Destroy the Godmodder: MSPAradox (Test Session)

Destroy the Godmodder: MSPAradox (Test Session)
#76
RE: Destroy the Godmodder: MSPAradox (Test Session)
/null

Hunter, you might not want to teach the Prospitians chess right now given that they're on our side. Keep teaching the Dersites, please.
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#77
RE: Destroy the Godmodder: MSPAradox (Test Session)
I shoot a gun at the Dersite Pawns, breaking the One-Shot Shield.
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#78
RE: Destroy the Godmodder: MSPAradox (Test Session)
(12-30-2018, 03:08 AM)FlamingFlapjacks Wrote: »I FOCUS
I create the Grist Unit. It is a device attached to be that produces Grist every turn! It produces all types of grist as well.

You create the Grist Unit! It will create 500 Build Grist, 250 Crude Grist, 100 Refined Grist, and 10 Precious Grist a turn!

(12-30-2018, 03:44 AM)Karpinsky Wrote: »1x action: Activate Abilitech

2x action: Load Dirty Vasilev with Penetrating Sniper Round, aim at Antimatter Missile, and fire with extreme prejudice.

ABILITECH => STEADY SHOT

+25 to Accuracy!

Attack Roll: 78 - 50 (Dodge) + 75 (Accuracy) = 103

You minicrit, dealing 9,000 damage!


(12-30-2018, 05:54 AM)Ten11 Wrote: »God im taking more damage from my vehicle than the enemy. It should be fast and strong enough to outspeed the missile though.
Action 1: I race over to the prospitan riflemen and encourage them with a resounding 10 second speech to try concentrating their fire on the missile, maybe they can get it to prematurely explode.
Action 2: While im there, i try to convince one of the pawns to join me and do what i say, with the promise of rewarding then well.
Action 3: I hightail it out of the blastzone with the pawn, if i convince them.

If I now have contol over the pawn like a summoned entity, I ask them to try to get on and assume command of one of the dropships that came here.

Also theres a chance i wont be able to post for the next few rounds, if thats the case, just put all my actions to charging Numbers' bees bees.

The Prospitian Riflemen will attempt to shoot down the Missile! You also manage to escape the blast zone with a pawn at your disposal! If the Missile detonates, you will not be hurt! The dropships have already headed back to Prospit! I will put your actions towards Number's charge.

(12-30-2018, 06:08 AM)Numbers Wrote: »I kick up a whole ton of matter dust.
I outline the fact that, as antimatter will annihilate when any sort or matter hits it, then obviously the Missile will decay constantly as it travels through the air. And, due to myself kicking up a ton of dust, it will decay even more. Both of these facts will make the missile weaker the farther it travels.
I also tell the AG army to run the fuck away, to increase the effects of the missile whittling down from the air. I help them with this. Somehow.

The Simumodder points out that the Missile itself isn't made out of antimatter, only the critical mass inside the warhead, which is contained in an electromagnetic trap! If the Missile itself really was made of antimatter, it would have already reacted with the air and flattened the entire Battlefield with its mass-energy! The Prospitian Army attempts to run away from the blast, except for the Prospitian Riflemen, who will hold their ground and attempt to shoot down the Missile!

(12-30-2018, 06:14 AM)HunterX55 Wrote: »Ah, I’m back.

*sees mess*

....
Joy.

Action 1: Teach the prospitans chess.

Action 2 and 3: Take another nap. I ain’t gonna deal with that until I take a nap.

+2 CP

The Prospitians are too busy running away from the blast for you to teach chess! You also take a nap. You will be well-rested next turn, giving you an additional action!

(12-30-2018, 05:00 PM)Redrover1760 Wrote: »I shoot a gun at the Dersite Pawns, breaking the One-Shot Shield.

You deal 5,000 damage to the One-Shot Shield!

__________________________________________________________________________________________________________________________________________________________
End of Turn Battle
As the rest of the army attempts to escape the blast, the Prospitian Riflemen take aim at the Missile... It's now or never!

Riflemen Attack Roll: 19

...crap.

The Missile flies over the Prospitian army, and...

KABOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM

When the dust clears, you see numerous shell-shocked figures moving above ground zero. Thanks to their dispersal, the Prospitian Army didn't take nearly as much damage as it would have if it hadn't ran away. However, 15 Pawns, 3 Rooks, and the Beer Garden Fence was destroyed. No Riflemen perished because the Missile was targetting the main bulk of the army. However, the Prospitian Army is too shocked and dispersed to act next turn. In addition, the detonation scared the Earth enough that it caused Ten11's passive charge to lose 2 CP! After that, the Robot Bird returns to its master, having found a minor Grist Cache! Ten11 gains 5,000 Build Grist, 2,000 Crude Grist, and 1,000 Refined Grist. The Grist Skimmer keeps searching for Grist, while the Grist Unit will begin to produce Grist next turn! Meanwhile, the Dersite Army emerges from behind the One-Shot Shield (I should have named it the Temporary Shield...). It will begin attacking again next turn! The Simumodder begins preparing something...

Battlefield:
 
Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Robot Bird: [AG]HP: 500/2,500, Dodge: 50%, Cannot attack, searching for Grist, will return in 1 turns
Prospitian Pawns: [AG] (x45) HP: 1,000/1,000
Prospitian Rooks: [AG] (x7) HP: 5,000/5,000
Prospitian Riflemen: [AG] (x15) HP: 500/500 Accuracy: 120% Protected by Prospitian Rooks
Grist Skimmer: [AG]HP: 1,000/1,000, Searching for Grist...
Grist Unit:
[AG], HP: 1,000/1,000, Produces 500 Build Grist, 250 Crude Grist, 100 Refined Grist, and 10 Precious Grist a turn. Attached to FlamingFlapjacks
Chess Tournament: [N], Trains 2 entities or groups of entities each turn
One-Shot Shield: [PG]  HP: 15,000/20,000 Armor: 1,000
Dersite Pawns: [PG] (x78) HP: 1,000/1,000, hiding behind One-Shot Shield
Dersite Rooks: [PG] (x8) HP: 5,000/5,000
Dersite Riflemen: [PG] (x16) HP: 500/500 Accuracy: 120% Protected by Dersite Rooks, hiding behind One-Shot Shield
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 11/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
Karpinsky: [AG-P] HV: 5/20, Dodge: 50%, Grist: 27K B, 14K C, 7K R, 0 P
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 45K B, 22K C, 9K R, 0 P
HunterX55: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, has respawn sickness
Ten11: [AG-P] HV: 6/20, Armor: 3. Dodge: 50%, Grist: 10K B, 16K C, 10K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 5K B, 2K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, wearing Cloak of Levitation

Passive Charges:
Wake the Earth: [Ten11], 1/10
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#79
RE: Destroy the Godmodder: MSPAradox (Test Session)
I FOCUS!
The Grist Unit obtains a pocket dimension inside of it, a entire galaxy filled with Planet Gristias.
Small Grist harvesting drones move through the place, harvesting more grist
((Buffing grist production))
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#80
RE: Destroy the Godmodder: MSPAradox (Test Session)
FOCUS:

High above the battlefield, higher than the Dersite ships could ever hope to reach, sits a massive orbital laser. Its name is ODIN, and it has lain dormant for a long time, shifting its orbit periodically as the Void changes around it. Its accuracy and power are unparalleled, able to snipe a butterfly out from between its wings from halfway across the world, or destroy the whole city surrounding that butterfly in a single blast.

Now, I'm activating it using the targeting codes I just happen to have for it. ODIN's shots will be scaled to decimate the Dersite army with each blast. It takes five rounds to gather its strength for each individual shot, and can fire over and over until destroyed.

((basically, this is a passive charge that fires 5/5s at the PG forces every 5 rounds until destroyed))
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#81
RE: Destroy the Godmodder: MSPAradox (Test Session)
FOCUS: I create a windmill and an energy teleporter and GO ROUND ROUND AND ROUND with the power of JEVIL pushing the Windmill, accelerating it into creating massive amounts of power, that gets teleported into a certain massive orbital laser named ODIN's batteries. Hey, who says we have to sit here and wait for things to charge up?

((Accelerate Passive Charge by giving the SAT extra power.))
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#82
RE: Destroy the Godmodder: MSPAradox (Test Session)
As an FYI, if you're interested in Destroy the Godmodder games like this one, the Destroy the Godmodder community has its own Discord server:

https://discord.gg/Ya8rkJX

Here you can interact with veteran players of DTG (including Moniker, the creator of the series as a whole and TwinBuilder, the GM of DTG2 who was responsible for introducing DTG's high "production values" and intricate plotlines) and more easily communicate with me, your GM. Hope to see you there!
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#83
RE: Destroy the Godmodder: MSPAradox (Test Session)
FOCUS: Eager to test out my grenades, I manifest a Grenade Lobber on the castle, allowing me to toss alchemized grenades automatically, once per round. It costs 2 turns to turn it on or off, however. It is set to On, currently.
EGGS AND UPGRADED EGGSShow
[Image: 47325.png]
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#84
RE: Destroy the Godmodder: MSPAradox (Test Session)
Alright, alright.... il get up...

