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Defeat The Godmodder

Update LXXVIII
ACTION 1:
I take a rocket, strap it to a bigger rocket, strap THAT to a third rocket, and blast off into the sky, hoping to see what lies above the HEXAGONAFIELD.

ACTIONS 2/3:
The Ettin 4/20

You blast up, to go to new heights! The space station, which isn't actually in any sort of space, is miles above the rest of the HEXAGONAFIELD, and you quickly pass it. You keep going... higher and higher...

Now, as you know, above the HEXAGONAFIELD you can see giant blue hexagons stretching off in all directions, from which blue light gently filters down, though you can't identify the source of the light. In the past, flying closer hasn't made them appear closer, but this is further than most people go...

As you get higher, and higher, the blue lights still don't draw closer. However... they do get brighter. And brighter. More clear. And then, you look down...

At the several thousand mile mark above the HEXAGONAFIELD, looking down, you can see the whole thing. Or, rather, the normal stone ground can't be seen at all. The hexagon ceiling eventually starts curving, and then, it travels down, like a wall, and then immediately below you, you just see more of those hexagons, with that glowing blue light... the stone of the HEXAGONAFIELD can't be seen at all. It's like... you're in a giant circle... a giant orb...

Then, your rockets run out, and you slam back down onto the HEXAGONAFIELD after a brief but intense fall.

Upwards explored! +5 to project charge!

1. I head....South! TO EXPLORATION!
2. I play the Godmodder in Euker, with Winkins on my side, and the Charmzard as his partner. Given that the Charmzard is on the AG side, clearly this means he knows what we're doing and throws the game by outtrumping the Godmodder whenever possible, and overall playing poorly. Meanwhile, me and winkins play logically and intelligently, soundly defeating the Godmodder due to the sabotage of his partner!
3. I charge since I can't remember any more card games off the top of my head, using both boost stones (6/20)

You venture down South! Specifically, 1,321,984,001,992 meters south!

At the end of the line, you see a wall. Not an invisible wall, like before, or a sudden drop into nothingness. A wall of darkness. At one part, there is light, and the next, absolute pitch darkness. You conjure a torch and throw it in, and it gets... absorbed. You don't feel quite up to throwing yourself inside. You're pretty sure it's a really dangerous activity, anyways.

South direction explored! +5 to Project Charge!

Winkins and the Charmzard join you, and you play Euker against the godmodder! For the reasons outlined, he ends up losing. Drat. He hates losing.

Using 1 action and both your Boost Stones puts your charge at 10/20. Boost Stones are worth 3 actions each.

I Use my Techno Powers to help build the AI

You boost AI progress by 20% with techno powers!

The Weather Spire has completed its duty... with no other duty it will store all water and energy it has gained...

The Factory commences production...
emergency detected multiple low hp AG entities...
Shield Pods are under construction

1x i help roll out the first Shield Pod by pre-constructing some parts then giving it to the factory cutting in to the effort required.

Current production points: 10
Action building up: 10+2=12

Shield Pods current priority to be attached first.
1. The Scarlet Prince
2. The Factory
3. Explosion Elemental

I wonder why has there been no corruption based mind control... Being corrupted to the PG sides sounds like an indirect way to mind control an entity, without attacking directly into the minds.

The Weather Spire is finishing and shutting down...

You help make sure the Factory can spit out its first shield pod this turn! Also, the godmodder has taken your suggestion into account. Good idea.

I use Duct tape and some quick-Dry Cement and if I can Paradoxify Air Blasts and blast the Catapult up to the Portal to use as more material to patch up the Portal,otherwise just use more Rocks

With Dragonborn,Flight Powers aNd Air Blasts of Epic Proportions, I start going Up,Up aNd Away!! 1/3

Paradoxification: perk:Attunement:Aspects 3/12

You close the portal even more! Now it's rocks every third turn!

You repeat the upwards movement previously attempted by Karpinsky. Little new happens.

"No, damn you!" ES snarled, ceasing his assistance to the shipyard in order to teleport within sight of the Charmzard. "Time, I needed more time!" He gritted his teeth, and jabbed a finger at the offending Boss. "Not again. You're not going to win this go around. I'll make damn sure of it. I don't like losing to the same thing twice."

FOCUS

He doesn't act directly yet. He wants more information and confirmation. Instead, he begins to prepare. Not against the Charmzard directly, but to do some housekeeping finally. He hardly needs to do such, nor is it perhaps optimal, but he does have some measure of confidence against the converting threat. He'll allow it and others to make the first moves.

Instead, he seethes, and heals the Shipyard to full. It's still stuck at 80% HP. He should fix that, just for the principle of the thing. And so he does, smoothing out the dents and replacing any damaged components, restoring the installation to optimum integrity and functionality.

Shipyard restored to full!

Action 1: Truly Shocking

"Wa- Really? Just like that?" Arsenical had arrived just in time to notice the sudden appearance of the Charmzard... Who promptly told the godmodder to take a hike.

"No, no. This is too convenient, and his voice is far too strange." Quickly, our hero devised a simple test for the charm wizard.

"Nice to see you've come over to the light side, Charm Wizard! Give 'im here!" He reached out to shake the suspicious entity's hand, but it was all just a clever ruse. In his hand, Arsenical held an EMP BUZZER. For any human, it would just be a gentle buzz, not at all harmful. But to a machine, it would deal catastrophic damage.

Actions 2 & 3: Ludicrous shields

With that done, Arsenical adds two shields to the explosion elemental. Don't want him to get too roughed up.

The EMP buzzer is activated! Zzzt! The charmzard is mostly unharmed! But, his throat definitely vibrated a bit...

+2 shields to Explosion Elemental!

Talking is a Free Action 0 (aka entity orders): Let's face it. In order for an entity with gimmicks based around mind control to actually have beaten players who can easily add "immune to mind control" to any entity they summon, either the players had to be really stupid or the entity had to be able to ignore all immunity to mind control. Thus, I tell him that if he really, REALLY wants to aid us, he needs to mind control the Godmodder and make him surrender all of his legendary weapons, protective equipment, and boost stones, then make him kill himself. Failing that, he should mind control the druidic healer and force said healer to heal him every turn to negate the poison. I also give him the Yourhammer to help him bypass the Godmodder/Druidic Healer's defenses.

Action 1: I investigate the sorry mess that Raiks is in right now. I do this by walking up to him and talking to him.

Raiks: Why did you even summon me? Technically, you're my enemy. Oh sure, claim Greater Threat Principle all you want, but everyone is getting tired of you using that as an excuse to piss off someone way above your caliber and get everyone else to bail you out.
Crusher48: Well, at least you sound like the Raiks I know. But the thing is, I need to know whether me summoning you allowed me to summon the you from the real world, or just summoned a clone with similar abilities. Given how you're currently melting into a puddle of goo, I'm thinking more along the lines of the latter.
Raiks: Well, you've managed to draft an extra general for your war. Are these people around us the other allies you managed to acquire?
Crusher48: The way this fight went the first time, these guys just showed up of their own accord, and we were beaten. But apparently we're now trapped inside this guy's Soul Orb, fighting a second battle.
Raiks: Ah, so I see your plan was to piss off Annabelle and waste her time by summoning her here.
Crusher48: I mean, maybe I could have convinced her to make a fusion with me and/or all of my allies, before leaving? It was worth a shot at least.
Raiks: Yeah, I don't think that's going to work. You'll probably summon a cheap knockoff of her without the key ability you're looking to utilize. Though, if she can't leave even with her power, she would just start wrecking everything and making a nuisance out of herself...
Crusher48: Anyways, clone of Raiks or not, I still think you're more useful to me as a tactician if you're not melted, and not killed by the Godmodder's minions. So, I think I'm going to take your soul and put it in a jar now.

I do just that, removing Raiks' soul and placing it in a specially designed jar to create the magical item known as the Tactician in a Jar. Yeah, given how I was able to just up and do that without any effort, he's definitely not as powerful as he actually is. This kills his body (aka his entity on the field) and his ability to just buff an entity's attack through tactical advice directly, but in exchange we have one of the best military minds in two galaxies. The jar allows him to communicate through telepathy, so I immediately contact him.

Raiks: Are you serious?
Crusher48: Well, if you're the real Raiks, I'll make sure you get resurrected afterwards. Seriously, you don't want to be an entity on the field, not when you only have 5000 health and are going to die in 2 turns due to "melting". It's really difficult to resurrect dead entities inside the hexagonafield.
Raiks: Ugh. So this battle system has some sort of arbitrary stat system that determines the capabilities of units?
Crusher48: Well, now I have to figure out how to give you a tactical data feed.

