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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!
(you might be able to transform me back to myself if you do something right)
I make a makeshift shield to protect the Acolyte from Pittoo (dunno if that is how it is spelled, but whatever)
Friends are still coming... 2/10
I begin making dark energy potions >:) 1/5
I think I don't care,but treat you as PA entities(I may still give you a Potion of Weakness,and a golden apple, and may use an electro attack on u to disable to devices somehow...)
Attack: I do not attack while i read the Encyclopedia of Destroy the Godmodder reading facts about the Void Dragon known as Secrets of the Void. (SotV)
Lord Michael/Michael Jackson Component A (1/4) 8/25 +1 from sunnyau
Lord Michael/Michael Jackson Component B (2/4) 8/25 +1 from sunnyau
"Yes, attack the person that's been doing kinda nothing. Brilliant."
Dark Pit stands there.
"It's no wonder that your team is destined to lose."
I'm sure of it that he's preparing something.
"Also, did you really need to use 'And by the way...' twice? I'm guessing that Xeno isn't very creative."
Dark Pit sends out Mega Cannon L, Mega Cannon M, and Mega Cannon N. This Program Advance (what even is this? I need to look it up) gives him unlimited ammo of a very powerful cannon for five seconds. Results and target are predictable (HINT: The target is the Acolyte)
The unlimited ammo/power doesn't matter if it can't hit its target! The Acolyte proceeds to exploit the cannon's lack of accuracy for more Dakka by weaving around in between shots!
Attack: I create the poster that says Attack the Acolyte plz, I will give you a reward if you successively hit him. (This will power every poster from above and below me to more likely to hit him)
Lord Michael/Michael Jackson Component A (1/4) 6/25 +1 from sunnyau
Lord Michael/Michael Jackson Component B (2/4) 6/25 +1 from sunnyau
+1 sunnyau +1 Blinky
I will be slightly more lenient as to what hits him this turn!
Overwhelmingly large telescope(Reduce unrest by watching soldiers)12/12
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))7/?
Then thanks to the unrest reduction I can maintain soldiers checked so I can have one soldier on the battlefield at the same time(until the Overwhelmingly large telescope is destroyed)
Assault rifle sniper soldier:
Have 5 HP
Can either snipe people(Deals from 0 to 1 damage to players or more to entities)
or use the assault rifle on people who attacked him in contact (deals from 0 to 1 damage to players and can hit multiples times entities dealing at each time less damage than sniping)
Alright. You equip your Ocean Base with a proper guard!
Brewery:1:Potion of Health Boost 2:Potion of Strength 3:Potion of Strength
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 13/25 +1 Pricey +1 via eating(Require Help Charges)
Laser Gun Prototype:9/10 +1 Pricey +1 via eating(Laser Gun:3*Base Damage, -1 Base Damage if near,+1 Base Damage if far,and apply Burning)
AA Camp:Blueprint StoreRoom:5/5 +1 Pricey +1 via eating Finished(Stores Unloaded Blueprints)
Questions:
Isn't the Factory Upgraded to Level 2?(2 pt per turn, maximum 10 pts storage)
Can I make overpowered potions in Brewery?
Blueprint Storeroom added!
Yes, you can make different varieties of potions than what would normally be in-game, but no, they won't be extremely OP.
Potions added to the Brewery! TNT Cannon loaded!
Fine, I'll upgrade the Factory. All your charges are becoming difficult to maintain, but since you specified what the upgrade would do, I'm applying the changes.
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))8/?
I start two new projects:
Portable Spirograph: This item produce one spiral every five turns.
A spiral have 10 HP and ranged attacks with an average damage of 2 and they fly
1/?
Guardian angel: Defends and heals the technology master. 1/?
The GM can choose the prices of those projects.
I try to channel more energy into the acolyte by creating a portal from the world of shadows
It suddenly starts invading the local area but then it stops and nothing gets out of it.
The Acolyte regenerates 2% of his Dark Magic Meter!
Attack: I do not attack while i read the Encyclopedia of Destroy the Godmodder reading facts about the Void Dragon known as Secrets of the Void. (SotV)
Lord Michael/Michael Jackson Component A (1/4) 8/25 +1 from sunnyau
Lord Michael/Michael Jackson Component B (2/4) 8/25 +1 from sunnyau
+1 sunnyau +1 Blinky
The Secret of the Void was a dragon that we had to ride on the back of in the final hours of the original Destroy the Godmodder! I still remember the bad Infinity Blade RP I did... Then again, I joined the series right around that time, so it couldn't have been that good.
====[End-of-Turn Events]====
The Players get bored and retreat back into the castle! They send out a builder to repair the damage done to the fort while it has support on the field!
The Acolyte's Dark Magic Meter is nearly full!
====[engie_ninja's sidequest]====
Remains in statis!
====[5l1n65h07's sidequest]====
Remains in stasis!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 16/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
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.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory: Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (10% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 3/10 Arrows, 18/18 Durability), Sniper Rifle (Base Damage: 4)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 20/20.
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Factory (Generates Factory Points which can be used, 1 point generated each turn, 3 max blueprints available)
Robot Factory (Summons 4 HP 2 damage Robots at the cost of 2 Factory Points for a batch of 3 robots)
Tech Lab (Can be used to prototype new things at the cost of Factory Points. The amount of FP depends on the power)
Enchantment Area (Enchants weapons)
Brewery (Automagically charges potions)
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
None as of yet.
