RE: Art of Domination Thread 04
08-08-2017, 08:35 AM
Thank you, everyone, for your encouragement and support! And take your time, Gnauga!
You order HQ to begin inspecting he Author’s Forge as soon as possible. With instructions left behind by Intruder, they manage to operate it with ease, though no one in your R&D teams quite understands how it works. There are no buttons or switches; it reads your thoughts and will only build what has already been pre-programmed by Intruder. Your scientists note that the Forge might be self-aware on some level, as it responds to conversational cues.
Making food for the creature known as Alone is the first task assigned to the Author’s Forge. Your staff toss in a dead rodent and the Forge transforms it into a floating green goo. They quickly bring it to Alone, and the dying entity heartily absorbs it. However, it will take more time and more meals before Alone can speak coherently. Or, at least as coherently as it ever was.
You look at the list of other options the Author’s Forge offers you. These things sound like outright magic.
You also notice that it doesn’t use Resource Points (RP) at all, but something called ‘Author’s Signatures’, or AS. According to Intruder’s notes, AS can be harvested from dead monsters created by the enemy forces. Just toss them into the Forge and it will process them into AS. 1 AS seems to be equal to ten human-sized monsters.
AUTHOR’S FORGE - UNITS AVAILABLE
- Cloner Blob: Born as an enormous bacterial colony, the Cloner Blob creates a copy of any dead enemy unit that it touches. It is completely loyal to your cause. The Cloner Blob will revert to its original form on command. Though it is incapable of copying memories, Cloner Blobs can make excellent infiltration units.
Cost: 5 AS
- Void Sphere: A levitating sphere that functions as combat aircraft. Small and fast, but provides the same protection as a modern combat tank and impervious to heat and radiation. Its weapon creates a miniature black hole that lasts for two seconds within line of sight. It requires a living pilot.
Cost: 30 AS
- Overmind Armor: Protects its wearer from all psychic attacks. If the wearer dies or exits the suit, the Overmind Armor will automatically attack enemies. Gives a substantial boost to a person’s movement speed. Wearer must be humanoid in form.
Cost: 15 AS
- Usurper Colony: Related to the Pretender worms, Usurper colonies travel in rolling balls that can then disperse to engage targets. Unlike Pretenders, Usurpers can be ordered to subdue targets non-lethally. They are also capable of using firearms, arranging themselves into hands or tentacles. Just like their Pretender cousins, they can extract information from their targets’ brains, though this process is lethal.
Cost: 10 AS
- Usurper Knight: A Usurper Colony clad in modified Overmind Armor, the Usurper Knight is essentially a super-soldier that can serve alongside shock troops. Extremely effective in close combat and against psychic enemies. Can be equipped with weapons, increasing their potency.
Cost: 20 AS
- Phantomic Repeater: An auto-shotgun with endless ammunition that fires indestructible projectiles moving at half the speed of light which can pass through any material except organic matter. Its only weakness is that it cannot harm anything beyond 30 metres as the projectiles vanish once they reach that distance, teleporting back into the Repeater.
Cost: 2 AS
- Portal Wagon: A gigantic brain on wheels that can create portals. It can assist in evacuation as well as sending units to deliver a surprise attack, though it requires exact co-ordinates. The Portal Wagon can defend itself by creating tiny portals to send projectiles and enemy units away from itself. Needs to eat meat or blood as sustenance.
Cost: 20 AS
- Abyssal Artillery: A five-legged machine that fires black holes that somehow travel through the sky as if they were solid objects, but unaffected by wind. With a maximum range of 2 kilometres, the Abyssal Artillery can provide fire support against any target.
Cost: 12 AS
- Truth Extractor: A living device that extracts information from a living creature and can relay the information back either by speaking, writing or drawing. It only needs to touch the creature’s body, and does not cause any mental harm. The Truth Extractor requires blood for sustenance.
Cost: 5 AS
- Sentinel Orb: A levitating, sentient orb that provides support for frontline units, with an area of effect radius of 40 metres. Detects all traps, enemy units and weapons within range. It also increases damage dealt by your weapons, turning even a primitive handgun into a weapon capable of tearing through modern shields and armor. The orb can open up, releasing a cloud that slows down enemy projectiles to a snail’s pace, protecting friendlies. As a last resort, the Sentinel Orb can slam into foes.
Cost: 20 AS
The Author’s Forge has 20 AS already stored within. You can go ahead and build something to test this parting gift.
Rainhar: About goddamn time we got our own nightmare factory!
