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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!
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 10/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)10/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist.
4/10(+1 from revan)
I help twice the Revanchist.
Then I go where Revanchist is thanks to an helicopter.
Then I give a quick look around me without moving.
Attack: I shoot the Mooks with my Powered Solar Blaster (Starting from the lowest HP Mook to the highest HP mook (If 1 dies, the successful shots goes to the stronger mook.))
I unravel the Spiral with my powered Magical Hamds
+1 Revanchist +1 Consumer
Michael Jackson attacks the LASg Mook with the Anti-Gravity Lean
Depowered Last Prism 14/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound)
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 21/25 +1 from sunnyau
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 21/25 +1 from Blinky
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 11/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)11/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 5/10
I try to figure out what to do for revan's sidequest.
If I can not I instead ready myself to create a light pancake and to sacrifice it to make the acolyte regain dark magic right after he acted(I lower my speed this turn thus making this action happen after the others)
[RP AND ATTACKS]
So, apparently a few days ago was the user of the Update Terminal's birthday. I use this chance to open a Gift Bag. The Acolyte should be free of meat shields soon, and then I can get back to murdering him. In the meantime, I start a monologue.
ConsumerOfAll: Mooks, why do you even work for the Acolyte? He just uses you as meat shields. Reading through the Second and Zeroth Godmodding War's Update Terminals has told me about better job opportunities then serving an edgy teen.
ConsumerOfAll: So, there's something called Engietech who's head decided to make anyone who damages his troops take damage, then there's something called IUPC or something like that.
ConsumerOfAll: My point is, there's better job offers.
ConsumerOfAll: Acolyte, why do you even summon Mooks? Even Uzi, who seems like a blood-crazy sociopath from the Zeroth Update Terminal, but don't tell main-timeline me that I said that, respects her colleagues instead of using them as meat shields and Richy, uses Terror Mobs which may or may not be sentient. Don't quote me on that.
ConsumerOfAll: Have you even read the Update Terminal of the Zeroth Godmodding War?
[MEANWHILE, IN THE SEA BASE]
The artillery shell careens towards ♀. This can't be the end-
Yep, no more signals coming from the Sea Base. I'll let the incident resolve itself for a while.
[CHARGES, ALCHEMIES AND ASSISTS] Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 18/25 (+1 from Revan) ========================= Gold-Capped Greatwood Wand 6/20 ==================== Pure Fox 15/20 ====================
+1 to sunnyau and Blinky
[BREAKDOWN AND OOC] (I did notice earlier, but I couldn't really think of anything to do.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield, 4 Normal Health Potions, Yankean's Mana Chain
Rollback Post to RevisionRollBack
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 10/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)10/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist.
4/10(+1 from revan)
I help twice the Revanchist.
Then I go where Revanchist is thanks to an helicopter.
Then I give a quick look around me without moving.
There is a curious alcove.
The helicopter drops you off close to where Revan is. You two proceed to go sidequesting together!
Attack: I shoot the Mooks with my Powered Solar Blaster (Starting from the lowest HP Mook to the highest HP mook (If 1 dies, the successful shots goes to the stronger mook.))
I unravel the Spiral with my powered Magical Hamds
+1 Revanchist +1 Consumer
Michael Jackson attacks the LASg Mook with the Anti-Gravity Lean
Depowered Last Prism 14/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound)
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 21/25 +1 from sunnyau
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 21/25 +1 from Blinky
Charge Storage: N/A = 0 Charge Points
Well, which attack do you want to execute?
I'm guessing the latter one. You deal unravel the spiral with the lowest health with your majestic hamds, irrevocably tearing through its integrity! This action results in the "death" of the Spiral.
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 11/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)11/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 5/10
I try to figure out what to do for revan's sidequest.
Well, I'd guess you could follow in on Revan's lead- after all, it's his sidequest.
[RP AND ATTACKS]
So, apparently a few days ago was the user of the Update Terminal's birthday. I use this chance to open a Gift Bag. The Acolyte should be free of meat shields soon, and then I can get back to murdering him. In the meantime, I start a monologue.
ConsumerOfAll: Mooks, why do you even work for the Acolyte? He just uses you as meat shields. Reading through the Second and Zeroth Godmodding War's Update Terminals has told me about better job opportunities then serving an edgy teen.
ConsumerOfAll: So, there's something called Engietech who's head decided to make anyone who damages his troops take damage, then there's something called IUPC or something like that.
ConsumerOfAll: My point is, there's better job offers.
ConsumerOfAll: Acolyte, why do you even summon Mooks? Even Uzi, who seems like a blood-crazy sociopath from the Zeroth Update Terminal, but don't tell main-timeline me that I said that, respects her colleagues instead of using them as meat shields and Richy, uses Terror Mobs which may or may not be sentient. Don't quote me on that.
ConsumerOfAll: Have you even read the Update Terminal of the Zeroth Godmodding War?
[MEANWHILE, IN THE SEA BASE]
The artillery shell careens towards ♀. This can't be the end-
Yep, no more signals coming from the Sea Base. I'll let the incident resolve itself for a while.
[CHARGES, ALCHEMIES AND ASSISTS] Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 18/25 (+1 from Revan) ========================= Gold-Capped Greatwood Wand 6/20 ==================== Pure Fox 15/20 ====================
+1 to sunnyau and Blinky
[BREAKDOWN AND OOC] (I did notice earlier, but I couldn't really think of anything to do.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield, 4 Normal Health Potions, Yankean's Mana Chain
You get yet another Omega Ω Party Hat from the Gift Bag!
The Mooks hear out on your monologue, but they seem unaffected! Maybe they serve the Acolyte for reasons other than money, but regardless, their backstory is a backstory for another time, but the Acolyte probably wants to augment his manpower to, well, more than one man by summoning Mooks.
The Revanchist decides to search for said lock. Most preferably rusty but he won't be picky.
Charges:
The Memories of an Unfortunate Soul 7/25
Force Apparition 16/20 (+1's from Pricey & Consumer,+2 from nulitor)
Assists:
The Revanchist telepathicly aids Pricey & nulitor
You search around the hill for anything, but all you end up finding is a caribou wandering around in the chilly woods. Maybe you could follow it and it could reveal something?
====[End-of-Turn Events]====
The Djinnis deal 8 damage to the Artillery Boat!
The Spirals deal 8 damage to Michael Jackson!
Michael Jackson uses his Anti-Gravity Lean! The stunningness of the move Paralyzes one of the Lightly Armored Shotgun Mooks and also restores 20 HP to him! He has one more turn before he can perform his Tophat Toss!
The Elemental of Light and the Heat Elemental deal a total of 6 damage to the Artillery Boat!
The Player Archers, unable to deal melee damage from their perch, opt to crouch behind the wall to charge their shot!
The Lightly Armored Hammer Mooks deal 12 damage to Michael Jackson, negating his heal!
