The Meaning of Life, the Universe, and Everything.
Join Date:
2/7/2014
Posts:
72
Location:
The Mindscape
Minecraft:
Irecreeper
Member Details
( Post 1 / 3 )
( 34 / 40 )
Soul of Flame gathered!
( Souls: Healing, Revenge, Flame, x )
( 16 / 20 )
The voices are getting louder, faster and more frenzied.
This may end bad...
I quickly cast...
CHAIRSTORM X, the better form of CHAIRSTORM IV! (Roll a D20.)
(1: Critical Failure. Deals heavy damage to one AG.)
(2 - 5: The attack fails. )
(6 - 10: The attack deals moderate damage to one PG. )
(11 - 19: The attack deals moderate damage to all PG's. )
(20: Critical Hit! A single massive chair strikes the battlefield, dealing massive damage to the Grandmatriarch Army!)
Insanity: [N] HP: 249,900/250,000. Charge: 5/25. Bound.
"Something seems to be keeping Tricky away from you, Engie..."
"If only I knew what."
Thresh: [N] HP: 62,900/80,000. Guarding Insanity. Lantern: RECHARGING.
Fegelein: [N] HP: 73,900/74,000. Guarding Insanity. Antics: 7/10.
Engie: [N] HP: 94,900/100,000. Guarding Insanity. Lv. 1 Dispenser HP: 5,000/5,000. Lv. 2 Sentry HP: 5,000/10,000.
"Careful where you aim, Serpent."
Purple: [N] HP: 149,900/150,000. Guarding Insanity. Bound.
Hm.
Interesting.
"What is it?"
I just checked the Engietech database temporarily.
It seems we have a file on Tricky.
"Open it."
...
OH HELL NO.
DELETE.
WHERE IS THE DELETE BUTTON.
"Actually, how would building an amplifier work..."
You scrapped the plan after the Chernobyl incident.
Remember?
"Ah, right. Stupid nuclear power source..."
"Sie tatsächlich versucht, mit Hilfe der Kernenergie? Du bist ein Idiot."
"It sounded good at the time. Anyway, Thresh, heal up. Fegelein, however you get antic charges back, do it."
So what happens when Jinx gets here anyway?
"Well, for a start, there's not going to be much of a ground to stand on. And I think the interdimensional portal may have taken the hint that I gave it."
Help me raise Calypso's Integration stat! When It reaches 100%, something big will happen...
23/40
23/40
9/10x2
5/? Thunderbane - that should be enough
I test my new sharp-thing infused with lightning on Stitch's frozen form, flinging lighting everywhere.
I alchemize redstone dust and glowstone dust 1/(probably 2)
+3 to piono
WHY YOU SHOULD HELP ME
It will speed the pace at which both of our charges fill and facilitate the end of the Felt, and you get instnant gratification where you will be able to use the charges gifted in the post you help me in.
Article 1A +X to person(s) who [assists] me between this and my next post, where x is the number of charges that are incomplete. This offer is valid once per post in which assistance is traded for X charges.
Article 1B term [assist] is defined as attempting to assist with an attack or boosting charges.
Okay, twin? Not sure if you missed it or deliberately ignored it, but I figured I should restate it just in case. When Tricky hits an entity multiple times, he does increased damage. If he hits an entity twice, it deals 12,000 damage instead of just 10,000, and if he hits the same entity all three times, he deals 20,000 instead of just 15,000. (the chance of him hitting twice are much lower than hitting once, and hitting all three times is incredibly low compared to hitting just once)
Anyway, on to my final action:
+X to any players who claim this
4/6 for the void of heat
40/40 for my summons...
suddenly, in the Pool Room...
Dr. Christoff: 40000/40000 hp. Dr. Christoff has greatly increased attack and defense in exchange for greatly lowered health.
And something gimmicky to help twin's headache brought about by too many entities on the field.