Action 1: figure out a way on how to educate the derse rooks.

Action 2: bake pie flavoured pie flavoured pie, investing 2 CP to this.

Action 3: Explain to the Simumodder that chess is a wonderful game where any of the dersites or prospitans can become generals. Therefore, we should have all of the entities become generals, and call a cease fire for training. I will not take part, as that is unfair to both sides.

Action 4(?): find the Black and White Kings and Queens, and explain what I just said above.
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#85
RE: Destroy the Godmodder: MSPAradox (Test Session)
(12-30-2018, 08:07 PM)FlamingFlapjacks Wrote: »I FOCUS!
The Grist Unit obtains a pocket dimension inside of it, a entire galaxy filled with Planet Gristias.
Small Grist harvesting drones move through the place, harvesting more grist
((Buffing grist production))

You try to upgrade the Grist Unit... but it fails! Looks like you'll need to charge it more...

(12-30-2018, 08:13 PM)Karpinsky Wrote: »FOCUS:

High above the battlefield, higher than the Dersite ships could ever hope to reach, sits a massive orbital laser. Its name is ODIN, and it has lain dormant for a long time, shifting its orbit periodically as the Void changes around it. Its accuracy and power are unparalleled, able to snipe a butterfly out from between its wings from halfway across the world, or destroy the whole city surrounding that butterfly in a single blast.

Now, I'm activating it using the targeting codes I just happen to have for it. ODIN's shots will be scaled to decimate the Dersite army with each blast. It takes five rounds to gather its strength for each individual shot, and can fire over and over until destroyed.

((basically, this is a passive charge that fires 5/5s at the PG forces every 5 rounds until destroyed))

Before I add this, I need to know how many CP the passive charge will have.

(12-31-2018, 12:45 AM)Redrover1760 Wrote: »FOCUS: I create a windmill and an energy teleporter and GO ROUND ROUND AND ROUND with the power of JEVIL pushing the Windmill, accelerating it into creating massive amounts of power, that gets teleported into a certain massive orbital laser named ODIN's batteries. Hey, who says we have to sit here and wait for things to charge up?

((Accelerate Passive Charge by giving the SAT extra power.))

You add +3 to the Odin's CP! It will be counted once I know how much CP Karpinsky is charging it for.

(12-31-2018, 06:33 AM)Numbers Wrote: »FOCUS: Eager to test out my grenades, I manifest a Grenade Lobber on the castle, allowing me to toss alchemized grenades automatically, once per round. It costs 2 turns to turn it on or off, however. It is set to On, currently.

You manifest a Grenade Lobber! It will automatically attack the PGs, but will require players to load it with grenades!

(12-31-2018, 07:17 AM)HunterX55 Wrote: »Alright, alright.... il get up...

Action 1: figure out a way on how to educate the derse rooks.

Action 2: bake pie flavoured pie flavoured pie, investing 2 CP to this.

Action 3: Explain to the Simumodder that chess is a wonderful game where any of the dersites or prospitans can become generals. Therefore, we should have all of the entities become generals, and call a cease fire for training. I will not take part, as that is unfair to both sides.

Action 4(?): find the Black and White Kings and Queens, and explain what I just said above.

As an FYI, you'll need to keep track of your Pie Flavored Pie charge. You try to figure out a way to educate the Dersite Rooks... it's quite challenging, though. You may have to invest more actions into it for it to work. You try to call a cease fire, but the Simumodder rejects your attempts at peace! He declares that he would never allow mere pawns to gain such power! After all, he's supposed to be the one calling the shots. You then attempt to contact the Carapician royalty. The Dersites refuse to speak to you, as your education of their pawns is a threat to their place in society, but the Prospitian royalty seems to be more receptive. They promise you that you will receive a reward if you manage to train the Prospitians...

