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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!
I attempt to figure out what the Souls thing does, and end up shooting a nearby mook in the face with it while investigating what happens when I pull the trigger.
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
No, that would be completely overpowered. If you wanted something with more shots per turn, you should have picked an assault rifle, or with more of a base damage multiplier, a rocket launcher. Although you can add a base damage ADDITIVE to it.
You recover 3 Arrows for your Enchanted Crafty Bow!
You load the TNT Cannon! The Laser Battle Rifle has been (begrudgingly) added to the Factory Blueprints!
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).
You do not have magic foresight for attacks, but I assumed that watching the tea ceremony would boost their morale! The Hammer Mooks' base damage is increased for the turn!
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
Wow... your notes show some sort of smartness in your form.
And yet they also show complete lack of dedication. You expect me to keep acting on your posts which blatantly do 3 actions a turn where other people only have one (with only an object and a verb, no less!), you make all these benefits to use only for yourself that you never use, and you spam charges? This might be a roleplay, but updating this is a chore, and I don't need people like you taking two bites out of the apple I'm trying to grow, especially since I've got a life to maintain on top of this!
I'm sorry, but I'm putting my foot down. Your portalization fails, your Factory is only upgraded by 2 maximum points, and the TNT Cannon misses the company of Mooks entirely due to your lack of aiming! Also, your Futility increases by 10.
If you can prove that you can put in more effort than this, maybe terms can come more evenly than this.
Friends are preparing. 6/10
Dark energy potions are finally done! >:) 5/5 COMPLETE!
I drink a dark energy potion, and toss one to the acolyte, asking him to give it a shot.
I'd be happy to include your attack in, but I have no idea of what the Dark Energy Potions do! You should include what they'll do next turn and I'll implement it.
The Acolyte, as equally unsure of what the DE Potion will do as I am, decides to tuck it in his robe pocket for safekeeping! He'll take a sip once you have a chance to explain what they'd do.
Alright then, your attack being pretty unspecific... but, knowing that you're attacking the participants of the Tea Ceremony, you deal 2 damage to all the Hammer Mooks!
I attempt to figure out what the Souls thing does, and end up shooting a nearby mook in the face with it while investigating what happens when I pull the trigger.
Souls are stored sorts of points that you gain once you kill enemy entities. If you choose to unleash them, each Soul kept hidden will summon an entity to fight for you! They can be stored again as long as they're above 40% health when you call them back. Also, somewhat disturbingly, Souls can be converted into Dark Energy...
You, choosing to fire a single shot, deal 3 damage to one of the Sniper Rifle Mooks from range! The HHHH shoots like a normal shotgun, but the metallic noises it makes when cycling and firing are rather sinister... You also investigate the macabre grinning face on its stock, similar to the HHH's Axe.
====[End-of-Turn Events]====
The Air Elementals deal 4 damage to the Lightly Armored Mook and 4 damage to two Sniper Rifle Mooks each!
The Player Knight takes a swing at one of the Lightly Armored Mooks, but he strikes the armor and ends up dealing 2 damage!
The Player Archers deal 4 damage to two other Lightly Armored Mooks, considering them high-value targets!
Two of the Lightly Armored Mooks gang up on and deal 8 damage to the Player Knight!
The Hammer Mooks take advantage of their buffed state to deal 12 damage to the Anti-Acolyte camp, electing to destroy player support first!
The Sniper Rifle Mooks fire singular shots at the Player Archers, dealing 4 damage to each of them!
The damage boosts from both sides wears out!
====[engie_ninja's sidequest]====
Remains in stasis!
====[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, 6/10 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: 13/20.
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)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1))
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: 10/20. 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.
Location:
Dreamverse
Join Date:
9/23/2015
Posts:
253
Location:
Dreamverse
Minecraft:
Goldgamesav
Xbox:
Gold429
PSN:
Supera2z
Member Details
Friends are preparing the portal. 7/10
I begin pressings buttons on my coat. 1/25
Dark Energy potions give Dark Energy Gauge energy to the Acolyte, players will recover some health, or gain temporary dark magic. (roll a dice to see, even is recover, dark magic is odd) The dark magic to players is weak, but it works.