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. Bored, falling back to castle. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage. Bored, falling back to castle.
Anonymous Medic [N] HP: 8/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 9/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. 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: 8/20
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), 57/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 2/16, 13/16 (x1) Burning (1 DoT, 1/1)
Iron Supply [N] : 55%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). 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. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Bandit [H] HP: 20/20 (x3). Wielding Bows and Stone Swords.
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: 20/20 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.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), 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)
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))9/?
I start two new projects:
Portable Spirograph 2/?
Guardian angel 2/?
Then I use an helicopter to send the Assault Rifle Sniper Soldier to the battlefield to defend the acolyte by staying behind cover and sniping people trying to attack the acolyte(and thanks to the telescope I can make myself sure he is doing his job).
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))10/?
I start two new projects:
Portable Spirograph 3/?
Guardian angel 3/?
I go on the battlefield and I start using negative energy to heal Xeno wounds.
"You do realize that attacking me this consistently is useless for both of us, right?"
"What do I have to lose from this? A crystal that would hurt my team more then it would yours and 16 additional HP I hardly use anyway."
"What do you have to lose from this? An additional turn."
"That's it. That's all the things we have to bargain with."
"We could be doing so much more right now."
"I could be attacking the acolyte, you could be attacking the three Air Elementals that just popped up, but no."
"You're just wasting our actions, forcing us into a battle that is useless."
Dark Pit pulls out...um...that's just an arrow from some DDR game.
"Here. Play with this instead."
Dark Pit just throws it at Xeno. The problem is that it's moving almost entirely unpredictably. Seriously, it's splitting itself to move up and down at the same time, spinning for no adequate reason, randomly becoming invisible...that might be slightly hard to dodge.
I pull out a new gun I made using the Haunted Metal Scrap: The Omnicannon. The Omnicannon was created by merging the weapons of all the TF2 souls the HHH killed, giving it incredible versatility. I then demonstrate this versatility by opening fire on the Acolyte and rapidly switching modes to create an unpredictable attack. The Acolyte naturally employs his Dark Magic to stop my assault, but then I pull out my real trick. I pull out my Energy Siphon, latch on to his dark magic, and begin siphoning it into the device.
Omnicannon: The Omnicannon is a unique weapon that can switch between many different modes of TF 2 weapons.It can use the weapon loadout of one of the following classes:
Scout: A scattergun that inflicts 4 damage with 80% accuracy, and provides a 25% dodge chance while used.
Soldier: A rocket launcher that has 60% accuracy, and hits the target for 6 damage and adjacent targets for 2 damage (adjacent meaning up to 2 other enemies in the same block (such as 2 other Mooks in the same group of Mooks))
Pyro: A flamethrower that automatically hits for 3 damage and sets the target on fire. Also provides immunity to the Burning effect.
Heavy: A high-powered minigun. Shoots 8 shots with 30% accuracy and 2 damage each. Also provides 1 damage resistance in exchange for nullifying dodging abilities when used.
Demoman: The HHHH, or at least an alternate form of such. Inflicts 6 damage, and if it scores a kill grants 2 Dark Energy (see below)
Engineer: A construction wrench. Can attack for 4 damage, or used on a friendly mechanical unit to heal it for 5 HP and boost its abilities for a turn (effects depend on the unit).
Medic: The Medigun. Heals a friendly for 5 HP.
Sniper: A high-powered sniper rifle. 70% accuracy, 5 damage, 25% chance for a headshot that inflicts triple damage.
Spy: A cloaking device. Allows me to become invisible for a turn, giving me +50% damage on my next attack and a 75% chance to dodge attacks.
The Omnicannon has 10 ammunition, and consumes 1 ammo every time it is fired and also consumes 1 ammo to switch modes (exception for the opening attack since stuff isnt drained when attacking the Acolyte). However, it gains 1 ammo every time something dies in the area I am in.
Note: The Ornate Sight should either be changed to +30% accuracy or to a 50% chance to not miss (meaning when I would miss the sight gives me a 50% chance to hit anyways). Also, this may need rebalancing
Energy Siphon: The Energy Siphon can be employed to attempt to drain dark magic or life force from an enemy as an action. If successfully used on the Acolyte (like it was above), it drains 5% Dark Magic from him and gains 3 Dark Energy, while if used on another target (or an Acolyte with no Dark Magic left) it drains 3 HP from the target and gains 2 Dark Energy. The Dark Magic can then be employed by me to boost damage or defense (every point of Dark Energy can increase my damage by 1 or reduce damage I take by 1, or give the Omnicannon +1 ammo).
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))9/?
I start two new projects:
Portable Spirograph 2/?
Guardian angel 2/?
Then I use an helicopter to send the Assault Rifle Sniper Soldier to the battlefield to defend the acolyte by staying behind cover and sniping people trying to attack the acolyte(and thanks to the telescope I can make myself sure he is doing his job).
You transport the ARSS to the battlefield! He chooses a less super-agressive route, and no one notices his presence just yet!
The Acolyte suddenly realizes there is a sword in his back. He has no clue how it got there.
The Acolyte, upon realizing that there is a sword implanted in his back, pulls it out and mends it with a reserve of Dark Magic so that the wound is not that significant!
However, a wound is still a wound! You deal 1 point of damage to the Acolyte!