Okay, I think I may have to speak to you about something. I understand that you're trying to play as a true neutral, and the full game will have plenty of opportunities to do so... this isn't the full game. This is just a test game to balance the mechanics that I've crafted. I don't want you to think that I'm out to ruin your fun by making what you want to do difficult... it's just that this isn't the place for it. When I run the full game, you will have plenty of opportunities to train and help both sides as a Neutral (which will be a player faction, returning from previous DTG games). Just giving you a heads up.

__________________________________________________________________________________________________________________________________________________________
End of Turn Battle

The Prospitian Army charges at the Dersites! The Prospitian Pawns kill 13 Dersite Pawns! The Prospitian Rooks kill 7 more! The Prospitian Riflemen kill 1 Dersite Pawn and 5 Rooks, as well as dealing 2,000 damage to another one! The Dersites then retaliate! The Dersite Pawns kill 23 Prospitian Pawns! The Dersite Rooks kill 3 more! The Dersite Riflemen kill 6 Prospitian Rooks! Looks like the Prospitians are taking quite a beating... You better help them out! The dead Carapicians drop 48,000 Build Grist, 20,000 Crude Grist, and 10,000 Refined Grist on the ground, adding to the Battlefield's Grist Pool. Players will be able to spend actions to scavenge Grist from the Grist Pool! The Grist Unit begins producing Grist for FlamingFlapjacks! The Robot Bird idles. The Grist Skimmer has found a minor Grist Deposit. It will begin mining it next turn, and finish the turn after! The Grenade Lobber idles, with no ammunition loaded into it! Suddenly, the Simumodder places a device on the ground! It's appears to be some kind of beacon... It will finish transmitting its signal in three turns!

Battlefield:
Grist Pool: 48K B, 20K C, 10K R, 0 P
Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Robot Bird: [AG]HP: 500/2,500, Dodge: 50%, Cannot attack
Prospitian Pawns: [AG] (x19) HP: 1,000/1,000
Prospitian Rooks: [AG] (x1) HP: 5,000/5,000
Prospitian Riflemen: [AG] (x15) HP: 500/500 Accuracy: 120% Protected by Prospitian Rooks
Grist Skimmer: [AG]HP: 1,000/1,000, Searching for Grist...
Grist Unit: 
[AG], HP: 1,000/1,000, Produces 500 Build Grist, 250 Crude Grist, 100 Refined Grist, and 10 Precious Grist a turn. Attached to FlamingFlapjacks
Grenade Lobber: [AG], HP: 2,500/2,500, requires loading by AGs, Mode: On, Ammunition: None

Chess Tournament: [N], Trains 2 entities or groups of entities each turn
One-Shot Shield: [PG]  HP: 15,000/20,000 Armor: 1,000
Dersite Pawns: [PG] (x57) HP: 1,000/1,000, hiding behind One-Shot Shield
Dersite Rooks: [PG] (x2) HP: 5,000/5,000, (x1) HP: 3,000/5,000
Dersite Riflemen: [PG] (x16) HP: 500/500 Accuracy: 120% Protected by Dersite Rooks, hiding behind One-Shot Shield
Mysterious Beacon: [PG], HP: 10,000, Transmission: III, defended by Dersite Army
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 11/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
Karpinsky: [AG-P] HV: 5/20, Dodge: 50%, Grist: 27K B, 14K C, 7K R, 0 P
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 45.5K B, 22.25K C, 9.1K R, 10 P
HunterX55: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, has respawn sickness
Ten11: [AG-P] HV: 6/20, Armor: 3. Dodge: 50%, Grist: 10K B, 16K C, 10K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 5K B, 2K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, wearing Cloak of Levitation

Passive Charges:
Wake the Earth: [Ten11], 1/10
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#86
RE: Destroy the Godmodder: MSPAradox (Test Session)
I sigh, and FOCUS!
The Grist Unit gains a special!
Grist Frenzy: Triple your grist production this turn and next. Takes three turns to charge.
If I don't need to FOCUS to add that, and only need two actions, I start the passive charge: Breaking the Grist Economy for FUN and PROFIT! 1/10
Purpose of the charge: Create a grist producing factory for alchemy!
It's represented physically by a big complex slowly being built up by a army of drones.
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#87
RE: Destroy the Godmodder: MSPAradox (Test Session)
/null
Re: ODIN
Sorry Gutza, I thought I made it clear. It's just the 5/5s, with the conceit being that the device itself has always been there. So right from the start it's 1/5 to charge up, then it fires when it hits 5/5, then it repeats, and so on until destroyed.
/endnull

1x Action: Load the Grenade Lobber with Antimatter Grenades

2x Action: Fire the Dirty Vasilev at the Mysterious Beacon
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#88
RE: Destroy the Godmodder: MSPAradox (Test Session)
Ok then, sorry. I tend to go overboard on games a bit.