It turns out that it isn't that hard, because a soul in a jar can apparently see out of the jar. I just take a copy of the EOTB from the last post, merge it with a copy of the base ruleset for combat, and spread the information out for him to read.

Raiks: Okay, I think you shouldn't trust the Charmzard.
Crusher48: Well, obviously.

Tactician In a Jar: The soul of a really skilled tactician, in a jar. Can be consulted to provide tactical advice that's probably accurate to the situation at hand. Of course, this fight is out of context even for him, so he may not always be accurate, but it should be useful enough.

Action 2: I run a command to replace EVERYTHING (solids, gasses, liquids, plasmas, and even time crystals because those are a state of matter now) at the 0% marker of the expedition with 10 layers of bedrock. The bedrock breaking glitch doesn't work on bedrock above the tree, so they can't find a secret shaft to get back to positive expedition percent.

Action 3: I attempt to boost the Will saving throws of all AG entities by casting Will of the Second-Born. This epic spell that I literally just made up on the spot has a radius of 4.40610594e12 feet (the radius of the hexagonafield) out to it's largest known dimension, converted to feet because wizards don't know metric), lasts for 1000000 years, and only affects those who I allow it to affect (for now, it affects all AG entities other than the Charmzard, but I can change it later if I find out that it's not helpful; the entities affected do not change if faction names change, if the factions themselves change than this spell attempts to keep the affected entities on whichever resulting faction aligns with my interests in eliminating the Godmodder and his entities). It's effects are the following:
  • Entities under this effect automatically make a Will saving throw against any effect that would cause them to change sides, whether it be mind control, charm, going on strike, etc. This occurs even if they do not normally have a Will saving throw. On a success, they do not change sides and cannot attempt to change sides again until 24 hours pass.
  • When an entities under this effect makes a Will saving throw, they gain a bonus on the saving throw equal to the DC of the Will saving throw they are about to take.
This should counter estorotic mind control countermeasure bypass attempts with equally estorotic mind control countermeasures, hopefully ones that the robotic Charmzard wasn't designed to consider.

The Charmzard can't mind control the godmodder! He's a CHARM wizard... of course, the Druidic Healer, THAT he can do! Also, Yorehammer isn't yours right now! You can't just give it away!

Tactician in a Jar created! Use 1 action to ask it for advice - it can give you notifications about stuff you might be missing and such!

You replace solids, liquids, gasses, and plasmas with bedrock at the 0% marker of all expeditions! Though, it's only marked on the PG one, as hopefully the others won't go negative!

You cast SIDE CHANGE PREVENTION WILL SAVING THROW! Unfortunately, it looks like you didn't give it QUITE enough juice, so the field effect's only going to last for this turn and then one more turn. But it works as you put it!

[1x] "Confundus!
he's got an Organ for a heart, his eyes glow in the dark, you can't really hurt him easy.
he's got a Sliver for a soul, And many evil goals, he'll conquer your world for no reason.
Destroying the Villages he won't give them time, In Broad daylight he walks and brings dread,
A Dangerous one who can't really die, They know his name as The Templar.
Yeah...
Through ♩ the ♩ day ♩, they all fear him ♩♩
Face his Heirlooms, these Relics so deadly,
Scorching Flames, they can't hurt him,
With his size, Nobody can take him-
Through ♩ the ♩ day ♩, they all fear him ♩♩
Face his Heirlooms these Relics so deadly,
Scorching Flames- they can't hurt him,
With his size, Nobody can take him
Down
Nobody Nobody
With his size, Nobody can take him Down
Nobody Nobody
With his size, Nobody can take him Down
He's got an arrow through the heart, No Bruises nor a scar,
His body is intact and perfect.
he's got a Sliver for a soul, And many evil goals, he'll conquer your world for no reason.
Destroying the Villages he won't give them time, In Broad daylight he walks and brings dread,
A Dangerous one who can't really die, They know his name as The Templar.
Yeah...
Through ♩ the ♩ day ♩, they all fear him ♩♩
Face his Heirlooms, these Relics so deadly,
Scorching Flames, they can't hurt him,
With his size, Nobody can take him-
Down!
Nobody Nobody
Nobody can take him, Down!
Nobody Nobody
Nobody can take him...
Through ♩ the ♩ day ♩, They all fear him,
Face his Heirlooms, these Relics so deadly,
Scorching Flames, they can't hurt him, With his size, Nobody can take him-
Through ♩ the ♩ day ♩, They all fear him
Face his Heirlooms, these Relics so deadly,
Scorching Flames, they can't hurt him, With his size,
No♩body♩can♩take♩him♩-
DOWN!
Nobody Nobody
Nobody can take him, Down!, down,
Nobody Nobody
Nobody can take him DoooOOOOooooOOO
Nobody NobodyOooooOOOOwn
Nobody can take him Down DoooOOOOooooOOO
Nobody NobodyOooooOOOOwn
Nobody can take him......."

Song Complete. All Information of song based on beliefs of The Templar. Buff transferred to The Templar. consequently, Templar portal Open-ness increased.
I Vote for opening the non-templar rift this round!
Somno, Strobe and shield keep working as they did last round.
[1x] I explain to moniker that this is Soul Cartel, And shall now summerzie my knowledge of its world:
earth has people and souls, and some people are exorcists, dealing with souls that stay on earth and having magic powers. souls are very weak.
their spin on Heaven has 9 layers, souls, Archangels, Azraels, and no other known inhabitants. souls are still weak, but can strive to be reincarnated as either ageless Azraels in within the afterlife, or Humans in the real world. it may contain other beings but none are mentioned.
their brand of Purgatory has 9 layers, has souls and no other known beings.
Their Underworld has 9 layers, and the following species for certain: Souls, Meins, Devils, Archdevils, Witches, Vampires. it is dificult to traverse due to Mastema's Gateways, which only Devils can pass through freely and make access to 9 and 8 Hell impossible without permission.
Meins are when a soul goes into a constructed body, often inferior to a human but superior to combat. they must either eat a bitter and hard to cultivate grass or consume souls to survive due to the inferiority of their body.
Devils. the spawn of Asteroth, they serve the four Archdevils and are the counterparts to Azraels, but do not require souls.
Archdevils. only four exist, they are the shards of Lucifers body after being split in four by Gram, Gods sword. they each have an element, which they combine with Darkness. Their names are: Mephistoles, archdevil of battle, Bleezebub, Archdevil of death, Mastema, Archdevil of Planning, and Asteroth, Archdemoness of... I'm not quite sure. The ways they gain power are weird and complicated, so I shall not explain them here.
Witches, which focus on knowledge and learning. they use magic with ritual circles, and can live forever. however, to create a new witch, a witch must use much magic, and this has a minimum of a 10% chance to kill them. they are exclusively female, and their esoteric potions are used for trading. they number roughly 500.
Vampires. they use blood as energy, pass it on to others on death, and once numbered many. now, there are merely two, and they are living in Mein bodys while trying to regain their original forms.
Other details:
The Archangels use "Gods tools", which include the holy grail, gods papyrus, gods sword (Gram), gods shield (Aegis), Gods key, and gods armor. they each have one. the Archangels are Michael, Raphael, Uriel, and... I can't remember the last ones name, wait it was Gabriel. Michael uses holy water, Raphael uses (Holy) earth, and Uriel (Holy) fire. I am uncertain about Gabriel's.
All beings who I coloured the first letter of the name of have fused body and soul, and have 2 hearts. they will survive as long as one heart is intact. for an Archdevil or Archdevil to lose their heart is very rare and bad for them. If an Archangel or Devil's heart is destroyed, there is only one way to fix it: Bringing it to the greatest blacksmith. they can fix and even improve nearly everything. However, the heart will need to spend much time in a creature of similar element to them, or it will be destroyed. roughly, this time period is 500 years, though it will be safe to use at roughly 350, merely being difficult to use its power for prolonged periods of time. an improved heart will even raise their general power leagues above.

Within this world, there is something called a Soul Cartel, or Contract. it is magically binding, and involves three partys- 2 participants and one witness. signing a contract with a Devil without Gods permission (only provable if he signs) is illegal under Angelic law. archangel contracts require mental trials to prove pureness of heart, while Demon contracts merely require you do some favour they specify when making the contract and the devil's willing. Meins have soul-hunting groups that hunt souls that enter the Underworld because they use souls as currency. Pluto refers to a Mein that has fought against and survived combat with all four Archdevils and all four Archangels, they all have their own group. the first pluto, Gligas, had a contract with Mephistoles, granting him the Demon power of regeneration as long as his heart is intact.
this has all been written from memory.