>_
Available forces:
(08-06-2017, 09:43 AM)LoverIan Wrote: »>The Author's Forge should first be used to feed Alone
You order HQ to begin inspecting he Author’s Forge as soon as possible. With instructions left behind by Intruder, they manage to operate it with ease, though no one in your R&D teams quite understands how it works. There are no buttons or switches; it reads your thoughts and will only build what has already been pre-programmed by Intruder. Your scientists note that the Forge might be self-aware on some level, as it responds to conversational cues.
Making food for the creature known as Alone is the first task assigned to the Author’s Forge. Your staff toss in a dead rodent and the Forge transforms it into a floating green goo. They quickly bring it to Alone, and the dying entity heartily absorbs it. However, it will take more time and more meals before Alone can speak coherently. Or, at least as coherently as it ever was.
You look at the list of other options the Author’s Forge offers you. These things sound like outright magic.
You also notice that it doesn’t use Resource Points (RP) at all, but something called ‘Author’s Signatures’, or AS. According to Intruder’s notes, AS can be harvested from dead monsters created by the enemy forces. Just toss them into the Forge and it will process them into AS. 1 AS seems to be equal to ten human-sized monsters.
AUTHOR’S FORGE - UNITS AVAILABLE
- Cloner Blob: Born as an enormous bacterial colony, the Cloner Blob creates a copy of any dead enemy unit that it touches. It is completely loyal to your cause. The Cloner Blob will revert to its original form on command. Though it is incapable of copying memories, Cloner Blobs can make excellent infiltration units.
Cost: 5 AS
- Void Sphere: A levitating sphere that functions as combat aircraft. Small and fast, but provides the same protection as a modern combat tank and impervious to heat and radiation. Its weapon creates a miniature black hole that lasts for two seconds within line of sight. It requires a living pilot.
Cost: 30 AS
- Overmind Armor: Protects its wearer from all psychic attacks. If the wearer dies or exits the suit, the Overmind Armor will automatically attack enemies. Gives a substantial boost to a person’s movement speed. Wearer must be humanoid in form.
Cost: 15 AS
- Usurper Colony: Related to the Pretender worms, Usurper colonies travel in rolling balls that can then disperse to engage targets. Unlike Pretenders, Usurpers can be ordered to subdue targets non-lethally. They are also capable of using firearms, arranging themselves into hands or tentacles. Just like their Pretender cousins, they can extract information from their targets’ brains, though this process is lethal.
Cost: 10 AS
- Usurper Knight: A Usurper Colony clad in modified Overmind Armor, the Usurper Knight is essentially a super-soldier that can serve alongside shock troops. Extremely effective in close combat and against psychic enemies. Can be equipped with weapons, increasing their potency.
Cost: 20 AS
- Phantomic Repeater: An auto-shotgun with endless ammunition that fires indestructible projectiles moving at half the speed of light which can pass through any material except organic matter. Its only weakness is that it cannot harm anything beyond 30 metres as the projectiles vanish once they reach that distance, teleporting back into the Repeater.
Cost: 2 AS
- Portal Wagon: A gigantic brain on wheels that can create portals. It can assist in evacuation as well as sending units to deliver a surprise attack, though it requires exact co-ordinates. The Portal Wagon can defend itself by creating tiny portals to send projectiles and enemy units away from itself. Needs to eat meat or blood as sustenance.
Cost: 20 AS
- Abyssal Artillery: A five-legged machine that fires black holes that somehow travel through the sky as if they were solid objects, but unaffected by wind. With a maximum range of 2 kilometres, the Abyssal Artillery can provide fire support against any target.
Cost: 12 AS
- Truth Extractor: A living device that extracts information from a living creature and can relay the information back either by speaking, writing or drawing. It only needs to touch the creature’s body, and does not cause any mental harm. The Truth Extractor requires blood for sustenance.
Cost: 5 AS
- Sentinel Orb: A levitating, sentient orb that provides support for frontline units, with an area of effect radius of 40 metres. Detects all traps, enemy units and weapons within range. It also increases damage dealt by your weapons, turning even a primitive handgun into a weapon capable of tearing through modern shields and armor. The orb can open up, releasing a cloud that slows down enemy projectiles to a snail’s pace, protecting friendlies. As a last resort, the Sentinel Orb can slam into foes.
Cost: 20 AS
The Author’s Forge has 20 AS already stored within. You can go ahead and build something to test this parting gift.
Rainhar: About goddamn time we got our own nightmare factory!
>_
Available forces: