Destroy the Godmodder

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Calan explodes from peer pressure.

(I understand the rules correctly I think, so I need to try again anew)

Just roll with it :cool:

[AG] Aayla joins the battle.

Aayla brings out a Bottle of Spirits™ and smashes it on the ground, releasing spirits. Aayla grabs a few before they all fly away. x of these will be given to player/s for crafting or combat. More were released into the battlefield.

Spirit [N]:
x x 1 health

No attack

On death, will drop either a buff for an entity of the killer's alignment or a crafting material.

Alemy:
Spirit of Ink && Spirit of Think && Spirit of Pink && Glass Shards || Scroll: ??

Summon!:

Spooky Cookeie: 2/15 (interesting charge distribution, but thanks)

+3 Sirplop
 
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═══════════════════════════════════════【ALCHEMY】═════════════════════════════════════
(Recreate: The Painchimer) && (Recreate: The Silencer) = ??? (Lvl 20 5/21)
(Recreate: The Low Blow) && (Recreate: The Noisemaker) = ??? (lvl 20 5/21)
Recreate: Dysimphony (lvl 10 6/11)
═════════════════════════════════════════════════════════════════════════════════════

═════════════════════════════════════【SUMMON/CRAFT】═══════════════════════════════════
Deathstar core (Tier 1) 2/60
HP: current: ??? max: ??? (+33% base hp per tier past 1) base: ??? ((GM please fill in the values as apporiate, its supposed to be weaker than averange for 60 charges))
A massive core for a deathstar, hosting basic means of generating energy, storing energy and the headquarters of a deathstar. The brain and heart if you so will.
Generates 1 (+1 per tier past 1) energy per turn, stores up to 5 (+3 per tier past 1) energy.
Allows players to use their charge(s) to instead supply the deathstar with energy at a 2 -> 1 conversion rate.
Restores 30% of its total base HP each turn. current regeneration factor: ???
The entire deathstar explodes violently, heavily damaging anything in vicinity, if the core of it dies.
The core has the lowest pirioty for incoming attacks, being only damaged when neither buildings or shields are alive, and has the highest pirioty of repairs, being the first thing to be repaired, before shields.

Useless on its own, combined with a hull it makes a deathstar.
─────────────────────────────────────────────────────────────────────────────────────
Deathstar hull (Tier 1) 2/60
HP: Hulls have no HP (and can consequently not be attacked), instead they add bonus HP to the core. ( +??? per tier) ((Fill in please: Its supposed to be just averange for 60 charges))
The hull of a deathstar comes close to a small planets size, providing space to build buildings and shields on.
Building slots: available: 10 maximum: 10 (+3 per tier past 1)
Buildings have medium pirioty for incoming damage, being only damaged when no shields are alive, and have around low pirioty (depending on the building) for repairs, being repaired after the core and the shield.
Shields have the highest pirioty for incoming damage, perventing anything else from being damaged before they fall, and medium pirioty for repairs, being repaired before buildings but after the core.

Useless on its own, combined with a core it makes a deathstar.
─────────────────────────────────────────────────────────────────────────────────────
Railgun Mk1 2/30
HP: current: ??? max: ???
Internal energy storage 0/1
A massive railgun which fires bullets by magnetically accerlating them. Slow firing rate but powerful and accurate.
Deathstar building.
As long the railgun holds minimum 1 energy in its internal storage it can automatically parry incoming missle (or similar) attacks by shooting the missles to make them explode prematurely, but doing so expends 1 energy from its internal storage.
Railgun fire (Strong, accurate) III
═════════════════════════════════════════════════════════════════════════════════════

═══════════════════════════════════════【ATTACK】══════════════════════════════════════
Granger bonks the heads of the two terror units against each other.
═════════════════════════════════════════════════════════════════════════════════════

═════════════════════════════════════【SUPPORT/MISC】════════════════════════════════════
+3 to the third post after this one.
═════════════════════════════════════════════════════════════════════════════════════
 
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Forging...
Nightmare Cutlass && Black Diamond && Stat buffs && Cracked Inferno Ruby && Void Onyx = Black Nothingness (Lv. 25: 26/26) Complete... ehehehe...

Oh, I feel GREAT! Finally, I have some extra power under my belt!