Recover Normal Health Potion, Strength Potion x2 from Brewery(2 turns)
Load Normal Health Potion,Strength Potion, Speed Potion to Brewery
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 19/25 +1 Pricey(Require Help Charges)
Upgrade Sniper Gun:5/5 +1 Pricey(1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots) FINISHED
Factory Upgrade Lv2 to Lv3(2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage) 4/7 +1 Pricey
Questions:
Nil
OOC:
Nil
You load the TNT Cannon again!
You can only perform so many things in a single post, so you don't switch things around in the brewery! Even though the Health Potion upgrades itself...
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))10/?
I start two new projects:
Portable Spirograph 3/?
Guardian angel 3/?
I go on the battlefield and I start using negative energy to heal Xeno wounds.
You heal up Xeno for 2 health! You return to the Battlefield!
"You do realize that attacking me this consistently is useless for both of us, right?"
"What do I have to lose from this? A crystal that would hurt my team more then it would yours and 16 additional HP I hardly use anyway."
"What do you have to lose from this? An additional turn."
"That's it. That's all the things we have to bargain with."
"We could be doing so much more right now."
"I could be attacking the acolyte, you could be attacking the three Air Elementals that just popped up, but no."
"You're just wasting our actions, forcing us into a battle that is useless."
Dark Pit pulls out...um...that's just an arrow from some DDR game.
"Here. Play with this instead."
Dark Pit just throws it at Xeno. The problem is that it's moving almost entirely unpredictably. Seriously, it's splitting itself to move up and down at the same time, spinning for no adequate reason, randomly becoming invisible...that might be slightly hard to dodge.
While it is slightly hard to dodge, it is also significantly harder to score an accurate hit! You deal 2 damage to GoldHero101!
I pull out a new gun I made using the Haunted Metal Scrap: The Omnicannon. The Omnicannon was created by merging the weapons of all the TF2 souls the HHH killed, giving it incredible versatility. I then demonstrate this versatility by opening fire on the Acolyte and rapidly switching modes to create an unpredictable attack. The Acolyte naturally employs his Dark Magic to stop my assault, but then I pull out my real trick. I pull out my Energy Siphon, latch on to his dark magic, and begin siphoning it into the device.
Omnicannon: The Omnicannon is a unique weapon that can switch between many different modes of TF 2 weapons.It can use the weapon loadout of one of the following classes:
Scout: A scattergun that inflicts 4 damage with 80% accuracy, and provides a 25% dodge chance while used.
Soldier: A rocket launcher that has 60% accuracy, and hits the target for 6 damage and adjacent targets for 2 damage (adjacent meaning up to 2 other enemies in the same block (such as 2 other Mooks in the same group of Mooks))
Pyro: A flamethrower that automatically hits for 3 damage and sets the target on fire. Also provides immunity to the Burning effect.
Heavy: A high-powered minigun. Shoots 8 shots with 30% accuracy and 2 damage each. Also provides 1 damage resistance in exchange for nullifying dodging abilities when used.
Demoman: The HHHH, or at least an alternate form of such. Inflicts 6 damage, and if it scores a kill grants 2 Dark Energy (see below)
Engineer: A construction wrench. Can attack for 4 damage, or used on a friendly mechanical unit to heal it for 5 HP and boost its abilities for a turn (effects depend on the unit).
Medic: The Medigun. Heals a friendly for 5 HP.
Sniper: A high-powered sniper rifle. 70% accuracy, 5 damage, 25% chance for a headshot that inflicts triple damage.
Spy: A cloaking device. Allows me to become invisible for a turn, giving me +50% damage on my next attack and a 75% chance to dodge attacks.
The Omnicannon has 10 ammunition, and consumes 1 ammo every time it is fired and also consumes 1 ammo to switch modes (exception for the opening attack since stuff isnt drained when attacking the Acolyte). However, it gains 1 ammo every time something dies in the area I am in.
Note: The Ornate Sight should either be changed to +30% accuracy or to a 50% chance to not miss (meaning when I would miss the sight gives me a 50% chance to hit anyways). Also, this may need rebalancing
Energy Siphon: The Energy Siphon can be employed to attempt to drain dark magic or life force from an enemy as an action. If successfully used on the Acolyte (like it was above), it drains 5% Dark Magic from him and gains 3 Dark Energy, while if used on another target (or an Acolyte with no Dark Magic left) it drains 3 HP from the target and gains 2 Dark Energy. The Dark Magic can then be employed by me to boost damage or defense (every point of Dark Energy can increase my damage by 1 or reduce damage I take by 1, or give the Omnicannon +1 ammo).
Woah, you put a lot of effort into this!
I can implement the Energy Siphon just fine, and it is added to your Inventory!
I love the effort that you put into the Omnicannon, but I had something else in mind for the gun you'd get as a Spoil of War, coupled with the fact that the base only has blueprints for the Shotgun, but since I don't want what you had in your head to go to waste, the Omnicannon is separated into separate class-related parts that you can unlock with Souls (see below). I'll keep the stats for the Omnicannon in a file (or I hope!).
You forge from the Haunted Metal Scrap §¶ the Headless Horsemann Harmer's Howitzer §¶! The Ornate Sight automatically attaches itself to the end of the barrel, doubling the damage at range! Apparently, a fancy-looking sight can reassemble into a shotgun choke with ease. The stats will be losted below!