[H] Project Nexus: (whatever health you think is fair, project nexus doesn't do anything but spawn the Nexus troops though)
The auditor: Can absorb Nexus troops to increase attack power for one round or to heal himself (either way, it is equivalent to the mooks' health). 500,000 hp (fair, since he's hostile, and the main protector of Project Nexus itself)
Every round, Project Nexus makes lots of troops, however many is up to you. Each time, the troops go after the weakest entity (least health) on the main battlefield, but avoid the mega entities (godmodder, Black Monolith, etc.)
Each of the troops acts as if it were a troop regularly summoned (power wise, they're the well-balanced template regular player summons are, unless otherwise noted)
troop types (most common to rarest):
grunt: hp:500/500.
1337 agent: hp: 1000/1000.
ATP engineer: hp: 2500/2500.
ATP soldat: hp: 5000/5000.
riot guard: hp: 1500/1500. Have a chance to stun the target of their attack.
G03LM Mk1: hp: 5,000/5,000
G03LM Mk2: hp: 10,000/10,000
Mag Agent Type 1: hp: 20,000/20,000
Mag Agent Type 2: hp: 15,000/15,000. increased attack power
experimental: hp: 40,000/40,000. increased attack and defense.
The Nexus army will never attack itself. The point of it is to clear out the main battlefield, then get wiped off the face of the game so that the game can resume as normal, albeit with a less cluttered combat area.
Temporary big headache to make a bigger headache go away after a bit.
Also, they'll stay in the main battlefield until all entities that they can target are destroyed. Then Project Nexus and its accompanying entities (the auditor and mooks) will move to the area with the most entities and continue the cycle of death and destruction, until someone takes them out.
the weakness: the auditor, when he goes down, damage to Project Nexus is quadrupled.
8/15 x2
I take broken uranium's umbridge and do an amazing time combo on Stitch (or Sawbuck if Stitch is dead). One that would have brought at tear to Dave's eye, due to it being so beautiful, and being ironic beyond ironic in an absolutely incomprehensible way (although it does seem to not have anything to do with the split time stream feature of the sword.)
I use this turn to harness the fruits of our labor from Project Sinnesloschen!
And so... the Neurax Worm Queen emerges!
It is an undiscovered parasite that was left that way for thousands of years, hibernating for millennia. Now, it has begun to spread to the battlefield!
Neurax Worm Queen [N] HP: 200000/200000
Don't worry, it's supposed to be a neutral entity, which is why I gave it a load of health, damage, and summoning power. It will change sides in time when in triumph over Lord Helix...
Don't worry, it's meant to battle Lord Helix, so my next entity will not be as powerful. Lord Helix better summon minions...
Attacks
Raging Slam: 4000 melee damage. Damage increases by 500 with every Neurax Worm or Neurax Worm Egg destroyed.
Egg Burst: Spawns 4 Neurax Worm eggs in addition to the 1 Neurax Worm egg spawned passively. 1-turn cooldown.
Cranial Shockwave: 5000 ranged damage. Can affect multiple targets. Causes Stunned for 2 turns.
Fast Regeneration: Heals self by 6000 health in addition to the 2000 health regenerated passively per-turn.
Lashing Tendrils: Spawns a set of Neurax Tendrils. 2 turn cooldown, can only affect one entity.
Blast of Insanity: 9000 ranged damage. Can affect multiple targets. Causes Insane for 3 turns. Takes 2 turns to charge and has a 2 turn cooldown. While charging, the Neurax Worm Queen is completely vulnerable.
Passives
Neurax Matriarch: Spawns 1 Neurax Worm Egg each wave.
True Eternal God: Targets Lord Helix and Dark Lord Dome.
No One Spared: Switches to Hostile after Lord Helix and Dark Lord Dome have been killed. Primarily, but not exclusively, targets PG entities.
Self-Mending: Regenerates 2000 health each turn. Cannot overheal.
Neurax Worm Egg [N] HP: 10000/10000
Passives
New Life: Will turn into Neurax Worm in 1-3 turns. Transfers health.