The Lightly Armored Shotgun Mook that's still capable of a lot of movement takes aim at the Player Archers! However, them hiding behind the wall, this deals 3 damage to the Front Wall!
The Sword Mooks deal 6 damage to Michael Jackson again! This attack gets him into ORANGE HEALTH (40%)!
The SMG Mooks sit there and take a moment to take in ConsumerOfAll's speech, but then realize that they are powerless to do anything, being Mooks!
The Paralyzed Lightly Armored Shotgun Mook's attack fails, since he can't pull the trigger of his gun due to the paralysis!
The Acolyte, with an excess of Dark Magic coming in and not wanting to let it go to waste, decides to Empower the two Sword Mooks! However, this only being 2% of the Meter, he can only buff the ones on lower health. Get them taken out quickly and they can't deal their increased damage!
Blinky1001's Amulet rolls a 4.
The Spirals suffer the last of their poison damage.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
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: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
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 (9 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.
MegaMinEr69 [AA] HP: 20/20 Long since idle.
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shield (20/20 HP) (Generation +1 Item, deals 4 damage to any attackers), Copy Core (3/3 Uses) (Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack), Artificial Charge Crystal Level XX (Charges a charge for its power level)
jondanger23 [AA] HP: 20/20. Long since idle.
Inventory: Ramshackle Shield (5/10 HP)
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Blinky1001 [AA] HP: 20/20.
Inventory: Cloak of Regeneration (75% chance to heal 1 HP after action), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (30% 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), Replenishing Health Potion (x0) (Restores 8 HP when used), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (28 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
MerryKirisame [AA] HP: 20/20
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking. Long since idle.
Develop a strong offensive to destroy the Player Fort!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x4)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Player Archer [AA] HP: 20/20. (x2) Charged Shot: II, II. Behind Front Wall.
Stats
Base Damage: 2 (Melee)
Speed Value: 3
Charged Shot deals 8 damage to a single target. Has a 20% chance to miss.
Player Fort [AA] : Front Wall HP: 168/200. Structural. Factory: 5/10 [IIIIIIIIII] Material. Farm: 2/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Not Loaded. Ender Chest HP: 30/30.
Available Services:
Possesses a Crafting Table for simple (Up to Generation +1) crafting.
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.
Factory can be +Assisted to provide Material! These can be used to repair the base. Giving material to the Factory will provide a Small Iron Shield which will gain 4 HP for every +Assist point.
Farm can be used to restore HP to an allied entity (Heals 2 HP for every foodstuff expended, heals 50% less on AA-BOSSES). Any Anti-Acolyte entity or character can access this. Restores 1 Foodstuff a turn.
TNT Cannon functions as a Rocket Launcher with 4 base damage and attacks with a Speed Value of 6 (meaning it will surpass all other entities' attacks to attack first).
Ender Chest can be used to store items so that they are not lost on death, however, these items will be dropped when the Ender Chest is destroyed and then become claimable by ANYONE! A maximum of 2 items can be stored in the chest per player.
Michael Jackson [AA-BOSS] HP: 61/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII.
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Regeneration Angel [AA] HP: 0/20. Immune to melee attacks, heals Anti-Acolyte entities or players for 4 HP every turn.
Spiral [PA] HP: 0/16 (x1),4/16 (x2) Poisoned (1 damage over time, 0/2)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 12.
Inventory: Portable Spirograph (11/21 Spirals left, DONE, 4/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Heat Elemental [AA] HP: 16/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
♀ [AA] HP: 0/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Will Scare (40% damage penalty to attacks) 3 Pro-Acolyte or Hostile entities every turn.
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Technology Master [PA] HP: 11/40. [Progress: IIIII]. Countering (Deals retaliation damage when hurt, 1/2), (Stasis (Cannot attack, charge attacks, or be damaged, can be removed at will by Nullitor, ∞))
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds nothing as of this turn.
Artillery Boat [N] HP: 38/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
engie_ninja [N] HP: 20/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit (Absorbs 25% of damage. HP: 16/20. 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: 20/20
Anonymous Medic [N] HP: 20/20. Regenerates 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
====[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: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) 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 Clearing]====
A clearing in a section of a forest. The plentiful resources allow for construction of something like a castle...
arksiane [N] HP: 20/20
Inventory: Bulletproof Jacket (10/10 Hits) (Wearer takes 20% less damage while wearing it)
Castle:
Moats HP: 15/30. (Under construction)
====[The Swamp]====
A messy, mysterious, and malevolent piece of terrain. Only the wary go here on purpose...
robby214tv [AA] HP: 20/20 Clone HP: 10/10 (x3) (Actions 50% more effective per clone while in play (Effectiveness boost halves with every clone after the first). Shoot this first!)
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
Caribou [N] HP: ??/??. Far away, should be followed to get a closer look.
OldSithRevan/The Revanchist [N] HP: 20/20. On a nearby hill.
Inventory: Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns), Rusty Key (Leads to a presumably as rusty lock)
I grab the Boomerang and I throw it at the 4 HP Spiral
+1 Revanchist +1 Consumer
Michael Jackson uses Moonwalk
Depowered Last Prism 15/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound)
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 22/25
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 22/25
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 12/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)12/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 7/10(+1 from help)
The Meaning of Life, the Universe, and Everything.
Join Date:
6/9/2013
Posts:
55
Minecraft:
sunnyau
Member Details
+1 Pricey +1 Blinky +1 Player Fort
I load the TNT cannon.
High Powered Laser Gunblade # Command Block Fragments: 1/4 = Enchanted High-Powered Laser Gunblade infused with Command Block Power{Permanent}[Soulbound]
I make a Command Block fragment(3rd) 24/25+1 Pricey +1 Consumer
I upgrade the crafting system in the Player Fort 3/6+1Pricey +1Consumer
I make a Command Block fragment(4th) 12/25 +1 Pricey +1 Consumer
[RP AND ATTACKS]
I take a Splash Potion of Poison out of the Player Fort, using my hammerspace / Descendant skills to summon it out of nowhere in case the Anti-Acolyte players have used them all up, and throw it at the Lightly Armored Hammer Mooks. I then see what Iron-Capped Wooden Wand + Yankean's Mana Chain, Large Iron Shield + Yankean's Mana Chain and Omega Party Hat + Yankean's Mana Shield would make and keep a note of it on a text file.
[CHARGES, ALCHEMIES AND ASSISTS] Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 21/25 (+2 from Pricey) =========================DARKER, YET DARKER. Gold-Capped Greatwood Wand 7/20 ==================== Pure Fox 16/20 ====================
+1 to Pricey and Pit
[BREAKDOWN AND OOC] (My next charge is going to be fun.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield, 4 Normal Health Potions, Yankean's Mana Chain, Omega Party Hat
Rollback Post to RevisionRollBack
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
I eliminate the Sword Mook on the lowest health by stabbing him with his own sword.
Work crew in Rubble Trouble: 24/25
Their equipment: 24/25
I begin summoning a Bee Hive:6/20
I help consumer and revanchist.
