Starting July 30th, you will no longer be able to log in to a Curse account that was not merged with a Twitch account. If you have not yet merged your Curse account with a Twitch account, please do so here! Otherwise, your account and its content will be inaccessible.
Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
Attack: I use my Pendent of Power again then i blast the HHH with my Light Beam again
Healing Hammer 14/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 8/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 Crusher +1 Blinky
Pricey, I really would say how many cards you will draw. Seriously, you've been warned.
A bunch of mine inspectors charge into the mine, assessing the conditions and writing up a report. After a while, they deem the mine to be UNSATISFACTORY! This must be the worst fate that could happen to a mine! Now the safety of working conditions has to be improved. The immediate hazard, the monsters, shall have to be relocated somewhere else, for starters...
Healing Hammer 15/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 9/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
I realize that the guys forgot to unredact something, and go dig up something to unredact so I can summon this thing. While doing so, the Acolyte randomly goes sent airborne from an unknown force (note: not summoning entity yet).
How did the deflector plates get on? If they were bolted on that must have hurt a lot.
Anyways, I call in a drone to carry the War Case to an antimagic field (its a long way away, so yeah I need a drone), and then go up to the Damage Tank and give it a potion of regeneration, which it drinks.
I'd imagine that the Deflector Plates are a separate thing that detect an attack and move in to intercept it, kind of like a force field.
The Damage Tank will Regenerate for the next 2 turns!
I run, gathering speed. I run around and around the zombies, gathering a cloud of dust. A wind blows and the dust blows on all of the zombies. This dust does nothing, and then I click my fingers. The dust changes, instantly, into flesh eating termites. They immediately start eating the zombie's flesh.
I chant a spell and wait. It starts raining and a plant sprouts. The plant grows thorns and a mouth somehow. The plant then starts thrashing around and sprouts out of the ground. It flicks its thorny whip and hits the damage tank. The damage tank feels a strange feeling and realizes the thorns were seedpods that grew plants on and in flesh. The plants sprout on the tank a instantly start attacking. Roots block arteries and the blood is stopped from pumping the big plant then eats the tank with all the sprouts and gets slowly digested. The plant then burrows back into the ground.
Man, these attacks are pretty gruesome nowadays... not that I'm complaining.
You deal 2 damage to the Damage Tank and make it Sick for 2 turns!
The Deck of Many Things has been completed. At once, a deck of cards appear in front of all players, the HHH, the Damage Tank and the Acolyte.
"Choose"
All of the above entites must now pick a minimum of one card from the deck. If they do not, then they will be forced to draw The Void card, and their soul will get trapped in another dimension. There is no maximum amount of cards that may be drawn. Cards are returned to the Deck as you draw them, so it is possible to get duplicates (exceptions are the Jester and the Fool, which are discarded as you draw them).
As for me, I draw 4 cards!!
Deck of Many Things: 25/25 FINISHED
Fixing robot:8/10
Shield Generator:6/15
Note for Twin: A handy random generator for the deck is here:
Nevertheless, the Damage Tank, the HHH, and the Acolyte elect to draw 2 cards each! Players can draw cards if they choose.
You draw the Star card! +2 Base Damage or +5 to Max Health for 5 turns, take your pick.
You draw the Ruin card! Man, you're out of luck: You lose the Splash Healing Potions!
You draw the Jester card! No effect... however, you can redraw next turn if you like.
You draw the Flames card! You and the Zombies immediately develop hatred for each other and will attack each other until one of you is killed!
The Damage Tank draws the Idiot card (He has a 50% chance to not act this turn), and the Talons card (Nothing happens, as he has no magic items)!
The HHH draws the Medusa card (Petrified for the following turn), but he also draws the Knight card (A Sword Mook is summoned)!
The Acolyte draws the Idiot card (Affects the Dark Magic Meter, woohoo!), and the Ruin card (Doesn't have much effect, as the Acolyte is largely magic-driven)!
Attack: I use my Pendent of Power again then i blast the HHH with my Light Beam again
Healing Hammer 14/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 8/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 Crusher +1 Blinky
The Pendant of Power was what added extra damage, not the Light Beam. Nevertheless, the deflector plate blocks your attack! However, the HHH loses a plate.