====[End-of-Turn Events]====
The TNT Cannon blows up near GoldHero101, but he is crafty enough to escape the lion's share of the destruction! However, he takes 6 damage as splash.
The Acolyte, being hurt, receives part of has backup from his buddy on the other side of the line just in time!
Show Pesterlog
-- godlyAdept [GA] began pestering crucificionTerminated [CT] at ██:██ --
GA: So this is my backup?
CT: it's part of it.
GA: Oh, good.
GA: It's pretty small if that was it.
CT: you should be glad to hear that more should be on the way.
GA: I am.
Another, larger array of Mooks arrives on the Acolyte's side on the battefield! Some of them are wearing some sort of armor!
THE ACOLYTE: Well, you guys finally have a challenge... Darn, you guys are persistent.
The players, seeing what is on the horizon, re-equip their weapons and prepare for a battle! No other entities act this turn, however, the Air Elementals retain their buff, since they haven't had a chance to act on it yet!
Everyone who attacked GoldHero101's Futility meter goes up due to them doing less attacks on the Acolyte!
====[engie_ninja's sidequest]====
Remains in statis!
====[5l1n65h07's sidequest]====
Remains in stasis!
The Battlefield:
An area dominated by plains, which is more appealing to the eyes than the rock platform at the beginning of the game.
TwinBuilder [AA] HP: 16/20.
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20.
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (0 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
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.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith. Inventory:Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory:Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 18/20.
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)
jondanger23 [AA] HP: 20/20
Inventory: Ramshackle Shield (5/10 HP)
Blinky1001 [AA] HP: 20/20.
Inventory:Fighter's Falcata (Base Damage: +4, Loses 1-4 HP when you attack with it) (Lost due to spell), Cloak of Regeneration (75% chance to heal 1 HP after action), Replenishing Health Potion (Heals 8 health), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (10% chance) (Has a chance to summon a Heat/Cold/Wind/Earth Elemental every turn, 22% chance each, 12% chance to summon a summon a Djinni with more health, chance escalates by 10% with each passing turn & resets when Elemental summoned)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 3/10 Arrows, 18/18 Durability), Sniper Rifle (Base Damage: 4)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 11/20.
Gives housed AAs access to the following features:
Low-level Crafting
Access to Food (Restores 3 HP to eat and gives +1 to every charge you have, spends 3 food bars of the Food Level)
Shelter (This has a 25% chance to take damage via small wall cover for housed players)
TNT Cannon (Activates 1 turn after charging, acts like a Rocket Launcher with 6 base damage)
Factory (Generates Factory Points which can be used, 1 point generated each turn, 3 max blueprints available)
Robot Factory (Summons 4 HP 2 damage Robots at the cost of 2 Factory Points for a batch of 3 robots)
Tech Lab (Can be used to prototype new things at the cost of Factory Points. The amount of FP depends on the power)
Enchantment Area (Enchants weapons)
Brewery (Automagically charges potions)
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
None as of yet.
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Anonymous Medic [N] HP: 8/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
engie_ninja [N] HP: 15/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 9/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. 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: 8/20
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), 57/100
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Spider [H] HP: 13/16 (x2) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range cannot use weapon, ∞), 0/16 (x1), 2/16, 13/16 (x1) Burning (1 DoT, 1/1)
Iron Supply [N] : 55%/100% mined. Upon mining 72%, sufficient supplies will be harvested and the zone can be exited. Can be spent one iron each to restore health to armor and mechanical entities. A maximum of 30% can be spent this way (2% spent). 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. Bow equipped.
Special Move: Generates a special item for the player. Requires chat-related conditions to be met. Used.
Bandit [H] HP: 20/20 (x3). Wielding Bows and Stone Swords.
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: 20/20 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.
5l1n65h07 [N] HP: 20/20
Inventory: Bottle of Stalker Secretion (When thrown (or consumed), it makes the victim Lethargic), 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)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Load TNT Cannon
Recover Bows and Arrows from Mob Farm, and summon 3*Robots armed with a bow and arrows(also leave 7*arrows for me)
Set Laser Gun type to Assault Rifle/Sniper Rifle
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 22/25 +1 Pricey +1 Blinky(Require Help Charges)
TNT Cannon Upgrade Lv1 to Lv2 (Can Double-Charge at cost of 2 charges(doesn't count on non-charging actions), Can choose to fire at 1 enemy or 2 enemies, if it is a single charge it can be loaded and fired simultaneously if at base, Base Damage 6 ->8) 3/7
Factory Upgrade Lv2 to Lv3(2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage) 7/7 +1 Pricey +1 Blinky FINISHED
Questions:
Isn't the Sniper Gun Upgraded? (1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots)
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))11/?
Portable Spirograph 4/?
Guardian angel 4/?
Then I start doing a tea ceremony for increasing the moral of the mooks(ps: it is long ranged).
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Fire TNT Cannon to nuiltor and his band of Mooks on a tea ceremony(I think all of them suffered direct hit damage as all of them are so near...)
