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@ProofofconcepT You built it? The build is pretty simple (hey, sometimes simple is better), but the trailer was AWESOME.
Leviathan: 25/30
Guitar Solo: 10/40
I hand over +2 to Pricey12345.
For the Sidequest, I choose to spawn myself in Yellow. I then take cover behind the barricade and use my trusty bow to whittle down the HP of the Void Walker.
As for the normal game, I set two fireballs above my shoulders and then loose them forth! The fireballs both deal base damage of a single attack, but to compensate, they each have a random target (on the Pro-Zero side).
I shove Uzersero into a cannon(its Uzi's evil(good?) counterpart that definitely exists) and fire him out at... at... hmmmm... an alien drone! Yeah! And they do battle!
Proof's Sidequest:
I join Green, and use Raise Dead to prepare for the onslaught.
I switch the Armistyx to Rocket Booster Scythe Mode and fly myself in the way of the cannon-lauched Uzersero, and proceed to block it with the Removal! Uzersero is promptly obliterated, and I then proceed to retaliate against TT2K, attempting to weaponize the Removal. Perhaps I can fire back attacks as corruption bolts or something? Who knows.
If that won't work, then I simply summon a group of CS:GO players to hunt down TT2K with their AWP's and other various weapons! They all happen to be of the "Global Elite" ranking, thus making it nearly impossible for TT2K to escape!
...actually, even if the Removal can counter with blasts of corruption, I still summon the CS:GO players.
The fist punches through the floor and i took a look.
???: AAH IT IS A GOOD TIME TO...
Hey! look at this, i got the Sp00py Armor!
???: WHATS THIS? AN SP00PY ARMOR? LET ME TAKE THIS.
(Turns into super version of itself.)
Spoopinator: HAHAHA! I AM THE M0RE SP00PIER N0W! I AM THE SP00PINAT0R! WAIT...
(Summoned that is much later than Halloween)
Spoopinator: THAT WAS STUPID! I WAS APPEARED AFTER HALL0WEEN! N0T BEF0RE IT!
Relax relax, Look there are so much [PZ] enemies.
Spoopinator: THAT W0ULD BE VERY SERI0US F0R ME
Sp00py Emperor Spoopinator Index:
Alignment: [AZ]/[PG] (Both of these Alignments are Richard's side, Not Uzi's)
Stats:
HP: 300,000/300K (Due to Sp00py Armor)
Attack Power: Varies (Slightly higher due to Sp00py Armor.)
Attacks:
Spooky Slash: Deals 6600 damage to the Enemy.
Lunge of Sp00p: Deals 13000 damage to the Enemy and can hit Airborn/Flying Enemies but has a Cooldown of 2
Sp00py Shield: It summons the bones and creates a Barrier that has the HP of 66600 and can protect itself or the Allies but has a cooldown of 5 ish...
Summon Crimson Skellies: Summons 5 Crimson Skeletons that has the HP of 12000 and has a low attack power because of OPness but has a cooldown of 7
Ultimate Attack: Sp00py Spary... It and the Crimson Skeletons (if they're alive) starts dancing to an enemy dealing massive damage (66600 Damage if it's alive +3000 extra damage for each surviving Crimson Skeleton) however has a big cooldown of 11 due to it's Ultimate being too powerful
Special: It will be more of a Miniboss due to the bit of Creativity used on it, However It has the hate of Instant Kills (Resistance of Instant Kills/Nukes/OHKOs) and can speak in Boldy Red colored Courier New. it also controls by itself (Like if i do not attack, It uses a random skill but uses a Ultimate when it's cooldowned)
Heal Blaster && Bayo-Laser Rifle && Plasma Katana && Blue Gem = Best of Times, Worst of Times 8/11
+2 Talist
Charge Bank: +2 from Ninjatwist
My Items
Angelic Blessing: [Power Rank V] Heals the target for very large healing.
Bayoneted Laser Rifle (Also known as Bayo-Laser Rifle) [Power Rank II] Used for Ranged + Melee with extra damage to the Enemy. (Using for a Upgrade)
Plasma Katana [Power Rank II] Deals extra damage to the Enemy when used. (Using for a Upgrade)
Scantron Reality Anchor AND Handcuffs = 5/9 Bender Restrainer
All HMS AND Wand = 7/9 The HM Stick
___
Mercury runs up the devastator and makes so many puns involving its name and the word it's named after that the devastator freely chooses to... devastate itself. That last pun causes the devastator to choose to... devastate itself more. That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more. And so on.
My Action: Alright, time to summon a bunch of entities. I start by sending in the 1st ESFB, or at least a version of them. You see, owing to a combination of unusual temporal stuff, morale purposes, and confusion of enemies, all ESFB forces are called the 1st ESFB, even though there are many seperate versions of them. The particular version I just summoned are combat engineers.
Dodge Chance: The 1st ESFB has a chance to teleport out of the way of incoming attacks. This is by default a 25% chance, but increases to 75% against an attack that would destroy this unit (endermen get more teleport-happy when they are about to die). Since they use teleportation to dodge, this dodge chance cannot be bypassed (since they are well out of the way of the attack).
Tele-Sapper: In this special attack, the endermen teleport all over their target laying TNT everywhere, and then lights off all the TNT at once. High damage, deals extra damage against immobile targets.
Obsidian Stronghold: Summons an Ender Fortress from The Void to provide support on the field. Note: Bolstered by a charge from me, more details on this will need to be worked out with Tazz.
My Other Action: Next, I summon Miles "Tails" Prower, the famed sidekick of Sonic. Why not summon Sonic himself, you ask? Well, mainly because Sonic has probably been overused and oversummoned. Luckily, he lacks his sidekick immunity properties here, but he is still a competent fighter.
Tails [GS]: 50 Rings, active Shield. High Dodge Chance. Shield Generator: |||. Airborne.
Rings: Tails does not take damage like normal entities. Instead, damage to Tails causes him to lose rings. Tails loses 20 rings when hit, and if hit while he has 0 rings, he is killed. Tails gains 10 rings at the END of every round (after entity actions)
Dodge Chance: Tails has learned super-speed from Sonic to help him dodge incoming attacks. He has a default 60% chance to dodge an attack and not take damage, but creative attacks (including godmodder attacks) are more likely to hit, with a minimum dodge chance of 20%.
Shield Generator: When fully charged, can be expended at any time to gain a Shield powerup. The shield blocks some weak attacks, increasing dodge chance by 15% and nullifying any attack that cannot deal at least 2500 damage (if it was hitting another target), and when Tails is hit the shield goes away but no rings are lost.
Carry: Tails can carry an ally, giving them the Airborne effect and his dodge chance for one round, but reducing his damage by 50%.
SCP Foundation Action: Another experiment is conducted:
Experiment DTG-5: The cyber-portal into the server is opened, and D-TG0 is ordered to pass through the portal, then attempt to return.
Results: D-TG0 enters the portal, but then breaks experiment procedure by refusing to follow directions. Attempted remote termination fails, as does ordering D-001 through D-004 to attempt to terminate him. D-TG0 makes an unauthorized attempt to join the fight.
Note: A runthrough of data banks found no mention of D-TG0 in our data. It is suspected that D-TG0 was an agent impersonating a D-class to enter the portal.
D-TG0 [N/???]: 20/20 HP (Unknown motives and abilities, Tazz should see PM for motives and abilities.)