I snipe the player knight and say, "Straight to yo head wanker."
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
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))12/?
Portable Spirograph 5/?
Guardian angel 5/?
Then I attack the camp:
I take matches and I try to start a fire then I see the walls are made of stone.
Then I take a shovel and I start digging for getting under the camp then I am too much tired of digging and I stop digging some time for resting.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
Errr...How can I even show I've put more effort on it?(Anyway,I now do 1 post per round)
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Load TNT Cannon
I use my Crafty Bow to shoot at nuiltor thrice and repair my base
Charging Actions:
Re-Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 3/25 +1 Pricey +1 Blinky
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) 7/7 Finished
Capaciator(+1 every charge/round) 6/10 +1 Pricey +1 Blinky
Questions:
Nil
OOC:
Nil
Notes for my next actions:(no need to understand,my notes)
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))13/?
Portable Spirograph 6/?
Guardian angel 6/?
Then I keep attacking the camp:
I dig further under it and I place seismic explosive then I get outside and I detonate them.
I see that in fact the camp was levitating all that time and I get angry.
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))13/?
Portable Spirograph 6/?
Guardian angel 6/?
Then I keep attacking the camp:
I dig further under it and I place seismic explosive then I get outside and I detonate them.
I see that in fact the camp was levitating all that time and I get angry.
From nowhere: the concept is that I do complex stuff before seeing what is really the camp and then I fail in a supposedly joke looking way but that I know to be perfectly unfun and in the end I do nothing
So it is just unflavor text an it is purely meaningless./null
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've calmed down now. So, I charge sideways at the HHH. The Acolyte laughs; until he realizes that a cow just threw the burning corpse of the HHH at him. This caused a temporal wormhole which the bird ate so the spider could be free. Then, it was swallowed by a crazy women who proceeded to eat the cow. The cow suffers a temporal inversion of the polarity which causes it to invert space time; reversing the events and causing the Reapers to appear; they promptly eat a wibbly wobbly ball of timey wimey stuff. This inverted the hemisphere of the polarity; causing the drunkenness to manifest itself and display itself as a computer screen which proceeded to eat the world.
If you understood that, well done!
If not, I don't either.
The Acolyte therefore takes damage because he didn't notice that the first part of that actually happened (the cow thing).
Dark Energy potions give Dark Energy Gauge energy to the Acolyte, players will recover some health, or gain temporary dark magic. (roll a dice to see, even is recover, dark magic is odd) The dark magic to players is weak, but it works.
I snipe the player knight and say, "Straight to yo head wanker."
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))12/?
Portable Spirograph 5/?
Guardian angel 5/?
Then I attack the camp:
I take matches and I try to start a fire then I see the walls are made of stone.
Then I take a shovel and I start digging for getting under the camp then I am too much tired of digging and I stop digging some time for resting.
Your next attack will deal double damage, if it's on a large enough scale!
Errr...How can I even show I've put more effort on it?(Anyway,I now do 1 post per round)
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Load TNT Cannon
I use my Crafty Bow to shoot at nuiltor thrice and repair my base
Charging Actions:
Re-Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 3/25 +1 Pricey +1 Blinky
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) 7/7 Finished
Capaciator(+1 every charge/round) 6/10 +1 Pricey +1 Blinky
Questions:
Nil
OOC:
Nil
Notes for my next actions:(no need to understand,my notes)
sm hm ent Player Fort
upg AA camp
tt bb ftilty twer
Well, an example would be putting more enthusiasm into your attacks, for example, instead of "Load TNT Cannon", could could say "I take some TNT from the stockpile and load it into the charge and shot compartments on the cannon!". Personally, that'd make me feel a lot better, since I'd feel like you're taking more of a bite out of the theoretical apple that I'm planting. Your using a subject on "I shoot nullitor and repair my base" is a start. Plus, you should use some of the benefits I help set up for you more than once (the Robot Factory could use some use, even if they don't spawn with weapons!).