I keep building a building machine 5/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 20/25.
Then I help TSFHISEPIC.
I use mathematics and says 0 is more than 1 because if you choose the right order relation it is the case.
Also 4 is less than 1(with the right order relation).
Tell what relation order you use when you speak of minimum.
If I can not choose the order relation I take one card.
You take a single card and roll for the Throne card! You can now order around the other PA minions and have a 50% chance for an order on the HHH to be successful for 2 turns!
A bunch of mine inspectors charge into the mine, assessing the conditions and writing up a report. After a while, they deem the mine to be UNSATISFACTORY! This must be the worst fate that could happen to a mine! Now the safety of working conditions has to be improved. The immediate hazard, the monsters, shall have to be relocated somewhere else, for starters...
You deal 25 damage to contribute to cleaning out the unarmed monsters! The splash does some more damage!
Healing Hammer 15/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 9/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 Crusher +1 Blinky
You roll for the Star card! You gain 5 points to your max health for 5 turns!
====[End-of-Turn Events]====
The Damage Tank is jinxed by the Idiot card!
The HHH is petrified! The Zombies deal 6 damage to Blinky1001!
The Damage Tank tries to heal, but he can't due to his illness! The HHH remains petrified! The Zombies are still bleeding pretty badly!
The Acolyte uses some of the Power Extension to fill up the Dark Magic Meter, knowing not to expend all of it until after his condition is removed!
====[engie_ninja's sidequest]====
Ross8815 is still cleaning up on the Unarmed Mobs, dealing 4 damage to both Skeletons! The Metal Atronach retaliates for its previous beating by firing 6 rounds into the crowd of Zombies, dealing 8 damage to one of them! The Metal Scorpion also slices into one of the Skeletons, dealing 6 damage to it! The Medic is still hiding behind the Atronach, taking care not to get crushed, and is continuing to regenerate until further orders.
The Zombies deal 12 damage to the Scorpion! The Skeletons fire on the Atronach, dealing 6 damage! The Spiders deal 3 damage to Ross8815 and 3 to his armor!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 17/25. Starfelt (+5 Max Health, 5/5)
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (76/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action), Splash Normal Healing Potions (3/3, restores 4 HP to up to 3 targets) (Lost to Ruin Card)
TSFHISEPIC [PA] HP: 12/20
nullitor [PA] HP: 20/20. Leading (Can order PA entities, 50% chance to successfully order PA-BOSS entities, 2/2)
FeatheredDragon [N] HP: 20/20
Damage Tank [AA] HP: 12/50. Regenerative (2 health gained over time, 1/2), Sick (Healing effects lose 100% effectiveness, 1/2)
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Zombie [PA] HP: 7/20 (x1), 12/20 (x1). Bleeding (2 damage over time, 1/2), Taunted (Towards Blinky1001)
When Progress full, expends progress bar to develop new Technologies.
Sword Mook [PA] HP: 16/16
Horseless Headless Horsemann [PA-BOSS] HP: 154/200 [Scare Taunt: III]. Deflector Plates (3/4 Plates, 25% chance to block an attack per plate), Petrified (Cannot act, 50% damage penalty on elemental attacks, 100% damage bonus on non-elemental attacks, 1/1)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 91%. Kills: 1. Power Extension (60%, 4% = 1% of the DMM, can be exchanged both ways) Stupefied (Transfers from DMM and Power Extension 50% less efficient, DMM doesn't regenerate, Use of Dark Magic takes up 100% more of the DMM, 3/3)
Anonymous Medic [N] HP: 11/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat. Crouched behind Atronach.
engie_ninja [N] HP: 18/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 13/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 66/100
Zombie [H] HP: 12/20 (x1), 20/20 (x2)
Skeleton [H] HP: 0/20 (x2), 0/20 (x1), 16/20 (x1) Armed with Bows. Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, โ), 10/20 (x1), 16/20 (x1) Armed with Bows.