Frostfire Gladius && Nevermelt Ice && Soul of the Sun && Broken Hero Sword = The Artiquator (Lv. 14: 9/15)

New weapon time!
Nebula Arcanum && Gravity Globe && Tiny Planet && Miniature Black Hole = The Physics Breaker (Lv. ??, 1/?)


Oh hey, Mythical Repairs is done. Awesome. Now I can finally make this ring be of use.

Relic Ring [+-] Mind Crystal + Spirit Pearl + Wyrm Scale = Ring of the Dragoon (Lv. ??, 1/?)
((Don't consider this alchemy notation as official. This is just a placeholder until there's an official one (unless this one becomes the official.)))
Mind if I throw in a loom alchemy?
Slendy's Tux + Dark Fog + Dragon Scale Sheets ~~ Loom = Black Dragon's Tux


Summons...

Legendary Support (16/200)

Entities... (Nerf if to powerful. Buff if too weak.)

This ship is made of reinforced obsidian. Its black, obsidian-woven sails and "paddle wings" make for a menacing-looking ship.
HP: 1,000/7,000
Attributes:
-Obsidian Armor: nullifies and reflects all indirect attacks (i.e. Ranged and Magic), but takes 1.5x damage from direct attacks (Melee).
-Torpedo Missile Launch: Can launch a torpedo salvo for massive damage to an enemy. Especially if all of them hit. May hit other enemies and even allies if aimed incorrectly. 4-turn reload. (1/4)
This ship is made from the hottest stones of the Underworld. It has hellstone-woven sails and "paddle wings". Very dangerous to touch or even get near.
HP: 1,000/7,000
Attributes:
-Hellstone Armor: Immune to direct attacks (Melee), but takes 1.5x damage from indirect sources (Ranged and Magic). Deals recoil damage to direct attackers.
-Initiative: Can attack twice per round.
This is just a wooden airship with cloth things. However, this ship will help the helpless, repairing and doing other awesome things... when it's not corrupted like this.
HP: 2,000/14,000
Attributes:
-Wooden Armor: Gives no special resistances. However, it has a serious vulnerability to fire. (2x damage)
-Mobile Repairs (Inactive): Will normally fix the other ships, returning their HP. However, in this corrupted state, it doesn't.
-Shields: Will protect other ships with shields, when corrupted or not. All ships share the same shield.
Shield: 10,000/10,000 (+2,000 each round)
-Hovering: Earth-based attacks don't harm these ships.
-Broadside: Fires a full salvo of bombs in the general direction of the foe.
-Repairs (Inactive): The ships would normally return to base for repairs when destroyed for a 5-turn repairs period each, but because of the corruption, all ships destroyed before the fix are lost for good.

Amount: 10/10
HP: 8,000/8,000 x9
4,000/8,000 x1
Abilities:
-Evasive II: Has a large chance not to get hit. (40-50%). Cannot damage foes as easily (-10% attack)(Passive)
-Rapid Fire II: Has a chance to hit a dodging foe (20-25%)(Passive)
-Aerial Takedown: Great at taking down airborne foes. +10% evade against them, +10% damage against them.(Passive)
-High Explosive (HE) Bullets II: Deals moderate damage on impact. Ignores armor. May cause fires.
-Armor piercing (AP) Bullets II: Deals high damage on penetration. May not penetrate thick armor, may go straight through thin armor.
-Incendiary (In) Bullets: Low damage, but a very high chance of causing fires.
-Formation: Close {} (High damage, poor defense) Med {X} (Balanced attack and defense) Far {} (High defense, poor attack)

Amount: 4/4
HP: 15,000/15,000x4
Abilities:
-Armored: Reduces projectile damage by 15%, melee damage by 40%, magic damage by 5%, and explosives by -10%. Immune to collateral damage.(Passive)
-Demolition: Excels at destroying buildings, no matter how tough. +20% damage reduction against them. +10% damage against them. Cannot suffer thorns or aftermath damage against them.
-Strafe (Guns) III: Has a nice chance to hit an evasive, grounded target with some of its guns (30-35%)(Passive)
-Bombing Run: Can drop bombs on grounded or seaborne foes/buildings for heavy collateral damage. 3-turn reload. (2/3)
-Missile Barrage: Can fire missiles at any foe/building for moderate-heavy damage. 3-turn reload. (2/3)
-High Explosive (HE) Bullets B3: Because there are so many guns on this plane, it has no trouble dealing damage to any target and causing huge fires.
-Formation: Doesn't matter, they don't suffer collateral damage anyway. They can spread apart (4 low-power attacks) or become close together (1 high-power attack) at will.
-Parts: Can suffer engine failures (+30% chance to catch fire), wing damage (-10% evade/-5% armor), fuselage damage (-10% evade/-5% armor), and tail damage (-10% evade/-5% armor).
-Repairs: Any plane can, when destroyed, return to the hangar for repairs. They will return in 3 turns, one at a time.