Note: D-TG0 is NOT under anyone's control other than Tazz's.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
Current Entities
Balloonsera
HP: 250,000/250,000
Inflation: [MIN | LOW | MID | HGH | MAX]
Unlike my previous Balloon entities, inflation is not directly tied to HP. Instead, it determines how often she can use her special, Dream Magic, and the strength of her normal attacks. Other people or entities can use their actions to increase or decrease inflation. Balloonsera does NOT die if inflation reaches MIN or MAX, but will take 5,000 damage if her inflation tries to go past its limits in either direction.
Dream Magic: When used, it channels the power of the Emerald Dream (which my plot line has become strangely reliant on) and adds a random Dream Card to either Valeera or Balloonian's hand. If both are dead, it goes to Balloonsera herself, which is less efficient. She can play Dream Cards in addition to attacking and she ignores the mana cost because she has nothing else to play.
If inflation is MID, LOW, or HGH, this can be used once every other turn. If inflation is MAX, this can be used every turn. If inflation is MIN, this can be used once every 3 turns.
Dream Cards (Roll a d5. The number that comes up is the card Balloonsera gets.):
1: Balloonsera Awakens: Costs 2 mana. When played, it deals 5,000 damage to 5 random enemies.
2: Helium Sister: Costs 4 mana. When played, it summons an entity with 10,000 attack and 30,000 HP. It also cannot be hurt by AOE attacks, which is kinda the opposite of the actual Hearthstone effect.
3: Nightmare: Costs 0 mana. Play on a friendly, willing entity to give it +15,000 attack and +15,000 HP. However, it starts taking 5,000 damage per turn.
4: Balloon Drake: Costs 4 mana. When played, it summons an entity with 20,000 attack and 20,000 HP. Counts as a dragon if that matters at all, which it might.
5: Dream: Costs 0 mana. Returns a friendly, willing Hearthstone-like entity to its player's hand. The minion costs 2 mana less to play next time. (IE: Shadowstep). Or, if played on an enemy, it will prevent most weaker enemies from acting once or reduce the damage a stronger entity deals by up to 20,000.
Other attacks:
Bring Rest: Whack something for 14,000 damage. If inflation is at LOW or MIN, deal 16,000 damage instead.
Life Giving Mist: Channels healing to an entity. Starts out healing for 14,000 HP per turn, but increases by 3,000 each turn up to a maximum of 24,000 per turn. If inflation is at MIN, this caps at 27,000 per turn instead.
Deathrattle: sets up for something.
Balloonian
HP:180,000/180,000
Affinity: [M:0 | R:0 | S:0]
He works like Valeera, but with less focus on the actual deck and more focus on the hero's own actions. His deck only has 15 cards in it. He starts at 5 mana and gains 1 maximum mana per turn as well as draws one card per turn. If he runs out of cards in his deck, they get reshuffled.
"Hero Power": Wild Magic. Costs 2 mana. Adds a completely random Hearthstone spell to Balloonian's hand and it costs 2 less mana. I'm not going to pick ones that would break the game or make no sense though, like vanish or unleash the hounds. I'll reroll those. Completely possible for Balloonian to get something totally useless, like bestial wrath or bolster.
All spells that Balloonian can get are in one of three groups based on their class of origin, either Might (warrior, hunter, rouge), Right (druid, paladin, priest) or Sight (mage, warlock, shaman). Whenever Balloonian casts a spell of one group, his affinity to that group goes up by 3 and his affinity with the other two groups each go down by 1.
When an affinity gets to 8 or above, Balloonian triggers a special attack that resets his affinity for that group back to 0.
Might - Devastation: Balloonian takes to the skies, becoming unattackable for the turn, but also preventing him from playing any cards that turn. At the end of the turn, he shoots 3 fireballs at any target. Each fireball deals 10,000 damage to its target and 2,500 damage to the entities listed directly above and below the target in the EOTB.
Right - Mountain's Power: Heals a target for 30,000 HP. In addition, whatever that target attacks this turn gets marked for death. The next turn, any spells that Valeera or Balloonian use against the marked target cost 4 less mana.
Sight - Begin the Games: Does something weird that I'll get into once/if it's used.
Deck:
Minions:
x1 Electron - 3 mana. Not to be confused with Serpent's character. summon a minion with 5,000 attack and 5,000 HP. While this is alive, both Valeera and Balloonian's spells costs 3 less mana. Not a dragon, but is a mech. ... You know, just in case Balloonian pulls Unstable Portal and that gets him a TinkerTown Technician.
x2 Dragon Consorts - 5 mana, summon a minion with 8,000 attack and 10,000 HP. In addition, Ballonian's next dragon costs 2 mana less. Is a dragon.
x2 BalloonWing Corruptors - 5 mana, summon a minion with 10,000 attack and 6,000 HP. When played, deal 10,000 damage to an enemy if Balloonian has a dragon in hand. Not a dragon.
x1 Balelastrasz - 6 mana, summon a minion with 4,000 attack and 10,000 HP. While this is alive, Balloonian's cards all cost 1 less mana. This card got considerably nerfed in its transition to DTG. Is a dragon.
x2 Balloonkin Hatchers - 6 mana, summon a minion with 5,000 attack and 6,000 HP. Also, summon two whelps each with 3,000 attack and 3,000 HP.
x1 Balloonmedes - 7 mana, summon a minion with no attack and 20,000 HP. Whenever either Valeera or Balloonian plays a card, this minion gets +2,000 attack. Is a dragon.
x1 Balloomagus - 8 mana. Summons a minion with 8,000 attack and 12,000 HP. If this is alive when Balloonian draws a card, he gains an extra copy of that card. Is a dragon.
Spells
x1 ShadowFlame - 4 mana, destroys a friendly, willing minion and deals its damage to up to 5 enemies.
x1 Bite - 4 Mana, gives Balloonian +5,000 HP and lets him attack this turn for 5,000 damage.
x1 Swipe - 4 mana, deals 5,000 damage to one enemy and 2,000 to up to 4 others.
x1 Open the Gates - 8 mana, summons 5 whelps each with 3,000 attack and 2,000 health.
BONUS CARD! x1 Mana Surge - 6 mana. Instantly uses Balloonian's Wild Magic ability 3 times. In addition, it lets him reroll one spell he doesn't like.
Deathrattle: Sets up for something.
Commands:
Balloonsera heals Balloonian for 14k.
Balloonian gains 1 mana for a total of 8 and draws Balloonmedes, which gets duplicated. He uses Wild Magic and gets... 2... 19... Hunter's Powershot. Not bad. All his minions attack the Slammer and if those minion caps are in play, he sacrifice attacks with the Balloonwing Corruptor. I'm keeping the Inventor alive as long as possible. Either way, he then plays the Helium Sister.
Wait, what? Oh come on... nothing worked. I was going to set up for a sick combo. Just play out the Balloonmagus and have all units attack the Slammer. That was going to be a SICK combo.
Inari leaps at the Chua Spellslinger with blinding speed and pins it to the ground before viciously slashing across its throat and then cuts down its body, claws lit with sunlight that leaves burns and singed clothing/fur. She then kicks the Spellslinger away, seemingly with a look of bloodlust in her eyes.
Relevance Line:
I want to make sure that I get this in before Tazz's post, so holding off.
A Tactical Genius: 40/50 ==================================================
IMPERATOR 13/50 ==================================================
+2 to Crystal
Bomber eyed the Mechari Engineer once more. Despite the previous attack it still seemed to be determined to continue on. Its weakened state left it open to attack, so Bomber decided to take the advantage while it was still there. He clapped his hands together suddenly. When pulled them apart, a long sword appeared between them as if it was some sort of a magician trick. The sword was lined with runes down its length. These were various engravings of dark whispers and thoughts that should not be thought. It was forged from a dark metal, giving it a sinister appearance. The hilt resembled a scowling goat head, its piercing eyes judging whether its next opponent was worthy or not. The length of the blade also had a red-hot line down the center, giving the weapon a molten appearance.
Charging the Mechari, Bomber ran him down with the blade, slicing right into him. His armored exterior was weakened by the heat of the lightning, making the already dangerous blade cut ever more deeper. The blade lodged into the Mechari, Bomber planted a boot against its chest and pushed away, causing the blade to release and the Mechari to stumble backwards. Hastily, another strike was made, this time into the Mechari's left arm. The Mechari tried to struggle, but it seemed futile. It managed to dodge the next swing before being caught by a thrust. It stabbed right through what would be the equivalent of its stomach and out the other end. The blade felt hot for some reason, making it all the more painful. Or whatever equivalent a robot could have. Bomber backed off from combat for now, but kept his blade out and continued to eye the Mechari, seeing if it survives.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
Current Entities
Balloonsera
HP: 250,000/250,000
Inflation: [MIN | LOW | MID | HGH | MAX]
Unlike my previous Balloon entities, inflation is not directly tied to HP. Instead, it determines how often she can use her special, Dream Magic, and the strength of her normal attacks. Other people or entities can use their actions to increase or decrease inflation. Balloonsera does NOT die if inflation reaches MIN or MAX, but will take 5,000 damage if her inflation tries to go past its limits in either direction.
Dream Magic: When used, it channels the power of the Emerald Dream (which my plot line has become strangely reliant on) and adds a random Dream Card to either Valeera or Balloonian's hand. If both are dead, it goes to Balloonsera herself, which is less efficient. She can play Dream Cards in addition to attacking and she ignores the mana cost because she has nothing else to play.
If inflation is MID, LOW, or HGH, this can be used once every other turn. If inflation is MAX, this can be used every turn. If inflation is MIN, this can be used once every 3 turns.
Dream Cards (Roll a d5. The number that comes up is the card Balloonsera gets.):
1: Balloonsera Awakens: Costs 2 mana. When played, it deals 5,000 damage to 5 random enemies.
2: Helium Sister: Costs 4 mana. When played, it summons an entity with 10,000 attack and 30,000 HP. It also cannot be hurt by AOE attacks, which is kinda the opposite of the actual Hearthstone effect.
3: Nightmare: Costs 0 mana. Play on a friendly, willing entity to give it +15,000 attack and +15,000 HP. However, it starts taking 5,000 damage per turn.
4: Balloon Drake: Costs 4 mana. When played, it summons an entity with 20,000 attack and 20,000 HP. Counts as a dragon if that matters at all, which it might.
5: Dream: Costs 0 mana. Returns a friendly, willing Hearthstone-like entity to its player's hand. The minion costs 2 mana less to play next time. (IE: Shadowstep). Or, if played on an enemy, it will prevent most weaker enemies from acting once or reduce the damage a stronger entity deals by up to 20,000.
Other attacks:
Bring Rest: Whack something for 14,000 damage. If inflation is at LOW or MIN, deal 16,000 damage instead.
Life Giving Mist: Channels healing to an entity. Starts out healing for 14,000 HP per turn, but increases by 3,000 each turn up to a maximum of 24,000 per turn. If inflation is at MIN, this caps at 27,000 per turn instead.
Deathrattle: sets up for something.
Balloonian
HP:180,000/180,000
Affinity: [M:0 | R:0 | S:0]
He works like Valeera, but with less focus on the actual deck and more focus on the hero's own actions. His deck only has 15 cards in it. He starts at 5 mana and gains 1 maximum mana per turn as well as draws one card per turn. If he runs out of cards in his deck, they get reshuffled.
"Hero Power": Wild Magic. Costs 2 mana. Adds a completely random Hearthstone spell to Balloonian's hand and it costs 2 less mana. I'm not going to pick ones that would break the game or make no sense though, like vanish or unleash the hounds. I'll reroll those. Completely possible for Balloonian to get something totally useless, like bestial wrath or bolster.
All spells that Balloonian can get are in one of three groups based on their class of origin, either Might (warrior, hunter, rouge), Right (druid, paladin, priest) or Sight (mage, warlock, shaman). Whenever Balloonian casts a spell of one group, his affinity to that group goes up by 3 and his affinity with the other two groups each go down by 1.
When an affinity gets to 8 or above, Balloonian triggers a special attack that resets his affinity for that group back to 0.
Might - Devastation: Balloonian takes to the skies, becoming unattackable for the turn, but also preventing him from playing any cards that turn. At the end of the turn, he shoots 3 fireballs at any target. Each fireball deals 10,000 damage to its target and 2,500 damage to the entities listed directly above and below the target in the EOTB.
Right - Mountain's Power: Heals a target for 30,000 HP. In addition, whatever that target attacks this turn gets marked for death. The next turn, any spells that Valeera or Balloonian use against the marked target cost 4 less mana.
Sight - Begin the Games: Does something weird that I'll get into once/if it's used.
Deck:
Minions:
x1 Electron - 3 mana. Not to be confused with Serpent's character. summon a minion with 5,000 attack and 5,000 HP. While this is alive, both Valeera and Balloonian's spells costs 3 less mana. Not a dragon, but is a mech. ... You know, just in case Balloonian pulls Unstable Portal and that gets him a TinkerTown Technician.
x2 Dragon Consorts - 5 mana, summon a minion with 8,000 attack and 10,000 HP. In addition, Ballonian's next dragon costs 2 mana less. Is a dragon.
x2 BalloonWing Corruptors - 5 mana, summon a minion with 10,000 attack and 6,000 HP. When played, deal 10,000 damage to an enemy if Balloonian has a dragon in hand. Not a dragon.
x1 Balelastrasz - 6 mana, summon a minion with 4,000 attack and 10,000 HP. While this is alive, Balloonian's cards all cost 1 less mana. This card got considerably nerfed in its transition to DTG. Is a dragon.
x2 Balloonkin Hatchers - 6 mana, summon a minion with 5,000 attack and 6,000 HP. Also, summon two whelps each with 3,000 attack and 3,000 HP.
x1 Balloonmedes - 7 mana, summon a minion with no attack and 20,000 HP. Whenever either Valeera or Balloonian plays a card, this minion gets +2,000 attack. Is a dragon.
x1 Balloomagus - 8 mana. Summons a minion with 8,000 attack and 12,000 HP. If this is alive when Balloonian draws a card, he gains an extra copy of that card. Is a dragon.
Spells
x1 ShadowFlame - 4 mana, destroys a friendly, willing minion and deals its damage to up to 5 enemies.
x1 Bite - 4 Mana, gives Balloonian +5,000 HP and lets him attack this turn for 5,000 damage.
x1 Swipe - 4 mana, deals 5,000 damage to one enemy and 2,000 to up to 4 others.
x1 Open the Gates - 8 mana, summons 5 whelps each with 3,000 attack and 2,000 health.
BONUS CARD! x1 Mana Surge - 6 mana. Instantly uses Balloonian's Wild Magic ability 3 times. In addition, it lets him reroll one spell he doesn't like.
A ray of sunlight strikes Inari, causing her to burst into flames and rush forward at the Chua Spellslinger again, clawing at its legs to knock it down. She leaps over the Spellslinger, leaving a trail of flames that floats down onto the Spellslinger to burn it.