Neurax Worm [N] HP: 10000/10000
Passives
Parasitic Lifestyle: This entity attaches to a host. Upon the host's death, this entity will die alongside it.
Mental Breach: The host has an up to 80% chance of doing my bidding, depending on health. Entities with lower health will Boss entities will not count, such as Lord Helix or the Godmodder.
Neurax Tendrils [N] HP: 15000/15000
Passives
Single Target: This entity, once having obtained a target, will stay on that target until defeat.
Constriction: All attacks against the target are certain to hit. The target is also unable to attack anything but the Neurax Tendrils.
Slow Digestion: Deals 3000 damage against its target each turn. Each turn, 1500 health is returned to the Neurax Worm Queen.
One Set: There can only be one of this entity on the battlefield at a time.
If this needs tweaks (which I think it might), seek no further than discussing them in a PM.
Froagadier [PG]
500000/50000 HP
Attacks:
Water Pulse - Ranged Water-based 3000 damage attack.
Body Slam - Physical Normal 4000 damage attack with 500 recoil damage.
Water Shuriken - Ranged Water-based 2000 damage attack that goes before the AGs and Ns due to high speed.
Passives:
Water Absorb - Water-type and Fire-type moves deal 0 damage.
Dark Immunity - Psychic-based attacks deal 0 damage.
Evolution Bar: IIIII (When filled up, Froagadier evolves into Greninja.)
Urghh... What the heck is going on here?
No. You weren't suppose to wake up yet. NO. I need you to sleep more to absorb my dark energy!
I was unconscious, genius. How could my calculations have been so wrong? ME, defeated by a lapse in the human metabolic cycle?
This isn't over yet.
Actually, I'm not exactly human, at least in this reality. I'm actually a tr- SHUT UP!!!!!!!!!!!
Grrr...
ALL FORCES, DEFEND THE COUNTDOWN TIMER!
Demonbound Guardian [N] (x4)
15000/15000 HP
Attack anything that attacks the Countdown Timer. Have a 30% chance to take hits for the Countdown Timer from players, and a 60% for entities.
Demonbound Slave [N] (x?)
10000/10000 HP
Are created when something is killed by a Guardian. Have the same procedure as the Guardians.
Fly Army 1 [AG] Population: 4,000. (Gains 400 Population Each Turn) Fly Army 2 [AG] Population: 3,600. (Gains 300 Population Each Turn) Fly Army 3 [AG] Population: 2,900. (Gains 200 Population Each Turn) Fly Army 4 [AG] Population: 2,300. (Gains 200 Population Each Turn) Fly Hive [AG] Population: 50,000. (Gains 10% Population Each Turn)
How This Works: Each Turn, The Populations increase by the amount listed above. The Fly Armies can be attacked no matter what. The Armies protect the Hive, so it can't be attacked until 2 Armies are defeated. Each turn, some random entity or entities get infected. (Random.org/integers. Generate the first digit of the population of the Hive. [5 if 50,000, 13 if 130,000, 25 if 250,000, etc.] Then do 1-100. Generate the numbers. All numbers 50+ count. The number of numbers 50+ is the number of entities infected that turn. [However 81-90 is infecting a N, and 91-100 is infecting an AG. If a 12 is in the sequence, the Godmodder gets infected. If there is an 8, Twin gets infected. If it is 24, then a random PG or AG BOSS gets infected.] Infections last for 3 turns. Entities lose 2% of current health each turn. If the Godmodder gets infected, then he loses 1 health when first infected, and the PG team CAN NOT ATTACK the turn. If Twin gets it, well.. he can decide his fate.)
I charge a blast from my Hand of Pearl! (Roll a non-existent D3. Just use random.org.)
( 1 - 2: The blast explodes in my face. )
( 3: The blast fires and deals massive damage to a random PG! )
I clone 1000 Justin Biebers, and use them to sing for TwinBuilder (They also have microphones connected to speakers with a volume of OVER 9000.). Then I headphones on. I also make sure Twin is able to hear the sound, by stealing all headphones and earplugs on the planet.