Actions 1 and 2: work on the recipe. (4/10 Pie created)

Action 3: Say to the dersite pawns sorry, for I must side with the carapacians.
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#89
RE: Destroy the Godmodder: MSPAradox (Test Session)
Back. Numbers' bees bees charge should be at 20/30. Also would devoting all 3 of my actions to charging someone else's action count for my passive charge?

Action 1: I attach spikes to the wheels of my car Mad Max style.
Action 2: I ride down my hole to the center of the battlefield, get the bomb, and come back. My bike should be fast enough to do that.
Action 3: I ride forth into the field of battle and attempt to wreck shit.

My robot bird goes to the center of the minefield Karpinsky made and starts loudly insulting the dersite troops while hovering, or at least making noises that sound insulting, in an attempt to get them to come over it.
My pawn takes the battlefield bomb and goes to the alchemiter with it. Using the alchemist, I have a look at how much it would cost to duplicate, run through 914 on fine, combine && with a rifle, and what i would get if i ran it through on rough.
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#90
RE: Destroy the Godmodder: MSPAradox (Test Session)
As a note, Karpinsky and Ten11 have both leveled up on the Echeladder. They have both gained new Abilitechs!

Karpinsky has gained MARKED FOR DEATH. Using your tactical skills and teamwork, you mark an enemy! All attacks against them will minicrit for one turn!
Ten11 has gained ROUGH RIDER: Instead of fretting about the danger of your driving style, you embrace the chaos! Your vehicle-based attacks will crit for one turn, at the expense of you taking increased damage from using them!

Both abilities have a one-turn cooldown.

(12-31-2018, 05:16 PM)FlamingFlapjacks Wrote: »I sigh, and FOCUS!
The Grist Unit gains a special!
Grist Frenzy: Triple your grist production this turn and next. Takes three turns to charge.
If I don't need to FOCUS to add that, and only need two actions, I start the passive charge: Breaking the Grist Economy for FUN and PROFIT! 1/10
Purpose of the charge: Create a grist producing factory for alchemy!
It's represented physically by a big complex slowly being built up by a army of drones.

You begin a passive charge!

(12-31-2018, 06:17 PM)Karpinsky Wrote: »/null
Re: ODIN
Sorry Gutza, I thought I made it clear. It's just the 5/5s, with the conceit being that the device itself has always been there. So right from the start it's 1/5 to charge up, then it fires when it hits 5/5, then it repeats, and so on until destroyed.
/endnull

1x Action: Load the Grenade Lobber with Antimatter Grenades

2x Action: Fire the Dirty Vasilev at the Mysterious Beacon

Look. I know that in-universe the ODIN was already there, but this is still a kind of instasummon, and it won't do nearly the damage that you'd intend it to unless you charge it. I'm sorry, I just need to ensure that the game remains balanced.

You load the Grenade Lobber with an Antimatter Grenade! However, when you inspect it, something feels off... welp, looks like the Narrative strikes again (I didn't nope your action, I'm just creating an in-universe explanation for why they aren't as powerful as you'd expect them to be)!

You attempt to target the Beacon, but the Dersite Rooks take the shots for you! You kill 1 Dersite Rook and deal 3,000 damage to another! You manage to scavenge 4,000 Build Grist and 2,000 Crude Grist from their bodies!

(01-01-2019, 07:07 AM)HunterX55 Wrote: »Ok then, sorry. I tend to go overboard on games a bit.

Actions 1 and 2: work on the recipe. (4/10 Pie created)

Action 3: Say to the dersite pawns sorry, for I must side with the carapacians.

It's okay, no hard feelings.

You apologize to the Dersites! They forlornly lower the heads, then thank you for trying to teach them chess, even if their masters wouldn't allow it. (FYI, RP actions like this are considered "free actions.")

(01-01-2019, 11:16 AM)Ten11 Wrote: »Back. Numbers' bees bees charge should be at 20/30. Also would devoting all 3 of my actions to charging someone else's action count for my passive charge?