Relevance Line:
Gail and Mikoto walk into one of the still standing buildings of the fortress with Mikoto leading about 5 meters ahead of Gail. As they get deeper inside, the darkness gets stronger and more oppressive, but Gail has a faint glowing aura around her that seems to gently push particles of dust in the air away from her. The aura keeps the ground around her lit enough for her to vaguely see where she's going, but Mikoto doesn't even need it and can see just fine in the darkness. They keep walking down, but Gail sometimes calls out for them to stop so that she can draw out a large, rolled up piece of paper from her costume and add to a map of the place she's sketching (and yes, Gail does have opposable thumbs. She's the closest one I have to an actually humanoid RP character.).
OK, I've generally found that if I try to update by 8:00 PM eastern I will never finish the update whole. Maybe the response portion but never all of it, which I like doing. The update will probably be pushed back a day, to Friday. Sorry about that.
On another note: Yes, I'm aware I forgot summons last round. Massive screw-up on my part: They'll be added in this round. The Binary Slime is getting a crit due to me forgetting it twice, and everyone else is getting a minicrit (and in the case of Naptsablook, they won't fail their first action).
The Meaning of Life, the Universe, and Everything.
Join Date:
5/20/2014
Posts:
60
Location:
Defending my castle
Minecraft:
dandeman13
Member Details
/null sidequest
Alright, this game has been quite confusing, I didn't really explain it very well, and I hope this will clear up how it works
Welcome talist, you are in this one, just barely. You are a steve assassin with hoodie? I just used Talist as your skin
I recorded the first session, and then a glass barrier broke and it got out of hand. Also, you guys just destroyed the army, so It's going to be a LOT tougher now. I would have used it, but Talist joined and I felt it wasn't quite a good one to start out with. You can see the changes I made in the video
I plant myself in the front lines. Urthank holds the bridge and plants himself down on it. Nothings getting past him
*Note the snipe skill is random, I'm not letting you take out the most powerful entities that easily
AAAAND It hits a firedrake, probably the most powerful one in the game. It also hits a golem
Inclined gains blessing of light from crystalcat
The friendly entities were being problematic and sensed the enemies before the battle so I couldn't use them. Finding a workaround. Next round you get double summons.
Here's the video (Sorry for some lag in advance):
Survivors:
Ninja Twist
TT
Number soup
Conderp
Urthank
Inclined drowned to death, just to let you know.
You all respawn.
Nearly overrun you retreat to the main walls. Here is the next battle sequence:
You can summon entities or yourselves on either of the green/orange areas. No limit for the red tower (I removed it for the last one too). The enemy is coming from the bridge.
Thanks for the music guys. I will save the troll music when we have a troll enemy.
You will have to protect the gates. There is an actual entity with a boss bar that will take damage. Whether or not you defend it will decide what your next battle will be.
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Wait so its AI-vs-AI battle? How do you even make that work though? I though it was impossible to make mobs attack each other?
Sidequest: EXOS sends Crusher48 in as the Necromancer class (I did say Necromancer, did I not?).
OOC: How do you make AI-vs-AI battles in Minecraft? I really want to do it, but need to know how.
Well, this isn't vanilla minecraft. I use a mod called custom npc's.
What you would have to do is install custom npc's, use the npc wand to summon two right next to each other, click one of the npc's and you should get a screen. Click global - factions - add and then name it, say Good. Then create another one and say you named it Bad. Then click on good and on the bottom left side it should have a box named hostile factions. Click on 'bad'. Do the same thing for the bad faction. Finally, click each player, bringing up the menu and select advanced - factions and select it to be on the good or bad faction. Toggle attack hostile faction members to true and once your done they should start fighting each other. I of course had tons of different settings to have fire breathing dragons and such, but that should get you started.
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The Meaning of Life, the Universe, and Everything.
Location:
0rgin P0int, Zeroth Server
Join Date:
2/28/2011
Posts:
63
Location:
why
Minecraft:
User_Zero
Xbox:
Battlefury13
PSN:
no
Member Details
I cower in the RED tower and try to call a Backup Sniper.
Backup Sniper: Replaces any dead sniper for the duration of their death.
/sidequest
Rollback Post to RevisionRollBack
Posts may contain high amounts of stupid.
. And you know what the best part of all this is? You'll DO it. And then you'll lose to me again. And again. And again!!! Because you want a "happy ending." Because you "love your friends." Because you "never give up." Isn't that delicious? Your "determination." The power that let you get this far... It's gonna be your downfall!
"THIS IS EQUAL PARTS FUNNY AND SAD."
"STOP LAUGHING AND KILL THE BUNNY!"
"YOU'RE GETTING QUOTED ON THAT ONE, CALLING IT NOW. WHY ARE YOU LOSING IT OVER ONE ENEMY ANYWAY?"
"I DON'T KNOW! THERE'S A BLANK SCREEN WHENEVER I PERFORM A MEMORY SEARCH! NOTHING SHOWS UP!"
Nullpost. Not joining due to lack of character that makes sense, time, and sanity.
You do not need a character to join you can just randomly post attacks at godmodders.
This is not a forum game people really need to join it is just that the efficiency of the attacks are directly proportional to how much the gm knows you.
Sanity have never been needed.
Time is the true reason(and by far the most important one) the two others are not really reasons/null
I elect to take advantage of the high ground the red area provides and use the bridge's nature as a choke point to get some easy shots off on the more healthy enemies there.
Also, if you're looking for music, Castle Crashers can provide some awesome BGM for these situations.
Descending at earth level Hezetor takes a few earth blocks and breathes life in them, in a few moments a life form resembling him but with the peculiarities of a minecraftian comes to life, after creating proper clothes for him the avatar is ready.
@ProofofconcepT You built it? The build is pretty simple (hey, sometimes simple is better), but the trailer was AWESOME.
Leviathan: 25/30
Guitar Solo: 10/40
I hand over +2 to Pricey12345.
For the Sidequest, I choose to spawn myself in Yellow. I then take cover behind the barricade and use my trusty bow to whittle down the HP of the Void Walker.
As for the normal game, I set two fireballs above my shoulders and then loose them forth! The fireballs both deal base damage of a single attack, but to compensate, they each have a random target (on the Pro-Zero side).
An alternate timeline emerges.
However, we must first start from the beginning...
30/40
3/30
Incendiary Autobow && Generic diamond shovel
I shove Uzersero into a cannon(its Uzi's evil(good?) counterpart that definitely exists) and fire him out at... at... hmmmm... an alien drone! Yeah! And they do battle!
Proof's Sidequest:
I join Green, and use Raise Dead to prepare for the onslaught.
Check out my bad CTM map reviews here.
=Turn Two=
(1 / 20) Contacting Helix
(3 / 50) Eight-Legged Dance (+2 total, Battlefury.)
+1 to Twin
+1 to Battlefury
=Action=
I switch the Armistyx to Rocket Booster Scythe Mode and fly myself in the way of the cannon-lauched Uzersero, and proceed to block it with the Removal! Uzersero is promptly obliterated, and I then proceed to retaliate against TT2K, attempting to weaponize the Removal. Perhaps I can fire back attacks as corruption bolts or something? Who knows.
If that won't work, then I simply summon a group of CS:GO players to hunt down TT2K with their AWP's and other various weapons! They all happen to be of the "Global Elite" ranking, thus making it nearly impossible for TT2K to escape!
...actually, even if the Removal can counter with blasts of corruption, I still summon the CS:GO players.
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
I lazily attack a [AG] (That is [PZ]) entity.
Spoopinator 50/50! Done, Summoning...
Sp00py Armor 25/25! Equiping Spoopinator with it
Summon Story:
The fist punches through the floor and i took a look.
???: AAH IT IS A GOOD TIME TO...
Hey! look at this, i got the Sp00py Armor!