Spider [H] HP: 0/16 (x1) 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, โ), 16/16 (x3)
Iron Supply [N] : 48%/100% mined. Upon mining 70%, sufficient supplies will be harvested and . Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way. Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Wary. Spear equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 5/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn. Under construction, will be completed in 1 turn.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (If it enters the body, it makes the victim weaker), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
Four-five posts is pretty good, but I'm going to need a bit more. I'll check at 12 PM Eastern Time tomorrow, and see if I get more posts then. If all's good, then I can put out an update then and Sunday evening.
I keep building a building machine 7/?(for the sidequest).
Xreating a futility counter 2/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 22/25.
Then I help TSFHISEPIC.
After all that I try to recruit more builders to help building the tower(With the standard procedure: stunt them then bring them back to a prison in which they are menaced to be tortured unless they work for building the tower and sabotage it).
The Meaning of Life, the Universe, and Everything.
Join Date:
9/20/2014
Posts:
195
Location:
Behind you
Minecraft:
Blinky101
Xbox:
NEVER!
PSN:
NO!!!
Member Details
I spin around and around... and around... and around. Then, I throw a dozen daggers at the higher health zombie. They impact into its head, one after the other.
Virulent cloud of poison gas:2/9
I begin summoning a swarm of robotic bloodsucking leeches:1/8
I'll draw two cards from Blinky's deck, if that's okay with everyone else. I have HP to burn with this shield around me.
Also, i'll put the shield on in case of possible attacks.
You ready your shield from any incoming attacks!
You draw the Talons card! While your shield isn't whisked away, because honestly this deck is a little unforgiving, you lose 60 HP on it! The malevolent action this card inflicts tries to take the Night Crystal Shard, but the Shield uses its magic-reflecting powers to confuse the malevolent action!
You draw the Moon card! Your next action has its next effectiveness tripled!
I keep building a building machine 7/?(for the sidequest).
Xreating a futility counter 2/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 22/25.
Then I help TSFHISEPIC.
After all that I try to recruit more builders to help building the tower(With the standard procedure: stunt them then bring them back to a prison in which they are menaced to be tortured unless they work for building the tower and sabotage it).
You build more of the tower! Would it help if I made a completion meter on the battlefield?
I spin around and around... and around... and around. Then, I throw a dozen daggers at the higher health zombie. They impact into its head, one after the other.
Virulent cloud of poison gas:2/9
I begin summoning a swarm of robotic bloodsucking leeches:1/8
Shield Generator:8/15
You deal 4 damage to the zombie!
The Cloak of Regeneration heals you for 1 health.
====[End-of-Turn Events]====
The Damage Tank taunts the HHH and knocks off one of its deflector plates!
The lone Zombie deals 3 damage to Blinky1001!
The Acolyte is forced into a state of inactivity due to being Stupefied!
The HHH frees itself from Petrification! The Damage Tank's bodily functions return to normal. The Zombie's wounds finally patch up.
====[engie_ninja's sidequest]====
Remains in statis!
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 17/25. Starfelt (+5 Max Health, 4/5)
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 10/20. Next action has 200% effectiveness.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it), Cloak of Regeneration (75% chance to heal 1 HP after action)
TSFHISEPIC [PA] HP: 12/20
nullitor [PA] HP: 20/20. Leading (Can order PA entities, 50% chance to successfully order PA-BOSS entities, 1/2)
FeatheredDragon [N] HP: 20/20
Damage Tank [AA] HP: 12/50. Regenerative (2 health gained over time, 0/2), Sick (Healing effects lose 100% effectiveness, 0/2)
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Zombie [PA] HP: 0/20 (x1), 6/20 (x1). Bleeding (2 damage over time, 0/2), Taunted (Towards Blinky1001)
When Progress full, expends progress bar to develop new Technologies.