Action 1: I attach spikes to the wheels of my car Mad Max style.
Action 2: I ride down my hole to the center of the battlefield, get the bomb, and come back. My bike should be fast enough to do that.
Action 3: I ride forth into the field of battle and attempt to wreck shit.

My robot bird goes to the center of the minefield Karpinsky made and starts loudly insulting the dersite troops while hovering, or at least making noises that sound insulting, in an attempt to get them to come over it.
My pawn takes the battlefield bomb and goes to the alchemiter with it. Using the alchemist, I have a look at how much it would cost to duplicate, run through 914 on fine, combine && with a rifle, and what i would get if i ran it through on rough.

You already got the bomb in the center of the Battlefield! You ride towards the Battlefield in an attempt to "wreck shit" with your Jet-Powered Motorbike Mk.2 with spiked wheels, but due to your indiscriminate lust for destruction, deal damage to both sides! 7 Prospitian Pawns and 7 Dersite Pawns are killed! You guiltily scavenge 10,000 Build Grist and 4,000 Crude Grist from their corpses! Your entities will do as you say.

Battlefield Bomb: (Lv. 15 Consumable, 56,250 Build Grist, 5,000 Refined Grist, 250 Precious Grist)
Battlefield Bomb > Fine: Carcinogenicator (Lv. 16: ERROR, ALCHEMY LEVEL TOO HIGH)
Battlefield Bomb AND Rifle: Carcinoblaster (Lv. 16: ERROR, ALCHEMY LEVEL TOO HIGH)
Battlefield Bomb > Rough: Bipolarity Bomb (Lv. 14 Consumable, 49,000 Build Grist, 4,000 Refined Grist, 200 Precious Grist)
BIPOLARITY BOMB: A potent bomb bifurcated into two warheads, each filled with an enigmatic psionic fluid, one red, the other blue. When combined, the two produce a highly destructive psionic reaction that, in addition to causing a large explosion, temporarily addles the mind of any entity in the vicinity.




__________________________________________________________________________________________________________________________________________________________
End of Turn Battle

The Prospitian-Dersite Battle continues! The Prospitian Pawns kill 4 Dersite Pawns! The Prospitian Rook kills one more! The Prospitian Riflemen focus on the Dersite Pawns, killing 27! The Dersite Pawns kill 7 Prospitian Pawns and deal 2,000 damage to the Prospitian Rook! The Dersite Rooks finish it off! The Prospitian Riflemen are now vulnerable! The Dersite Riflemen kill all of the Prospitian Riflemen! Looks like the Prospitians are almost dead... The Robot Bird begins attracting attention from the Dersites! They will attack it next turn! The Grist Skimmer continues mining the minor Grist Deposit... The Grenade Lobber fires an antimatter Grenade at the Dersites, killing one Rook and 3 Pawns! The Chess Tournament idles, with no one to train it! The Mysterious Beacon keeps transmitting... The Simumodder takes out his Blacklister and fires it at Karpinsky, killing him! He then destroys the Grist Unit and the rest of the Prospitian Pawns!

Battlefield:
Grist Pool: 97K B, 41K C, 17K R, 0 P
Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Robot Bird: [AG]HP: 500/2,500, Dodge: 50%, Cannot attack
Grist Skimmer: [AG]HP: 1,000/1,000, Mining Minor Grist Deposit, finishes next turn...
Grenade Lobber: [AG], HP: 2,500/2,500, requires loading by AGs, Mode: On, Ammunition: Antimatter Grenade

Chess Tournament: [N], Trains 2 entities or groups of entities each turn
One-Shot Shield: [PG]  HP: 15,000/20,000 Armor: 1,000
Dersite Pawns: [PG] (x15) HP: 1,000/1,000
Dersite Rooks: [PG] (x2) HP: 5,000/5,000
Dersite Riflemen: [PG] (x16) HP: 500/500 Accuracy: 120% Protected by Dersite Rooks, hiding behind One-Shot Shield
Mysterious Beacon: [PG], HP: 10,000/10,000, Transmission: III, defended by Dersite Army
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 11/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
Karpinsky: [AG-P] HV: 0/20, Dodge: 50%, Grist: 31K B, 16K C, 7K R, 0 P
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 46K B, 22.5K C, 9.2K R, 20 P
HunterX55: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, has respawn sickness
Ten11: [AG-P] HV: 6/20, Armor: 3. Dodge: 50%, Grist: 20K B, 20K C, 10K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 5K B, 2K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, wearing Cloak of Levitation