My one advantage in this world would be my knowledge of various things, like where the vampires last remaining body parts are hidden, what the Meins are planning, all the interlocking plots, what each Archangel and devil can do, that Uriel is a fallen angel, that Vampires can grant Vampirehood to Meins if they wish, etcetra etcetra. I do hope this portal opens... Though, my goal to become a human again, as opposed to gathering power, does limit the application of much of this information.
[1x]
"Suddenly, you realize something... your sentence... "I project a field that deals 1 damage to the Godmodder if he interferes with it. He can't block it, Yorehammer" isn't a very strong defense! Why would the godmodder interfere with the field you're projecting - what the "it" in the sentence clearly grammatically refers to! He doesn't want to interfere with your field, he wants to interfere with YOU!"
tsktsktsk
Interfering with me requires interfering with my field! I generate the field, so if I'm unable to maintain it, it is interfered with! The field affects things within it, and is in turn affected by them as it must spend energy to find out if they are the Godmodder! entering the field thus interfers with it! I am the reference point of the field, so if I move the field moves, which is interference! the field is also affected by gravity, which the Godmodders body exerts! all in all, he had interfered with the field in at least four different ways, and some I've probably forgotten, each of which retroactively must have dealt 1 damage! why hadn't he taken damage yet, you ask? because to take damage, Moniker needs to know, and I didn't want the Godmodder to take damage yet, so I neglected to bring it to Moniker's attention, but now it has been revealed
, and I also messaged him this message on discord. and #DTG. and DTG internment. and on my other account. and on thymium. and via the forum message system. and I burped the alphabet at him and stopped at the appropriate letter. and I encoded it into my post earlier on with bolding.... By bolding this entire attack but still.
up to 4 boost stones, come to papa!
Moniker - Today at 6:52 PM
If all of those things were there making sure the godmodder needed to interfere with the field, why didn't you put them in the original post you made?
JOEbob - Today at 6:53 PM
those are just how magical non-interference fields work.
Also, the first one exists as a logical consequence of just the clearly stated fact that I was projecting a field and I was the one doing it, so even if you where to claim that the other ones weren't real because I didn't explicitly and clearly state that the field had those properties, that one would still be real and work.
----------------------------------------
Also, since the attack already happened and has been sent to moniker by multiple non-game channels, what matters to whether it deals damage is whether Moniker thinks it makes sense, not whether the Godmodder can think up a witty reply; hence, what Moniker would say if he was asked whether this should deal damage to, say, the Charmzard if the Charmzard had done the thing the Godmodder did for him and been the target of the field.

+8% opening to Templar rift!

So THAT'S Soul Cartel! Well... you've already met the Devil, or at least, one of the Players has. In fact, that same Player also visited Heaven at one point! I think it's safe to say that the world of Soul Cartel doesn't quite match up with what we know of the celestial bureaucracy. That said... a deal with the devil might not be such a terrible idea. If anyone can get you back alive it would be him! Maybe try more normal negotiations?

Okay. Your attack should have damaged the godmodder. I agree. Here, I'll give you something. I can't go back and make the godmodder get damaged retroactively, especially since that would affect Charmzard summoning time. But what I CAN do is go back and give you a godmodder Damage Ticket!

Your Update 74 self gets one Godmodder Damage Ticket! Now, your this-update self looks down at your Godmodder Damage Ticket...

GODMODDER DAMAGE TICKET
Good for 1 Godmodder Damage!
Issued Update 74, Expires Update 76

Welp.

I cash in my 5 point charge token from the sidequest, and the improbability drive kicks into overtime.
5/5 for Part of a Dangerous Breakfast.
The improbabiltiy drive dings, and suddenly a kitchen rolls up into the battlefield.
...
I was going to do a whole thing for how there's a mad scientist and he's cooked up his latest cooking invention and then it winds up beheading him, but I'm feeling too sick to actually do anything with that.
So have the Pancake Sharpener.

Paradoxdragonpaci receives the Pancake Sharpener.
This entity has above average attack, boosted by the fact that every three rounds its "syrup tank" must be manually refilled using somebody's action. If it's not refilled in time, it is unable to attack until its syrup tank is refilled. You cannot overfill the syrup tank, though you can refill it early. But it will always run out of syrup three rounds from its most recent refill.

And because I'm feeling too sick to action properly, the Improbability drive whirs to life once more.
3/5 for "Firing Squad"


New raffle will be beginning shortly in the OOC thread, come one, come all for a chance at a 5 post charge of your own to take home!

Pancake Sharpener appears on Team AG as Paradoxdragonpaci's entity! Fresh and full of syrup!

Sensing the Square of Frost's peril I send him aid, causing a wave of green tinted energy to shoot forth from him which blasts the Ugandan Knuckles trying to cook him in a De Way stew and the pot full of boiling water. Nobody gets to mess with my entities and get away with it, they're mine! (x1)

Turning my attention back to the HEXAGONAFIELD I keep charging, I don't feel comfortable with that Sealed entity on the field even if it claims to be on the AG side. (2/--) (x1)

Glaring at the Communist Alliance of Insectoid Aliens and their progress up the mountain I create a giant automated bottle of insecticide next to the Death Science School, let's make them pay for every inch up Mount Cross. (x1)

"Dragonforce boost the Temporal Guardian's first attack once again. Everyone, attack the Communist Alliance of Insectoid Aliens! End them before they can become unstoppable!"

Finally I look at what I collected during my side quest and begin reading Confessions of a Paradox Gambler.

The Ugandan Knuckles are obliterated, and the Square of Frost can free themselves! This makes the job of the PG entities easier. Giant automated insecticide installed! Oh boy, this'll be fun...

I sit back and watch, but keep charging

Almost done now...

ACTION: 1/3 ITEM(S):1x 2,000 Attack Token 1x GODMODDER REPELLENT
AMOUNT:3/3
Action 1: I answer, or rather, the rover's I sent answer "Infinityleaf Clover." Why? Because luck is one of the most powerful forces in the universe, able to make even a god weak before a mortal man, and the Infinityleaf Clover is THE strongest luck based item know to us and the Godmodder, and this is an expedition for a Legendary Weapon, plus, with concern to the 'yet least used' part, well, this is the most luck based item that anyone knows of, I think, so if would be Extremely Unlucky for anyone to use it if they had any negative intentions, so the world is just lucky enough that very few people have actually got their hands on it. So, as I said, the answer is "Infinityleaf Clover."
Action 2:I [X]Red
Action 3:I work a bit more to fix the progress counter for the [N] expedition.

The door's response:

Incorrect. Hint: I'm talking about items you have in your inventory, right now.


SLOTS ROLL:
7 7 6 So close! You get a Buff Enemy ticket - buffs a PG/V aligned entity of your choice!

The progress counter is fine... wait... dangit. I forgot again.

Focus X3
I reverse the gravity of the PG Expedition, forcing them to actually having to climb! It covers from 0% to -100%, but a false order given from the "Godmodder" (ME) tells them to use a stupid player (me)'s Gravity Reversal and tells them to head to 0% using the gravity reversal to assist them in climbing.
Once they get to 0% they are supposed to super jump with the gravity to the mountain, according to the order, but they then realize at the top that it stops at 0% and they will have to climb down or up all the way another time if they would like to make progress!

Also, I tell the Sniper to Open fire on all PG entities' Parachutes if they get past 0.5%

Here's the Confirmation Code For Godmodder Communication.

What I sent to them.

(Begin message)

CCFGC. Offical Seal.

ProGodmodder Expedition

A player has decided to make a gravity reversal to delay your attempt to get to -100%. Use their stupidity to your advantage, and climb all the way back up using the gravity reversal to help you.

Once you get to the top, you will find Godmodder Parachute Equipment at 0%. Activate it at 90% and parachute under the "Upside Down Godmodder Sanctuary" at the top (upside down building created by me to let you do this.)

GET ME LEGENDARY PLEASE,

Godmodder.

(End of letter)

End of Actions

Well they said you was high-classed, Well, that was just a lie
And you let me roll the dice, You said I'd be your lucky lady
Out of my head, my mind and my heart 'cause you can run but you can't hide.
Armour the airlock, Blanket the bedrock, And kiss the planet goodbye
Maybe this time, for the first time, love won't hurry away

Here is a telegraph of My next turn's actions.

And yes, if You recognize who did this before me, congrats! You know what I'm doing next

You require Lateral thinking, I must admit.

Otherwise yOu'll never know :)

In tis world, it is Vectors and Eating.

You see? AAAAAAAAAAAAHHHHH Bats!

dOn't you understand? I lOve bats..

When they fly in your face and distract you!

See, do you understand?

We will escape you know, Ma'am.