Wow, you suck at this even more than I thought, Opel.
WILL YOU JUST [Censored] Silence, we're not done yet.
I cast Major Heal on ourselves, healing us more than a normal health spell does, at the cost of decreasing our post count limit from three(3) to two(2) for this and the next two turns.
For reference, there are four health spells Pacifist can cast:
• Heal or Standard Heal: Heals 2,000 with no consequences. For each subsequent attack within the same post, the spell heals 250 less.
• Super Heal: Heals 8,000 at the cost of prohibiting any other health spell for the rest of the turn.
• Major Heal: Heals 12,500 at the cost of decreasing the post count limit from three to two for three total turns.
• Über Heal: Fully heals the target, at the cost of incapacitating ourselves for two turns. Charges can still be made while incapacitated.
• Kamikaze Heal: Fully heals AND overheals the target, renders him/her/it invulnerable and with tripled attack rate for the turn, and all attacks mini-crit until the Overheal is wasted. The downside... the name says it; we die and are unable to interact in the game except for charges for five turns.
How This Works: Each Turn, The Populations increase by the amount listed above. The Fly Armies can be attacked no matter what. The Armies protect the Hive, so it can't be attacked until 2 Armies are defeated. Each turn, some random entity or entities get infected. (Random.org/integers. Generate the first digit of the population of the Hive. [5 if 50,000, 13 if 130,000, 25 if 250,000, etc.] Then do 1-100. Generate the numbers. All numbers 50+ count. The number of numbers 50+ is the number of entities infected that turn. [However 81-90 is infecting a N, and 91-100 is infecting an AG. If a 12 is in the sequence, the Godmodder gets infected. If there is an 8, Twin gets infected. If it is 24, then a random PG or AG BOSS gets infected.] Infections last for 3 turns. Entities lose 2% of current health each turn. If the Godmodder gets infected, then he loses 1 health when first infected, and the PG team CAN NOT ATTACK the turn. If Twin gets it, well.. he can decide his fate.)
How could flies infect a mechanical entity like a MECH or the Tripod? And if they attack all sides, shouldn't they be [N] or [H]?
I clone 1000 Justin Biebers, and use them to sing for TwinBuilder (They also have microphones connected to speakers with a volume of OVER 9000.). Then I headphones on. I also make sure Twin is able to hear the sound, by stealing all headphones and earplugs on the planet.
I attempt to redirect Menno's attack to the Grandmatriarch Army by casting teleport on the headphones Menno stole and placing on them instead, and plugging all of them on the stereos. I then teleport the earplugs to Titan.
And to ensure that the Grandmatriarch Army doesn't imply take off the headphones, I stick them fiercily to their heads with MOAR STRUTS
Nothing can beat the power of MOAR STRUTS! well, except a decoupler, but using one would kill them anyway
Wow, you suck at this even more than I thought, Opel.
WILL YOU JUST [Censored] Silence, we're not done yet.
I cast Major Heal on ourselves, healing us more than a normal health spell does, at the cost of decreasing our post count limit from three(3) to two(2) for this and the next two turns.
For reference, there are four health spells Pacifist can cast:
• Heal or Standard Heal: Heals 2,000 with no consequences. For each subsequent attack within the same post, the spell heals 250 less.
• Super Heal: Heals 8,000 at the cost of prohibiting any other health spell for the rest of the turn.
• Major Heal: Heals 12,500 at the cost of decreasing the post count limit from three to two for three total turns.
• Über Heal: Fully heals the target, at the cost of incapacitating ourselves for two turns. Charges can still be made while incapacitated.
• Kamikaze Heal: Fully heals AND overheals the target, renders him/her/it invulnerable and with tripled attack rate for the turn, and all attacks mini-crit until the Overheal is wasted. The downside... the name says it; we die and are unable to interact in the game except for charges for five turns.