You deal 4 damage to the most injured Sword Mook, hoisting him by his own poetic bucket of gunpowder! The Sword Mook begins bleeding on the ground, mortally wounded.
I grab the Boomerang and I throw it at the 4 HP Spiral
+1 Revanchist +1 Consumer
Michael Jackson uses Moonwalk
Depowered Last Prism 15/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound)
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 22/25
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 22/25
Charge Storage: N/A = 0 Charge Points
You deal 4 damage to one of the Spirals! The boomerang's twisting motions unravel the Spiral! That spiral is no more.
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 12/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)12/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 7/10(+1 from help)
High Powered Laser Gunblade # Command Block Fragments: 1/4 = Enchanted High-Powered Laser Gunblade infused with Command Block Power{Permanent}[Soulbound]
I make a Command Block fragment(3rd) 24/25+1 Pricey +1 Consumer
I upgrade the crafting system in the Player Fort 3/6+1Pricey +1Consumer
I make a Command Block fragment(4th) 12/25 +1 Pricey +1 Consumer
[RP AND ATTACKS]
I take a Splash Potion of Poison out of the Player Fort, using my hammerspace / Descendant skills to summon it out of nowhere in case the Anti-Acolyte players have used them all up, and throw it at the Lightly Armored Hammer Mooks. I then see what Iron-Capped Wooden Wand + Yankean's Mana Chain, Large Iron Shield + Yankean's Mana Chain and Omega Party Hat + Yankean's Mana Shield would make and keep a note of it on a text file.
[CHARGES, ALCHEMIES AND ASSISTS] Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 21/25 (+2 from Pricey) =========================DARKER, YET DARKER. Gold-Capped Greatwood Wand 7/20 ==================== Pure Fox 16/20 ====================
+1 to Pricey and Pit
[BREAKDOWN AND OOC] (My next charge is going to be fun.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield, 4 Normal Health Potions, Yankean's Mana Chain, Omega Party Hat
The Lightly Armored Hammer Mooks are Poisoned for 2 turns!
Yankean's Mana Chain crafted with the Iron-Capped Wooden Wand would create a Chain Orbiter Mana Wand! It's basically a wand with chains orbiting around it, which could increase its power.
Yankean's Mana Chain crafted with the Large Iron Shield would create the Chain of Command! This would be a heavy chain that has a little bit of magic properties.
Yankean's Mana Chain crafted with the Omega Ω Party Hat would create the Orbiting Chain Hat! This would augment your magic-based damage when it's worn, but the mana chain might wear out if hit too many times.
And then a Lightly Armored Hammer Mook spontaneously combusted.
(WHY IS THE COLOR NOT WORKING? I DIDN'T BREAK THAT!)
You target the most injured Armored Hammer Mook for 4 damage, and even if it was blocked by its armor, it's still toast! The Lightly Armored Hammer Mook immolates in its place...
====[End-of-Turn Events]====
The Djinnis deal 8 more damage to the Artillery Boat!
The lone Spiral deals 4 damage to one of the Player Archers!
Michael Jackson, despite wanting to use Tophat Toss, uses Moonwalk to amplify its power!
The Elemental of Light and the Heat Elemental deal a total of 6 damage to the Artillery Boat in a matter of urgency, seeing as how they don't want another shell to land!
One of the Player Archers fires its Charged Shot at the most injured SMG Mook, skewering it with its arrow! The SMG Mook falls due to his injury!
Builders in the Player Fort spend the material spent up in the factory to repair the Front Wall! This heals 12 HP.
The Mooks take note of Michael Jackson's position primed to deal lots of damage and focus fire on him!
The Lightly Armored Hammer Mooks deal 9 damage to Michael Jackson!
The Lightly Armored Shotgun Mook that's not paralyzed deals 3 damage to Michael Jackson!
The lone Sword Mook takes its swing and doesn't score a crit, but he still manages to deal 4 damage to the boss!
The SMG Mooks fire a short yet substantial burst of shots, dealing 4 damage to Michael Jackson!
The Paralyzed Lightly Armored Shotgun Mook's attack succeeds. He deals 3 damage to Michael Jackson!
The Acolyte notices Michael Jackson's powered-up state and realizes that it's serious business! He uses a regenerable portion (2%) of his Dark Magic Meter to summon a jet-black sword and deal 14 damage to Michael Jackson!
This results in a total of 37 damage to Michael Jackson! This is enough to put him on RED HEALTH (20%)!
Blinky1001's Amulet rolls a 3, summoning a Cold Elemental to the AA Side!
The Shotgun Mook breaks out of paralysis! Not that it would matter much...
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
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: 20/20. Long since idle.
The_Serpent [AA] HP: 20/20. Long since idle.
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 (9 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.
MegaMinEr69 [AA] HP: 20/20 Long since idle.
Netpatham [AA] HP: 20/20. Long since idle.
Killer_Pixie [AA] HP: 20/20. Robotic Armor HP: 25/25. Rocket launcher allows splash damage. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Inventory: Night Crystal Shield (20/20 HP) (Generation +1 Item, deals 4 damage to any attackers), Copy Core (3/3 Uses) (Harnesses the power of elemental attacks, using it will give your next attack +2 base damage and apply elements to that attack), Artificial Charge Crystal Level XX (Charges a charge for its power level)
jondanger23 [AA] HP: 20/20. Long since idle.
Inventory: Ramshackle Shield (5/10 HP)
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Blinky1001 [AA] HP: 20/20.
Inventory: Cloak of Regeneration (75% chance to heal 1 HP after action), Daggers of Fire/Ice (Dagger, Base Damage: +2, Has a 60% chance to inflict Hot/Cold for 2 turns, Heat/Cold based), Elemental Amulet (30% 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), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
auyeungyat/sunnyau [AA] HP: 20/20.
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (32 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
MerryKirisame [AA] HP: 20/20
TSFHISEPIC [PA] HP: 20/20. Has the opportunity to choose a buff of his liking. Long since idle.
GoldHero101 [PA] HP: 20/20.
FeatheredDragon [N] HP: 20/20
Itinerary Objectives:
Anti-Acolyte:
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x4)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Player Archer [AA] HP: 20/20. (x2) Charged Shot: II, II. Behind Front Wall.
Stats
Base Damage: 2 (Melee)
Speed Value: 3
Charged Shot deals 8 damage to a single target. Has a 20% chance to miss.
Player Fort [AA] : Front Wall HP: 180/200. Structural. Factory: 0/10 [IIIIIIIIII] Material. Farm: 2/10 [IIIIIIIIII] Foodstuffs. TNT Cannon: Loaded! Ender Chest HP: 30/30.
Available Services:
Possesses a Crafting Table for simple (Up to Generation +1) crafting.
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.
Factory can be +Assisted to provide Material! These can be used to repair the base. Giving material to the Factory will provide a Small Iron Shield which will gain 4 HP for every +Assist point.