???: WHATS THIS? AN SP00PY ARMOR? LET ME TAKE THIS.
(Turns into super version of itself.)
Spoopinator: HAHAHA! I AM THE M0RE SP00PIER N0W! I AM THE SP00PINAT0R! WAIT...
(Summoned that is much later than Halloween)
Spoopinator: THAT WAS STUPID! I WAS APPEARED AFTER HALL0WEEN! N0T BEF0RE IT!
Relax relax, Look there are so much [PZ] enemies.
Spoopinator: THAT W0ULD BE VERY SERI0US F0R ME
Sp00py Emperor Spoopinator Index:
Alignment: [AZ]/[PG] (Both of these Alignments are Richard's side, Not Uzi's)
Stats:
HP: 300,000/300K (Due to Sp00py Armor)
Attack Power: Varies (Slightly higher due to Sp00py Armor.)
Attacks:
Spooky Slash: Deals 6600 damage to the Enemy.
Lunge of Sp00p: Deals 13000 damage to the Enemy and can hit Airborn/Flying Enemies but has a Cooldown of 2
Sp00py Shield: It summons the bones and creates a Barrier that has the HP of 66600 and can protect itself or the Allies but has a cooldown of 5 ish...
Summon Crimson Skellies: Summons 5 Crimson Skeletons that has the HP of 12000 and has a low attack power because of OPness but has a cooldown of 7
Ultimate Attack: Sp00py Spary... It and the Crimson Skeletons (if they're alive) starts dancing to an enemy dealing massive damage (66600 Damage if it's alive +3000 extra damage for each surviving Crimson Skeleton) however has a big cooldown of 11 due to it's Ultimate being too powerful
Special: It will be more of a Miniboss due to the bit of Creativity used on it, However It has the hate of Instant Kills (Resistance of Instant Kills/Nukes/OHKOs) and can speak in Boldy Red colored Courier New. it also controls by itself (Like if i do not attack, It uses a random skill but uses a Ultimate when it's cooldowned)
Heal Blaster && Bayo-Laser Rifle && Plasma Katana && Blue Gem = Best of Times, Worst of Times 8/11
+2 Talist
Charge Bank: +2 from Ninjatwist
My Items
Angelic Blessing: [Power Rank V] Heals the target for very large healing.
Bayoneted Laser Rifle (Also known as Bayo-Laser Rifle) [Power Rank II] Used for Ranged + Melee with extra damage to the Enemy. (Using for a Upgrade)
Plasma Katana [Power Rank II] Deals extra damage to the Enemy when used. (Using for a Upgrade)
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.
Echeladder 7/50
31/40 Badge 6 cobalt x2
+2 cobalt
Badges: 5/8
Scantron Reality Anchor AND Handcuffs = 5/9 Bender Restrainer
All HMS AND Wand = 7/9 The HM Stick
___
Mercury runs up the devastator and makes so many puns involving its name and the word it's named after that the devastator freely chooses to... devastate itself. That last pun causes the devastator to choose to... devastate itself more. That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more.That last pun causes the devastator to choose to... devastate itself more. And so on.
20/20 1st ESFB
8/8 Tails
My Action: Alright, time to summon a bunch of entities. I start by sending in the 1st ESFB, or at least a version of them. You see, owing to a combination of unusual temporal stuff, morale purposes, and confusion of enemies, all ESFB forces are called the 1st ESFB, even though there are many seperate versions of them. The particular version I just summoned are combat engineers.
1st ESFB Engineers [GS]: 75000/75000 HP. Tele-Sapper: |||. Obsidian Stronghold: |||||. Chance to dodge attacks.
Dodge Chance: The 1st ESFB has a chance to teleport out of the way of incoming attacks. This is by default a 25% chance, but increases to 75% against an attack that would destroy this unit (endermen get more teleport-happy when they are about to die). Since they use teleportation to dodge, this dodge chance cannot be bypassed (since they are well out of the way of the attack).
Tele-Sapper: In this special attack, the endermen teleport all over their target laying TNT everywhere, and then lights off all the TNT at once. High damage, deals extra damage against immobile targets.
Obsidian Stronghold: Summons an Ender Fortress from The Void to provide support on the field. Note: Bolstered by a charge from me, more details on this will need to be worked out with Tazz.
My Other Action: Next, I summon Miles "Tails" Prower, the famed sidekick of Sonic. Why not summon Sonic himself, you ask? Well, mainly because Sonic has probably been overused and oversummoned. Luckily, he lacks his sidekick immunity properties here, but he is still a competent fighter.
Tails [GS]: 50 Rings, active Shield. High Dodge Chance. Shield Generator: |||. Airborne.
Rings: Tails does not take damage like normal entities. Instead, damage to Tails causes him to lose rings. Tails loses 20 rings when hit, and if hit while he has 0 rings, he is killed. Tails gains 10 rings at the END of every round (after entity actions)
Dodge Chance: Tails has learned super-speed from Sonic to help him dodge incoming attacks. He has a default 60% chance to dodge an attack and not take damage, but creative attacks (including godmodder attacks) are more likely to hit, with a minimum dodge chance of 20%.
Shield Generator: When fully charged, can be expended at any time to gain a Shield powerup. The shield blocks some weak attacks, increasing dodge chance by 15% and nullifying any attack that cannot deal at least 2500 damage (if it was hitting another target), and when Tails is hit the shield goes away but no rings are lost.
Carry: Tails can carry an ally, giving them the Airborne effect and his dodge chance for one round, but reducing his damage by 50%.
SCP Foundation Action: Another experiment is conducted:
Experiment DTG-5: The cyber-portal into the server is opened, and D-TG0 is ordered to pass through the portal, then attempt to return.
Results: D-TG0 enters the portal, but then breaks experiment procedure by refusing to follow directions. Attempted remote termination fails, as does ordering D-001 through D-004 to attempt to terminate him. D-TG0 makes an unauthorized attempt to join the fight.
Note: A runthrough of data banks found no mention of D-TG0 in our data. It is suspected that D-TG0 was an agent impersonating a D-class to enter the portal.
D-TG0 [N/???]: 20/20 HP (Unknown motives and abilities, Tazz should see PM for motives and abilities.)
Note: D-TG0 is NOT under anyone's control other than Tazz's.
Balloonsera
HP: 250,000/250,000
Inflation: [MIN | LOW | MID | HGH | MAX]
Unlike my previous Balloon entities, inflation is not directly tied to HP. Instead, it determines how often she can use her special, Dream Magic, and the strength of her normal attacks. Other people or entities can use their actions to increase or decrease inflation. Balloonsera does NOT die if inflation reaches MIN or MAX, but will take 5,000 damage if her inflation tries to go past its limits in either direction.
Dream Magic: When used, it channels the power of the Emerald Dream (which my plot line has become strangely reliant on) and adds a random Dream Card to either Valeera or Balloonian's hand. If both are dead, it goes to Balloonsera herself, which is less efficient. She can play Dream Cards in addition to attacking and she ignores the mana cost because she has nothing else to play.
If inflation is MID, LOW, or HGH, this can be used once every other turn. If inflation is MAX, this can be used every turn. If inflation is MIN, this can be used once every 3 turns.
Dream Cards (Roll a d5. The number that comes up is the card Balloonsera gets.):
1: Balloonsera Awakens: Costs 2 mana. When played, it deals 5,000 damage to 5 random enemies.
2: Helium Sister: Costs 4 mana. When played, it summons an entity with 10,000 attack and 30,000 HP. It also cannot be hurt by AOE attacks, which is kinda the opposite of the actual Hearthstone effect.