How could flies infect a mechanical entity like a MECH or the Tripod? And if they attack all sides, shouldn't they be [N] or [H]?
I attempt to redirect Menno's attack to the Grandmatriarch Army by casting teleport on the headphones Menno stole and placing on them instead, and plugging all of them on the stereos. I then teleport the earplugs to Titan.
That isn't really redirecting; its kind of like adding a secondary target.
Rollback Post to RevisionRollBack
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( 34 / 40 )
Soul of Flame gathered!
( Souls: Healing, Revenge, Flame, x )
( 16 / 20 )
The voices are getting louder, faster and more frenzied.
This may end bad...
I quickly cast...
CHAIRSTORM X, the better form of CHAIRSTORM IV! (Roll a D20.)
(1: Critical Failure. Deals heavy damage to one AG.)
(2 - 5: The attack fails. )
(6 - 10: The attack deals moderate damage to one PG. )
(11 - 19: The attack deals moderate damage to all PG's. )
(20: Critical Hit! A single massive chair strikes the battlefield, dealing massive damage to the Grandmatriarch Army!)
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
Insanity: [N] HP: 249,900/250,000. Charge: 5/25. Bound.
"Something seems to be keeping Tricky away from you, Engie..."
"If only I knew what."
Thresh: [N] HP: 62,900/80,000. Guarding Insanity. Lantern: RECHARGING.
Fegelein: [N] HP: 73,900/74,000. Guarding Insanity. Antics: 7/10.
Engie: [N] HP: 94,900/100,000. Guarding Insanity. Lv. 1 Dispenser HP: 5,000/5,000. Lv. 2 Sentry HP: 5,000/10,000.
"Careful where you aim, Serpent."
Purple: [N] HP: 149,900/150,000. Guarding Insanity. Bound.
Hm.
Interesting.
"What is it?"
I just checked the Engietech database temporarily.
It seems we have a file on Tricky.
"Open it."
...
OH HELL NO.
DELETE.
WHERE IS THE DELETE BUTTON.
"Actually, how would building an amplifier work..."
You scrapped the plan after the Chernobyl incident.
Remember?
"Ah, right. Stupid nuclear power source..."
"Sie tatsächlich versucht, mit Hilfe der Kernenergie? Du bist ein Idiot."
"It sounded good at the time. Anyway, Thresh, heal up. Fegelein, however you get antic charges back, do it."
So what happens when Jinx gets here anyway?
"Well, for a start, there's not going to be much of a ground to stand on. And I think the interdimensional portal may have taken the hint that I gave it."
GODDAMN IT
STUPID GENDERFLIP VIRUS
Flexible Tsar Bomba: 10/40
I use a super-magnet to mess up the Countdown. Please don't harm my 80-charge zone. Besides, I just graduated yesterday.
9/40x2
I take an endermen battalion swimming.
Flexible Tsar Bomba: 12/40
I use a Super Sledge against the Countdown.
23/40
23/40
9/10x2
5/? Thunderbane - that should be enough
I test my new sharp-thing infused with lightning on Stitch's frozen form, flinging lighting everywhere.
I alchemize redstone dust and glowstone dust 1/(probably 2)
+3 to piono
WHY YOU SHOULD HELP ME
Article 1A +X to person(s) who [assists] me between this and my next post, where x is the number of charges that are incomplete. This offer is valid once per post in which assistance is traded for X charges.
Article 1B term [assist] is defined as attempting to assist with an attack or boosting charges.
Some wars are pointless. This one's just for fun.
Awaiting PM still...
I should unleash Sinnesloschen this turn.
I grant a bit of health to the garden's shields.
An alternate timeline emerges.
However, we must first start from the beginning...
Anyway, on to my final action:
+X to any players who claim this
4/6 for the void of heat
40/40 for my summons...
suddenly, in the Pool Room...
Dr. Christoff: 40000/40000 hp. Dr. Christoff has greatly increased attack and defense in exchange for greatly lowered health.