Passive Charges:
Wake the Earth: [Ten11], 4/10
Breaking the Grist Economy for FUN and PROFIT!: [FlamingFlapjacks] 1/10
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#91
RE: Destroy the Godmodder: MSPAradox (Test Session)
FOCUS:
Respawn.
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#92
RE: Destroy the Godmodder: MSPAradox (Test Session)
1. I load up the Lobber with PT grenades.
2/3. BEES BEES. (22/30)
EGGS AND UPGRADED EGGSShow
[Image: 47325.png]
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#93
RE: Destroy the Godmodder: MSPAradox (Test Session)
I hand the Simumodder a copy of the communist manifesto.
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#94
RE: Destroy the Godmodder: MSPAradox (Test Session)
So, we need to take out that transmitter either this turn or the next. Ive got the bomb, as well as my 7/10 charge, but i dont really want to use either of those just to take out this transmitter.

Action 1: I take a quick nap in the castle and try to restore as much of my health as I can.
Action 2: Charge F-Drive 8/10.
Action 3: I make my bike slightly deadlier, by adding blades sticking out at the front.

My bird continues to hover over the minefield and insult the dersites.
My pawn goes to the chess tournament i guess.
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#95
RE: Destroy the Godmodder: MSPAradox (Test Session)
(01-01-2019, 04:28 PM)Karpinsky Wrote: »FOCUS:
Respawn.

You respawn!

(01-01-2019, 07:32 PM)Numbers Wrote: »1. I load up the Lobber with PT grenades.
2/3. BEES BEES. (22/30)

You load the Lobber with your 5 Pyrotoxin Grenades!

(01-01-2019, 10:46 PM)TrickleJest Wrote: »I hand the Simumodder a copy of the communist manifesto.

The Simumodder blasts the copy out of your hands! Just like the being he is based on, the Simumodder is a devoted follower of Ayn Rand! To punish you for spreading such a degenerate ideology, he wacks you with the Banhammer for 11 damage!

(01-02-2019, 10:42 AM)Ten11 Wrote: »So, we need to take out that transmitter either this turn or the next. Ive got the bomb, as well as my 7/10 charge, but i dont really want to use either of those just to take out this transmitter.

Action 1: I take a quick nap in the castle and try to restore as much of my health as I can.
Action 2: Charge F-Drive 8/10.
Action 3: I make my bike slightly deadlier, by adding blades sticking out at the front.

My bird continues to hover over the minefield and insult the dersites.
My pawn goes to the chess tournament i guess.

You take a quick nap, healing 5 damage! Your entities will do as you say.

__________________________________________________________________________________________________________________________________________________________
End of Turn Battle

The Robot Bird Continues to insult the Dersites. They will attempt to attack it this turn! The Grist Skimmer finishes mining the Minor Grist Deposit, adding 5,000 Build Grist and 2,000 Crude Grist to the Grist Pool! As an FYI, you need to spend actions to scavenge from the Grist Pool. The Grenade Lobber launches three Pyrotoxin Grenades at the Dersites, killing a Rook and 5 Pawns, and inflicting a debuff on the rest! 8,000 Build Grist and 4,000 Crude Grist is added to the Grist Pool! The Dersite Riflemen, enraged by the Robot Bird, attempt to take it down once and for all...

Attack Roll: 67

... and hit! Robot Bird killed! 2,000 Build Grist and 1,000 Crude Grist added to the Grist Pool! The Mysterious Beacon continues to transmit! Off in the distance, you see a small purple speck, slowly coming closer... The Simumodder deals 6 damage to Ten11 and destroys his Pillow Armor! He then places a Seismic Wave Generator on the ground! It will prevent Ten11's charge from automatically progressing until destroyed (assists will still work, though)!