You load the TNT cannon and repair your Camp for 2 health! You can't fire an accurate shot at Nullitor in such a hurry, though, and end up wasting one of your arrows. You've got 5 more in reserve, though...
Oh, yeah, while I'm on the subject, your Factory gains an electric spark to it! It has a 25% chance to generate double FP from now on!
Your TNT cannon also gains a double-barreled upgrade, but the base damage remains the same.
For the icing on the cake, your Futility meter automatically corrects 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))13/?
Portable Spirograph 6/?
Guardian angel 6/?
Then I keep attacking the camp:
I dig further under it and I place seismic explosive then I get outside and I detonate them.
I see that in fact the camp was levitating all that time and I get angry.
You deal 6 damage to the Player Camp due to the tunneling under the camp!
Friends are preparing the portal. 8/10
I continue pressings buttons on my coat. 2/25
I pull out my own materials, craft a rocket launcher looking thing, and fire explosive bullets out of it. Straight at the TNT cannon. Bu bye!
You deal 4 damage to the Anti-Acolyte Camp! While your shot with the rocket launcher thing didn't deal any permanent or damage to the TNT Cannon, it loses its shot!
Oh, yeah, you'll drink your Darkness Potion during the End of Turn Events.
I've calmed down now. So, I charge sideways at the HHH. The Acolyte laughs; until he realizes that a cow just threw the burning corpse of the HHH at him. This caused a temporal wormhole which the bird ate so the spider could be free. Then, it was swallowed by a crazy women who proceeded to eat the cow. The cow suffers a temporal inversion of the polarity which causes it to invert space time; reversing the events and causing the Reapers to appear; they promptly eat a wibbly wobbly ball of timey wimey stuff. This inverted the hemisphere of the polarity; causing the drunkenness to manifest itself and display itself as a computer screen which proceeded to eat the world.
If you understood that, well done!
If not, I don't either.
The Acolyte therefore takes damage because he didn't notice that the first part of that actually happened (the cow thing).
Wither Storm:8/25 +1 sunnyau
Earth Elemental Parker:4/5 +1 pricey
Earth Elemental Tyler: 4/5 +1 pricey
Your futility lowers, however, the Acolyte dodges the HHH's corpse that the cow threw!
====[End-of-Turn Events]====
GoldHero101 drinks up his Darkness Potion! He will now deal 25% more damage for 3 turns!
The Wind Elementals deal 2 damage to one Lightly Armored Mook and 3 damage to two Sniper Rifle Mooks!
The Player Knight, noticing his low health bar, slices lightly at the most injured Hammer Mook for 2 damage, leaving it to die of its wounds! The player, before any more damage can be done to him, stupidly bunny hops into the castle! The Player Archers deal 4 damage to one of the Lightly Armored Mooks and deal 4 damage to one of the Sniper Rifle Mooks! The Builder, taking this as a signal of danger, retreats as well!
The Fire Elementals deal 3 damage to the surviving Hammer Mooks! They will suffer damage from Burning next turn!
The Lightly Armored Mooks deal 4 damage to Bob, Suzy, and Jeff! One of them gets a sword crit on Oliver, dealing 8 damage! The Hammer Mooks deal 3 damage to the Front Wall and 3 other damage to the AA Camp! The Sniper Rifle Mooks fire a high-intensity volley of shots, dealing 6 damage to Faquarl, 6 damage to one of the Archers, and 4 to the other Archer (the second shot missed)!
====[engie_ninja's sidequest]====
Remains in stasis!
====[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, 5/10 Arrows, 17/18 Durability), Sniper Rifle (Base Damage: 4)
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking.