OOC: If you manage to translate this heavily encrypted message you get a cookie, because I made it to require a absolute ton of knowledge from all of sorts of different things... Assuming you haven't read the thing I got this from, its nearly impossible, otherwise its like... extremely difficult. OVERKILL indeed.

The PG Expedition knows immediately they're being tricked. The godmodder generally uses encrypted telepathic communication to tell his entities things, not old-fashioned letters, sealed or no! But... the Gravity Reversal sends them all falling up to the cave's ceiling! Gah! 5,000 damage to all the expeditioners, AND they're slowed down!

"Second Scarlet Prince, attack the Zerg Hatcheries!"

1 Action: I look up. "How do you stop a sun? With a moon!" I block the sun, and thus any effect it may have on Yorehammer, by creating a Lunar Shield (A shield that is lunar-type, not a shield that shields from lunar-type things)

1 Action: I look at the puppy. "Are you lost? I can take care of you!" I dispel any Yorehammer-stealing effects on him, before hugging him.

1 Action: I strike the Derp Infestor with a lightning bolt, using the Yorehammer to bypass his guards.

"If someone is willing to spend their next turn killing the Derp Infestor, I'll give them Yorehammer to do so. That way, the mind control infestation will be destroyed."

11,000 damage to the Derp Infestor!

You activate a LUNAR SHIELD! But... it's useless! You see, the thing wrong with the picture is, there is no sun on the HEXAGONAFIELD! So, clearly, you had been teleported somewhere else...

As the puppy goes up to you, you foolishly grab it, instead of doing something like kicking it into the sun. It doesn't have any Yorehammer stealing magic effects, just a mission to steal... it grabs the Yorehammer in its mouth, and runs off! The fake sky, however, DOES have Yorehammer stealing effects, and so the puppy is instantly masked by it! You try to chase after it, but can't catch it in time!

Yorehammer is delivered back into the godmodder's hands.

He'sah Poisonin the water hole!
FOCUS!
The wonderful field of MAD SCIENCE! The fact that with enough money, you could legitimately turn lead to gold.... but used in the derpiest way possible.
With enough effort.... I could change water.... Into glue....
I set ten trillion particle cannons into the underground river in order to turn it into glue.... But I DON"T fire them due to my fellows advice. I instead cry as I instead just pour batches of Super Stick 20k into the underground river, hoping to stop it.

The underground river is turned to glue! However, since gravity was reversed, the water was already falling upwards! It turns into upwards-falling glue, which lands on the expeditioners, and traps them! Gah!

Action 1+2: FOCUS x 2
Terry summons a jetpack, and rides it all the way to the hole he dug in the ceiling.
----
Action 3:
The Charmzard is friendly? OwO

Terry takes out a Purify card. Purify is a 2 mana "Silence a friendly minion. Draw a card." He uses it on the Charmzard.

What hole? You're going to have to remind me what we're talking about, here.

You Silence the Charmzard! He can't talk now! Luckily, he casts with a wand and mental energies rather than words.

Well, the Debugger is pretty much useless now...
Except that, to avoid unnecessary and unwanted game abstractions, the Debugger is actually a conveniently physical laptop with all the powers of the actual Debugger.
Which also means that I have NO CHOICE for my first turn other than to reboot it...
that is, if I want to use it NOW, of course. Which I DON'T.
So I just hide it for now.

Action 1:
I challenge the Godmodder to a game of Munchkin, which he obviously likes. However, the deck has been filled with my custom-made cards, which he does not expect. Specifically, there is a Curse that makes the highest-leveled player die and go back to level 1 UNLESS they either undeniably agree not to gain level 10 until the player of this card does, admit the player of this card has won, or ragequit (which makes the player of this card win automatically). I go out of my way to play this card on the Godmodder. Any result of the card should act as a psychological hazard to the Godmodder, which should be enough to at least distract him, if not hurt him. Then, while he's distracted and/or hurt, I proceed with the...
Action 2:
I tthrow a complete collection of DLCs for the original Munchkin (along with the original Munchkin. Also yes, the collection includes both Munchkin 7s and even Clerical Errata.) encased in a big glass box with UNBELIEVABLY SHARP EDGES at the Godmodder. Don't ask where I got that; the universe is a crazy and chaotic place.
Action 3:
Well, since I got lucky with the previous shots of the ACE Bow, might as well try it one more time, huh?
I get a random number to decide where I should shoot, and after getting a 4 (chosen by fair dice roll. guaranteed to be random.) I shoot the FOURTH entry from the list of CAIA (which is the Evolution Chamber) using the ACE Bow.

The godmodder loses at Munchkin! Of course, he actually LIKES Munchkin, so this makes him REALLY ANGRY, and vulnerable to your attack, which hits! 1 damage to the godmodder! Munchkin isn't actually his weakness, it's just that you used a good attack.

STARCALIBUR STEAL ROLL:
Still the godmodder's.

YOREHAMMER STEAL ROLL: SUCCESS!
The godmodder bonks his face on a table. He. JUST. Got. It. Back.

You get a Boost Stone!

Striking the Evolution Chamber, you realize it doesn't have an HP bar! You also learn something very valuable: It only dies once every other Zerg unit is slain!

The time is ripe. Again.
The bloom household (Growth morphed into a house with big bird legs to supply more space to the growing family inside) takes the delivery of its two new members:
[redacted] Bloom and [restricted] Bloom (negative).

Mania plays one of Growths favorite songs, since she heard that the Godmodder is weak to this kind of stuff. It is a frequency that affects not only ears, but eyeballs, kidneys and other vital organs.
[Music censored for AG because it would be too dangerous] (overflow)

4/???

Growth is now guarding even more people! Yikes. The godmodder should probably take care of this.

The godmodder ALSO loves the song! He dances in time to the horrible things happening to his vitals, mitigating them!

*Mild raging is heard in one of the Shrine's quarters with a phone still burning from the intense glaring session*

(Action!)(3 Charges)
(1 Charge)

I quickly met up with Trifling Epithet and join right in! I also greet Charmzard and compliment on his charming entrance. Taking our seat I set my perception skills pass my usual limits noticing all the cues that Trifling Epithet might sends me and watch the Godmodder for any cues of card trauma for a hint for any weakness.
(1 Charge)
Whipping noises is heard as a great chain of UNO cards appears and whips in the direction of the Godmodder!
(1 Charge)
Taking manual control of Companion Rover I take out its tool kit and set about to give the rovers a speed upgrade.

(Orders!)
I sent out the Void Assassins and the Void Guard to join and help the [N] expedition foward.

You give the two rovers a speed boost and send the Void units to help them out... but, until that door's riddle is answered, there isn't much they can do.

The godmodder gets ready to play... wait... UNO!? No! Uno means one! Which is uno less than the amount of damage Uno deals to him, dos! 2! 2 damage to the godmodder!

STARCALIBUR STEAL ROLL:
No, but...

STARCALIBUR STEAL ROLL: SUCCESS!
Luck is NOT on the godmodder's side today! Completely unbelievable! You now hold Starcalibur in your possession. The godmodder is legendary weaponless.

You and Trifling Epithet both get a Boost Stone, as that 2 damage was a team effort!

Looking at the broken catapult I decide to make my next wish. 'I wish for the Broken Catapult to be repaired to so it will not kill or injury AG entities when it is used by them.' Suddenly A red ball of energy races up the mountain and into the Tempting Broken Catapult, When the ball of energy enters it the catapult is turned into a trans red color! the old rotten timbers that made up the frame of the Catapult are rejuvenated, turning them into strong and healthy looking timbers and looking like they could take a lot of abuse. The Ropes are also rejuvenated, The various frayed ropes are fixed and strengthened allowing them work without worry of them failing again for a long time.

The winch other parts of the catapult and also repaired of any damage that has occurred naturally or by outside forces. (2 actions)

After I am satisfied that the Catapult will work without causing any harm to the AG mountain climbers I look higher up the mountain and spot the Portal where all the falling rocks are coming from. 'Well time to deal with that. I wish for the portal that is summoning all the falling rocks to be closed.' Suddenly High above the Portal where all the rocks are falling from begins to shrink in size, becoming smaller and smaller. (1 action)

The catapult is repaired, and the Falling Rock portal is FINALLY sealed all the way! That's 2 more of the ridiculous number of obstacles all wrapped up!

Action 1:

[32/40]

After some thinking, I settle upon creating a phantasmal paragon of Justice. Ranged attacks, the ability to discern truth, detect lies. What a way to get the power boost from creating a Non-AG entity without the downside!

Actions 2 and 3:

Hmm. Stretching the boundaries of the Hexagonfield. Directions. Hmm.
New directions. (We're running low)​
Power limitations :: Solution?: Advanced Math Utilization?

Declaration.

