and can only spawn once per quest (including The Only Way To Be Sure), so kill them while you can! They have no ability to be critted, which is their one strength as an entity. Damage: N/A.
HOT Loader: 10,000/10,000 HP. Modifier: 1. HOT Loaders are a step up from the regular Loader, capable of dealing Splash Damage per attack and also causing Burns, which do MORE damage over time. That being said, a Crit has a 1/3 chance to randomly make it explode, instantly killing it and dealing damage to the killer as if it was a EXP Loader. Their attacks do bonus damage against biological targets. Damage: 750 (splash 2; 2/3 splash damage); Burn Chance: 1/3. Biological damage bonus: +250 (applies to Splash). Explosion damage: 5,000 (splash 2; 2/3 splash damage).
Badass Shield Surveyor: 7,500/7,500 HP; 3,500/3,500 HP Energy Shield (shield recharges); Super-Evasive (40%). Modifier: 1.5. Statistically, this guy is the same as the Badass Repair Surveyor. However, it comes with an extra shield of its own, which recharges, which is why it's considered stronger in comparison. Damage: 750.
ION Loader: 15,000/15,000 HP. Modifier: 1. ION Loaders are defensive Loaders. Their attacks do bonus damage against energetical/magical targets (electricity disrupts their patterns). In addition, they can generate a defensive shield for Loaders, which causes anything within them to be invulnerable...Unless you step inside, in which case you start taking the ION Loader's attack damage for every turn you're in there. The Shield lasts 3 turns, and afterwards, takes 3 turns to recharge. They START fully charged, by the way, unlike most other attacks. Last but not least, Crits do nothing to disable their attack damage. Damage: 600. Electronic/Energetic/Magical damage bonus: +200. ION Shield: III (3/3) (lasts for 3 turns)
SGT Loader: 20,000/20,000 HP. Modifier: 1. STG Loaders are not hampered in damage value by critical hit locations, unlike the standard Loader, and they also have twice as much attack. They're otherwise your standard enemy. Take 'em out. Damage: 1,000.
Hyperion Soldier: 15,000/15,000 HP. Modifier: 1.5. Hyperion Soldiers are basically Combat Engineers, minus the Engineer. They have the ability to deploy Turrets (2,500 HP) and can avoid 1 critical hit due to their helmets, but otherwise have no special features. Still tougher than a Combat Engineer. Damage: 1,000. Turret Damage: 300.
RPG Loader: 20,000/20,000 HP. Modifier: 1. RPG Loaders like their Splash Damage. Unlike Hot Loaders, they don't randomly explode upon being Critted. They can take a turn to initiate a Stance, allowing them to use their shoulder-mounted Rocket Launchers for the next two turns; this attack doesn't lose damage if its limbs are shot off, and is in general stronger than their standard attack. The Stance has a cooldown of 2 turns after it's done. Damage: 800 (Splash 2, 1/2 splash damage) Rocketeer Stance: II(1/2) (lasts for 2 turns). Stance Damage: 1,200 (splash 3, 1/2 Splash Damage).
JET Loader: 20,000/20,000 HP. Modifier: 1.5. Jet Loaders, like SGT and ION Loaders, aren't hampered by Crits. They attack like a standard Loader at first, but if allowed to, can activate a Stance to transform into, well, a miniature Jet. While like this, they gain 40% Evasion and their attacks gain Splash. The 'Stance' has a cooldown of 3 turns after its done, and lasts for 3 turns. Damage: 1,000. Transformative Stance: III (2/3) (stance lasts for 3 turns). (Attacks gain Splash 2, 1/2 Splash Damage in Stance). .
WAR Loader: 25,000/25,000 HP. Modifier: 1. WAR Loaders are dangerous. Upon Aggro, they will immediately begin to engage a Stance, whereupon, for the next two turns, they fire with their massive arm cannons. These do huge damage and burn targets for 2 turns. Damage: 750. Salvo Stance: II (1/2) (lasts for 2 turns). Stance Damage: 1,500. Burn chance: 1/3.
Hyperion Sniper: 10,000/10,000 HP. Modifier: 3. Sniper, no sniping! All jokes aside, these guys. They take a turn to start attacking upon spawning, but they hit hard, and they have a crit chance of 50%. Definitely in your interests to kill them as they come. Damage: 2,000. Crit Chance: 1/2.