GoldHero101 [PA] HP: 13/20. Dark-Infused (25% damage boost, 3/3)
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 in the EoTB after firing, acts like a Rocket Launcher with 6 base damage, can shoot two shots at once to hit 2 targets)
Factory (Generates Factory Points which can be used, 2 points generated each turn, 25% chance to generate 3 points instead of 2, 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)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1))
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 178/200. 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: 4/20, 6/20 (x2) Behind Front Wall, deals Ranged damage.
Player Knight [AA] HP: 1/20. Deals melee damage. Retreated to castle.
Player Builder [AA] HP: 20/20. Heals Structures. Retreated 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)
I hope my potions finish soon... Brr...
Friends are preparing. 5/10
I continue making dark energy potions >:) 4/5
I make a crude bandage to hopefully heal my wounds so I will last till my potions are done.
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
Attack: I use my Power Pendant to smash a Mook.
Lord Michael/Michael Jackson Component A (1/4) 10/25 +1 from sunnyau
Lord Michael/Michael Jackson Component B (2/4) 10/25 +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.
Stab the Soldier with my other dagger; hopefully finishing him off.
Wither Storm:6/25 +1 Pricey
I begin summoning some Earth Elementals:
Earth Elemental Parker:1/5
Earth Elemental Tyler: 1/5
I help sunnyau and pricey
My suggestion: Redstone Power Distance
Friends are preparing. 6/10
Dark energy potions are finally done! >:) 5/5 COMPLETE!
I drink a dark energy potion, and toss one to the acolyte, asking him to give it a shot.
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
Lay mines under the tea party.
Wither Storm:7/25
Earth Elemental Parker:2/5
Earth Elemental Tyler: 2/5
I help sunnyau.
My suggestion: Redstone Power Distance
I attempt to figure out what the Souls thing does, and end up shooting a nearby mook in the face with it while investigating what happens when I pull the trigger.
No, that would be completely overpowered. If you wanted something with more shots per turn, you should have picked an assault rifle, or with more of a base damage multiplier, a rocket launcher. Although you can add a base damage ADDITIVE to it.
You recover 3 Arrows for your Enchanted Crafty Bow!
You load the TNT Cannon! The Laser Battle Rifle has been (begrudgingly) added to the Factory Blueprints!
You deal enough damage to slay the tunnel-visioned Soldier in a single attack, even without the base damage increase from the Dagger's ability!
Your Futility raises!
You summon both Fire Elementals!
You do not have magic foresight for attacks, but I assumed that watching the tea ceremony would boost their morale! The Hammer Mooks' base damage is increased for the turn!
Wow... your notes show some sort of smartness in your form.
And yet they also show complete lack of dedication. You expect me to keep acting on your posts which blatantly do 3 actions a turn where other people only have one (with only an object and a verb, no less!), you make all these benefits to use only for yourself that you never use, and you spam charges? This might be a roleplay, but updating this is a chore, and I don't need people like you taking two bites out of the apple I'm trying to grow, especially since I've got a life to maintain on top of this!
I'm sorry, but I'm putting my foot down. Your portalization fails, your Factory is only upgraded by 2 maximum points, and the TNT Cannon misses the company of Mooks entirely due to your lack of aiming! Also, your Futility increases by 10.
If you can prove that you can put in more effort than this, maybe terms can come more evenly than this.
You heal up for 2 health!
You cannot attack due to the lack of hitting any specific Mook target! Your futility increases!
Finish him off? Your first attack basically did overkill damage as is.
I'd be happy to include your attack in, but I have no idea of what the Dark Energy Potions do! You should include what they'll do next turn and I'll implement it.
The Acolyte, as equally unsure of what the DE Potion will do as I am, decides to tuck it in his robe pocket for safekeeping! He'll take a sip once you have a chance to explain what they'd do.
Alright then, your attack being pretty unspecific... but, knowing that you're attacking the participants of the Tea Ceremony, you deal 2 damage to all the Hammer Mooks!