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 25/25 +1 Pricey +1 Blinky Finished
TNT Cannon Upgrade Lv1 to Lv2 (Can Double-Charge at cost of 2 charges(doesn't count on non-charging actions), Can choose to fire at 1 enemy or 2 enemies, if it is a single charge it can be loaded and fired simultaneously if at base, Base Damage 6 ->8) 6/7
Capaciator(+1 every charge/round) 3/10 +1 Pricey +1 Blinky
Questions:
Isn't the Sniper Gun Upgraded? (1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots)
OOC:
Nil
Tips:
Factory Upgraded (2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage)
Portalized AA Camp
Notes for my next actions:(no need to understand,my notes)
I think I don't care,but treat you as PA entities(I may still give you a Potion of Weakness,and a golden apple, and may use an electro attack on u to disable to devices somehow...)
//null
My games.
Attack: I do not attack while i read the Encyclopedia of Destroy the Godmodder reading facts about the Void Dragon known as Secrets of the Void. (SotV)
Lord Michael/Michael Jackson Component A (1/4) 8/25 +1 from sunnyau
Lord Michael/Michael Jackson Component B (2/4) 8/25 +1 from sunnyau
+1 sunnyau +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.
Welcome to the game! Your PC has been added!
Even though TwinBuilder is long since idle (which I'm disappointed over), you deal 4 damage to his PC anyway!
The unlimited ammo/power doesn't matter if it can't hit its target! The Acolyte proceeds to exploit the cannon's lack of accuracy for more Dakka by weaving around in between shots!
I will be slightly more lenient as to what hits him this turn!
Alright. You equip your Ocean Base with a proper guard!
Blueprint Storeroom added!
Yes, you can make different varieties of potions than what would normally be in-game, but no, they won't be extremely OP.
Potions added to the Brewery! TNT Cannon loaded!
Fine, I'll upgrade the Factory. All your charges are becoming difficult to maintain, but since you specified what the upgrade would do, I'm applying the changes.
The Acolyte regenerates 2% of his Dark Magic Meter!
The Futility Tower is in an entirely different zone!
The Acolyte was already not hit by Pit's attack!
You unleash the Three Air Elementals! The Elemental Amulet sacrifices its percentage to buff their damage for the next turn!
The Secret of the Void was a dragon that we had to ride on the back of in the final hours of the original Destroy the Godmodder! I still remember the bad Infinity Blade RP I did... Then again, I joined the series right around that time, so it couldn't have been that good.
====[End-of-Turn Events]====
The Players get bored and retreat back into the castle! They send out a builder to repair the damage done to the fort while it has support on the field!
The Acolyte's Dark Magic Meter is nearly full!
====[engie_ninja's sidequest]====
Remains in statis!
====[5l1n65h07's sidequest]====
Remains in stasis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Doubles gun accuracy), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Haunted Metal Scrap §¶ (Ingredient)
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: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory: Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory: Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 20/20.
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)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 3/10 Arrows, 18/18 Durability), Sniper Rifle (Base Damage: 4)
GoldHero101 [PA] HP: 20/20.
Anti-Acolyte Camp [AA] HP: 50/50. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Loaded! Factory Lvl.2: 3/10 [IIIIIIIIII] Points ready. Enchantment Area: Level 1/5. Brewery: 3/3 Potions brewing (Normal Health Potion, Strength Potion x2).
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
None as of yet.
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. Bored, falling back to castle. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage. Bored, falling back to castle.
Player Builder [AA] HP: 20/20. Heals Structures.
Wind Elementals [AA] Bob: 20/20 HP. Jeff: 20/20 HP. Suzy: 20/20 HP. Empowered (25% base damage boost, 2/2)
Stats
Base Damage: 3
Speed Value: 4
Takes 0% damage from Earth-Based attacks.
Drains 100% damage Wind-Based attacks.
Takes 150% damage from Cold-Based attacks.
Takes 150% damage from Heat-based attacks.
The Acolyte [AC] HP: 98/100. Dark Magic Meter: 98%. Kills: 2.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
nullitor [PA?] HP: 20/20.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters!
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Assault Rifle Sniper Soldier [PA] HP: 6/6. Has 2 base damage, can attack with a Sniper or Assault Rifle.
Pikehalfling [PA] HP: 20/20
Stats
Base Damage: 3
Only attacks Anti-Acolyte entities.
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: 6/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 8/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 9/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Bandit [H] HP: 20/20 (x3). Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))9/?
I start two new projects:
Portable Spirograph 2/?
Guardian angel 2/?
Then I use an helicopter to send the Assault Rifle Sniper Soldier to the battlefield to defend the acolyte by staying behind cover and sniping people trying to attack the acolyte(and thanks to the telescope I can make myself sure he is doing his job).
Friends are still coming... Slowly but surely. 3/10
I continue making dark energy potions >:) 2/5
I spin around with a imbued sword of soul sucking, attacking Dark Pit.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Fire TNT Cannon to GoldHero101
Item-finding
Hack Laser Gun Prototype to the Factory Blueprints
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 17/25 +1 Pricey(Require Help Charges)
Upgrade Sniper Gun:4/5 +1 Pricey(1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots)
Factory Upgrade Lv2 to Lv3(2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage) 2/7 +1 Pricey
Questions:
Nil
OOC:
Nil
My games.
9/10 Energy Siphon
9/10 Some sort of Gun
The Acolyte suddenly realizes there is a sword in his back. He has no clue how it got there.
When Does It Stop: 23/25
Worth One Chip: 2/25
Dark Pit uses the camp walls to run up, dodging in a mostly inefficient way. All he needed to do was move to the left 2 feet.
And now petty revenge. It's getting quite silly.