Having reached a decision, I teleport well out of the battlefield then formulate an object. It is decidedly generic, with its on notable property being that one part of it is, for lack of a better way of describing the relevant 20-page theoretical paper, rotated 45 degrees off from the 3 conventional spatial dimensions. This portion also has a built-in AG-brand dimensional beacon, thus allowing AG players to note its location and extrapolate to move that direction themselves. This adds 1 new direction to explore in the context of exploring the limits of the Hexagon-field.

Then there's the tricky bit. Using especially formulated and conjured nanobots, plus a dimensionally unusual set of otherwise ordinary power tools, plus some decidedly ordinary use of glue and a stack of AG-brand dimensional beacons, I fractal-ize the extra-dimensionally rotated portion. This causes smaller bits to fork off into new spatial dimensions, eventually resulting in the object having extensions (with AG-brand dimensional beacons) in a total of 15 (Moniker, feel free to reduce this as appropiate) new spatial dimensions.

(For those curious there are 15 new spatial dimensions because 1 original+2 stage 1 forks+plus 4 stage 2 forks+8 stage 3 forks)

Important: If this takes only one action, I of course re-route the leftovers back into my big charge.

OOC: I have more free time now. Hooray! On a more game related note this should definitely add new directions to check and possibly poke at the limits of extra spatial dimensions within the Hexagonfield

You make NEW SPATIAL DIRECTIONS to travel! But... well... you're not sure how traveling in these new and ridiculous directions would really help push the boundaries of the HEXAGONAFIELD. In fact... is the godmodder eyeing your invention? Clearly you've given him an idea. Maybe it's best to put it away...

Don't worry. Whenever you clear a task in a Project Charge, a new task will start up!

I join the game! Hi, everyone!

Welcome, DCCCV! Any questions, you can ask here, the OOC thread, or the Discord.

---------

V:

The Void Assassins join the Rovers at their spot on the mountain expedition. The door sits there, still closed... the Void Assassins are getting antsy. They haven't murdered in a while... those companion rovers look weak and helpless...

On the VOID MOUNTAIN EXPEDITION, the Zerglings rush ahead to take down the automatic insecticide can! 7 of them die in the process, but they manage to destroy it, and the Roaches follow up by breaking into the school! The roaches talk to the angry professor, and convince him of the glory of communism! He decides to give everyone in the class a grade of true equality: 100%! The Zerg army has officially reached the halfway point of the mountain! However, the Lightning Galeforce Hailstorm hits the Derpfestor for 5,000 damage, and kills 2 roaches! The Mountguard sniper also takes down a Hatchery!

AG:

Ray pulls out 3 full energy capsules! Charmzard energy, they say!

Aboard the Space Station, the now-massive group of Space Engineers finishes with the AI! Brilliant! The Factory produces one Shield Pod, which goes to protect The Scarlet prince! Growth and Mania grow, and have new twins!

The Scarlet Prince and Explosion Elemental LOOK like they're about to go for the Druidic Healer... but WAIT! Says the Charmzard! Silently, since they're silenced! They use their charm magic on the Druidic Healer and Bobby the Explorer! They are now controlled to the AG Team! Hurrah! With that done, the Scarlet Prince, Explosion Elemental, and Pancake Sharpener tear right into the Zerg army! The Scarlet Prince takes down the last Roach Warren, the Explosion Elemental decimates 4 Hatcheries, and the Pancake Sharpener kills 2 roaches with some syrup! The Zerg army might look big, but really, it's on its last legs at this point. They need to reach the top with what little power they have left... for communism...

On the AG Mountain Expedition, things are going quite well! The rockfall is no longer anybody's concern, and so everybody hops onto the catapult, and BLASTS OFF! From above, the Sniper looks down, ready to fire... wait, where did they go? He turns around... GAH! THEY'RE IN THE MOUNTGUARD FORTRESS! The AG entities now need to fight off the foes in the Mountguard fortress to get past the 70% mark!

From here, they can also see their final obstacle... a platform, covered in snow, laid into the mountain. A sign states that once they climb onto it, it will elevate them to the secret location at the mountain's peak...

PG:

On the PG MOUNTAIN EXPEDITION, which now contains only AG and N entities, the Druidic Healer and Bobby convince Square of Frost to work with them - especially since they're newly AG! Thankfully, Bobby has glue solvent, so they manage to escape, and they find a hole that they can get into with the reversed gravity. They see a hole that they could have dropped down before, but now need to climb up... and at the top, a light! Still, they've only managed to progress to -80% this turn.

And the godmodder, once again, is by himself - and entirely weaponless! The betrayal of the Charmzard has left him utterly helpless! This MUST be punished! He flies right up to the Charmzard and punches him in the face! It's a TRAITOR PUNISHMENT PUNCH, dealing 70,000 damage!

N:

Really, for the NEUTRAL MOUNTAIN EXPEDITION, the "V" section summed it up pretty well. Nothing moves until that door moves. You can make more than 1 guess per turn, by the by.

CaptainNZZZ's army sees an opportunity, and they TAKE IT! Combining their might, they split up their attacks to unleash the FINISHING BLOW upon the Zerg forces! The Weak Skeletons take out the Drones, the Eagles fly over and kill the Zerglings and Roaches, and the Temporal Guardian with Dragonforce's help takes out all the buildings but one! In the end, all that's left standing is the Baneling nest! However, during the slaughter, the Derpfestor activated a butt parachute, riding the Lightning Galeforce Storm to to the 60% mark! It looks like he's out of reach from your attacks right now, choosing to venture up this impossible mountain path all alone...

The EILS fails its roll, but Somno still works. The Apex gets fully healed and keeps working. Spalthos doesn't have orders!

--------

Suddenly, a radio crackles to life, the crackling sound somehow easy to hear over the entire HEXAGONAFIELD!

Cera: Players! It's me! Cera!

Cera: First off, I'd like to say, I remember everything now! Really clears a lot of stuff up! Good job on the Darkshard!

Cera: I didn't tell you earlier because the godmodder's defenses prevent spoilers, but I NEED to tell you now!

Cera: THE CHARMZARD BETRAYAL IS A LIE! IT'L- --ITCH -LL Y--R G---ODD--- E------S ----


It cuts out! Looks like the godmodder's defenses prevented spoilers.

--------

Project Spark Update! You explored all possible HEXAGONAFIELD directions! +10 more charges to Project Spark!

Now, your next objective... you've discovered, amongst other things, that the HEXAGONAFIELD is REALLY BIG. Somewhere, in this 2+-trillion-meter-wide field... is the godmodder's headquarters. If you're going to find answers... it'll be there. But you can't just walk to it, like you can other locations. You'll need to find it the normal way. So use your Player powers and find its location!

ITINERARY:
-Defeat The Godmodder! Damaging him gives you a shot at a legendary weapon!
-Embark on the Mountain Expedition, to seize the Legendary Weapon before the godmodder gets to it!
-Project Spark: 47/100 Current Task: Narrow down the location of the godmodder's headquarters! Current size narrowed down: 2 trillion x 2 trillion meters
-...SOMETHING the Charmzard!

Minor tasks:
Protect the Space Station! It can gain helpful support abilities!
The Slot Machine can give you buffs or debuffs. The Alchemiter can let you combine items.
Stop the Zerg Army! It grows over time!
The Druidic Healer is healing AG allies! Kill it!
Bobby the Epic Explorer is adventuring up the mountain at a fast pace! Or, he'll presumably get back to that, at some point!
Daskter's factory is producing AG minions - keep it alive!

THE HEXAGONAFIELD:
State: Quite Cloudy (no current effect), Will-Saving Throw(AG entities throw a Will Save whenever they may change sides, wears off in 1!)