Souls are stored sorts of points that you gain once you kill enemy entities. If you choose to unleash them, each Soul kept hidden will summon an entity to fight for you! They can be stored again as long as they're above 40% health when you call them back. Also, somewhat disturbingly, Souls can be converted into Dark Energy...
You, choosing to fire a single shot, deal 3 damage to one of the Sniper Rifle Mooks from range! The HHHH shoots like a normal shotgun, but the metallic noises it makes when cycling and firing are rather sinister... You also investigate the macabre grinning face on its stock, similar to the HHH's Axe.
====[End-of-Turn Events]====
The Air Elementals deal 4 damage to the Lightly Armored Mook and 4 damage to two Sniper Rifle Mooks each!
The Player Knight takes a swing at one of the Lightly Armored Mooks, but he strikes the armor and ends up dealing 2 damage!
The Player Archers deal 4 damage to two other Lightly Armored Mooks, considering them high-value targets!
Two of the Lightly Armored Mooks gang up on and deal 8 damage to the Player Knight!
The Hammer Mooks take advantage of their buffed state to deal 12 damage to the Anti-Acolyte camp, electing to destroy player support first!
The Sniper Rifle Mooks fire singular shots at the Player Archers, dealing 4 damage to each of them!
The damage boosts from both sides wears out!
====[engie_ninja's sidequest]====
Remains in stasis!
====[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, 6/10 Arrows, 18/18 Durability), Sniper Rifle (Base Damage: 4)
GoldHero101 [PA] HP: 13/20.
Anti-Acolyte Camp [AA] HP: 38/50. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: Unloaded. Factory Lvl.2.5: 7/12 [IIIIIIIIIIII] 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)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1))
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: 10/20. Behind Front Wall, deals Ranged damage. (x2)
Player Knight [AA] HP: 5/20. 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, 0/2)
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.
Fire Elementals [AA] Oliver: 20/20 HP. Faquarl: 20/20 HP.
Stats
Base Damage: 3
Speed Value: 3
Applies 1-turn Burning to targets.
Drains 100% damage from Heat-Based attacks.
Takes 150% damage from Wind-Based attacks.
Takes 200% damage from Cold-Based attacks.
Assault Rifle Sniper Soldier [PA] HP: 0/6. Has 2 base damage, can attack with a Sniper Rifle or Assault Rifle.
Lightly-Armored Sword Mook [PA] HP: 12/16 (x2) 14/16 (x1), 16/16 (x1) Possess armor listed in the OP.
Hammer Mook [PA] HP: 14/16. (x3) Moralized (+1 to Base Damage, 0/1)
Sniper Rifle Mook [PA] HP: 13/16 (x1), 12/16. (x2), 16/16 (x1)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 100%. Kills: 2. Possesses a Dark Energy Potion!
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: 6 Futility
Blinky1001: 6 Futility
auyuengyat: 12 Futility
Pricey12345: 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...
Friends are preparing the portal. 7/10
I begin pressings buttons on my coat. 1/25
Dark Energy potions give Dark Energy Gauge energy to the Acolyte, players will recover some health, or gain temporary dark magic. (roll a dice to see, even is recover, dark magic is odd) The dark magic to players is weak, but it works.
I snipe the player knight and say, "Straight to yo head wanker."
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
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))12/?
Portable Spirograph 5/?
Guardian angel 5/?
Then I attack the camp:
I take matches and I try to start a fire then I see the walls are made of stone.
Then I take a shovel and I start digging for getting under the camp then I am too much tired of digging and I stop digging some time for resting.
Errrrr... it seems neither of us noticed I took three actions last round...
In this post therefore, I rest from running around like a maniac last round.
My suggestion: Redstone Power Distance
Attack: I kick the Hammer Mook in the face and i smash it down with my Healing Hammer.
Lord Michael/Michael Jackson Component A (1/4) 11/25
Lord Michael/Michael Jackson Component B (2/4) 11/25
+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.