Dark Pit responds by thwacking Xeno straight into The Acolyte. The Acolyte does not take damage. Xeno does.
Honestly, what did you think would happen?
Friends are starting to prepare. 4/10
I continue making dark energy potions >:) 3/5
I dodge, ending up hitting Dark Pit after all. "Die dang it! DIE!"
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Load TNT Cannon
Recover Normal Health Potion, Strength Potion x2 from Brewery(2 turns)
Load Normal Health Potion,Strength Potion, Speed Potion to Brewery
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 19/25 +1 Pricey(Require Help Charges)
Upgrade Sniper Gun:5/5 +1 Pricey(1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots) FINISHED
Factory Upgrade Lv2 to Lv3(2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage) 4/7 +1 Pricey
Questions:
Nil
OOC:
Nil
My games.
I leap high into the air, and spin in a vertical whirlwind, aiming my daggers of Cold and Flame at the head of Zeno.
Air Elementals, kill this fool.
I begin summoning some Fire Elementals:
Oliver:3/5 +2 sunnyau
Faquarl:3/5 +2 sunnyau
And the Wither Storm:1/25
My suggestion: Redstone Power Distance
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))10/?
I start two new projects:
Portable Spirograph 3/?
Guardian angel 3/?
I go on the battlefield and I start using negative energy to heal Xeno wounds.
I fire the TNT cannon at Zeno.
Fire Elemental Oliver:4/5
Fire Elemental Faquarl:4/5
Wither Storm:2/25
I help sunnyau.
My suggestion: Redstone Power Distance
First Thing: 24/25
Second Thing: 3/25
"You do realize that attacking me this consistently is useless for both of us, right?"
"What do I have to lose from this? A crystal that would hurt my team more then it would yours and 16 additional HP I hardly use anyway."
"What do you have to lose from this? An additional turn."
"That's it. That's all the things we have to bargain with."
"We could be doing so much more right now."
"I could be attacking the acolyte, you could be attacking the three Air Elementals that just popped up, but no."
"You're just wasting our actions, forcing us into a battle that is useless."
Dark Pit pulls out...um...that's just an arrow from some DDR game.
"Here. Play with this instead."
Dark Pit just throws it at Xeno. The problem is that it's moving almost entirely unpredictably. Seriously, it's splitting itself to move up and down at the same time, spinning for no adequate reason, randomly becoming invisible...that might be slightly hard to dodge.
10/10 Energy Siphon
10/10 Some sort of Gun
I pull out a new gun I made using the Haunted Metal Scrap: The Omnicannon. The Omnicannon was created by merging the weapons of all the TF2 souls the HHH killed, giving it incredible versatility. I then demonstrate this versatility by opening fire on the Acolyte and rapidly switching modes to create an unpredictable attack. The Acolyte naturally employs his Dark Magic to stop my assault, but then I pull out my real trick. I pull out my Energy Siphon, latch on to his dark magic, and begin siphoning it into the device.
Omnicannon: The Omnicannon is a unique weapon that can switch between many different modes of TF 2 weapons.It can use the weapon loadout of one of the following classes:
Scout: A scattergun that inflicts 4 damage with 80% accuracy, and provides a 25% dodge chance while used.
Soldier: A rocket launcher that has 60% accuracy, and hits the target for 6 damage and adjacent targets for 2 damage (adjacent meaning up to 2 other enemies in the same block (such as 2 other Mooks in the same group of Mooks))
Pyro: A flamethrower that automatically hits for 3 damage and sets the target on fire. Also provides immunity to the Burning effect.
Heavy: A high-powered minigun. Shoots 8 shots with 30% accuracy and 2 damage each. Also provides 1 damage resistance in exchange for nullifying dodging abilities when used.
Demoman: The HHHH, or at least an alternate form of such. Inflicts 6 damage, and if it scores a kill grants 2 Dark Energy (see below)
Engineer: A construction wrench. Can attack for 4 damage, or used on a friendly mechanical unit to heal it for 5 HP and boost its abilities for a turn (effects depend on the unit).
Medic: The Medigun. Heals a friendly for 5 HP.
Sniper: A high-powered sniper rifle. 70% accuracy, 5 damage, 25% chance for a headshot that inflicts triple damage.
Spy: A cloaking device. Allows me to become invisible for a turn, giving me +50% damage on my next attack and a 75% chance to dodge attacks.
The Omnicannon has 10 ammunition, and consumes 1 ammo every time it is fired and also consumes 1 ammo to switch modes (exception for the opening attack since stuff isnt drained when attacking the Acolyte). However, it gains 1 ammo every time something dies in the area I am in.
Note: The Ornate Sight should either be changed to +30% accuracy or to a 50% chance to not miss (meaning when I would miss the sight gives me a 50% chance to hit anyways). Also, this may need rebalancing
Energy Siphon: The Energy Siphon can be employed to attempt to drain dark magic or life force from an enemy as an action. If successfully used on the Acolyte (like it was above), it drains 5% Dark Magic from him and gains 3 Dark Energy, while if used on another target (or an Acolyte with no Dark Magic left) it drains 3 HP from the target and gains 2 Dark Energy. The Dark Magic can then be employed by me to boost damage or defense (every point of Dark Energy can increase my damage by 1 or reduce damage I take by 1, or give the Omnicannon +1 ammo).
I'm going to see if I can ease us back into the old update schedule, since Thanksgiving break is (unfortunately) drawing to a close here in America.
You transport the ARSS to the battlefield! He chooses a less super-agressive route, and no one notices his presence just yet!
You attack Dark Pit with your Soul-Sucking Sword, but he reacts to the attack!
You fire the cannon at GoldHero101!
I know what the stats on the Laser Gun are, but what type of weapon is it (e.g. a Pistol, Assault Rifle, Rocket Launcher, etc.)
The Acolyte, upon realizing that there is a sword implanted in his back, pulls it out and mends it with a reserve of Dark Magic so that the wound is not that significant!
However, a wound is still a wound! You deal 1 point of damage to the Acolyte!
You miss your thwack, but your inefficiency makes you take only 2 damage from the slash!
You've already hit Dark Pit!
You load the TNT Cannon again!
You can only perform so many things in a single post, so you don't switch things around in the brewery! Even though the Health Potion upgrades itself...
One of them hits Xeno/GoldHero101 for 3 damage! Xeno suffers Cold for a single turn!
You heal up Xeno for 2 health! You return to the Battlefield!
The TNT Cannon has already been fired this turn! If can be fired next turn, though.
While it is slightly hard to dodge, it is also significantly harder to score an accurate hit! You deal 2 damage to GoldHero101!
Woah, you put a lot of effort into this!
I can implement the Energy Siphon just fine, and it is added to your Inventory!
I love the effort that you put into the Omnicannon, but I had something else in mind for the gun you'd get as a Spoil of War, coupled with the fact that the base only has blueprints for the Shotgun, but since I don't want what you had in your head to go to waste, the Omnicannon is separated into separate class-related parts that you can unlock with Souls (see below). I'll keep the stats for the Omnicannon in a file (or I hope!).
You forge from the Haunted Metal Scrap §¶ the Headless Horsemann Harmer's Howitzer §¶! The Ornate Sight automatically attaches itself to the end of the barrel, doubling the damage at range! Apparently, a fancy-looking sight can reassemble into a shotgun choke with ease. The stats will be losted below!
====[End-of-Turn Events]====
The TNT Cannon blows up near GoldHero101, but he is crafty enough to escape the lion's share of the destruction! However, he takes 6 damage as splash.
The Acolyte, being hurt, receives part of has backup from his buddy on the other side of the line just in time!
Show Pesterlog
-- godlyAdept [GA] began pestering crucificionTerminated [CT] at ██:██ --
GA: So this is my backup?
CT: it's part of it.
GA: Oh, good.
GA: It's pretty small if that was it.
CT: you should be glad to hear that more should be on the way.
GA: I am.
Another, larger array of Mooks arrives on the Acolyte's side on the battefield! Some of them are wearing some sort of armor!
THE ACOLYTE: Well, you guys finally have a challenge... Darn, you guys are persistent.
The players, seeing what is on the horizon, re-equip their weapons and prepare for a battle! No other entities act this turn, however, the Air Elementals retain their buff, since they haven't had a chance to act on it yet!
Everyone who attacked GoldHero101's Futility meter goes up due to them doing less attacks on the Acolyte!
====[engie_ninja's sidequest]====
Remains in statis!
====[5l1n65h07's sidequest]====
Remains in stasis!
Inventory: Enderdodge Token [Power: IIIIIIIIII], Chandelier Flail (2/3, Attacks with deal Burning damage for 2 turns), Ornate Sight (Halves gun inaccuracy, mounted on HHHH), 3/4 Diamond Armor (6/6 hits, Has a 75% chance to take a hit), Headless Horsemann Harmer's Howitzer §¶ (0/16 Souls) (Shotgun, Base Damage: 4, Earns 1 Soul per kill, souls can be unleashed into an entity that can be drawn back into the gun if above Orange Health (40%)), Energy Siphon (0 DE) (Drains Dark Magic or HP to replenish Dark Energy which can be used for buffs, can drain souls from the HHHH for 2-4 DE/Soul), Omnicannon Pieces (Grants TF2 Class-based weapons when broken, requires Dark Energy to break (Scout, Pyro, Sniper, and Spy require 5 DE to unlock each) (Demoman, Heavy, and Engineer require 7 DE to unlock each) (Medic and Soldier require 9 DE to unlock each))
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: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20. Near Support Monolith.
Inventory:Artificial Charge Crystal Level XX (Charges a charge for its power level)
Pricey12345 [AA] HP: 20/20.
Inventory:Pendant of Power (Base Damage: +4), Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Sun Blaster § (Pistol, Base Damage: +2, Light-based)
PitTheAngel/Dark Pit [AA] HP: 18/20.
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)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Invigorating Health Potion (Heals 10 health), Normal Health Potion (Heals 4 health), Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 3/10 Arrows, 18/18 Durability), Sniper Rifle (Base Damage: 4)
GoldHero101 [PA] HP: 11/20.
Anti-Acolyte Camp [AA] HP: 50/50. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Unloaded. Factory Lvl.2: 5/10 [IIIIIIIIII] Points ready. Enchantment Area: Level 1/5. Brewery: 3/3 Potions brewing (Replenishing Health Potion, Strength Potion x2).
Stats
Gives housed AAs access to the following features:
Food Level generates 1 bar per turn.
Factory Blueprints
Standard Sniper Rifle (Sniper Rifle, Base Damage: 4, Requires 2 FP/unit)
None as of yet.