-Squads: Attack Squad: Used for attacking foes and enemy buildings. 5xSF, 4xBB. Defense Squad: Used for defending Aetheria. 5xSF (More on the way)
Seems the black bombers' charges are not done, they do a strafing run on the Terror Bunny (1) and the Spire Projection (3).
The shadow fighters (those on the attack, i.e. 5) set fire to everything using incendiary (In) rounds. Those on defense (the other 5) are circling Aetheria looking for attackers.

Weather...

This "fog", filled with dark energies, devastates both friend and foe. There is no way to remove it, except time.
Weather effects:
-All attacks on anything have a 40% chance of completely missing.
-All attacks do 15% less damage.
-Light weapons will fail to work at all.

Actions...

Something begins manifesting in the dark fog... (4/10)
Defense Planes for Aetheria (3/15)

I test out my new weapon, Black Nothingness *creepy void noises*, against the Terror Bunny... but first I let out a high-volume screech straight towards it to make it incapable of dodging while it covers its ears/is stunned by the sound. I then commence to evade an incoming attack from it by leaping OVER it.
RAGH!
I then flip and slash downwards at the bunny's head from above, and propel myself a bit. And on the way down, I slash twice again on its behind, in a spinning fashion.

And this is only one of many tricks I learned over the last little while.
I then conclude my attack by entering the earth, and coming up from underneath the Terror Bunny, hopefully killing it or greatly injuring it after a powerful impalement.

It seems to have left tears in existence itself within the Terror Bunny.
I also end up absorbing some of its power.

Mayhaps I could keep track of health I absorbed... maybe I could do something with it later. (God, I feel like a vampire now...)
Absorption:

30K HP (from previous turns by NC) + Whatever's been gained by this attack (HP absorbed by normal monsters and bosses. Takes thousands of HP per attack.)
0 SHP (HP absorbed from entities and bosses that resist attacks, and only take 1 or so damage. Excludes the Godmodder.)
Spending absorbed power may allow for special abilities. Only one may be used per turn, besides transformations, which happen automatically.
Conversion factor: 10K HP = 1.2 SHP (Maths! YAY!)
-Surehit: A guaranteed hit against everything except the Godmodder. Cost: 100K HP/12 SHP. Not usable in Strife/arena.
-Ravage: Deals increased damage to any single-entity attack. Cost: 150K HP/18 SHP. Not usable in Strife/arena.
-Enraged Transformation: When energy is low, and provided the cost, can transform into a powerful Wyrm-like creature. Increases physical abilities drastically, but reduces mental abilities. Cost to activate: 50% of HP/SHP, over 200K/24. Can activate in Strife/arena.
-Spirit Mode: When energy is low, and provided the cost, can become one with the spirit, thus becoming one. Increases mental abilities drastically, but reduces physical abilities. Cost to activate: 50% of HP/SHP, over 200K/24. Can activate in Strife/arena.
-Obliterate: When used, this ability may instantly kill any non-boss entity (5%) or deal massive damage to it (70%). It may also deal very little however (25%).
Cost: 500K HP/60 SHP. Not usable in Strife/arena.
-Floating Weapons: Allows every weapon in one's arsenal to float around him/her and act independently - but in control of - the user. Every single weapon affected will attack the enemy, causing loads of pain and death and even more pain. Unlockable. Costs 2.000M HP/240 SHP. Will be usable anywhere once unlocked for no cost.

Support...
I help...
pionoplayer (+3) (Want to bump my count up as much as possible for that next alchemy.)
 