3: Nightmare: Costs 0 mana. Play on a friendly, willing entity to give it +15,000 attack and +15,000 HP. However, it starts taking 5,000 damage per turn.
4: Balloon Drake: Costs 4 mana. When played, it summons an entity with 20,000 attack and 20,000 HP. Counts as a dragon if that matters at all, which it might.
5: Dream: Costs 0 mana. Returns a friendly, willing Hearthstone-like entity to its player's hand. The minion costs 2 mana less to play next time. (IE: Shadowstep). Or, if played on an enemy, it will prevent most weaker enemies from acting once or reduce the damage a stronger entity deals by up to 20,000.
Other attacks:
Bring Rest: Whack something for 14,000 damage. If inflation is at LOW or MIN, deal 16,000 damage instead.
Life Giving Mist: Channels healing to an entity. Starts out healing for 14,000 HP per turn, but increases by 3,000 each turn up to a maximum of 24,000 per turn. If inflation is at MIN, this caps at 27,000 per turn instead.
Deathrattle: sets up for something.
Balloonian
HP:180,000/180,000
Affinity: [M:0 | R:0 | S:0]
He works like Valeera, but with less focus on the actual deck and more focus on the hero's own actions. His deck only has 15 cards in it. He starts at 5 mana and gains 1 maximum mana per turn as well as draws one card per turn. If he runs out of cards in his deck, they get reshuffled.
"Hero Power": Wild Magic. Costs 2 mana. Adds a completely random Hearthstone spell to Balloonian's hand and it costs 2 less mana. I'm not going to pick ones that would break the game or make no sense though, like vanish or unleash the hounds. I'll reroll those. Completely possible for Balloonian to get something totally useless, like bestial wrath or bolster.
All spells that Balloonian can get are in one of three groups based on their class of origin, either Might (warrior, hunter, rouge), Right (druid, paladin, priest) or Sight (mage, warlock, shaman). Whenever Balloonian casts a spell of one group, his affinity to that group goes up by 3 and his affinity with the other two groups each go down by 1.
When an affinity gets to 8 or above, Balloonian triggers a special attack that resets his affinity for that group back to 0.
Might - Devastation: Balloonian takes to the skies, becoming unattackable for the turn, but also preventing him from playing any cards that turn. At the end of the turn, he shoots 3 fireballs at any target. Each fireball deals 10,000 damage to its target and 2,500 damage to the entities listed directly above and below the target in the EOTB.
Right - Mountain's Power: Heals a target for 30,000 HP. In addition, whatever that target attacks this turn gets marked for death. The next turn, any spells that Valeera or Balloonian use against the marked target cost 4 less mana.
Sight - Begin the Games: Does something weird that I'll get into once/if it's used.
Deck:
Minions:
x1 Electron - 3 mana. Not to be confused with Serpent's character. summon a minion with 5,000 attack and 5,000 HP. While this is alive, both Valeera and Balloonian's spells costs 3 less mana. Not a dragon, but is a mech. ... You know, just in case Balloonian pulls Unstable Portal and that gets him a TinkerTown Technician.
x2 Dragon Consorts - 5 mana, summon a minion with 8,000 attack and 10,000 HP. In addition, Ballonian's next dragon costs 2 mana less. Is a dragon.
x2 BalloonWing Corruptors - 5 mana, summon a minion with 10,000 attack and 6,000 HP. When played, deal 10,000 damage to an enemy if Balloonian has a dragon in hand. Not a dragon.
x1 Balelastrasz - 6 mana, summon a minion with 4,000 attack and 10,000 HP. While this is alive, Balloonian's cards all cost 1 less mana. This card got considerably nerfed in its transition to DTG. Is a dragon.
x2 Balloonkin Hatchers - 6 mana, summon a minion with 5,000 attack and 6,000 HP. Also, summon two whelps each with 3,000 attack and 3,000 HP.
x1 Balloonmedes - 7 mana, summon a minion with no attack and 20,000 HP. Whenever either Valeera or Balloonian plays a card, this minion gets +2,000 attack. Is a dragon.
x1 Balloomagus - 8 mana. Summons a minion with 8,000 attack and 12,000 HP. If this is alive when Balloonian draws a card, he gains an extra copy of that card. Is a dragon.
Spells
x1 ShadowFlame - 4 mana, destroys a friendly, willing minion and deals its damage to up to 5 enemies.
x1 Bite - 4 Mana, gives Balloonian +5,000 HP and lets him attack this turn for 5,000 damage.
x1 Swipe - 4 mana, deals 5,000 damage to one enemy and 2,000 to up to 4 others.
x1 Open the Gates - 8 mana, summons 5 whelps each with 3,000 attack and 2,000 health.
BONUS CARD! x1 Mana Surge - 6 mana. Instantly uses Balloonian's Wild Magic ability 3 times. In addition, it lets him reroll one spell he doesn't like.
Deathrattle: Sets up for something.
Commands:
Balloonsera heals Balloonian for 14k.
Balloonian gains 1 mana for a total of 8 and draws Balloonmedes, which gets duplicated. He uses Wild Magic and gets... 2... 19... Hunter's Powershot. Not bad. All his minions attack the Slammer and if those minion caps are in play, he sacrifice attacks with the Balloonwing Corruptor. I'm keeping the Inventor alive as long as possible. Either way, he then plays the Helium Sister.Wait, what? Oh come on... nothing worked. I was going to set up for a sick combo. Just play out the Balloonmagus and have all units attack the Slammer. That was going to be a SICK combo.
Minions out: Balloonwing Corruptor, Gnomish Inventor, Balloonmagus
Hand: Swipe, Balloonkin Hatcher, Electron, Balloonmedes, Helium Sister
Action:
Inari leaps at the Chua Spellslinger with blinding speed and pins it to the ground before viciously slashing across its throat and then cuts down its body, claws lit with sunlight that leaves burns and singed clothing/fur. She then kicks the Spellslinger away, seemingly with a look of bloodlust in her eyes.
Relevance Line:
I want to make sure that I get this in before Tazz's post, so holding off.
Alchemy and charges:
Finished list(Sun Charm || Samurai Armor) || Collar = Armor of Light 6/8
Tower Shield && Ice Turtle Shell (Terraria) && NevermeltIce = Glacier Shield 6/8
Got +5 total.
More charges: 15/50 & 15/50
+1 to Mythic, +1 to Pricy
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
A Tactical Genius: 40/50 ==================================================
IMPERATOR 13/50 ==================================================
+2 to Crystal
Bomber eyed the Mechari Engineer once more. Despite the previous attack it still seemed to be determined to continue on. Its weakened state left it open to attack, so Bomber decided to take the advantage while it was still there. He clapped his hands together suddenly. When pulled them apart, a long sword appeared between them as if it was some sort of a magician trick. The sword was lined with runes down its length. These were various engravings of dark whispers and thoughts that should not be thought. It was forged from a dark metal, giving it a sinister appearance. The hilt resembled a scowling goat head, its piercing eyes judging whether its next opponent was worthy or not. The length of the blade also had a red-hot line down the center, giving the weapon a molten appearance.
Charging the Mechari, Bomber ran him down with the blade, slicing right into him. His armored exterior was weakened by the heat of the lightning, making the already dangerous blade cut ever more deeper. The blade lodged into the Mechari, Bomber planted a boot against its chest and pushed away, causing the blade to release and the Mechari to stumble backwards. Hastily, another strike was made, this time into the Mechari's left arm. The Mechari tried to struggle, but it seemed futile. It managed to dodge the next swing before being caught by a thrust. It stabbed right through what would be the equivalent of its stomach and out the other end. The blade felt hot for some reason, making it all the more painful. Or whatever equivalent a robot could have. Bomber backed off from combat for now, but kept his blade out and continued to eye the Mechari, seeing if it survives.