And something gimmicky to help twin's headache brought about by too many entities on the field.
[H] Project Nexus: (whatever health you think is fair, project nexus doesn't do anything but spawn the Nexus troops though)
The auditor: Can absorb Nexus troops to increase attack power for one round or to heal himself (either way, it is equivalent to the mooks' health). 500,000 hp (fair, since he's hostile, and the main protector of Project Nexus itself)
Every round, Project Nexus makes lots of troops, however many is up to you. Each time, the troops go after the weakest entity (least health) on the main battlefield, but avoid the mega entities (godmodder, Black Monolith, etc.)
Each of the troops acts as if it were a troop regularly summoned (power wise, they're the well-balanced template regular player summons are, unless otherwise noted)
troop types (most common to rarest):
grunt: hp:500/500.
1337 agent: hp: 1000/1000.
ATP engineer: hp: 2500/2500.
ATP soldat: hp: 5000/5000.
riot guard: hp: 1500/1500. Have a chance to stun the target of their attack.
G03LM Mk1: hp: 5,000/5,000
G03LM Mk2: hp: 10,000/10,000
Mag Agent Type 1: hp: 20,000/20,000
Mag Agent Type 2: hp: 15,000/15,000. increased attack power
experimental: hp: 40,000/40,000. increased attack and defense.
The Nexus army will never attack itself. The point of it is to clear out the main battlefield, then get wiped off the face of the game so that the game can resume as normal, albeit with a less cluttered combat area.
Temporary big headache to make a bigger headache go away after a bit.
Also, they'll stay in the main battlefield until all entities that they can target are destroyed. Then Project Nexus and its accompanying entities (the auditor and mooks) will move to the area with the most entities and continue the cycle of death and destruction, until someone takes them out.
the weakness: the auditor, when he goes down, damage to Project Nexus is quadrupled.
8/15 x2
I take broken uranium's umbridge and do an amazing time combo on Stitch (or Sawbuck if Stitch is dead). One that would have brought at tear to Dave's eye, due to it being so beautiful, and being ironic beyond ironic in an absolutely incomprehensible way (although it does seem to not have anything to do with the split time stream feature of the sword.)
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Ahh, Charge Factory... You did well...
I use this turn to harness the fruits of our labor from Project Sinnesloschen!
And so... the Neurax Worm Queen emerges!
It is an undiscovered parasite that was left that way for thousands of years, hibernating for millennia. Now, it has begun to spread to the battlefield!
Neurax Worm Queen [N] HP: 200000/200000
Don't worry, it's supposed to be a neutral entity, which is why I gave it a load of health, damage, and summoning power. It will change sides in time when in triumph over Lord Helix...
Don't worry, it's meant to battle Lord Helix, so my next entity will not be as powerful. Lord Helix better summon minions...
Attacks
Raging Slam: 4000 melee damage. Damage increases by 500 with every Neurax Worm or Neurax Worm Egg destroyed.
Egg Burst: Spawns 4 Neurax Worm eggs in addition to the 1 Neurax Worm egg spawned passively. 1-turn cooldown.
Cranial Shockwave: 5000 ranged damage. Can affect multiple targets. Causes Stunned for 2 turns.
Fast Regeneration: Heals self by 6000 health in addition to the 2000 health regenerated passively per-turn.
Lashing Tendrils: Spawns a set of Neurax Tendrils. 2 turn cooldown, can only affect one entity.
Blast of Insanity: 9000 ranged damage. Can affect multiple targets. Causes Insane for 3 turns. Takes 2 turns to charge and has a 2 turn cooldown. While charging, the Neurax Worm Queen is completely vulnerable.
Passives
Neurax Matriarch: Spawns 1 Neurax Worm Egg each wave.
True Eternal God: Targets Lord Helix and Dark Lord Dome.
No One Spared: Switches to Hostile after Lord Helix and Dark Lord Dome have been killed. Primarily, but not exclusively, targets PG entities.