Farm can be used to restore HP to an allied entity (Heals 2 HP for every foodstuff expended, heals 50% less on AA-BOSSES). Any Anti-Acolyte entity or character can access this. Restores 1 Foodstuff a turn.
TNT Cannon functions as a Rocket Launcher with 4 base damage and attacks with a Speed Value of 6 (meaning it will surpass all other entities' attacks to attack first).
Ender Chest can be used to store items so that they are not lost on death, however, these items will be dropped when the Ender Chest is destroyed and then become claimable by ANYONE! A maximum of 2 items can be stored in the chest per player.
Michael Jackson [AA-BOSS] HP: 24/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. Moonwalking (Next attack deals 150% increased damage)
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Cold Elemental [AA] HP: 20/20.
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Cold-based attacks.
Takes 2x damage from Heat-based attacks.
Lightly Armored Hammer Mook [PA] HP: 8/16, 7/16, 5/16. Poisoned (1 damage over time, 2/2)
Lightly Armored Shotgun Mook [PA] HP: 11/16 Paralyzed (40% chance for attacks to fail, Speed Value decreased by 2, 0/2), 10/16.
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 12.
Inventory: Portable Spirograph (10/21 Spirals left, DONE, 5/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
The Sea Base:
A zone within open waters, housing multiple prisoners. An odd tower is being constructed in some sort of ritual.
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Anti-Djinni: 22/40 HP.
Stats
Base Damage: 4
Speed Value: 4
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Heat Elemental [AA] HP: 16/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Technology Master [PA] HP: 11/40. [Progress: IIIII]. Countering (Deals retaliation damage when hurt, 1/2), (Stasis (Cannot attack, charge attacks, or be damaged, can be removed at will by Nullitor, ∞))
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds nothing as of this turn.
Artillery Boat [N] HP: 24/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
engie_ninja [N] HP: 20/20.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit (Absorbs 25% of damage. HP: 16/20. 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: 20/20
Anonymous Medic [N] HP: 20/20. Regenerates 1 HP/Turn. Can heal entities to restore 2 health in a fight or 4 when out of combat.
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
====[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: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) 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 Clearing]====
A clearing in a section of a forest. The plentiful resources allow for construction of something like a castle...
arksiane [N] HP: 20/20
Inventory: Bulletproof Jacket (10/10 Hits) (Wearer takes 20% less damage while wearing it)
Castle:
Moats HP: 15/30. (Under construction)
====[The Swamp]====
A messy, mysterious, and malevolent piece of terrain. Only the wary go here on purpose...
robby214tv [AA] HP: 20/20 Clone HP: 10/10 (x3) (Actions 50% more effective per clone while in play (Effectiveness boost halves with every clone after the first). Shoot this first!)
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
Caribou [N] HP: 20/20. Far away, should be followed to get a closer look. Aware of Nullitor's presence. String attached to leg, easier to track.
OldSithRevan/The Revanchist [N] HP: 20/20. On a nearby hill.
Inventory: Lightning Coil (Has a 50% chance to Shock (60% chance to miss attacks) targets for 2 turns), Rusty Key (Leads to a presumably as rusty lock)
nullitor [PA] HP: 20/20.
Inventory: Pipe Bazooka (Rocket Launcher, Base Damage: 2)
The Revanchist follows the Caribou, he reaches out into the Force to feel its presence.
Charges:
The Memories of an Unfortunate Soul 8/25
Force Apparition 21/21 (+1's from Pricey & Blinky,+2 from nulitor)
This summons a phantasmal version of the Revanchist. It gives a 50% miss rate for enemies mistaking the Appartion as The Revanchist but it isn't able to interact with the physical realm.
Assists:
The Revanchist telepathicly aids Blinky & nulitor
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 13/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)13/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 9/10(+1 from help)
Special attack (1mp) - Drain: Impales a target enemy for roughly 10-12 attack, then begins draining health from the target at a rate of 3-4 HP per turn, adding the drained health to it's own. Can only target one enemy at a time with this attack. Can use this attack at the same time as a normal attack, but only if it doesn't already have a target. Cannot switch targets until the targeted enemy dies.
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 call upon the Elementals to heal Micheal Jackson.
Work crew in Rubble Trouble: 25/25
Their equipment: 25/25
So this consists of:
A Machine Gun (About 15 health, 2 base damage but compensates for this by being able to target about 3-5 enemies a turn)
A Cement Mixer (This has been modified to shoot cannon balls and thus has about 6 base damage and 25ish health)
A pair of helicopters (One is equipped with a wrecking ball and thus does about 4-8 damage to a clustered group of enemies; the other has a grabber and thus has no technical attack; but can throw stuff at enemies and/or move stuff around)
Some Dynamite carried by a Worker (Plants one each turn and detonates it in the next round as well as planting another one)
A Tank (It's basically just a Tank)
Some Drills (They are not normal drills; instead, they act like bullets and fire, spinning, at enemies)
To control this equipment, there is a multitude of Workers who have low health and base damage but are the only ones who can operate this equipment. There are about fifteen of them (1 for the gun, 1 for the mixer, 4 for the helicopters, 1 for the dynamite, 3 for the drills and 5 for the tank)
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 14/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)14/probably 15
I complete the Acolyte's pacifist: entity who gives 2 dark magic to the acolyte every turn and which can not attack because he is too much pacifist. 10/10
[RP AND ATTACKS]
I decide to craft the Iron-Capped Wooden Wand and Yankean's Mana Chain together to create the Chain Orbiter Mana Wand. If I have enough time immediately after, I crystallise the last remaining Sword Mook using my new Chain Orbiter Mana Wand, and pray it (the Wand) doesn't explode.
[CHARGES, ALCHEMIES AND ASSISTS] Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 22/25 ========================= Gold-Capped Greatwood Wand 8/20 ==================== Pure Fox 17/20 ====================
+1 to Blinky and sunnyau
[BREAKDOWN AND OOC] (Can you release two of your charges on the same turn?)
[INVENTORY]
Large Iron Shield, 4 Normal Health Potions, Omega Party Hat, Chain Orbiter Mana Wand
Rollback Post to RevisionRollBack
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
I'm just gonna grab a gift bag.
Work crew in Rubble Trouble: 23/25
Their equipment: 23/25
I begin summoning a Bee Hive:5/20
I help pricey and sunnyau.
My suggestion: Redstone Power Distance
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 10/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)10/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist.
4/10(+1 from revan)
I help twice the Revanchist.
Then I go where Revanchist is thanks to an helicopter.
Then I give a quick look around me without moving.
There is a curious alcove.
Attack: I shoot the Mooks with my Powered Solar Blaster (Starting from the lowest HP Mook to the highest HP mook (If 1 dies, the successful shots goes to the stronger mook.))