Errr...How can I even show I've put more effort on it?(Anyway,I now do 1 post per round)
Help Charges:+1 Blinky +1 Pricey
Non-Charging Actions:
Load TNT Cannon
I use my Crafty Bow to shoot at nuiltor thrice and repair my base
Charging Actions:
Re-Portalization of AA camp(Access to AA camp as a world alone,thus negating the world change): 3/25 +1 Pricey +1 Blinky
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) 7/7 Finished
Capaciator(+1 every charge/round) 6/10 +1 Pricey +1 Blinky
Questions:
Nil
OOC:
Nil
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.
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))13/?
Portable Spirograph 6/?
Guardian angel 6/?
Then I keep attacking the camp:
I dig further under it and I place seismic explosive then I get outside and I detonate them.
I see that in fact the camp was levitating all that time and I get angry.
Attack: I repair our Camp
Lord Michael/Michael Jackson Component A (1/4) 13/25 +1 from sunnyau
Lord Michael/Michael Jackson Component B (2/4) 13/25 +1 from Blinky
+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.
Where do you get your "seismic explosive?!!
//null
My games.
Friends are preparing the portal. 8/10
I continue pressings buttons on my coat. 2/25
I pull out my own materials, craft a rocket launcher looking thing, and fire explosive bullets out of it. Straight at the TNT cannon. Bu bye!
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
From nowhere: the concept is that I do complex stuff before seeing what is really the camp and then I fail in a supposedly joke looking way but that I know to be perfectly unfun and in the end I do nothing
So it is just unflavor text an it is purely meaningless./null
I've calmed down now. So, I charge sideways at the HHH. The Acolyte laughs; until he realizes that a cow just threw the burning corpse of the HHH at him. This caused a temporal wormhole which the bird ate so the spider could be free. Then, it was swallowed by a crazy women who proceeded to eat the cow. The cow suffers a temporal inversion of the polarity which causes it to invert space time; reversing the events and causing the Reapers to appear; they promptly eat a wibbly wobbly ball of timey wimey stuff. This inverted the hemisphere of the polarity; causing the drunkenness to manifest itself and display itself as a computer screen which proceeded to eat the world.
If you understood that, well done!
If not, I don't either.
The Acolyte therefore takes damage because he didn't notice that the first part of that actually happened (the cow thing).
Wither Storm:8/25 +1 sunnyau
Earth Elemental Parker:4/5 +1 pricey
Earth Elemental Tyler: 4/5 +1 pricey
My suggestion: Redstone Power Distance
Where can you craft your rocket launcher?!
//null
My games.
You deal 4 damage to the Player Knight!
Your next attack will deal double damage, if it's on a large enough scale!
Wow, you're right! Thanks for compensating for this, it's fair sport and it shows that you see mistakes easy (which I need myself).
Your attack deals a devastating 12 damage to the Hammer Mook! Since you're at full health, you don't recover any.
Well, an example would be putting more enthusiasm into your attacks, for example, instead of "Load TNT Cannon", could could say "I take some TNT from the stockpile and load it into the charge and shot compartments on the cannon!". Personally, that'd make me feel a lot better, since I'd feel like you're taking more of a bite out of the theoretical apple that I'm planting. Your using a subject on "I shoot nullitor and repair my base" is a start. Plus, you should use some of the benefits I help set up for you more than once (the Robot Factory could use some use, even if they don't spawn with weapons!).
You load the TNT cannon and repair your Camp for 2 health! You can't fire an accurate shot at Nullitor in such a hurry, though, and end up wasting one of your arrows. You've got 5 more in reserve, though...
Oh, yeah, while I'm on the subject, your Factory gains an electric spark to it! It has a 25% chance to generate double FP from now on!
Your TNT cannon also gains a double-barreled upgrade, but the base damage remains the same.
For the icing on the cake, your Futility meter automatically corrects itself.
You deal 6 damage to the Player Camp due to the tunneling under the camp!