Kustom Shoota-Burna || Pyrothelene = Kustom Shoota-Scorcha (Level 9: 4/10)
Slot Machine Gun && RNG Device = R.N.G. (2/?)
UMVAEQLV SPD DWZQWVAW PXDGE WTTI JDQOX
IKL OJEY BEM VCRVMPB DKGSB XXHGACA
JWJVAWA TQDN GZ UXL XTOX BEMAT FPIOA
Balloonsera
HP: 250,000/250,000
Inflation: [MIN | LOW | MID | HGH | MAX]
Unlike my previous Balloon entities, inflation is not directly tied to HP. Instead, it determines how often she can use her special, Dream Magic, and the strength of her normal attacks. Other people or entities can use their actions to increase or decrease inflation. Balloonsera does NOT die if inflation reaches MIN or MAX, but will take 5,000 damage if her inflation tries to go past its limits in either direction.
Dream Magic: When used, it channels the power of the Emerald Dream (which my plot line has become strangely reliant on) and adds a random Dream Card to either Valeera or Balloonian's hand. If both are dead, it goes to Balloonsera herself, which is less efficient. She can play Dream Cards in addition to attacking and she ignores the mana cost because she has nothing else to play.
If inflation is MID, LOW, or HGH, this can be used once every other turn. If inflation is MAX, this can be used every turn. If inflation is MIN, this can be used once every 3 turns.
Dream Cards (Roll a d5. The number that comes up is the card Balloonsera gets.):
1: Balloonsera Awakens: Costs 2 mana. When played, it deals 5,000 damage to 5 random enemies.
2: Helium Sister: Costs 4 mana. When played, it summons an entity with 10,000 attack and 30,000 HP. It also cannot be hurt by AOE attacks, which is kinda the opposite of the actual Hearthstone effect.
3: Nightmare: Costs 0 mana. Play on a friendly, willing entity to give it +15,000 attack and +15,000 HP. However, it starts taking 5,000 damage per turn.
4: Balloon Drake: Costs 4 mana. When played, it summons an entity with 20,000 attack and 20,000 HP. Counts as a dragon if that matters at all, which it might.
5: Dream: Costs 0 mana. Returns a friendly, willing Hearthstone-like entity to its player's hand. The minion costs 2 mana less to play next time. (IE: Shadowstep). Or, if played on an enemy, it will prevent most weaker enemies from acting once or reduce the damage a stronger entity deals by up to 20,000.
Other attacks:
Bring Rest: Whack something for 14,000 damage. If inflation is at LOW or MIN, deal 16,000 damage instead.
Life Giving Mist: Channels healing to an entity. Starts out healing for 14,000 HP per turn, but increases by 3,000 each turn up to a maximum of 24,000 per turn. If inflation is at MIN, this caps at 27,000 per turn instead.
Deathrattle: sets up for something.
Balloonian
HP:180,000/180,000
Affinity: [M:0 | R:0 | S:0]
He works like Valeera, but with less focus on the actual deck and more focus on the hero's own actions. His deck only has 15 cards in it. He starts at 5 mana and gains 1 maximum mana per turn as well as draws one card per turn. If he runs out of cards in his deck, they get reshuffled.
"Hero Power": Wild Magic. Costs 2 mana. Adds a completely random Hearthstone spell to Balloonian's hand and it costs 2 less mana. I'm not going to pick ones that would break the game or make no sense though, like vanish or unleash the hounds. I'll reroll those. Completely possible for Balloonian to get something totally useless, like bestial wrath or bolster.
All spells that Balloonian can get are in one of three groups based on their class of origin, either Might (warrior, hunter, rouge), Right (druid, paladin, priest) or Sight (mage, warlock, shaman). Whenever Balloonian casts a spell of one group, his affinity to that group goes up by 3 and his affinity with the other two groups each go down by 1.
When an affinity gets to 8 or above, Balloonian triggers a special attack that resets his affinity for that group back to 0.
Might - Devastation: Balloonian takes to the skies, becoming unattackable for the turn, but also preventing him from playing any cards that turn. At the end of the turn, he shoots 3 fireballs at any target. Each fireball deals 10,000 damage to its target and 2,500 damage to the entities listed directly above and below the target in the EOTB.
Right - Mountain's Power: Heals a target for 30,000 HP. In addition, whatever that target attacks this turn gets marked for death. The next turn, any spells that Valeera or Balloonian use against the marked target cost 4 less mana.
Sight - Begin the Games: Does something weird that I'll get into once/if it's used.
Deck:
Minions:
x1 Electron - 3 mana. Not to be confused with Serpent's character. summon a minion with 5,000 attack and 5,000 HP. While this is alive, both Valeera and Balloonian's spells costs 3 less mana. Not a dragon, but is a mech. ... You know, just in case Balloonian pulls Unstable Portal and that gets him a TinkerTown Technician.
x2 Dragon Consorts - 5 mana, summon a minion with 8,000 attack and 10,000 HP. In addition, Ballonian's next dragon costs 2 mana less. Is a dragon.
x2 BalloonWing Corruptors - 5 mana, summon a minion with 10,000 attack and 6,000 HP. When played, deal 10,000 damage to an enemy if Balloonian has a dragon in hand. Not a dragon.
x1 Balelastrasz - 6 mana, summon a minion with 4,000 attack and 10,000 HP. While this is alive, Balloonian's cards all cost 1 less mana. This card got considerably nerfed in its transition to DTG. Is a dragon.
x2 Balloonkin Hatchers - 6 mana, summon a minion with 5,000 attack and 6,000 HP. Also, summon two whelps each with 3,000 attack and 3,000 HP.
x1 Balloonmedes - 7 mana, summon a minion with no attack and 20,000 HP. Whenever either Valeera or Balloonian plays a card, this minion gets +2,000 attack. Is a dragon.
x1 Balloomagus - 8 mana. Summons a minion with 8,000 attack and 12,000 HP. If this is alive when Balloonian draws a card, he gains an extra copy of that card. Is a dragon.
Spells
x1 ShadowFlame - 4 mana, destroys a friendly, willing minion and deals its damage to up to 5 enemies.
x1 Bite - 4 Mana, gives Balloonian +5,000 HP and lets him attack this turn for 5,000 damage.
x1 Swipe - 4 mana, deals 5,000 damage to one enemy and 2,000 to up to 4 others.
x1 Open the Gates - 8 mana, summons 5 whelps each with 3,000 attack and 2,000 health.
BONUS CARD! x1 Mana Surge - 6 mana. Instantly uses Balloonian's Wild Magic ability 3 times. In addition, it lets him reroll one spell he doesn't like.
Deathrattle: Sets up for something.
Commands:
Minions out: Balloonwing Corruptor, Gnomish Inventor, Balloonmagus
Hand: Swipe, Balloonkin Hatcher, Electron, Balloonmedes, Helium Sister
Action:
A ray of sunlight strikes Inari, causing her to burst into flames and rush forward at the Chua Spellslinger again, clawing at its legs to knock it down. She leaps over the Spellslinger, leaving a trail of flames that floats down onto the Spellslinger to burn it.