I unravel the Spiral with my powered Magical Hamds
+1 Revanchist +1 Consumer
Michael Jackson attacks the LASg Mook with the Anti-Gravity Lean
Depowered Last Prism 14/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound)
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 21/25 +1 from sunnyau
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 21/25 +1 from Blinky
Charge Storage: N/A = 0 Charge Points
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.
Hands are so much outdated: buy hamds right now.
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 11/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)11/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 5/10
I try to figure out what to do for revan's sidequest.
If I can not I instead ready myself to create a light pancake and to sacrifice it to make the acolyte regain dark magic right after he acted(I lower my speed this turn thus making this action happen after the others)
[RP AND ATTACKS]
So, apparently a few days ago was the user of the Update Terminal's birthday. I use this chance to open a Gift Bag. The Acolyte should be free of meat shields soon, and then I can get back to murdering him. In the meantime, I start a monologue.
ConsumerOfAll: Mooks, why do you even work for the Acolyte? He just uses you as meat shields. Reading through the Second and Zeroth Godmodding War's Update Terminals has told me about better job opportunities then serving an edgy teen.
ConsumerOfAll: So, there's something called Engietech who's head decided to make anyone who damages his troops take damage, then there's something called IUPC or something like that.
ConsumerOfAll: My point is, there's better job offers.
ConsumerOfAll: Acolyte, why do you even summon Mooks? Even Uzi, who seems like a blood-crazy sociopath from the Zeroth Update Terminal, but don't tell main-timeline me that I said that, respects her colleagues instead of using them as meat shields and Richy, uses Terror Mobs which may or may not be sentient. Don't quote me on that.
ConsumerOfAll: Have you even read the Update Terminal of the Zeroth Godmodding War?
[MEANWHILE, IN THE SEA BASE]
The artillery shell careens towards ♀. This can't be the end-
Yep, no more signals coming from the Sea Base. I'll let the incident resolve itself for a while.
[CHARGES, ALCHEMIES AND ASSISTS]
Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 18/25 (+1 from Revan) =========================
Gold-Capped Greatwood Wand 6/20 ====================
Pure Fox 15/20 ====================
+1 to sunnyau and Blinky
[BREAKDOWN AND OOC]
(I did notice earlier, but I couldn't really think of anything to do.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield, 4 Normal Health Potions, Yankean's Mana Chain
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
The Revanchist decides to search for said lock. Most preferably rusty but he won't be picky.
Charges:
The Memories of an Unfortunate Soul 7/25
Force Apparition 16/20 (+1's from Pricey & Consumer,+2 from nulitor)
Assists:
The Revanchist telepathicly aids Pricey & nulitor
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
You find yourself an Omega Ω Party Hat from the gift bag!
The helicopter drops you off close to where Revan is. You two proceed to go sidequesting together!
Well, which attack do you want to execute?
I'm guessing the latter one. You deal unravel the spiral with the lowest health with your majestic hamds, irrevocably tearing through its integrity! This action results in the "death" of the Spiral.
Well, I'd guess you could follow in on Revan's lead- after all, it's his sidequest.
You get yet another Omega Ω Party Hat from the Gift Bag!
The Mooks hear out on your monologue, but they seem unaffected! Maybe they serve the Acolyte for reasons other than money, but regardless, their backstory is a backstory for another time, but the Acolyte probably wants to augment his manpower to, well, more than one man by summoning Mooks.
You search around the hill for anything, but all you end up finding is a caribou wandering around in the chilly woods. Maybe you could follow it and it could reveal something?
====[End-of-Turn Events]====
The Djinnis deal 8 damage to the Artillery Boat!
The Spirals deal 8 damage to Michael Jackson!
Michael Jackson uses his Anti-Gravity Lean! The stunningness of the move Paralyzes one of the Lightly Armored Shotgun Mooks and also restores 20 HP to him! He has one more turn before he can perform his Tophat Toss!
The Elemental of Light and the Heat Elemental deal a total of 6 damage to the Artillery Boat!
The Player Archers, unable to deal melee damage from their perch, opt to crouch behind the wall to charge their shot!
The Lightly Armored Hammer Mooks deal 12 damage to Michael Jackson, negating his heal!
The Lightly Armored Shotgun Mook that's still capable of a lot of movement takes aim at the Player Archers! However, them hiding behind the wall, this deals 3 damage to the Front Wall!
The Sword Mooks deal 6 damage to Michael Jackson again! This attack gets him into ORANGE HEALTH (40%)!
The SMG Mooks sit there and take a moment to take in ConsumerOfAll's speech, but then realize that they are powerless to do anything, being Mooks!
The Paralyzed Lightly Armored Shotgun Mook's attack fails, since he can't pull the trigger of his gun due to the paralysis!
The Acolyte, with an excess of Dark Magic coming in and not wanting to let it go to waste, decides to Empower the two Sword Mooks! However, this only being 2% of the Meter, he can only buff the ones on lower health. Get them taken out quickly and they can't deal their increased damage!
Blinky1001's Amulet rolls a 4.
The Spirals suffer the last of their poison damage.
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
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 (9 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (28 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
MerryKirisame [AA] HP: 20/20
GoldHero101 [PA] HP: 20/20.
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x4)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Base Damage: 2 (Melee)
Speed Value: 3
Charged Shot deals 8 damage to a single target. Has a 20% chance to miss.
Available Services:
Michael Jackson [AA-BOSS] HP: 61/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII.
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Regeneration Angel [AA] HP: 0/20. Immune to melee attacks, heals Anti-Acolyte entities or players for 4 HP every turn.
Lightly Armored Hammer Mook [PA] HP: 2/16, 8/16, 7/16, 5/16.
Lightly Armored Shotgun Mook [PA] HP: 11/16 Paralyzed (40% chance for attacks to fail, Speed Value decreased by 2, 1/2), 10/16.
Sword Mook [PA] HP: 4/16, 9/16. Empowered (Next attack deals 150% increased damage)
Submachine Gun Mook [PA] HP: 0/16 (x1), 5/16 (x1), 10/16 (x2).
Spiral [PA] HP: 0/16 (x1),4/16 (x2) Poisoned (1 damage over time, 0/2)
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 12.
Inventory: Portable Spirograph (11/21 Spirals left, DONE, 4/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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: 250/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 22 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 7/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Stunned (Misses attacks, 0/1) Anti-Djinni: 22/40 HP.
Stats
Base Damage: 4
Speed Value: 4
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Heat Elemental [AA] HP: 16/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
♀ [AA] HP: 0/16. Eldritch Cry: III.
Stats
Base Damage: 6
Speed Value: 3
Eldritch Cry deals 10 damage and Terrifies (Misses attacks) to all Pro-Acolyte or Hostile entities. The damage is lessened by 1 point for every PA/H entity.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds nothing as of this turn.
Artillery Boat [N] HP: 38/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit (Absorbs 25% of damage. HP: 16/20. Outfitted with weaponry)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
====[The Taiga]====
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
Caribou [N] HP: ??/??. Far away, should be followed to get a closer look.
An alternate timeline emerges.