Badass Loader: 40,000/40,000 HP. Modifier: 1. Badass Loaders are like WAR Loaders, but they aren't hampered by crits and they do not need their stance to do damage as much as the WAR Loaders do. Damage: 1,000. Salvo Stance: II (1/2) (lasts for 2 turns). Stance Damage: 1,500. Burn Chance: 1/3.
Hyperion Stalker: 10,000/10,000 HP. Modifier: 4. Ultra-Evasive (80%). Say, invisible things SUCK, right? Yes they do! So why not make them enemies! Their primary ability is that, being invisible, they're stupidly hard to hit, and trying to catch them in splash makes their evasion jump to 90%. They decloak ONLY to attack, only dipping to Very Evasive (30%) when they do, and still hit like a freight train. And they have a crit chance of 25%. Yeah. They die quickly for their cost, though. Damage: 1,500. Crit Chance: 1/4.
Hyperion Hawk: 15,000/15,000 HP. Modifier: 3. Take the Hyperion Soldier and, in short, give him a rocket launcher. This guy's damage is tremendous, and it splashes as well. They're glassy, though, so take 'em out while you can. Damage: 1,250; Splash 2, Splash damage 1/2.
Constructor: 75,000/75,000 HP. Modifier: 1. Your life sucks if you've attracted a Constructor. They have a variety of attacks to destroy you with: Their standard attack is to use a missile pod to barrage you, with splash on it. Yes, that's the standard one. They also have an always-accurate Eye Laser for single-target obliteration, can spawn in Turrets (just like the Engineer), and most dangerously, can spawn Repair or Shield Surveyors or Loaders in if given a turn, for free, with no charge to the Reinforcement HP cap or the Reinforcement Cost at all. If critted during Loader deployment, they'll be disrupted from that much, at least. Damage: 2,000, Splash 2, Splash Damage 1/2 (Missile Pods); 3,000 (Eye Laser); 300 (Turrets).
In addition to these, if Recollection triggers, a few changes are made: Combat Engineers and Hyperion Soldiers are toned down to a .5 Modifier, Badass Surveyors have their modifiers cut in half, the following can be spawned:
Super Badass Loader: 80,000/80,000 HP. Modifier: 1. These jerks can only be critted twice, and it takes both crits to drop their attack the one time. They also share similarities to the WAR Loader, in that they'll attempt to assume a stance immediately and do not usually fall back on their standard attacks. They do MUCH more damage than the War Loader-literally three times as much. Upon triggering Recollection, three are spawned, immediately. Damage: 4,000. Super Salvo Stance: II (1/2) (lasts for 2 turns). Stance Damage: 8,000. Burn Chance: 1/3.
Badass Constructor: 150,000/150,000 HP. Turrets: 7,500/7,500 HP x2. Modifier: 1. You remember the Constructor, right? Now, make it able to spawn 3 Loaders/Surveyors at once, throw in a super-nuke attack that will do TERRIBLE damage if allowed to hit that it uses three times at once (though the nukes can be shot out of the sky as they take a turn to land), add in twice as much splash damage as before on its missile attack, make it come with auto-firing turrets and basically much more damage on the rest of the attacks. Upon triggering Recollection, one is spawned, immediately. Damage: 3,000, Splash 3, 1/2 Splash Damage (Missile Pods); 10,000, Splash 1, Full Damage from Splash (Nukes, and that's PER Nuke); 4,500 (Laser); 500 (Turrets) (Can spawn 7,500 HP Turrets).
Saturn: 300,000/300,000 HP. Turrets: 7,500/7,500 x6. Modifier: 1. Notice that this guy has as much HP as a standard 50 post charge entity, which Opportunity is in and of itself? Yep. This guy is the biggest cousin of the War Loader that Opportunity can spawn; its first attack will be to immediately engage its Stance, which shares qualities with the other stances of the WAR/Badass/Super-Badass Loaders, but does even MORE damage; it can also spawn suicide surveyors, which take a turn to reach you but do terrible damage if they do; oh, and it has TWO Stances it can dance between if need be. It cannot be critted unless two or more things are attacking it. It actually takes a recharge timer to spawn once Recollection is triggered-a total of 5 turns must pass before Saturn can be summoned. It can ignore the HP cap to spawn but NOT the cost. Saturn Salvo Stance: IIII (3/4) (lasts for 2 turns). Saturn Stance Damage: 10,000. Burn chance: 1/3. Saturn Shock Stance: IIII (3/4) (lasts for 2 turns). Saturn Shock attack damage: 10,000. Bonus Damage against Electrical/Energetic/Magical entities: +5,000. Suicide Surveyors: 1,000/1,000 HP, 10,000 Attack (spawns 20 at once).