Relevance Line:
Gail and Mikoto walk into one of the still standing buildings of the fortress with Mikoto leading about 5 meters ahead of Gail. As they get deeper inside, the darkness gets stronger and more oppressive, but Gail has a faint glowing aura around her that seems to gently push particles of dust in the air away from her. The aura keeps the ground around her lit enough for her to vaguely see where she's going, but Mikoto doesn't even need it and can see just fine in the darkness. They keep walking down, but Gail sometimes calls out for them to stop so that she can draw out a large, rolled up piece of paper from her costume and add to a map of the place she's sketching (and yes, Gail does have opposable thumbs. She's the closest one I have to an actually humanoid RP character.).
Alchemy and charges:
Finished list(Sun Charm || Samurai Armor) || Collar = Armor of Light 7/8
Tower Shield && Ice Turtle Shell (Terraria) && NevermeltIce = Glacier Shield 7/8
Got +0 total. Who would have guessed?
More charges: 16/50 & 16/50
+1 to Mythic, +1 to Pricy
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
OK, I've generally found that if I try to update by 8:00 PM eastern I will never finish the update whole. Maybe the response portion but never all of it, which I like doing. The update will probably be pushed back a day, to Friday. Sorry about that.
On another note: Yes, I'm aware I forgot summons last round. Massive screw-up on my part: They'll be added in this round. The Binary Slime is getting a crit due to me forgetting it twice, and everyone else is getting a minicrit (and in the case of Naptsablook, they won't fail their first action).
/null sidequest
Alright, this game has been quite confusing, I didn't really explain it very well, and I hope this will clear up how it works
Welcome talist, you are in this one, just barely. You are a steve assassin with hoodie? I just used Talist as your skin
I recorded the first session, and then a glass barrier broke and it got out of hand. Also, you guys just destroyed the army, so It's going to be a LOT tougher now. I would have used it, but Talist joined and I felt it wasn't quite a good one to start out with. You can see the changes I made in the video
I plant myself in the front lines. Urthank holds the bridge and plants himself down on it. Nothings getting past him
*Note the snipe skill is random, I'm not letting you take out the most powerful entities that easily
AAAAND It hits a firedrake, probably the most powerful one in the game. It also hits a golem
Inclined gains blessing of light from crystalcat
The friendly entities were being problematic and sensed the enemies before the battle so I couldn't use them. Finding a workaround. Next round you get double summons.
Here's the video (Sorry for some lag in advance):
Survivors:
Ninja Twist
TT
Number soup
Conderp
Urthank
Inclined drowned to death, just to let you know.
You all respawn.
Nearly overrun you retreat to the main walls. Here is the next battle sequence:
You can summon entities or yourselves on either of the green/orange areas. No limit for the red tower (I removed it for the last one too). The enemy is coming from the bridge.
Thanks for the music guys. I will save the troll music when we have a troll enemy.
You will have to protect the gates. There is an actual entity with a boss bar that will take damage. Whether or not you defend it will decide what your next battle will be.
This signature is meant for educational purposes only. Send no money now. Ask your doctor or pharmacist. To prevent electric shock, do not open back panel. You may or may not have additional rights which may vary from country to country. Not recommended for children under twelve years of age. Batteries not included. Any resemblance to real persons, living or dead, is purely coincidental. Void where prohibited. Some assembly required. All rights reserved. Use only as directed. Parental discretion advised. No other warranty expressed or implied. Unauthorized copying of this signature strictly prohibited. Do not read while operating a motor vehicle or heavy equipment. Postage will be paid by addressee. In case of eye contact, flush with water. Apply only to affected area. May be too intense for some viewers. Do not fold, or mutilate. Use other side for additional listings. Shipping and handling extra. No animals were harmed in the production of this signature.
Wait so its AI-vs-AI battle? How do you even make that work though? I though it was impossible to make mobs attack each other?
Sidequest: EXOS sends Crusher48 in as the Necromancer class (I did say Necromancer, did I not?).
OOC: How do you make AI-vs-AI battles in Minecraft? I really want to do it, but need to know how.
---Proof's Sidequest---
I will spawn in left gray area and use Call Pets in the right gray area.
/null
Please check out my PvP map based around explosions and fire, FireFight!
Sometimes, I wonder why they call mapmakers mapmakers and not cartographers.
Dragons n' Stuff
Please click!
---Proof's Sidequest---
I will spawn in right gray area.
/null
People say "There is a city there, and it will stay there until time stops" hearts filled with bleak hope that it be so...
And indeed, it may be, as even the void has not moved it from its rightful place...
Casting their gaze inwards The Tearful Seeker considers their purpose in the coming events...
Tonight, he sets a stage, and come curtain's raise, A Storm Lord join the hunt.
Dragons, please click~
Well, this isn't vanilla minecraft. I use a mod called custom npc's.
What you would have to do is install custom npc's, use the npc wand to summon two right next to each other, click one of the npc's and you should get a screen. Click global - factions - add and then name it, say Good. Then create another one and say you named it Bad. Then click on good and on the bottom left side it should have a box named hostile factions. Click on 'bad'. Do the same thing for the bad faction. Finally, click each player, bringing up the menu and select advanced - factions and select it to be on the good or bad faction. Toggle attack hostile faction members to true and once your done they should start fighting each other. I of course had tons of different settings to have fire breathing dragons and such, but that should get you started.
This signature is meant for educational purposes only. Send no money now. Ask your doctor or pharmacist. To prevent electric shock, do not open back panel. You may or may not have additional rights which may vary from country to country. Not recommended for children under twelve years of age. Batteries not included. Any resemblance to real persons, living or dead, is purely coincidental. Void where prohibited. Some assembly required. All rights reserved. Use only as directed. Parental discretion advised. No other warranty expressed or implied. Unauthorized copying of this signature strictly prohibited. Do not read while operating a motor vehicle or heavy equipment. Postage will be paid by addressee. In case of eye contact, flush with water. Apply only to affected area. May be too intense for some viewers. Do not fold, or mutilate. Use other side for additional listings. Shipping and handling extra. No animals were harmed in the production of this signature.
I cower in the RED tower and try to call a Backup Sniper.
Backup Sniper: Replaces any dead sniper for the duration of their death.
/sidequest
Posts may contain high amounts of stupid.
. And you know what the best part of all this is? You'll DO it. And then you'll lose to me again. And again. And again!!! Because you want a "happy ending." Because you "love your friends." Because you "never give up." Isn't that delicious? Your "determination." The power that let you get this far... It's gonna be your downfall!
Nullpost. Not joining due to lack of character that makes sense, time, and sanity.
I'm trying to start a card game adaptation for the DtG series. I'm here to do a survey on how many of you can get/already have Tabletop Simulator.
Discussion on the matter can be found here: s15.zetaboards.com/DTG_Forums/topic/8111318/1/#new
Kaede is best girl
You do not need a character to join you can just randomly post attacks at godmodders.
This is not a forum game people really need to join it is just that the efficiency of the attacks are directly proportional to how much the gm knows you.
Sanity have never been needed.
Time is the true reason(and by far the most important one) the two others are not really reasons/null
Nicely done, ProofofconcepT!
I elect to take advantage of the high ground the red area provides and use the bridge's nature as a choke point to get some easy shots off on the more healthy enemies there.
Also, if you're looking for music, Castle Crashers can provide some awesome BGM for these situations.
/nullifthisisintheregularpost
An alternate timeline emerges.
However, we must first start from the beginning...
Let's play some sidequest.
Descending at earth level Hezetor takes a few earth blocks and breathes life in them, in a few moments a life form resembling him but with the peculiarities of a minecraftian comes to life, after creating proper clothes for him the avatar is ready.
Preferred name: Hezetor
Username Minecraft: Hezetor
Class: Sage
The avatar is Summoned in the red area or, if that is not possible, in the green right area, then uses Blessing of Light on Mythic.
/null