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 181/200. Structural.
Possesses a Crafting Table for simple crafting.
Known Blueprints: Scary-Looking Axe, Scary-Looking Shotgun (Both require Haunted Metal Scrap
Ranged attackers behind the wall have a 40% chance for the wall to block it if they attack. This raises to 80% should they not act or hide behind the wall.
Player Archer [AA] HP: 14/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 13/20. Deals melee damage.
Player Builder [AA] HP: 20/20. Heals Structures.
Wind Elementals [AA] Bob: 20/20 HP. Jeff: 20/20 HP. Suzy: 20/20 HP. Empowered (25% base damage boost, 2/2)
Stats
Base Damage: 3
Speed Value: 4
Takes 0% damage from Earth-Based attacks.
Drains 100% damage Wind-Based attacks.
Takes 150% damage from Cold-Based attacks.
Takes 150% damage from Heat-based attacks.
Assault Rifle Sniper Soldier [PA] HP: 6/6. Has 2 base damage, can attack with a Sniper Rifle or Assault Rifle.
Lightly-Armored Sword Mook [PA] HP: 16/16. Possess armor listed in the OP. (x4)
Hammer Mook [PA] HP: 16/16. (x3)
Sniper Rifle Mook [PA] HP: 16/16. (x4)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 100%. Kills: 2.
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
cyanogynist [AA] HP: 20/20. Currently idle.
Tower of Futility [N] Completion: 100%/100%. Maintains Futility Meters! HP: 500/500. Structural.
PitTheAngel: 4 Futility
Blinky1001: 4 Futility
auyuengyat: 2 Futility!
Stats
Cannot attack.
When Progress full, expends progress bar to develop new Technologies.
Assault Rifle Sniper Soldier [PA] HP: 6/6. Has 2 base damage, can attack with a Sniper or Assault Rifle.
Pikehalfling [PA] HP: 20/20
Stats
Base Damage: 3
Only attacks Anti-Acolyte entities.
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: 6/80. Heavy Machine Gun (4 base damage).
Mecha Scorpion [N] HP: 4/60. 6 melee damage. Mounted Pistol (2 base damage)
Anonymous Medic [N] HP: 8/20. Heals 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 9/15 damage), ZEUS Suit: Absorbs 25% of damage. HP: 19/20. Outfitted with weaponry.
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mini-Mining Rig [N] HP: 4/4. Mines 1% of the iron every turn.
Skeleton [H] HP: 16/20 (x1) Disarmed (20% miss chance, deals 0.5x base damage, forced into melee range, cannot use weapon, ∞)
Bandit [H] HP: 20/20 (x3). Wielding Bows and Stone Swords.
An alternate timeline emerges.
However, we must first start from the beginning...
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Load TNT Cannon
Recover Bows and Arrows from Mob Farm, and summon 3*Robots armed with a bow and arrows(also leave 7*arrows for me)
Set Laser Gun type to Assault Rifle/Sniper Rifle
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 22/25 +1 Pricey +1 Blinky(Require Help Charges)
TNT Cannon Upgrade Lv1 to Lv2 (Can Double-Charge at cost of 2 charges(doesn't count on non-charging actions), Can choose to fire at 1 enemy or 2 enemies, if it is a single charge it can be loaded and fired simultaneously if at base, Base Damage 6 ->8) 3/7
Factory Upgrade Lv2 to Lv3(2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage) 7/7 +1 Pricey +1 Blinky FINISHED
Questions:
Isn't the Sniper Gun Upgraded? (1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots)
OOC:
Nil
My games.
OK; fine.
I stab the Assault Rifle/Sniper soldier with my Dagger of Fire.
Fire Elemental Oliver:5/5 FINISHED
Fire Elemental Faquarl:5/5 FINISHED
Wither Storm:4/25 +1 sunnyau
I help sunnyau.
My suggestion: Redstone Power Distance
Awe and terror(The fear the acolyte inspire decrease his likeliness to be
hit(some of the attacks at the acolyte fail because the player cowers in terror unless you destroy the awe
inspirer who have 20 HP and regain one at each attack targeted at it or the acolyte))11/?
Portable Spirograph 4/?
Guardian angel 4/?
Then I start doing a tea ceremony for increasing the moral of the mooks(ps: it is long ranged).
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Fire TNT Cannon to nuiltor and his band of Mooks on a tea ceremony(I think all of them suffered direct hit damage as all of them are so near...)
Charging Actions:
Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 25/25 +1 Pricey +1 Blinky Finished
TNT Cannon Upgrade Lv1 to Lv2 (Can Double-Charge at cost of 2 charges(doesn't count on non-charging actions), Can choose to fire at 1 enemy or 2 enemies, if it is a single charge it can be loaded and fired simultaneously if at base, Base Damage 6 ->8) 6/7
Capaciator(+1 every charge/round) 3/10 +1 Pricey +1 Blinky
Questions:
Isn't the Sniper Gun Upgraded? (1* Base Damage->2.5* Base Damage, 3 shots -> 7 shots)
OOC:
Nil
Tips:
Factory Upgraded (2 pt per turn->2 pt per turn,25% chance to give 1 more pt, 10 storage-> 13 storage)
Portalized AA Camp
Notes for my next actions:(no need to understand,my notes)
sm hm ent Player Fort
upg AA camp
tt bb ftilty twer
My games.