Sword Mook [PA] HP: 16/16
Horseless Headless Horsemann [PA-BOSS] HP: 154/200 [Scare Taunt: III]. Deflector Plates (2/4 Plates, 25% chance to block an attack per plate), Petrified (Cannot act, 50% damage penalty on elemental attacks, 100% damage bonus on non-elemental attacks, 0/1)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 91%. Kills: 1. Power Extension (60%, 4% = 1% of the DMM, can be exchanged both ways) Stupefied (Transfers from DMM and Power Extension 50% less efficient, DMM doesn't regenerate, Use of Dark Magic takes up 100% more of the DMM, 1/3)
Anonymous Medic [N] HP: 11/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat. Crouched behind Atronach.
engie_ninja [N] HP: 18/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Ross8815 [N-P] HP: 13/20
Inventory: Primitive Rifle (Sniper Rifle, 2.5x damage, 1 max shots, 80% accuracy chance, only 50% accuracy increase at close range), Iron Sword (Base Damage: +2), Iron Armor (Absorbs 60% of damage), 66/100
Zombie [H] HP: 12/20 (x1), 20/20 (x2)
Skeleton [H] HP: 0/20 (x2), 0/20 (x1), 16/20 (x1) Armed with Bows. Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, โ), 10/20 (x1), 16/20 (x1) Armed with Bows.
Spider [H] HP: 0/16 (x1) 16/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, โ), 16/16 (x3)
Iron Supply [N] : 48%/100% mined. Upon mining 70%, sufficient supplies will be harvested and . Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way. Mines 4% for each turn dedicated to mining and 2% for every turn spent damaging enemies alongside.
Hallways [H] : More mobs pour out from these each turn. (x3)
The Savannah:
A flat field with a gentle river flowing through it. A desert is located further from the river, but is yet a substantial environment for cacti.
Thatch Hut: Contains a bed. teenaegisalt_87 inside.
teenaegisalt_87 [N-P] HP: 20/20. Takes 50% more damage due to lack of good clothing/armor. Wary. Spear equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Cactus Wall [N] HP: 20/20. Attacking a target behind this wall from outside the wall with a melee attack will deal 2 damage.
Trapdoor Moat [N] HP: 5/20 Attacking a target behind this moat from outside the moat with a melee attack will deal no damage and make the victim lose a turn. Under construction, will be completed in 1 turn.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (If it enters the body, it makes the victim weaker), Paring Knife (Base Damage: +2), Small Wooden Travel Mug (0/1 Storage, Contents: None, Allows small-scale storage of liquids) (x2), Portable Cactus Juicer (Allows the creation of Cactus Juice from Cacti), Cactus (Ingredient) (x2)
I keep building a building machine 8/?(for the sidequest).
Xreating a futility counter 3/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 23/25.
Then I help TSFHISEPIC.
After all that I ask the gm to see the progression of the tower over the total because that interests me.
Then if it was not an action I proceed to bring the Technology Master in the sea platform so that he is now far from the battlefield
I keep building a building machine 9/?(for the sidequest).
Xreating a futility counter 4/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 24/25.
Then I help TSFHISEPIC.
After all that I recruit some average people to defend the Technology Master.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Pricey, I really would say how many cards you will draw. Seriously, you've been warned.
/null
My suggestion: Redstone Power Distance
All your team will be sealed because they can not possibly choose a number of cards since they are not posting this turn.
Basically the clause you made about not saying you draw cards will definitively seal something like 8 players in your team.
It is still time to remove this clause for avoiding friendly fire/Null
Safe For Miners: 5/5
A bunch of mine inspectors charge into the mine, assessing the conditions and writing up a report. After a while, they deem the mine to be UNSATISFACTORY! This must be the worst fate that could happen to a mine! Now the safety of working conditions has to be improved. The immediate hazard, the monsters, shall have to be relocated somewhere else, for starters...
GODDAMN IT
STUPID GENDERFLIP VIRUS
Attack: I draw a card while i wait.
Healing Hammer 15/25 (+4 Base Damage Heals self when attacking. Sticky Item: Cannot be lost if you died also Cannot be stolen)
Sun Blaster 9/25 (Deals 4 extra damage when used has the Light Element that deals extra of 2x damage on Dark enemies Its a upgrade of my Light Gun and it is also cannot be stolen or lost via death)
+1 Crusher +1 Blinky
In the world that we are beating some stuff now.
Now that Happened! Where we all begins.
When Worlds Collide in Destroy The Godmodder, There is the massive Colosseum that holds all that onslaught.