Self-Mending: Regenerates 2000 health each turn. Cannot overheal.
Neurax Worm Egg [N] HP: 10000/10000
Passives
New Life: Will turn into Neurax Worm in 1-3 turns. Transfers health.
Neurax Worm [N] HP: 10000/10000
Passives
Parasitic Lifestyle: This entity attaches to a host. Upon the host's death, this entity will die alongside it.
Mental Breach: The host has an up to 80% chance of doing my bidding, depending on health. Entities with lower health will Boss entities will not count, such as Lord Helix or the Godmodder.
Neurax Tendrils [N] HP: 15000/15000
Passives
Single Target: This entity, once having obtained a target, will stay on that target until defeat.
Constriction: All attacks against the target are certain to hit. The target is also unable to attack anything but the Neurax Tendrils.
Slow Digestion: Deals 3000 damage against its target each turn. Each turn, 1500 health is returned to the Neurax Worm Queen.
One Set: There can only be one of this entity on the battlefield at a time.
If this needs tweaks (which I think it might), seek no further than discussing them in a PM.
An alternate timeline emerges.
However, we must first start from the beginning...
500000/50000 HP
Attacks:
Water Pulse - Ranged Water-based 3000 damage attack.
Body Slam - Physical Normal 4000 damage attack with 500 recoil damage.
Water Shuriken - Ranged Water-based 2000 damage attack that goes before the AGs and Ns due to high speed.
Passives:
Water Absorb - Water-type and Fire-type moves deal 0 damage.
Dark Immunity - Psychic-based attacks deal 0 damage.
Evolution Bar: IIIII (When filled up, Froagadier evolves into Greninja.)
Urghh... What the heck is going on here?
No. You weren't suppose to wake up yet. NO. I need you to sleep more to absorb my dark energy!
I was unconscious, genius.
How could my calculations have been so wrong? ME, defeated by a lapse in the human metabolic cycle?
This isn't over yet.
Actually, I'm not exactly human, at least in this reality. I'm actually a tr-
SHUT UP!!!!!!!!!!!
Grrr...
ALL FORCES, DEFEND THE COUNTDOWN TIMER!
Demonbound Guardian [N] (x4)
15000/15000 HP
Attack anything that attacks the Countdown Timer. Have a 30% chance to take hits for the Countdown Timer from players, and a 60% for entities.
Demonbound Slave [N] (x?)
10000/10000 HP
Are created when something is killed by a Guardian. Have the same procedure as the Guardians.
Oh no
Something Else (12/?)
The Never-Ending Disease has been created!
Fly Army 1 [AG] Population: 4,000. (Gains 400 Population Each Turn)
Fly Army 2 [AG] Population: 3,600. (Gains 300 Population Each Turn)
Fly Army 3 [AG] Population: 2,900. (Gains 200 Population Each Turn)
Fly Army 4 [AG] Population: 2,300. (Gains 200 Population Each Turn)
Fly Hive [AG] Population: 50,000. (Gains 10% Population Each Turn)
How This Works: Each Turn, The Populations increase by the amount listed above. The Fly Armies can be attacked no matter what. The Armies protect the Hive, so it can't be attacked until 2 Armies are defeated. Each turn, some random entity or entities get infected. (Random.org/integers. Generate the first digit of the population of the Hive. [5 if 50,000, 13 if 130,000, 25 if 250,000, etc.] Then do 1-100. Generate the numbers. All numbers 50+ count. The number of numbers 50+ is the number of entities infected that turn. [However 81-90 is infecting a N, and 91-100 is infecting an AG. If a 12 is in the sequence, the Godmodder gets infected. If there is an 8, Twin gets infected. If it is 24, then a random PG or AG BOSS gets infected.] Infections last for 3 turns. Entities lose 2% of current health each turn. If the Godmodder gets infected, then he loses 1 health when first infected, and the PG team CAN NOT ATTACK the turn. If Twin gets it, well.. he can decide his fate.)