Hyperius the Invincible: If, for some reason, Opportunity is just straight-up unkillable 25 turns POST-Recollection, which even with the added forces shouldn't be the case, this guy will spawn and obliterate the city (but not its troops), free of charge-though he's a nasty foe all to himself. He spawns automatically and no reinforcements can be called in if he can spawn in instead. His statistics are hidden until he's summoned, if even, partially because I cannot think of statistics. He's got boss-level stats, and that's all you need to know as far as stats are concerned, but Hyperius is not a boss and drops no Spoil of War-and what it does drop, high-level Alchemies, is for EVERYONE, including me (and I get first pick of what drops), so the negatives outweigh the positives here. His stats will come in on summon, as this guy is a complicated entity all to his own and does a LOT more damage than the standard Hyperion Fodder, even Saturn, who's damage is noteworthy amongst these types of summons.
Finally, the minibosses for two of the quests:
Foreman Jasper: 75,000/75,000 HP. Modifier: N/A. This is a super-strong Engineer variant, basically; his earthquakes stun more, his turrets are tougher (10,000 HP), and he does more damage in general. Kill him to get the explosives. See the Engineer's stats, though quintuple every value except his Turret HP and his Earthquake's stun chance (that's up to 30% instead of 50%)
Handsome Jack Body double: 100,000/100,000 HP. Modifier: N/A. His acting is unenthusiastic, but his combat prowess are not. The body Double can enter a stance to FIRE HIS LAZOR, which is extremely damaging; he can also spawn duplicates, which are basically turrets, and they're dangerous; one always spawns as a golden Badass, and from then on there's a 1 in 3 chance that the next one to spawn is a Badass. (Normal dupe is 5,000 HP. Badass dupe is 15,000 HP.) Attack: 3,000. Spawn Duplicates: III (0/3) (Duplicate attack is 1,000; Badass Duplicate is 3,000). Laser Stance: III (1/3) (lasts for 1 turn); Stance Damage: 10,000.
ARENA:
Arena Cue:
-Mr. Quiet Guy versus Generic + Crystal + ??? + ??? + ??? + ???. -PENDING. GOING TO QUIT THIS IF LESS THAN 4 PEOPLE JOIN.
-Grimdark (Mardek, Sirplop) versus Trickster (Roxxanne, Jinx)-IN PROGRESS.
- OPEN
ARENA CHALLENGES: I am ALWAYS looking out for new people to dish out the pain to. As such, I'm demanding Arena Challenges. I'll take 3 at a time on-cue. (Alternatively, I dish them out, which is rare).
There are two/three kinds of opponents you can pick. The first is versus my standard characters. Fredbear is kind of wounded right now, so he can't accept challengers and he'll be using a VASTLY different fighting style. As for the other two, There's a slight difference between each; Roxxanne will use all the Level 50 alchemies, Akron's Core and the Crystalized Ki, while Zetta will use the Lord Michael's Hat, the Coral Riff Guitar and the Medusa's Head. This is of standard difficulty. Rules and prizes will be discussed. Any special arena events will override challenges, so take note. This can occur in Free-For-Alls, Duels or Tag-Team matches, though I do NOT count them as separate characters for tag-team, so please if in the case of a Tag-Team, let me have an actual player on my side, m'kay?
The second are event battles, which are explicitly designed to destroy you. Deliberately unfair. Their equipment is varied on the character, and you'll get their full loadouts prior to a match with either.
ALCHEMIES:
Simple charge trading up for grabs. I'll +1 anyone who's willing to give me +1 on a consistent trade basis.
After that big post, which probably also did XBOX HUEG damage to the Transistor's allies (and possibly transistor itself), you'd think that we'd stop. Short answer: Yeeeeeeeeeeeeeeep. this anticlimatic post harms Ninecurse via Anticlimatic resolution, as he was expecting a big nooooooooooooooooope followed by some kind of Crystalized Ki shenanigans with Opportunity's absurd HP Pool, which is probably gonna get veto'd by the GM. It still hurts a lot, the Anticlimax; Zetta wasn't too far off from a particuarily spectacular Anticlimax that made a dangerously powerful wish-granting artifact (which otherwise had no mind of its own) decide to tear itself to pieces upon being subjected to it.
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