However, we must first start from the beginning...
I eliminate the Sword Mook on the lowest health by stabbing him with his own sword.
Work crew in Rubble Trouble: 24/25
Their equipment: 24/25
I begin summoning a Bee Hive:6/20
I help consumer and revanchist.
My suggestion: Redstone Power Distance
I had a mistake before this post...
I grab the Boomerang and I throw it at the 4 HP Spiral
+1 Revanchist +1 Consumer
Michael Jackson uses Moonwalk
Depowered Last Prism 15/25 (Weaker version of the Last Prism but Much much weaker than the Orbital Last Prism (Consists of 6 Prisms)) (The Depowered Last Prism is Soulbound then the Last Prism is still Soulbound and the Orbital Last Prism is Permanent and Soulbound)
(Super Hidden Tesla Progress 0/3 Components Done)
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component A 22/25
Say Hello to the Lightning Tower's Friend! (Super Hidden Tesla) Component B 22/25
Charge Storage: N/A = 0 Charge Points
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.
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 12/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)12/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 7/10(+1 from help)
I help OldSithRevan twice
After that I follow OldSithRevan and I pull a long string that I attach to one leg of the caribou making it easier to follow.
+1 Pricey +1 Blinky +1 Player Fort
I load the TNT cannon.
High Powered Laser Gunblade # Command Block Fragments: 1/4 = Enchanted High-Powered Laser Gunblade infused with Command Block Power{Permanent}[Soulbound]
I make a Command Block fragment(3rd) 24/25+1 Pricey +1 Consumer
I upgrade the crafting system in the Player Fort 3/6+1Pricey +1Consumer
I make a Command Block fragment(4th) 12/25 +1 Pricey +1 Consumer
My games.
Worth One Chip: 16/25
L. I. M.: 10/25
"Well, it took a bit, but I finally did it."
"I fixed the explosions."
And then a Lightly Armored Hammer Mook spontaneously combusted.
(WHY IS THE COLOR NOT WORKING? I DIDN'T BREAK THAT!)
[RP AND ATTACKS]
I take a Splash Potion of Poison out of the Player Fort, using my hammerspace / Descendant skills to summon it out of nowhere in case the Anti-Acolyte players have used them all up, and throw it at the Lightly Armored Hammer Mooks. I then see what Iron-Capped Wooden Wand + Yankean's Mana Chain, Large Iron Shield + Yankean's Mana Chain and Omega Party Hat + Yankean's Mana Shield would make and keep a note of it on a text file.
[CHARGES, ALCHEMIES AND ASSISTS]
Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 21/25 (+2 from Pricey) =========================DARKER, YET DARKER.
Gold-Capped Greatwood Wand 7/20 ====================
Pure Fox 16/20 ====================
+1 to Pricey and Pit
[BREAKDOWN AND OOC]
(My next charge is going to be fun.)
[INVENTORY]
Iron-Capped Wooden Wand, Large Iron Shield, 4 Normal Health Potions, Yankean's Mana Chain, Omega Party Hat
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)
You deal 4 damage to the most injured Sword Mook, hoisting him by his own poetic bucket of gunpowder! The Sword Mook begins bleeding on the ground, mortally wounded.
You deal 4 damage to one of the Spirals! The boomerang's twisting motions unravel the Spiral! That spiral is no more.
Michael Jackson will follow your orders.
You attach the string to the Caribou, making it easier to track! The caribou is alerted to your presence...
TNT Cannon loaded!
The Lightly Armored Hammer Mooks are Poisoned for 2 turns!
Yankean's Mana Chain crafted with the Iron-Capped Wooden Wand would create a Chain Orbiter Mana Wand! It's basically a wand with chains orbiting around it, which could increase its power.
Yankean's Mana Chain crafted with the Large Iron Shield would create the Chain of Command! This would be a heavy chain that has a little bit of magic properties.
Yankean's Mana Chain crafted with the Omega Ω Party Hat would create the Orbiting Chain Hat! This would augment your magic-based damage when it's worn, but the mana chain might wear out if hit too many times.
You target the most injured Armored Hammer Mook for 4 damage, and even if it was blocked by its armor, it's still toast! The Lightly Armored Hammer Mook immolates in its place...
====[End-of-Turn Events]====
The Djinnis deal 8 more damage to the Artillery Boat!
The lone Spiral deals 4 damage to one of the Player Archers!
Michael Jackson, despite wanting to use Tophat Toss, uses Moonwalk to amplify its power!
The Elemental of Light and the Heat Elemental deal a total of 6 damage to the Artillery Boat in a matter of urgency, seeing as how they don't want another shell to land!
One of the Player Archers fires its Charged Shot at the most injured SMG Mook, skewering it with its arrow! The SMG Mook falls due to his injury!
Builders in the Player Fort spend the material spent up in the factory to repair the Front Wall! This heals 12 HP.
The Mooks take note of Michael Jackson's position primed to deal lots of damage and focus fire on him!
The Lightly Armored Hammer Mooks deal 9 damage to Michael Jackson!
The Lightly Armored Shotgun Mook that's not paralyzed deals 3 damage to Michael Jackson!
The lone Sword Mook takes its swing and doesn't score a crit, but he still manages to deal 4 damage to the boss!
The SMG Mooks fire a short yet substantial burst of shots, dealing 4 damage to Michael Jackson!
The Paralyzed Lightly Armored Shotgun Mook's attack succeeds. He deals 3 damage to Michael Jackson!
The Acolyte notices Michael Jackson's powered-up state and realizes that it's serious business! He uses a regenerable portion (2%) of his Dark Magic Meter to summon a jet-black sword and deal 14 damage to Michael Jackson!
This results in a total of 37 damage to Michael Jackson! This is enough to put him on RED HEALTH (20%)!
Blinky1001's Amulet rolls a 3, summoning a Cold Elemental to the AA Side!
The Shotgun Mook breaks out of paralysis! Not that it would matter much...
====[engie_ninja's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
You guys split up the iron, and the other players run off to do some metalworking. Ross8815 stays behind to help you out! He wants to help you out with building a mech. Well, what are you to say no, especially after the destruction of the Metal Atronach and Scorpion?
Here's how this works: You can assign the mecha a name, (most likely something along the lines of Metal X?). Then you can assign stats to the thing with Metal Points! You can change up its health, its base damage, and its speed value.
====[5l1n65h07's sidequest]====
This will stay constant so that you don't have to go back. This doesn't keep happening every turn and will remain in statis when you're not around!
While the two other Bandits recover from their stun, one of the Bandits shoots at teenaegisalt_87, who dodges the shot, as there is no cover available (besides the cactus)! While teenaegisalt_87 dodges, he stumbles a bit, and so cannot return fire with a bow of his own!
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 (9 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. Long since idle.
Inventory: Blue Charge Crystal (Charges a charge by half its max charge points when used)
FINALBATTLESTARTSNOW [AA] HP: 20/20.