Aw hell no. Aw hell no.
I might need help on this one.
/nullpost
( 35 / 40 )
Gathering the Soul of Ender...
( Souls: Healing, Revenge, Flame, x )
( 17 / 20 )
UPSTARTDOWNRIGHTBUPBARIGHTSTARTDOWNRIGHTLEFTUPANARCHYLEFTRIGHTDOWNSTARTBABLEFT
I charge a blast from my Hand of Pearl! (Roll a non-existent D3. Just use random.org.)
( 1 - 2: The blast explodes in my face. )
( 3: The blast fires and deals massive damage to a random PG! )
The dream that you've never dreamed is suddenly about to FLOWER.
Chair-City? (Ind) (Tra)
Something Else (13/?)
I attack SCP-682 to kill him. Then attack the ATV. If the SCP-682 is dead, then I still attack the ATV.
I also vote for xXExtremeGeneralXx to use his special attack.
I shoot an array of light-powered bolts to TwinBuilder.
I'll be making my great escape now!
WILL YOU JUST [Censored] Silence, we're not done yet.
I cast Major Heal on ourselves, healing us more than a normal health spell does, at the cost of decreasing our post count limit from three(3) to two(2) for this and the next two turns.
For reference, there are four health spells Pacifist can cast:
• Heal or Standard Heal: Heals 2,000 with no consequences. For each subsequent attack within the same post, the spell heals 250 less.
• Super Heal: Heals 8,000 at the cost of prohibiting any other health spell for the rest of the turn.
• Major Heal: Heals 12,500 at the cost of decreasing the post count limit from three to two for three total turns.
• Über Heal: Fully heals the target, at the cost of incapacitating ourselves for two turns. Charges can still be made while incapacitated.
• Kamikaze Heal: Fully heals AND overheals the target, renders him/her/it invulnerable and with tripled attack rate for the turn, and all attacks mini-crit until the Overheal is wasted. The downside... the name says it; we die and are unable to interact in the game except for charges for five turns.
How could flies infect a mechanical entity like a MECH or the Tripod? And if they attack all sides, shouldn't they be [N] or [H]?
I attempt to redirect Menno's attack to the Grandmatriarch Army by casting teleport on the headphones Menno stole and placing on them instead, and plugging all of them on the stereos. I then teleport the earplugs to Titan.
And to ensure that the Grandmatriarch Army doesn't imply take off the headphones, I stick them fiercily to their heads with MOAR STRUTS
Nothing can beat the power of MOAR STRUTS! well, except a decoupler, but using one would kill them anyway
Wow, you suck at this even more than I thought, Opel.
WILL YOU JUST [Censored] Silence, we're not done yet.
I cast Major Heal on ourselves, healing us more than a normal health spell does, at the cost of decreasing our post count limit from three(3) to two(2) for this and the next two turns.
For reference, there are four health spells Pacifist can cast:
• Heal or Standard Heal: Heals 2,000 with no consequences. For each subsequent attack within the same post, the spell heals 250 less.
• Super Heal: Heals 8,000 at the cost of prohibiting any other health spell for the rest of the turn.
• Major Heal: Heals 12,500 at the cost of decreasing the post count limit from three to two for three total turns.
• Über Heal: Fully heals the target, at the cost of incapacitating ourselves for two turns. Charges can still be made while incapacitated.
• Kamikaze Heal: Fully heals AND overheals the target, renders him/her/it invulnerable and with tripled attack rate for the turn, and all attacks mini-crit until the Overheal is wasted. The downside... the name says it; we die and are unable to interact in the game except for charges for five turns.
How could flies infect a mechanical entity like a MECH or the Tripod? And if they attack all sides, shouldn't they be [N] or [H]?
I attempt to redirect Menno's attack to the Grandmatriarch Army by casting teleport on the headphones Menno stole and placing on them instead, and plugging all of them on the stereos. I then teleport the earplugs to Titan.
That isn't really redirecting; its kind of like adding a secondary target.