You fix up some of the damage done to the Camp! 2 hit points, precisely.
You deal 4 damage to the Anti-Acolyte Camp! While your shot with the rocket launcher thing didn't deal any permanent or damage to the TNT Cannon, it loses its shot!
Oh, yeah, you'll drink your Darkness Potion during the End of Turn Events.
Your futility lowers, however, the Acolyte dodges the HHH's corpse that the cow threw!
====[End-of-Turn Events]====
GoldHero101 drinks up his Darkness Potion! He will now deal 25% more damage for 3 turns!
The Wind Elementals deal 2 damage to one Lightly Armored Mook and 3 damage to two Sniper Rifle Mooks!
The Player Knight, noticing his low health bar, slices lightly at the most injured Hammer Mook for 2 damage, leaving it to die of its wounds! The player, before any more damage can be done to him, stupidly bunny hops into the castle! The Player Archers deal 4 damage to one of the Lightly Armored Mooks and deal 4 damage to one of the Sniper Rifle Mooks! The Builder, taking this as a signal of danger, retreats as well!
The Fire Elementals deal 3 damage to the surviving Hammer Mooks! They will suffer damage from Burning next turn!
The Lightly Armored Mooks deal 4 damage to Bob, Suzy, and Jeff! One of them gets a sword crit on Oliver, dealing 8 damage! The Hammer Mooks deal 3 damage to the Front Wall and 3 other damage to the AA Camp! The Sniper Rifle Mooks fire a high-intensity volley of shots, dealing 6 damage to Faquarl, 6 damage to one of the Archers, and 4 to the other Archer (the second shot missed)!
====[engie_ninja's sidequest]====
Remains in stasis!
====[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, 5/10 Arrows, 17/18 Durability), Sniper Rifle (Base Damage: 4)
GoldHero101 [PA] HP: 13/20. Dark-Infused (25% damage boost, 3/3)
Anti-Acolyte Camp [AA] HP: 27/50. Structural. Food Level: [IIIIIIIIII]. TNT Cannon: 0/2 Shots loaded. Factory Lvl.2.5: 7/12 [IIIIIIIIIIII] 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)
Laser Battle Rifle (Pistol, Base Damage: 4, 90% base accuracy, 10% accuracy loss per shot, applies Burning (1 damage over time, 1/1))
None as of yet.
Stored Blueprints
None as of yet.
Player Fort [AA] Front Wall HP: 178/200. 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: 4/20, 6/20 (x2) Behind Front Wall, deals Ranged damage.
Player Knight [AA] HP: 1/20. Deals melee damage. Retreated to castle.
Player Builder [AA] HP: 20/20. Heals Structures. Retreated to castle.
Wind Elementals [AA] Bob: 16/20 HP. Jeff: 16/20 HP. Suzy: 16/20 HP.
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.
Fire Elementals [AA] Oliver: 12/20 HP. Faquarl: 24/20 HP.
Stats
Base Damage: 3
Speed Value: 3
Applies 1-turn Burning to targets.
Drains 100% damage from Heat-Based attacks.
Takes 150% damage from Wind-Based attacks.
Takes 200% damage from Cold-Based attacks.
Assault Rifle Sniper Soldier [PA] HP: 0/6. Has 2 base damage, can attack with a Sniper Rifle or Assault Rifle.
Lightly-Armored Sword Mook [PA] HP: 12/16 (x4). Possess armor listed in the OP.
Hammer Mook [PA] HP: 0/16. (x1), 11/16 (x2) Burning (1 Damage over time, 1/1)
Sniper Rifle Mook [PA] HP: 13/16 (x1), 10/16. (x2), 12/16 (x1)
The Acolyte [AC] HP: 97/100. Dark Magic Meter: 100%. Kills: 2. Possesses a Dark Energy Potion!
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: 6 Futility
Blinky1001: 4 Futility
auyuengyat: 2 Futility
Pricey12345: 4 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...