[N - Winkins]Dummy: 8,000 HP(absorbs HP from damage less than 5,000)
Rice field(tended by Lightward Mages)(has Shrine - gives +2,000 HP/turn and -2,000 damage from all attacks to Winkins-owned entities)

[AG]Ray(Energy capsules: 3)

[AG - MooGoesCow]
Space Station(25% dodge rate)
Shield array(protecting space station)(40% upgraded)
Super Laser: Can unleash 45,000 damage support attack(ready in 1!)
Reinforcement Beacon: x5 Space mook deployment(50 HP, 50 Attack)(ready!)
Anti-Mind control Beacon: protects Space Station from mind control
Portal Frame: Space engineer portal(+60 engineers/turn)
Very Large Room: Quantum computer+1(AI installed), Power Generator
Space engineers+1: 100/100 HP x 560(building space station!)(Manager halving cost)
Lament the Technician: 20,000/20,000 HP (worth 30 space engineers)(AI building ability), Architect(upgrades rooms)

[AG - TheTwoEternities]
Scarlet Prince: 30,000/70,000 + 15,000 HP, 20,000A (-3,000 damage from all attacks)(+4,000 HP per turn)

[AG - Arsenical]
Explosion Elemental: 20,000/35,000 HP, 20,000A, Explosion Aura (deals 4,000 damage to enemies who land attacks)(protected from 2 attack)

[AG - Hungry Visitor]
Growth: -49,000 HP (guarding Mania and Explosion Elemental)(-4,000 HP/turn)(2 attack shields)
Mania Bloom: 52,000 HP(+4,000 HP/turn)(acts as Overflow for Hungry Visitor)(protected from 1 attack)(stork delivery, 2 Nega-twins/turn)
Twins: 3, -3, 2, -2, 1, -1 (guarded by Growth)

[AG - Daskter]
Factory: 50,000/50,000 HP, currently producing: Shield pods, in 1! (production options: Shield pods, Surveillance Drones, other 1-time projects)

[AG - paradoxdragonpaci]
Pancake Sharpener: 20,000/20,000 HP, 9,000A (syrup tank: 3 charges)

[AG]Sealed Charmzard: 180,000/300,000 HP, Charm! x 2A (Overpowering poison, -50,000 HP/turn!)(Boss)


[N]Slots Machine: 54,000/90,000 HP, Special: High Roller(ready in 1!)(Lucky Counter - roll slots when attacked)(Blue/Red slot options: Roll with only numbers 1-4/5-8)
[N]Alchemiter: 94,000/100,000 HP
[N - Daskter]Weather Spire: 10,000/10,000 HP (holding extracted water)

[N - EeveeShadowBacon]TF2 Zoo (Flashy)(Defended)

[N - EternalStruggle]The Apex: 75,000/75,000 HP, 25,000A (+1 repair drone/turn)(docked)(-3,000 damage from all attacks)
Linked Repair Drone: 500 x 6 HP(+1,000 x 6 repair per turn!)
Shipyard: 100,000/100,000 HP(installing Frost Runes - x2 attacks! Done in 2!)(installing Sub Space Reactor, boost resistance, done in 4!)

[N - JoeBOB]Somno: 29,000/35,000 HP (Third Eye down - can't use psychic powers!)(can do generic actions)(building hexagonashield generator, done in 2!)
Rift: 39% open(-10% open in 1!)
Rift: 33% open(-10% open in 0!)
Epilepsy Inducing Strobe Light: 8,000/18,000 HP, -20% accuracy attack, 20% chance to charge the shield generator
Shield Generator: +1 attack shield to JOEbob's entities in 1! - dies when JOEbob runs out of entities (5 attack shield currently)

[N - CaptainNZZZ]Mysterious Tower: 60,000/60,000 HP(zombie immunity)(TA: 28,000)
Light Crystal: 30,000/30,000 HP(heals every CaptainNZZZ entity for 4,000 HP each turn)
Crypt of the Ancients: 55,000/55,000 HP(helps summon Undead units, summons four weak skeletons(500 HP, 500A) each turn)
Weak skeletons: 500 x 12 HP, 500 x 12A
Eagle Spawner: 25,000/25,000 HP(summons an Eagle every turn)
Eagles: 2,000 x 4 HP, 1,000 x 4A
Temporal Guardian: 45,000/45,000 HP, 7,000 x 2A, Special: Za Warudo(ready!)(-1,000 damage from all attacks)(20% dodge rate)(+2,000 HP per turn)(1 teleport charm)(protected from 1 attack!)
Dragonforce: 12,010/26,000 HP, +5,000 to one of an ally's attacks each turn!(inside Mysterious Tower)

[N - Srovy]Spalthos: 10,000/10,000 HP, 2,500A, 2,500 Shield HP

[P]Peacekeepers(16,134,000 total attack)(Unbribable)(protected from 108 attack):
Peacekeeper HQ: 350,000/350,000 HP, 50,000A(protecting Peacekeepers)(control and command)
Quinn, Peacekeeper Commander: 250,000/250,000 HP, 100,000A(Power armor)
True Riflemen: 3,000 x 999 HP, 1,500x999A(+3 squad leader)
Death-elite Riflemen: 5,000 x 999 HP, 3,000 x 999A
True Machine gunners: 5,000 x 999 HP, 1,500x999A(+3 squad leader)
Death-elite Machine Gunners: 10,000 x 999 HP, 4,000 x 999A
Medics V: 2,250 x 999 HP, Healing A(+3 squad leader)
Death-elite Medics: 10,000 x 999 HP, Healing A
Squad leaders: 1,000 x 999 HP(leading)
Commandos X: 6,500 x 999 HP, 2,000 x 999A(+3 squad leader)
Death-elite Commandos: 10,000 x 999 HP, 4,000 x 999A
Engineers: 100 HP x 999(upgrading Peacekeeper HQ armor, done in 2!)(upgrading Peacekeeper HQ turrets, done in 2!)
Scientists: 100 HP x 999, researching improved medics(done in 1!),(researching Sealed Unit info, done in 14!)
Forward command center: 20,000/20,000 HP x 2, calling in engineers x 999 for death-elite training camp(done in 10!)
Shield generators: 15,000 x 6 HP(Adding 1 attack shield each every turn!)
Barracks II: 30,000/30,000 x 3 HP
Bar/Brewery
Death-elite training camp: 100,000/100,000 HP, training squad leaders x 999(done in 6!)
Special Weapons depot: 40,000/40,000 HP
God Unit Production Facility: 80,000/80,000 HP (producing the Conflict Resolver, done in 8!)(producing the Slice Warrior, done in 4!)
Possesses infinite plastic, anti-godmodder bullets(equipped), anti-regen bullets, Grenade launchers v2, Anti-Mind control, Upgrade Limit Break Eternity, Dual Pathways, Godmod building plating(equipped), Anti-control Godmod armor(equipped), anti-control godmod weaponry(equipped), Assistant SR builder, Efficient Climate Control Unit, Double Speed progression, One Man Army Fighting Technique, Robot War Analysis

Mount Cross: Site of the LEGENDARY WEAPON EXPEDITION:

[AG]Expedition: 70% complete
Current obstacles: Mountguard Fortress(Sniper guard: 30,000 HP), Final Ascendance Platform(guarding 99% mark)
Expedition Team:
[AG - Shiboso]Mazinger Zero: 50,000/50,000 HP, 3,000 x 5A(speed boost)(protected from 1 attack)(climbing mountain)
Mazin Emperor G: 10,000/10,000 HP, 2,500A
[AG - captain.cat]Elite Climbing Team: Truck HP: 30,000/30,000 HP(climbing mountain)
[AG - paradoxdragonpaci]Elsie the Trailblazer: 40,000/40,000 HP (explores mountains quickly)(has hexagonaherbs)

[V]Expedition: 60% complete
Current obstacles: Difficult Bog, Jeff(guarding 99% mark), Lightning Galeforce Hailstorm(ravaging whole mountain), Mountguard fortress(guarding 70% mark, aiming Sniper at Baneling Nest)
Expedition Team:
[AG - DragonofHope?!?]Communist Alliance of Insectoid Aliens(TA: 0):
Hatcheries: 5,000 x 0 HP
Drones: 100 x 0 HP(can be sacrificed to make new buildings)(making 10 new hatcheries, done in 3!)(making 4 baneling nest, done in 4!)
Roach Warrens: 8,000 x 0 HP(+0 Roach/turn)
Baneling Nest: 10,000 x 1 HP(+1 baneling/turn)
Evolution Chamber(researching improved building HP, done in 3!)(dies when Zerg are defeated)
Zerglings II: 1,500 x 0 HP, 1,500 x 0A
Roaches III: 2,500 x 0 HP, 2,000 x 0A
Derp Infestor: 17,000/100,000 HP(mind-controlling all Zerg units!)(hiding behind all other Zerg units!)(auto-betrays non-V sides!)(fleeing higher up mountain)

[PG]Expedition: -80% complete
Current obstacles: Lost in a cave, need to climb up/down (gravity reversal), Bedrock ceiling(replaces solids, liquids, gasses, and plasmas, guarding 0% mark)
Expedition Team:
[PG]Druidic Healer: 328,000/400,000 HP, +60,000A
[PG]Bobby the Epic Explorer: 241,000/300,000 HP, explores stuff really quickly!
[N - CaptainNZZZ]Square of Frost: 5,000/10,000 HP, 6,000A (10% dodge rate)