Battlefield:
Grist Pool: 112K B, 48K C, 17K R, 0 P
Alchemist: [AG] HP: 1,000/1,000, At the Alchemiter
Grist Skimmer: [AG]HP: 1,000/1,000, Searching for Grist...
Grenade Lobber: [AG], HP: 2,500/2,500, requires loading by AGs, Mode: On, Ammunition: (x2) Pyrotoxin Grenade

Chess Tournament: [N], Trains 2 entities or groups of entities each turn
One-Shot Shield: [PG]  HP: 15,000/20,000 Armor: 1,000
Dersite Pawns: [PG] (x10) HP: 1,000/1,000 Neurotoxin: I
Dersite Rooks: [PG] (x1) HP: 5,000/5,000 Neurotoxin: I
Dersite Riflemen: [PG] (x16) HP: 500/500 Accuracy: 100% Protected by Dersite Rooks Neurotoxin: I, hiding behind One-Shot Shield
Mysterious Beacon: [PG], HP: 10,000/10,000, Transmission: III, defended by Dersite Army
Seismic Wave Generator: [PG] HP: 25,000/25,000, Blocking "Wake the Earth" charge
Simumodder: [GM] HV: 6/10

KeepOnRolling: [AG-P] HV: 11/20, Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P
Karpinsky: [AG-P] HV: 20/20, Dodge: 50%, Grist: 31K B, 16K C, 7K R, 0 P
FlamingFlapjacks: [AG-P] HV: 20/20, Dodge: 50%, Grist: 46K B, 22.5K C, 9.2K R, 20 P
HunterX55: [AG-P] HV: 20/20, Dodge: 50%, Grist: 40K B, 20K C, 8 R, 0 P, has respawn sickness
Ten11: [AG-P] HV: 5/20. Dodge: 50%, Grist: 20K B, 20K C, 10K R, 0 P
Numbers: [AG-P] HV: 16/20 Dodge: 50%, Grist: 5K B, 2K C, 9K R, 0 P
Redrover1760: [AG-P] HV: 15/20 Dodge: 50%, Grist: 40K B, 20K C, 8K R, 0 P, wearing Cloak of Levitation
TrickleJest: [AG-P]
HV: 9/20, Dodge: 50%, Grist: Grist: 40K B, 20K C, 8K R, 0 P

Passive Charges:
ODIN: [Karpinsky], 3/10
Wake the Earth: [Ten11], 7/10
Breaking the Grist Economy for FUN and PROFIT!: [FlamingFlapjacks] 1/10
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#96
RE: Destroy the Godmodder: MSPAradox (Test Session)
I point out the Godmodder's attack against Ten11 isn't something a Godmodder could do, since the Simumodder, while being a Godmodder, still has to follow a small level of indirect damaging rules, and the Simumodder wasn't even describing doing damage at all through a means. Therefore, the Simumodder dealt 6 damage for no reason. Therefore by that logic, I should be able to do something like that. I go back in time, give Ten11 a "Deflection Shield" which deflects one attack back at the source of the attack. Therefore the Simumodder takes 6 damage, since, of course, without a means, the damage is always the same no matter the target, because Godmodder resistance isn't accounted for because resistance to damage implies an object or thing that is durable. But that is useless vs a definitive statement of damage. When you say "I hit him with a sword, I deal 6 damage." Then there is a means and because of armor damage can be reduced. However, here, we have "Deal 6 damage." Armor is useless because it is not an attack, it is a statement of damage. Therefore, by deflecting the statement of "Deal 6 damage" back at the Simumodder, the Simumodder stands no chance versus it.
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#97
RE: Destroy the Godmodder: MSPAradox (Test Session)
I alchemize

Scimitar && Eternal Flame of Asgard && Lesser Fire Elemental
and pray that I have the grist to do, using two actions to PRAY.
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#98
RE: Destroy the Godmodder: MSPAradox (Test Session)
Logically, the One-Shot shield should only take one shot to kill. But typically, that depends on the power of the shot.

And there aren't many shots on the current field more powerful than a FOCUS'd shot from the Dirty Vasilev, in sniper mode.

This should expedite things.
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#99
RE: Destroy the Godmodder: MSPAradox (Test Session)
I use two of my turns scavenging the Grist Pool.
I then create an Automatic Can Opener. It works off of battery and I station it at the Castle. It will finish up opening the can, and the 2 left over CP generated can go towards doing whatever.

I suggest someone launching off an EMP at that transmitter, otherwise we'll be in for Antifun City.
EGGS AND UPGRADED EGGSShow
[Image: 47325.png]
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RE: Destroy the Godmodder: MSPAradox (Test Session)
Actions 1 and 2: I assist in Ten11’s endeavour in the charge.

(9/10 Charge)

I assume this was allowed.

Action 3: Study the SWG on how it works. Does it emit a sound wave strong enough to shake the ground yet we can’t hear it or something else?
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