10/10 {REDACTED}
I realize that the guys forgot to unredact something, and go dig up something to unredact so I can summon this thing. While doing so, the Acolyte randomly goes sent airborne from an unknown force (note: not summoning entity yet).
WHOO CARDS: 14/25
I'll draw two cards from Blinky's deck, if that's okay with everyone else. I have HP to burn with this shield around me.
Also, i'll put the shield on in case of possible attacks.
I'd imagine that the Deflector Plates are a separate thing that detect an attack and move in to intercept it, kind of like a force field.
The Damage Tank will Regenerate for the next 2 turns!
You heal up the Plasma Shield by 2 HP!
The Acolyte gains a Power Extension! 4% of the Power Extension equates to 1% of the Dark Magic Meter, and they can be swapped interchangeably.
Both Zombies begin Bleeding for 2 turns!
Man, these attacks are pretty gruesome nowadays... not that I'm complaining.
You deal 2 damage to the Damage Tank and make it Sick for 2 turns!
Umm, note for Twin?
Nevertheless, the Damage Tank, the HHH, and the Acolyte elect to draw 2 cards each! Players can draw cards if they choose.
You draw the Star card! +2 Base Damage or +5 to Max Health for 5 turns, take your pick.
You draw the Ruin card! Man, you're out of luck: You lose the Splash Healing Potions!
You draw the Jester card! No effect... however, you can redraw next turn if you like.
You draw the Flames card! You and the Zombies immediately develop hatred for each other and will attack each other until one of you is killed!
The Damage Tank draws the Idiot card (He has a 50% chance to not act this turn), and the Talons card (Nothing happens, as he has no magic items)!
The HHH draws the Medusa card (Petrified for the following turn), but he also draws the Knight card (A Sword Mook is summoned)!
The Acolyte draws the Idiot card (Affects the Dark Magic Meter, woohoo!), and the Ruin card (Doesn't have much effect, as the Acolyte is largely magic-driven)!
Man, that took a while.
You gain 2 HP from the Cloak!
The Pendant of Power was what added extra damage, not the Light Beam. Nevertheless, the deflector plate blocks your attack! However, the HHH loses a plate.
You take a single card and roll for the Throne card! You can now order around the other PA minions and have a 50% chance for an order on the HHH to be successful for 2 turns!
You deal 25 damage to contribute to cleaning out the unarmed monsters! The splash does some more damage!
You roll for the Star card! You gain 5 points to your max health for 5 turns!
====[End-of-Turn Events]====
The Damage Tank is jinxed by the Idiot card!
The HHH is petrified! The Zombies deal 6 damage to Blinky1001!
The Damage Tank tries to heal, but he can't due to his illness! The HHH remains petrified! The Zombies are still bleeding pretty badly!
The Acolyte uses some of the Power Extension to fill up the Dark Magic Meter, knowing not to expend all of it until after his condition is removed!
====[engie_ninja's sidequest]====
Ross8815 is still cleaning up on the Unarmed Mobs, dealing 4 damage to both Skeletons! The Metal Atronach retaliates for its previous beating by firing 6 rounds into the crowd of Zombies, dealing 8 damage to one of them! The Metal Scorpion also slices into one of the Skeletons, dealing 6 damage to it! The Medic is still hiding behind the Atronach, taking care not to get crushed, and is continuing to regenerate until further orders.
The Zombies deal 12 damage to the Scorpion! The Skeletons fire on the Atronach, dealing 6 damage! The Spiders deal 3 damage to Ross8815 and 3 to his armor!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 18/20. Robotic Armor HP: 17/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 17/25. Starfelt (+5 Max Health, 5/5)
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 10/20.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (76/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Damage Tank [AA] HP: 12/50. Regenerative (2 health gained over time, 1/2), Sick (Healing effects lose 100% effectiveness, 1/2)
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Zombie [PA] HP: 7/20 (x1), 12/20 (x1). Bleeding (2 damage over time, 1/2), Taunted (Towards Blinky1001)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Technology Master [PA] HP: 40/40. [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Sword Mook [PA] HP: 16/16
Horseless Headless Horsemann [PA-BOSS] HP: 154/200 [Scare Taunt: III]. Deflector Plates (3/4 Plates, 25% chance to block an attack per plate), Petrified (Cannot act, 50% damage penalty on elemental attacks, 100% damage bonus on non-elemental attacks, 1/1)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 91%. Kills: 1. Power Extension (60%, 4% = 1% of the DMM, can be exchanged both ways) Stupefied (Transfers from DMM and Power Extension 50% less efficient, DMM doesn't regenerate, Use of Dark Magic takes up 100% more of the DMM, 3/3)
Inventory: Plasma Shield (HP: 14/20, Can block attacks. Regenerates 2 HP/turn.)