/null

redstoneTam(RT) begins pestering darkSide(DS)
RT: Can you stop the creepy void noises when you mention Black Nothingness? *creepy void noises*
RT: God damn it!

RT: how gorillaing strong is this thing?!?!?!

redstoneTam(RT) ceasesd pestering darkSide(DS)
 
CD: Oh I designed it to be as powerful as possible. Considering how it ripped through Existence itself earlier, I'd say it's quite powerful.
CD: I'm a bit scared myself, actually.

Forging...
Frostfire Gladius && Nevermelt Ice && Soul of the Sun && Broken Hero Sword = The Artiquator (Lv. 14: 13/15) (+3 from Granger)(Yeah. I'm a thief.)
Nebula Arcanum && Gravity Globe && Tiny Planet && Miniature Black Hole = The Physics Breaker (Lv. ??, 2/?)
Relic Ring [+-] Mind Crystal + Spirit Pearl + Wyrm Scale = Ring of the Dragoon (Lv. ??, 2/?)
((Don't consider this alchemy notation as official. This is just a placeholder until there's an official one (unless this one becomes the official.)))
Slendy's Tux + Dark Fog + Dragon Scale Sheets ~~ Loom = Black Dragon's Tux (Just putting this here again. Just in case.)

Summons...

Legendary Support (17/200)

Entities... (Nerf if to powerful. Buff if too weak.)

Virus Removal (forgot this)(3/10)
This ship is made of reinforced obsidian. Its black, obsidian-woven sails and "paddle wings" make for a menacing-looking ship.
HP: 1,000/7,000
Attributes:
-Obsidian Armor: nullifies and reflects all indirect attacks (i.e. Ranged and Magic), but takes 1.5x damage from direct attacks (Melee).
-Torpedo Missile Launch: Can launch a torpedo salvo for massive damage to an enemy. Especially if all of them hit. May hit other enemies and even allies if aimed incorrectly. 4-turn reload. (1/4)
This ship is made from the hottest stones of the Underworld. It has hellstone-woven sails and "paddle wings". Very dangerous to touch or even get near.
HP: 1,000/7,000
Attributes:
-Hellstone Armor: Immune to direct attacks (Melee), but takes 1.5x damage from indirect sources (Ranged and Magic). Deals recoil damage to direct attackers.
-Initiative: Can attack twice per round.
This is just a wooden airship with cloth things. However, this ship will help the helpless, repairing and doing other awesome things... when it's not corrupted like this.
HP: 2,000/14,000
Attributes:
-Wooden Armor: Gives no special resistances. However, it has a serious vulnerability to fire. (2x damage)
-Mobile Repairs (Inactive): Will normally fix the other ships, returning their HP. However, in this corrupted state, it doesn't.
-Shields: Will protect other ships with shields, when corrupted or not. All ships share the same shield.
Shield: 10,000/10,000 (+2,000 each round)
-Hovering: Earth-based attacks don't harm these ships.
-Broadside: Fires a full salvo of bombs in the general direction of the foe.
-Repairs (Inactive): The ships would normally return to base for repairs when destroyed for a 5-turn repairs period each, but because of the corruption, all ships destroyed before the fix are lost for good.

Amount: 10/10
HP: 8,000/8,000 x9
4,000/8,000 x1
Abilities:
-Evasive II: Has a large chance not to get hit. (40-50%). Cannot damage foes as easily (-10% attack)(Passive)
-Rapid Fire II: Has a chance to hit a dodging foe (20-25%)(Passive)
-Aerial Takedown: Great at taking down airborne foes. +10% evade against them, +10% damage against them.(Passive)
-High Explosive (HE) Bullets II: Deals moderate damage on impact. Ignores armor. May cause fires.
-Armor piercing (AP) Bullets II: Deals high damage on penetration. May not penetrate thick armor, may go straight through thin armor.
-Incendiary (In) Bullets: Low damage, but a very high chance of causing fires.
-Formation: Close {} (High damage, poor defense) Med {X} (Balanced attack and defense) Far {} (High defense, poor attack)