PitTheAngel/Dark Pit [AA] HP: 20/20.
Pricey12345 [AA] HP: 20/20.
Inventory: Healing Hammer § (Base Damage: +4, Heals 50% of damage dealt), Powered Solar Blaster (Generation +1 Item, Pistol, Base Damage: +4, Light-based, Base Damage additive increased with successful shots on the same target, up to a max of +6 base damage.), Anti-Acolyte Armor (50/50 HP) (Has a 50% chance to block attacks, doesn't break but has to recharge will automatically recharge itself on 0 HP or can be recharged via healing)
Inventory: Enchanted Crafty Bow (Deals 8 damage to one enemy when used, requires 1 Arrow to begin shooting, 5/10 Arrows, 17/18 Durability), Charge Pendant (8/8 Ready) (Can be used to fill a charge to 1/2 its max capacity, up to a maximum of 10 points), Small Iron Shield (32 HP, only blocks when entering a blocking stance), Sensible Staff (Base Damage: +1) Missile Launcher (Consumable, acts like a Rocket Launcher with 8 base damage), High-Powered Laser Gunblade (Generation +1 Item, Sniper Rifle or Sword, Base Damage: +4, Has a (1/Entity HP • 20) chance to apply Shocked (60% chance to miss attacks) for 2 turns), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
ConsumerOfAll [AA] HP: 20/20.
Inventory: Large Iron Shield (60 HP), Iron-Capped Wooden Wand (Base Damage: 3) Health Potion (Heals 4 HP when used) (x4), Yankean's Mana Chain (2/3 Uses) (Can summon any weapon type for the wielder to use, uses wielder's base damage), Omega Ω Party Hat (2/2 HP) (Takes 25% of damage targeted against the user)
MerryKirisame [AA] HP: 20/20
GoldHero101 [PA] HP: 20/20.
Defend the Player Fort from the attack!
Try damaging the Acolyte a bit!
Pro-Acolyte:
Develop a strong offensive to destroy the Player Fort!
Gift Bag [N]: Free for the taking! Each bag contains one of two items in the spoiler below. (x4)
Party Popper: This will Daze (40% chance to miss attacks) its target for 1 turn.
Omega (Ω) Party Hat: This will take 25% of damage dealt to its wearer and has 2 health.
Base Damage: 2 (Melee)
Speed Value: 3
Charged Shot deals 8 damage to a single target. Has a 20% chance to miss.
Available Services:
Michael Jackson [AA-BOSS] HP: 24/160. Moonwalk: II. Anti-Gravity Lean: III. Tophat Toss: IIIIII. Moonwalking (Next attack deals 150% increased damage)
Stats
Base Damage: 8
Speed Value: 3
Moonwalk: Multiplies damage by 1.5 for the next attack.
Anti-Gravity Lean: Deals 10 damage to a single target. Paralyzes (40% chance for attacks to fail, Speed Value decreased by 2) for 2 turns. Can heal himself for 20 HP upon use, but will only Paralyze.
Tophat Toss: Deals 60 damage to the entire PA Side! This damage is split among all PA entities.
When defeated, summons Mecha-Jackson with 200 health, 10 base damage, and a bigger movepool. When this is defeated, this will drop a Spoil of War!
Cold Elemental [AA] HP: 20/20.
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Cold-based attacks.
Takes 2x damage from Heat-based attacks.
Lightly Armored Hammer Mook [PA] HP: 8/16, 7/16, 5/16. Poisoned (1 damage over time, 2/2)
Lightly Armored Shotgun Mook [PA] HP: 11/16 Paralyzed (40% chance for attacks to fail, Speed Value decreased by 2, 0/2), 10/16.
Sword Mook [PA] HP: 0/16, 9/16.
Submachine Gun Mook [PA] HP: 0/16 (x2), 10/16 (x2).
Spiral [PA] HP: 0/16 (x1), 4/16
Stats
Base Damage: 4
Speed Value: 4
The Acolyte [AC] HP: 96/100. Dark Magic Meter: 100%. Kills: 12.
Inventory: Portable Spirograph (10/21 Spirals left, DONE, 5/7 Stored) (Creates a Spiral (16 HP entities with 4 ranged base damage) every other turn, can be stored up)
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: 250/500. Structural.
PitTheAngel: 6 Futility
Blinky1001: 22 Futility
auyuengyat: 2 Futility
Pricey12345: 16 Futility
Crusher48: 2 Futility
ConsumerOfAll: 4 Futility
Elemental of Light [AA] HP: 7/30.
Stats
Base Damage: 3
Speed Value: 4
Drains 0.5x damage from Air and Heat based attacks.
Takes 1.25x damage from Water and Earth based attacks.
Djinni [AA] HP: 14/40. Anti-Djinni: 22/40 HP.
Stats
Base Damage: 4
Speed Value: 4
Normal Djinnis take 0x damage from Air and Heat-based attacks, but take 2x damage from Water and Earth-based attacks.
The above rule is the inverse for Anti-Djinnis.
Heat Elemental [AA] HP: 16/20
Stats
Base Damage: 3
Speed Value: 3
Uses Heat-based attacks.
Takes 0x damage from Heat-based attacks.
Takes 2x damage from Cold-based attacks.
Stats
Base Damage: 4
Speed Value: 2
When Progress full, expends progress bar to develop new Technologies.
Bunker [PA] HP: 14/50. Door: 0/20 HP. Can hold entities. Structural.
Stats
Provides shelter from attacks, but entities inside the bunker cannot interact with entities outside it and vice-versa.
Upon destruction, damages all entities inside the bunker for a minimum of 5 damage and a maximum of a quarter of the entity's health.
Holds nothing as of this turn.
Artillery Boat [N] HP: 24/60. Artillery Shell: III.
Stats
Base Damage: 0
Speed Value: 1
Artillery Shell will deal a devastating 14 damage to the target! Anything nearby the target will take 4 damage as splash.
====[The Shoreline====
A beach area with a flat grassland behind it. Hosts a settlement.
Inventory: Bear Trinket (Dealing 15 damage in 3 turns triggers Enraged for 2 turns, 0/15 damage), ZEUS Suit (Absorbs 25% of damage. HP: 16/20. Outfitted with weaponry)
Mech Machine Gun (2 base damage)
Flamethrower (2 base damage)
Kinetic Strike (Doubles melee base damage when used)
Mecha Build: 12 Metal Points. None assigned.
Name: None assigned.
Hit Points: None assigned. Gives 20 HP per Metal Point.
Base Damage: None assigned. Gives 2 Base Damage per Metal Point.
Speed Value: None assigned. Gives 1 Speed Value per Metal Point.
Special Attack 1: Unlocked with 1 Metal Point. Customizable.
Special Attack 2: Unlocked with 2 Metal Points. Customizable.
Bandit [H] HP: 17/20 (x2) Stunned (Misses attacks, 0/1), 20/20 (x1) Wielding Bows and Stone Swords.