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 19/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 21/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 11/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat. Crouched behind Atronach.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
An alternate timeline emerges.
However, we must first start from the beginning...
Volcanic Cutter 2/10
I draw a card.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
And once again, I have found a way to post right as twist is updating.
[Insert Celebratory GIF Here]
Sorry, I meant twist.
I choose to have an increase in max health. Opting to go for eliminating the zombies quickly, I quickly smash the more injured one with my Falcuta.
Oh yeah, and I'll draw another card!
I begin summoning a virulent cloud of poison gas:1/9
Fixing robot:9/9 FINISHED. I reduce the charge on this so it finishes earlier.
Shield Generator:7/15
To all AA players: KILL THE HHH WHILST HES PETRIFIED.
Also, I'm slightly disappointed no-one drew Balance :(.
My suggestion: Redstone Power Distance
I keep building a building machine 6/?(for the sidequest).
Xreating a futility counter 1/?(for the sidequest).
Charging a buff for helping TSFHISEPIC 21/25.
Then I help TSFHISEPIC.
After all that I try to cast the spell stone to awesomeness on the HHH for protecting him from attacks for the duration of the curse he got.
Four-five posts is pretty good, but I'm going to need a bit more. I'll check at 12 PM Eastern Time tomorrow, and see if I get more posts then. If all's good, then I can put out an update then and Sunday evening.
Don't fret, I'll get it Saturday noon.
An alternate timeline emerges.
However, we must first start from the beginning...
I keep building a building machine 7/?(for the sidequest).
Xreating a futility counter 2/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 22/25.
Then I help TSFHISEPIC.
After all that I try to recruit more builders to help building the tower(With the standard procedure: stunt them then bring them back to a prison in which they are menaced to be tortured unless they work for building the tower and sabotage it).
I spin around and around... and around... and around. Then, I throw a dozen daggers at the higher health zombie. They impact into its head, one after the other.
Virulent cloud of poison gas:2/9
I begin summoning a swarm of robotic bloodsucking leeches:1/8
Shield Generator:8/15
My suggestion: Redstone Power Distance
You ready your shield from any incoming attacks!
You draw the Talons card! While your shield isn't whisked away, because honestly this deck is a little unforgiving, you lose 60 HP on it! The malevolent action this card inflicts tries to take the Night Crystal Shard, but the Shield uses its magic-reflecting powers to confuse the malevolent action!
You draw the Moon card! Your next action has its next effectiveness tripled!
You draw the Jester card! You have an opportunity to redraw a single card, so you can take it or not.
Alright, because DTG2 has been long over by now (although I wish it wasn't).
You gain the Starfelt effect, and your health is increased by 25%!
You deal 8 damage to the most injured zombie, slicing it in half! You take 2 damage as a result!
You draw the Knight card! A new player pops out onto the battlefield!
He's already got the deflector plates, and the HHH takes less damage from elemental attacks, so it has no effect!
You build more of the tower! Would it help if I made a completion meter on the battlefield?
You deal 4 damage to the zombie!
The Cloak of Regeneration heals you for 1 health.
====[End-of-Turn Events]====
The Damage Tank taunts the HHH and knocks off one of its deflector plates!
The lone Zombie deals 3 damage to Blinky1001!
The Acolyte is forced into a state of inactivity due to being Stupefied!
The HHH frees itself from Petrification! The Damage Tank's bodily functions return to normal. The Zombie's wounds finally patch up.
====[engie_ninja's sidequest]====
Remains in statis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy)
25% chance to dodge entity attacks, 50% chance to dodge player attacks when not recharging.
Takes 3/10 energy to dodge an attack, regenerates 1/10 energy a turn.
If energy expended, cannot be used and will regenerate 2/10 energy a turn.
Killer_Pixie [AA] HP: 18/20. Robotic Armor HP: 17/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 14/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 17/25. Starfelt (+5 Max Health, 4/5)
Inventory: Pendant of Power (Base Damage: +4), Dice of Destiny (Roll at a target for a luck-based result!)
PitTheAngel/Dark Pit [AA] HP: 10/20. Next action has 200% effectiveness.
Inventory: Night Crystal Shard (Deals 4 damage to ALL entities in the current zone when used), Very Enchanted Shield (16/80 HP) (When activated with a readying action, has a 80% chance to block attacks, Will reflect magic-based attacks back to their source)
Damage Tank [AA] HP: 12/50. Regenerative (2 health gained over time, 0/2), Sick (Healing effects lose 100% effectiveness, 0/2)
Stats
Base Damage: 2
Every turn, forces either one enemy entity to attack it or forces up to four enemy entities to have a 50/50 chance to attack it or attack its original target.
Zombie [PA] HP: 0/20 (x1), 6/20 (x1). Bleeding (2 damage over time, 0/2), Taunted (Towards Blinky1001)
Stats
Base Damage: 3
Takes 25% less damage from melee attacks.
Guards Technology Master upon arrival.
Technology Master [PA] HP: 40/40. [Progress: IIIII]
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Sword Mook [PA] HP: 16/16
Horseless Headless Horsemann [PA-BOSS] HP: 154/200 [Scare Taunt: III]. Deflector Plates (2/4 Plates, 25% chance to block an attack per plate), Petrified (Cannot act, 50% damage penalty on elemental attacks, 100% damage bonus on non-elemental attacks, 0/1)
Acolyte [AC] HP: 98/100. Dark Magic Meter: 91%. Kills: 1. Power Extension (60%, 4% = 1% of the DMM, can be exchanged both ways) Stupefied (Transfers from DMM and Power Extension 50% less efficient, DMM doesn't regenerate, Use of Dark Magic takes up 100% more of the DMM, 1/3)
Inventory: Plasma Shield (HP: 14/20, Can block attacks. Regenerates 2 HP/turn.)
The Cave Chamber:
A large cavern full of larger bounties of iron. Unfortunately, this is a ground for mobs as well...
Metal Atronach [N] HP: 19/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 21/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 11/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat. Crouched behind Atronach.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 20/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
An alternate timeline emerges.
However, we must first start from the beginning...
I finish of the last zombie with my Falcuta.
Virulent cloud of poison gas:3/9
Swarm of robotic bloodsucking leeches:2/8
Shield Generator:9/15
I help pricey.
Also, who's the new player? He isn't listed in the post.
My suggestion: Redstone Power Distance
I keep building a building machine 8/?(for the sidequest).
Xreating a futility counter 3/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 23/25.
Then I help TSFHISEPIC.
After all that I ask the gm to see the progression of the tower over the total because that interests me.
Then if it was not an action I proceed to bring the Technology Master in the sea platform so that he is now far from the battlefield
I throw eggs at the HHH.
Virulent cloud of poison gas:4/9
Swarm of robotic bloodsucking leeches:3/8
Shield Generator:10/15
I help pricey.
My suggestion: Redstone Power Distance
CARDDDDDS: 15/25
Well then. 60 HP off my shield in exchange for a full triple power this turn? Seems fair.
So, let's make things a bit more...interesting.
Let's blow this place to pieces.
Dark Pit AIRSTRIKES the battlefield. ...Well, good luck with defending, entire PA team.
I keep building a building machine 9/?(for the sidequest).
Xreating a futility counter 4/?(for the sidequest(yes it is so much futile you can not use the word creating)).
Charging a buff for helping TSFHISEPIC 24/25.
Then I help TSFHISEPIC.
After all that I recruit some average people to defend the Technology Master.