Amount: 4/4
HP: 15,000/15,000x4
Abilities:
-Armored: Reduces projectile damage by 15%, melee damage by 40%, magic damage by 5%, and explosives by -10%. Immune to collateral damage.(Passive)
-Demolition: Excels at destroying buildings, no matter how tough. +20% damage reduction against them. +10% damage against them. Cannot suffer thorns or aftermath damage against them.
-Strafe (Guns) III: Has a nice chance to hit an evasive, grounded target with some of its guns (30-35%)(Passive)
-Bombing Run: Can drop bombs on grounded or seaborne foes/buildings for heavy collateral damage. 3-turn reload. (2/3)
-Missile Barrage: Can fire missiles at any foe/building for moderate-heavy damage. 3-turn reload. (2/3)
-High Explosive (HE) Bullets B3: Because there are so many guns on this plane, it has no trouble dealing damage to any target and causing huge fires.
-Formation: Doesn't matter, they don't suffer collateral damage anyway. They can spread apart (4 low-power attacks) or become close together (1 high-power attack) at will.
-Parts: Can suffer engine failures (+30% chance to catch fire), wing damage (-10% evade/-5% armor), fuselage damage (-10% evade/-5% armor), and tail damage (-10% evade/-5% armor).
-Repairs: Any plane can, when destroyed, return to the hangar for repairs. They will return in 3 turns, one at a time.

-Squads: Attack Squad: Used for attacking foes and enemy buildings. 5xSF, 4xBB. Defense Squad: Used for defending Aetheria. 5xSF (More on the way)

Entity action already taken this round.

Weather...

This "fog", filled with dark energies, devastates both friend and foe. There is no way to remove it, except time.
Weather effects:
-All attacks on anything have a 40% chance of completely missing.
-All attacks do 15% less damage.
-Light weapons will fail to work at all.

Absorption:
30K HP + Whatever's been gained by this and the previous attack (HP absorbed by normal monsters and bosses. Takes thousands of HP per attack.)
0 SHP (HP absorbed from entities and bosses that resist attacks, and only take single/double-digit damage. Excludes the Godmodder.)
Spending absorbed power may allow for special abilities. Only one may be used per turn, besides transformations, which happen automatically.
Conversion factor: 10K HP = 1.2 SHP (Maths! YAY!)
-Surehit: A guaranteed hit against everything except the Godmodder. Cost: 100K HP/12 SHP. Not usable in Strife/arena.
-Ravage: Deals increased damage to any single-entity attack. Cost: 150K HP/18 SHP. Not usable in Strife/arena.
-Enraged Transformation: When energy is low, and provided the cost, can transform into a powerful Wyrm-like creature. Increases physical abilities drastically, but reduces mental abilities. Cost to activate: 50% of HP/SHP, over 200K/24. Can activate in Strife/arena.
-Spirit Mode: When energy is low, and provided the cost, can become one with the spirit, thus becoming one. Increases mental abilities drastically, but reduces physical abilities. Cost to activate: 50% of HP/SHP, over 200K/24. Can activate in Strife/arena.
-Obliterate: When used, this ability may instantly kill any non-boss entity (5%) or deal massive damage to it (70%). It may also deal very little however (25%).
Cost: 500K HP/60 SHP. Not usable in Strife/arena.
-Floating Weapons: Allows every weapon in one's arsenal to float around him/her and act independently - but in control of - the user. Every single weapon affected will attack the enemy, causing loads of pain and death and even more pain. Unlockable. Costs 2.000M HP/240 SHP. Will be usable anywhere once unlocked for no cost.


Actions...
Something begins manifesting in the dark fog... (5/10)
Defense Planes for Aetheria (4/15)

I let out a wave of nonexistance energy out of Black Nothingness *creepy void noises* straight at Terror Medusa, hopefully hitting it and absorbing its power afterwards.
Your power... is MINE!

Support...
I help...
Granger (+3) (Might as well. You seem like a good person.)(I'm holding off on the +1s to Piono for a smidgeon.)

((Also, Granger, yes you can use spoilers here.))
 
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>1/2

Charge: Charges at the target
Lasers: Fires lasers at the target
Abilities(phase 2):
Spray: Fires lasers in quick succession. Some lasers might miss.
Power Shots: Fires powerful and accurate lasers.
Abilities(phase 1):
Charge: Charges at the target.
Cursed Flames: Shoots balls of cursed flames at the target, setting it on fire.
Abilities(phase 2):
Bite: Charges at the target and bites it.
Cursed Flamethrower: Breathes fire on the target, setting it on fire.
Passives(both):
When one of the twins is killed, then the other one becomes enraged and goes H

I command both twins to engage phase 2

Kamehamehaa: (7/10)(attack)

moar shrapnel: (11/11) DONE!
Warp Speed: (9/11)
Lights Out && Magic Dagger && Frost Core = Frostfire Dark Daggers (1/?)