[N]Expedition: 99% complete
Current obstacles: Riddle Door(guarding 99% mark)
Expedition Team:
Small rover: 10,000/10,000 HP(sped up)
Companion rover(sped up)
[V - Winkins]Void Assassin: 20,000/20,000 HP, 9,000 x 2A (60% dodge rate)
Void Assassin: 40,000/40,000 HP, 13,000A (30% dodge rate)
Void Guard: 40,000/40,000 HP, +5,000A (+1 attack shield/turn, maxes out at one)


[PG]Godmodder: 172/300 HP(Status-Effect Boost buff ticket)(5 Boost Rats)


Player info:
Captain.cat(1/5)
MooGoestheCow (Charge: 4/???)
[N]Eevee Shadow Bacon(27/100)(effect-curing power)(Resolute Heart Copy - mimics effects once)(19/20)(has Blindness x3 action ticket)(King of the Hill - x2 actions, takes x2 damage!)
[N]CaptainNZZZ (Entity Loyalty Punch Card - redeems one disloyal entity)(Orb of Shielding, +2 shields to any entity)(2/--)
[N]EternalStruggle (Increased HP)(Starcalibur - x2 actions)
Hungry_Visitor(Overflow entities, +1 aggressive actions possible/turn)(8 actions in debt!)(5/???)(1/???)
The_Two_Eternities(15/27)
That-Random-Guy(Echolocation)(33/40)
Arsenical(2 posts in debt!)(2/10)
[N+2]JoeBOB(Redagger, +2 attack deflector)(Cult of the Cube)
Ranger_Strider_
Daskter(has Claim ticket, redeemable Update 80, expires Update 82)(10/??)
Page of Time(5/10)
[N]Mr Mirror Man(1 +2,000 Attack token)(Godmodder Repellent)(1 Minor Buff Enemy token)
Cyanogist(lightly wounded)(8/10)
Pionoplayer(5/--)(has Ornate Ring, Mirror)
[N+1]Winkins(+1,000A Iron sword)(1 10,000 damage token)(1 +5,000A/20,000 damage Pain sword)(Starcalibur - x2 actions)(1 Boost Stone)
Paradoxdragonpaci(protected from 1 attack)(Flight Power)(has paradox void cards, paradox healing cards(3 left), absorbed Bad Luck)(3/12)
W32Coravint(Has machine-holding cube)(1/5)
RedRover1760(has memestone)(3/15)
Shibosho
[N]Srovy(Cult of the Cube)
Crusher48(Has Bost stone)(has Tactician Soul in a Bottle)
Trifling Epithet(10/20)(Has Minor Enemy Healing Ticket, +30,000 HP to an enemy)(1 Boost Stone)
Dragon of Hope?!?(2/--)
Karpinsky(4/20)
Voxel Architect(Yorehammer - Bypasses defenses)(1 Boost Stone)

Player Inventory:
Confessions of a Paradox Gambler, Soul Weaknesses and how to Find Them, Godmodding Vol. 1
Dragonballs x 7(made from Melodic transmitter x 2, Charge Stone x 5)(can be combined to make one wish!)
Charge Stone x 5, Medkit x 3, Paradox Medkit, Melodic transmitter x 3, Redirifle, Miniature Doormaker Plushy, Bravely Default Asterisks, Mirror Frame
Temporal Condenser(makes charge stones)
Charge Booster (damage: 4/20)
Wishful Whammy(random effects attack)(non-combinable)
Godmodder Damage Charge Booster(Boost stones remaining: 16)

OOC: Okay, having the PG palette be all dark after lightening the AG colors clashes. So now, the PG colors will be a bit lighter too! Except for bosses. That brings up the question of [V] entities... hmmm... you know what, the black is supposed to be intimidating. It's fine as it is.
 
ACTION: 1/3 ITEM(S):1x 2,000 Attack Token 1x GODMODDER REPELLENT
AMOUNT:3/3
Action 1: Slaps my head with the palm of my head. "The Dragonballs, the ones made from the two Melodic transmitter and 5 Charge Stones. That makes perfect sense."
Action 2: I hand the Void Assassin, the one with lower HP the PG/V buff ticket. I also inform them that an entity, an AG one, known as the Charmzard, is going to betray us, and ask them if they could take a few shots at it.
Action 3: I 'Mirror Frame && Bravely Default Asterisks. Might as well see what that does.
 
Last edited:
Engineers will work on the Emotion module for the AI


Also I tear off the covering of the Charmzards alighnment since it's a obvious fake i mean the color hasn't even updated yet
 
ACTION 1:
The Godmodder is likely to have shielded his headquarters against all manner of scans. So, logically, if I can't view an area with a scan, it's worth investigating, and if I do happen to see the headquarters, so much the better.
With this in mind, I output a scanning wave across the entire Hexagonafield, providing basic information on what exists throughout this massive space (unless, of course, there's something scanproof, in which case I see that as a void in the results).

ACTIONS 2-3:
The Ettin 6/20
 
Action 1+2:
"We know."
Terry puts 2 into his charge, completing it.
10/10 - RNGesus Take The Wheel
It starts raining d20s on the AG side of the Hexagonafield.
+Duration to Will-Saving Throw!
----
Action 3:
Terry drives around, looking for the Godmodder's headquarters.
 
The Factory shall finally begins constructing Heavy AFVs after the 2nd Shield Pod is completed (which would attach itself on the Factory)
Corruption is beaten by Purification

Filling out message....
Cera: THE CHARMZARD BETRAYAL IS A LIE! IT'LL SWITCH ALL YOUR GODMODDERS ENTITIESS BACK

Oh I see the problem, we cannot kill the PG entities when their on our side, how bloody clever, their going to heal themselves up when nothing can hurt them.

Production points: 12
What counters Charms the best? Illusions of him being a monster? Propaganda(Eh)? or maybe something really simple, Counter-Charming... I think we need somebody to remind our entity of their goal and purpose and the reason why they're against the Godmodder, to stop the problems plaging the universe for the godmodder's powers are the ability to create problems (Cited from Chapter 5 from the only lore book we properly read)

Action: Constructing Production, 12+2=14
I once again assist the Factory Shield Pod construction by personally overseeing some sections and help weld parts together...
There gotta be an easier way to build Shield Pods, ah well.

Messages:
"Hey Ray do you know any counters to the Charmzard?"

"Also hey converted PG entities i suggest you guys try getting back to the surface" (their on our side for now so they should follow this....)

Well that's a first... The first time a mind controlled entity is annihilated instead of saved. Poor Zerg Army....

Also reminder, The Starcraft army is coming back in 2-4 turns.
 
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"Hmm, shit." I look over the message that Cera sent, I began to try and fill out the blanks but then I look over at Daskter and see that he has already filled out the blanks. 'That was quick' I think to myself before then saying "Good job, That was some quick work there."
 
Talking is a Free Action 0: "Hey Charmzard, I know that derp infestor is not a PG entity, but you should still mind-control him. If you do that, you bring along everything else in his army along with him, all for just one action. Though I'm not sure what you'd use the second action for afterwards though."

Action 1: Wait a minute, how is my spell not lasting long enough? I made sure the duration was several million years and all!

Wait a minute. I forgot to specifiy where those several millions years were being taken. The Godmodder must have shunted the duration of the spell into a hyperspeed demiplane, causing it to rapidly expire in just a few minutes!

Or, it's just not getting enough juice. Before I do anything stupid, I open up the spell and throw some orange juice in it to give it more duration.

If that fails, I then forcibly link the spell's power to the hexagonafield's time stream. This costs a few zeroes off the end of the duration to do so, but 1000 years relative to the hexagonafield should still be plenty.

Wait a minute, what if the definition of a year on the hexagonafield is weird, and the spell's expiring extremely quickly because of that? I quickly do another change, again costing several zeroes, ending wiht a duration of 31556926 seconds, equivalent to one Earth year. Because we've already seen seconds being used in attack descriptions before, we know this will last for long enough to hopefully foil the charmzard. If not, I'd have to do something drastic to counter it.

Action 2: So, we have a headquarters hidden somewhere in the midst of a massive field with larger dimensions than the average dyson sphere. At least the radius isn't light-years wide, or we might actually have a problem.

Action 3: I create Boost Rat Voodoo Dolls, allowing me to have a direct sympathetic connection between them and the Boost Rats. I start by shaking them around, but unfortunately shaking a voodoo doll around doesn't apply enough force to actually fling the Godmodder around by his pockets. I'll need something more useful.

I summon a large quantity of powdered warpstone, and a cauldron full of who knows what. I mix the warpstones into the cauldron, stir remotely using telekinesis, and wait until the cauldron explodes 13 times. Then, the recipe is complete, and I throw the Boost Rat Voodoo Dolls into the cauldron.