Base Damage: 4
Speed Value: 2
====[The Taiga]====
A refreshing clime with spruce trees in abundance. The biome gives off a natural and alive yet still wintery vibe.
Caribou [N] HP: 20/20. Far away, should be followed to get a closer look. Aware of Nullitor's presence. String attached to leg, easier to track.
An alternate timeline emerges.
However, we must first start from the beginning...
The Revanchist follows the Caribou, he reaches out into the Force to feel its presence.
Charges:
The Memories of an Unfortunate Soul 8/25
Force Apparition 21/21 (+1's from Pricey & Blinky,+2 from nulitor)
This summons a phantasmal version of the Revanchist. It gives a 50% miss rate for enemies mistaking the Appartion as The Revanchist but it isn't able to interact with the physical realm.
Assists:
The Revanchist telepathicly aids Blinky & nulitor
He ate the bread that he made from stone
He fell from the Temple, never broke a bone
Bowed down to the Emperor and watched as former King was overthrown
He sits alone on his throne.
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 13/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)13/probably 15
Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 9/10(+1 from help)
I help OldSithRevan twice.
Then I follow OldSithRevan and the caribou.
WEPON: Dingus/10
Hmm...
Mega Mechsquito
120 HP (6mp)
8 attack (4mp)
1 speed (1mp)
Special attack (1mp) - Drain: Impales a target enemy for roughly 10-12 attack, then begins draining health from the target at a rate of 3-4 HP per turn, adding the drained health to it's own. Can only target one enemy at a time with this attack. Can use this attack at the same time as a normal attack, but only if it doesn't already have a target. Cannot switch targets until the targeted enemy dies.
That work?
GODDAMN IT
STUPID GENDERFLIP VIRUS
I call upon the Elementals to heal Micheal Jackson.
Work crew in Rubble Trouble: 25/25
Their equipment: 25/25
So this consists of:
A Machine Gun (About 15 health, 2 base damage but compensates for this by being able to target about 3-5 enemies a turn)
A Cement Mixer (This has been modified to shoot cannon balls and thus has about 6 base damage and 25ish health)
A pair of helicopters (One is equipped with a wrecking ball and thus does about 4-8 damage to a clustered group of enemies; the other has a grabber and thus has no technical attack; but can throw stuff at enemies and/or move stuff around)
Some Dynamite carried by a Worker (Plants one each turn and detonates it in the next round as well as planting another one)
A Tank (It's basically just a Tank)
Some Drills (They are not normal drills; instead, they act like bullets and fire, spinning, at enemies)
To control this equipment, there is a multitude of Workers who have low health and base damage but are the only ones who can operate this equipment. There are about fifteen of them (1 for the gun, 1 for the mixer, 4 for the helicopters, 1 for the dynamite, 3 for the drills and 5 for the tank)
I begin summoning a Bee Hive:8/20 +1 sunnyau
I help sunnyau and pricey
My suggestion: Redstone Power Distance
Era of oblivion: Allows to use sudden nihilism when doing an non charged attack action
for it to deal damage instead of other effects(however the damage is
the same as a regular attack and it will never allow to make more than 4
damage with an attack no matter what you do). 14/whatever the GM wants
Withering power armor(the carrier inflict wither at each attack and
have a 25 HP buffer which goes away before the carrier's life and when
the HP buffer is lost this item is destroyed)14/probably 15
I complete the Acolyte's pacifist: entity who gives 2 dark magic to the acolyte
every turn and which can not attack because he is too much pacifist. 10/10
[RP AND ATTACKS]
I decide to craft the Iron-Capped Wooden Wand and Yankean's Mana Chain together to create the Chain Orbiter Mana Wand. If I have enough time immediately after, I crystallise the last remaining Sword Mook using my new Chain Orbiter Mana Wand, and pray it (the Wand) doesn't explode.
[CHARGES, ALCHEMIES AND ASSISTS]
Ş̵͈͎̳͈̟̯͎͙̃̈́̄ͩ̆ͨ͌̅̑ͬ̃͋̀ͦ̀̍̐͗̚͘͜͡m̴̹̭̝̼͉͉̱̘̥͙̤̹͇̣̲̓̀ͭͩ̑͂͒ͦ̆̀̚͜ă̸̵̶̵͚͈̰͇͋ͪ͌͐̊ͭ̈̍̓̉ͪl̵̴͓̣̼̞̦̳̥̭͈̫̃͆̽̒̏͂̌̚͘͢l̢̨͙̖͔̙͎̩̳̪͔̯̱̖͍̱̥̤̰̻̽ͪ̉̅̋̆̋͂ͦ͛̌ͣ͟͢e̡̖͓̼̖̺͙̬̲̝̜̟̮͎̹̜̞͕̟̳͑̎ͤ̀̂̿́͠s̱̟̞̠̲̗͍͇̻͎̘̺̯̜͇͙̺̋̈͒̔̀ͩ́͜͜͢͞ṯ̹̪̮͙̳̼͚͍̠̲̮̘̔̀͗̕͟ ̴̯͇̙ͯ̂̈̍͂͌́̏ͬ̅ͭ̒͌̀ͭ̈́͟F̧̪̦̼͕̥̣̲̗͓͕͎͂͊̓̄́͘͟͡ͅr̛͉̘̜͖̤͎̗̙̮̼͕̫̩̺̝͇͎̤͖ͧ̀̂͗̏̚͟͝a̸̛̦̗̪̤̤͎͕̯͉̺̲͈̱̞͓͙̩̮͗͆̂͒͐͂̋̎̊ͣ̉̿̓͟g̛̔͊̍̑́͑̄ͧͤͤ̐ͫͨ͞͠҉̠̻͍͚̗̲͙̩̘͇m̢̫̼̤̣̦̑͐̐̒̓͋ͧ̆ͯ̏̍ͧ͒ͯͭͫ̊ͧ̓͝͠ͅè̷̡̡̹͉͎̪̱̠ͬ̾̈́͌̋ͩ̿͑́͞n̹͖̝̪̑̑ͭͫ̓̎ͤ̀̌̍ͧ́̍̌ͩ̄̊͒́̚͢t̶ͨ͌ͤ̓ͤ̍̊͊̇̽͛͌҉̡͇͉̖̫̠͙̤͖͎͓͙͖̩́ͅ 22/25 =========================
Gold-Capped Greatwood Wand 8/20 ====================
Pure Fox 17/20 ====================
+1 to Blinky and sunnyau
[BREAKDOWN AND OOC]
(Can you release two of your charges on the same turn?)
[INVENTORY]
Large Iron Shield, 4 Normal Health Potions, Omega Party Hat, Chain Orbiter Mana Wand
My avatar explains everything.
Inventory will be put here when resurrected, and Chaos, Terraria and Salvation will also be added here.
[AA]: Mookrush.
[PZ]: A paradox a day keeps continued existence away.
[GM]: Welcome to Pain and Suffering. (pls join)