I keep sitting on the bench, admiring the scenery of the battlefield.

+3 to Granger
 
I fire the Gjallarhorn at Retinazer. Again.
~~Alchemies~~
Shroomite Windy Gauntlet (13/?) (JON NOTICE MY ALCHEMIES)
Infinity Blade && Infinity Cleaver && Infinity Swords && Infinity Edge && Infinity Spear && Infinity Daggers && Flourite Octet && Tectrixcalibur && Cutlass of Zillywair && Unbreakable Katana && Night's Edge && Caledscratch && Scarlet Ribbitar && Light Shard && Dark Shard && Metric ton of Broken Hero Swords && One of each soul || Caledfwlch = Elemental Excalibur (1/26)
Catenative Doomsday Dice Cascader && Cascade && One of each counterweight = True Cascade (1/?) (*rimshot*)
 
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Navitas Nox will be out next round.
Also, Granger? You can only have two charges at once.

98/100 for the charge of potential
61/90 for Angel of Death
Navitas Nox 10/11
Arctoae 7/11
Arcum Aereum 4/11

No action right now, don't think I've got time.

Bidding (Navitas Nox)
Redstonetam15: 42 (+3)
DarkSide: 44 (+3)
GoldenReady: 28 (+2)
Sirplop: 13
gladiusAssailant: 13
AerialAce: 9
eboLag.exe: 10
CrypticCataclysm: 7
The Flaming Toast: 6
TalistL: 3
Raichu Sonic: 1
FeatheredDragon: 2
 
Spiral Nemesis: 67/140
I detonate the slugs I previously shot at the Godmodder. Then, I expose the Terror Granite Golem to a strong water current in order to erode it. Then, I blow the Spire Projection up and shoot a lot of beams at it, then, I call upon ANOTHER orbital strike upon it.
 
SCP-914 2/...20
Punch Designix 2/20
Picture of Skaia && Bow = The Cosmic Progeny 2/11
(UU Matter || Scythe) && Neural Interface = Gatekeeper's Scythe 2/11.
One thing for reasons. Nerfing Majyyks && Bat = ?? 2/??
+1 to... Talist, Tazz and GA.
 
Spiral Nemesis: 68/140
I attack the Terror Granite Elementals with a sonic weapon designed to break granite, and I put a mirror right in front of the Terror Medusa so that it's petrify itself.
 
captainDarkside(CD) began pestering pionoPlayer(PP)
CD: Piono, I think you miscounted the bidding tallies for NN. Shouldn't mine be 41? Also, Redstone gave another 6, not 3.
CD: Or am I mistaken on that last part?

CD: I have my reasons behind this. Mostly because I hate false readings.
captainDarkside(CD) ceased pestering pionoPlayer(PP)
 
I am sending out the TPP Streamer 10/200 (This may be extremely powerful if i summoned this)
Making Painis Cupcake 9/85
Establishing Project Storm II 7/300

Alchemies

Dragon :red: + Katana + Lube + Cranky's Blessing = Freddy gorilla's Katana (1/??) (Sorry for being naughty guys...)

Attack/Action: I punch punch punch punch punch punch punchpunchpunchpunchpunch the Terror Bunny.

+1 to Sirplop, +1 to Redstone, +1 to Piono

Support me if you want.
 
Continuum Collection (5/5) +1 from sirplop, Using some unknowable power i have gained the ability to make essences of time and space, plus I've got a couple cool new spacey powers, like teleportation.
I almost forgot that I have access to a giant laser, I look over to the PG's and exclaim: "YOU GET A LASER AND YOU GET A LASER AND YOUUU GET A LASER, EVERYBODY GETS LASERS" in the best Oprah voice I can manage.
I invest some money into various Aetherian businesses, improving the economy and strengthening future projects.
Age of an Empire (20/25)

There's still a couple of days to sign up for the first arena match, win fame, glory and +1's!
{Alchemy}
Time Essence && Space Essence && Sniper rifle == Rift (1/26) (can we pick the level of something?, if not then treat that as an ?? )
Balance && Pure Water && Pure Earth && Pure Fire && Pure Air = Harmony (4/26)
Hand CANnon && a can of soda = The Pop Gun (7/12)
+2 to sirplop +1 to the community charge
 
>1 / 2

>Charges

14 / 50: Revengeance
15 / 15: Self Improvement (+1, Feather) -> COMPLETE!
[ALCHEMY: Levis Ignus && Diluvium || Cobalt Gladius = Mistform: LVL 20: 12 / 21]
+1 to Piono
+2 to Redstone

Corruption Rating: 100%
>Abilities
Lash: Attacks with a burning code tendril. Deals 2,000 damage to a target and inflicts GLITCH for 2 turns.
Convulse: Launches out bits of code. Deals 1,000 damage to three random targets.
Prepare: Launches strange blue stones. Inflicts PRIMED on two entities.
>Passives
Adaptation: Corruption Rating drops by 20% each turn. Attacks on this entity will drop the Corruption Rating by 1-5%.
Glitch Warp: Uses all attacks at it's disposal, every turn.
Hatch: Upon hitting 0% Corruption Rating, something deadly appears...
Buildup: Stacks BUILDUP charges every turn this entity lives. When this entity dies, the spawned entity is stronger based on total BUILDUP charges.

STATUS EFFECTS:
Primed: The next hit on this entity deals 1.5x damage. If the next attack on the entity is done by the source of the effect, it deals x2 damage instead.
Glitch: 50% chance to fail doing an action. Failure to act results in taking up to 10% of your Max HP as damage. (Max damage: 10k)

The Glitched Mass shudders from the effects of it's charge; it's starting to take a human-ish shape...
It gains a slight buff; Convulse now deals 2,000 damage a hit, the Gltich from Lash now lasts 3 turns, and it gains two charges of Buildup!

It then uses Lash on Zombie Goku, Convulse on 3 random targets, and Prepare on the Twins and Pyrohydra! The Phantom Godbot fires a salvo of crockets at the Terror Granite Elementals! I proceed to ride one of the said Crockets and disembark as they slam into the elementals. I then whip out Levis Ignus, and obliterate the Terror Granite Golem with a single swing. (Well, not obliterate. BUT YOU KNOW WHAT I MEAN.)
 
19/30 WEAPON OF MYTH AND LEGEND, +1 FROM GENERIC;
11/30 RIDICULOUSLY SPARKLY ANIME GIRL EYES FOR A PRANK
A THIRD CHARGE WAS HERE, THEN I NOTICED THE 'ONLY TWO CHARGES' RULE. DRAT.
DISTORTION MAJJYKS && INFINITE 3DS SUPPLY && RAILGUN = THE FOURTH DIMENSION, 8/21
(SCOURGE OF THE CORRUPTOR && OPTIC STAFF) || STARDUST ARMOR SET = ???, 2/?.
DAYBREAK && SOLAR ERUPTION && PHANTASM && VORTEX BEATER && STAR CELL STAFF && STARDUST DRAGON STAFF && NEBULA BLAZE && NEBULA ARCANUM = ???, 2/?.
+2 TO PIONO. +1 TO REDSTONE.

I GET INTO A STARING CONTEST WITH THE TERROR MEDUSA. I HAVE NO EYES, THUS I FAIL TO BE TURNED TO STONE-BUT THIS ITSELF DOES ME NO GOOD AS THE TERROR MEDUSA INSTANTLY WINS BY DEFAULT OF BEING THE ONLY ONE WITH EYES. MORAL OF THAT STORY IS, NEVER FACE ANYTHING THAT CAN TURN YOU TO STONE WITH A TOUCH IN A STARING CONTEST. AS A VICTORY PRIZE FOR WINNING THE STARING CONTEST, THE TERROR MEDUSA IS BESTOWED WITH AN AVALANCH OF FRAGRANT ROSE PETALS FROM NOWHERE. THESE ROSE PETALS ARE LITERALLY JUST THAT, ROSE PETALS, AND POSSES NO MAGICAL PROPERTIES NOR PHYSICS-WARPING ENCHANCEMENTS, SO THE TERROR MEDUSA FEELS NO NEED TO PREVENT THE RAIN OF ROSE PETALS. THIS PROVES TO BE A FATAL MISTAKE, AS THE MANY ROSE PETALS, IN THE UNHEARD OF QUANTITIES THAT THEY ARE IN, ARE ALTOGETHER TOO MUCH FOR THE TERROR MEDUSA'S FRAME, AND SHE IS LITERALLY CRUSHED UNDER ROSE PETALS. TO AID THE TERROR MEDUSA ESCAPE FROM THE FATE OF SUFFOCATING UNDER LITERAL METRIC TONS OF ROSE PETALS, I LIGHT THE ROSES ON FIRE WITH A CONVENIENT FLAMETHROWER. A MASSIVE BONFIRE IS THE RESULT OF THIS. THE TERROR MEDUSA IS FREED FROM HER PETAL-MADE PRISON, BUT IS ALSO VERY MUCH ON FIRE.

THE TERROR MEDUSA IS NOW CONFLICTED AS TO WHICH IS WORSE: DEATH BY IMMOLATION OR DEATH BY SUFFOCATION.

MEANWHILE, HINAWA IS TO VISIT THAT AETHERDEON FELLOW AND GREET HIM. THEY PROCEED TO HAVE A SMALL CONVERSATION REGARDING VARIOUS SIMPLE TOPICS THAT SOMEHOW RESULT IN AETHERDEON HEALING.
 
I wrap myself in an aura of fire and magma, and create several magma meteors which orbit around me. I then charge towards the Terror Medusa and body slam into her.

70/200 Metallic Blessing
13/30 Wyrm Flu

Creatura Pisces && Orb of Luna Magic && Orb of Solar Magic (18/26) (+1 from Talist, +1 from Granger, +1 from Pricy)
Vision Inferno && MIni Beam Cannon && Magic Stabiliser (13/17)
Sweet, Sweet Victory && Chocalate Star Cannon && Mini Cinnamon Ion Cannon (13/18)

+1 to Pricy, +1 GoldenReady, +1 to CrypticCataclysm
 
>2/2

-=Charges
Aetherian Champion (4/30) +2 from Cryptic, +1 from Pricey
300 (4/300)

-=Actions
I slam the end of Everfree on the ground, and the ground crumbles to sand!
Battlefield changed to a Desert!
Sandstorms occasionally. Camels not included.

I give the Godmodder a high-five, and he's zapped by the invisible joy-buzzer!
Aetherderon will preferably attack PG when able.
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.
-=Alchemies
Warden && Quantum Shield Generator && Bits of the Praetorian's armor == Blackguard (4/26 - Lvl. 25)
Ultimatum && Pseudo-Space Mechanisms && Excessive amounts of Bullets == Unlimatum (4/26 - Lvl. 25)
Those Lost to the Stars && A Laser Pistol == The Fallen (6/17 - Lvl. 16) -- I will give out a copy of this to every N and AG. +3 from Toasty
Cloth Bag && SPAAA...AAACE ~~ Loom == Bag of Holding (1/6 Lvl. 6) -- Not charging this right now... Just a reminder for later.

Community Charge! These charges can only be completed via donations.
Entity: ???: 8/150 -- And entity more powerful than the God of the Worlds.
(One less spoiler I need to worry about...)

+1 to Cryptic, +1 to Piono, +1 to Darkside

@CrypticCataclysm, I suppose you could call the graveyard... Cryptic. :cool:
 
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Alemy:
Spirit of Ink && Spirit of Think && Spirit of Pink || Scroll: 2/??

Spirit Sword && Phaseblade && Spirit of Blink: 1/??

I hug the Godmodders closest ally, confusing it. This confusion/embarassment makes it run into one of the [AG]s' allies and take some damage.

2+ to owner of the post before Jon's next, 1+ to Darkside

Spooky Cookie: 3/15(still not sure how your summons charge, postedon discussion forums.)

Metalsmithy: 1/??

The metalsmithy will add a new option to alchemy. It allows increased effectiveness of swords, daggers, maces, shields, etc. and allows the use of rock-based materials collected from the earth/space/other dimensions in alchemy.
 
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