Suddenly, the Boost Rats begin to mutate, growing larger and turning into Boost Rat Ogres. These large (okay, cat-sized given the scaling difference) beasts are dangerous and highly vicious, or they would be if they weren't trapped in an indestructible pocket. As it is now, they're getting crushed, and they're about to die. The Godmodder has to either release them and find another way to keep them handy, or let them die and hope dead Boost Rat Ogres still work.
 
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Oh well,well if I'm here might as well do something, I move the Difficult Bog to where the V Entities are on the V Side oF tHe Mountain aNd make it even more difficult with Maze-like structures and even more Quicksand!!

5/12 for the Paradox Attunement Aspect thing
 
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Action Eins, Zwei, Drei, Veir, Funf, Sechs: Project Roc

With his expedition over, and suspicions proven mostly wrong, Arsenical considered what to do.

"... Ah right, that soul charge I had tucked away. I could work on that."

Invoking one of the limited GODMODDER DAMAGE CHARGE BOOSTERs, he pushed the measly two to an eight, far past halfway there.

Quickly, our hero built a PHOTONIC COMPUTER BASE, making use of multi-centimeters long photonic crystals to do extremely fast quantum computing, but with an additional twist.

As many know, quantum computing has their variables of "0" and "1" exist in a superposition where the 1 and 0 are technically the same, but change to one of the two during processing. This is even faster than instantaneous, as it technically existed in that state before changing.

HOWEVER, for shits and giggles, Arsenical took a moment to see how one of Random Guy's dimensional beacons would react to the photonic crystal. For some reason, this new dimension allowed a sort of weird effect to take place: The existence of two new binaries in the system, nicknamed 2 and 3 by our narrator. Through... Uh... Alright, do not question this part. Somehow, through even the most absurd of technobabble, there's no way to explain this: It can allow retroactive programming. Somehow. Should it already exist on a set path and then a certain situation that was unforseen rear its head, it can retroactively rewrite its previous command to account for this situation before said situation happened.

It can't exactly be used for precognition, unless you were able to learn the nightmare, organized chaos of a language that is Double Binary, but it can allow for a special effect that shall be elaborated on later, when the device is actually operational.

After finishing the double binary photonic computer, Arsenical got to work on a metal frame, with several dozen micromanipulators attached. Once done with that, they took a break before they did anything else; Discovering retroactive computing is hard work!

8/10
 
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So I've been thinking about the recent story post, and I have a one or two proposals for things to add to the game + a Project Charge proposal, Moniker

Firstly, the Mechanic proposal: Minor Project Charges. They basically are the intermediates between Project Charges and totally normal charges. I've put together a description of them, changes from normal Project Charges are in bold.

Minor Project Charges are minor, long-term projects, undertaken by the entire playerbase rather than a specific Player! Charging for these is a little different; you can contribute to them with regular actions without issue, however, you can also do various "charging events" unique to each Project Charge, like a questline - undertaking these rewards you with large numbers of actions to charge the Project Charge with. However, there are a few restrictions: Only three (Moniker, change this as appropriate) Minor Project Charges can be running at once, and they require 5 votes to be placed in a slot. If all slots are filled, it goes in the waiting list. Also, events for the Project Charge questline must be voted on to be undertaken, rather than happening automatically. Also, Project Charges generally mincap at about 35-40 (Again, change a appropriate) charges. Of course, successful charging of a Project Charge can have minor, long-term benefits, ranging from super-entities to stat buffs to whatever else you can dream up.

Now, you may be wondering that project charge proposal may be. Well, upon further thought, I don't have a project charge proposal! I in fact have about, er, 10 minor project proposals.

I'll start with the important one:

PROJECT PHANTASM

The Soul Orb is the source of the Godmodders power. When players die, they are sucked into the soul orb. By extension, if we die here, our power, souls, and mind will be totally integrated into the Soul Orb, or at least something to that effect. But the Soul Orb is disrupt-able, as Project Spark shows. And player powers are very good at creating solutions to power. In short, Project Phantasm is a effort to figure out the theory and practice of calling upon the power/souls/minds of those who died upon the Hexagonfield to create Phantasms (I believe this is possible based on Cloak and Altair and the fact that we originate from two different godmodder battles ergo people have been dieing, coming here, then dying again over 8500+ battles).

Proposed Mechanics for 'Standard Phantasms'

Firstly, 'Standard Phantasms' can be upgrade into, say, a Phantasmal Paragon of Justice. Anyway, standard phantasms are nigh-unkillable due to a combination of already being dead, being relatively intangible when they want to be, and lastly because they are still part of the Soul Orb, and by extension any attempt to exterminate them/their composite pieces would also hurt the Godmodder. That having been said, they are rather weak at influencing the world. They have to be given items that give attack power bonuses in order to a appreciable effect on your average entity, and act as a rather low level of resistance when sent to bodyguard without some sort of equipment.

That having been said, they are relatively easy to create, compatible with any item you care to name, and can be upgrade into very interesting things indeed. For instance, well, lets just say that that whole Phantasmal Paragon of Justice thing is part 1 of 7 for my in-progress plan for, well, something that is PROJECT PHANTASM in the same sense that our efforts to push the boundaries of the Hexagonfield is Project Spark. I'll explain later.


P.S. Please tell me If I'm making sense.

Also greetings to the new arrival. Perhaps start charging up for your own entity? We currently have something of a lack of them.
 
FOCUS!
I should be able to call in some assistants for us!
You just need to hold the Godmodder off.... for five minutes....
Du du du du du duh da da imma chargin my summons!
(3/15)
 
*Cackles at the successful steal attempt*
Its back in my hands... *Coos gently*

Huh, we never got around to using those Dragonballs haven't we? Well, they're mostly there if EVERYTHING goes down the gutter. Oh, and nice job on the deciphering Dasker!

(Action!!)(3 Charges + 3 (Starcalibur))
(3 Charges)
A childish voice comes out of the Companion Rover in
"Feeling nervous or murderous? Then don't worry! I have a way to help you deal with that!"
The Rover then starts to expands, revealing dispenser chute on its sides. The dispenser huffs and puffs and then spits out ten adorable Soothing Bunnies!
"Either way these rabbits will heal your soul or can act as great gory stress relievers!"
Helping their companion who are totally murderers to get their murder fix and totally not for saving their asses?
Truly, a great companion.

(Companion Rover dispensing 10 Soothing Bunnies for 4 turns (Soothing Bunny: 500HP 500A Heal) the stats only matter if the Void entities find something else to focus on and the bunnies have room to breath and not get slaughtered)

(1 Charge)
Dummy has been neglected for a while now, sadly, there's a BOSS that has been said to be hostile and plans are being made. So I quickly create a weak punching machine, attach it to the Dummy and have it punch the Dummy, letting it finally absorb and store energy.

(2 Charges)
I throw out charges into the Lightward Mages budget to improve the Shrine once more.

(Orders!)
My void entities indulge in the slaughter of the cute and certainly-more-weaker-and-helpless-than-rover bunnies.
Dummy keeps absorbing the punching machine's punches and storing the energy.
The Lightward Mages get's around to upgrading the shrine. Due to being perfectionist, they will finish the upgrade in 2 turns. (Finish on turn 76)
 
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in response to your counter five pages ago, i decide enough is enough and send a suicidal Kaguya from Naruto after the derpfestor. When she kills the thing, she will commit suicide and not a moment before. This is to prevent the Godmodder from taking control of her only, not making fun of suicide! That is a serious topic.

remaining actions converted to charges.
 
...
Okay, I was so NOT prepared for this situation it's just ridiculous.
But hey, at least I've done SOMETHING USEFUL for once.
Now onto the usual stuff.

Action 1:
Looking for the-- what again, headquarters? Seems easy enough.
I bring back the Debu-- wait, that would take TWO turns! Damn.
Then I bring the UNIVERSAL DATABASE SEARCHER, which is also a conveniently physical laptop in case you wonder, and attempt a database search for "HEADQUARTERS", "HQ", "QUARTERS", and just to make sure, "MANSION" and "LAIR". I mean, who knows how the Godmodder might name their headquarters? Except for the Godmodder, of course.

Actions 2 and 3:
As far as I can see, some of my former inventory has been... lost.
In an attempt to bring it back, I use an incredibly convenient mechanic and charge to reacquire the KREKNARITE SEXTET (K6D6). [2/6]
(Or, if that's possible, I get two out of six D6 immediately. ooc: in that case, name two integers in the range [1;6] to determine the two d6 i get.)

Item Description:

KREKNARITE SEXTET - Unique Item X6
The KREKNARITE SEXTET is a set of six D6 that are as powerful as they are dangerous and unpredictable.
Each D6 has a particular color and a particular element associated with it. The elements are fire, water, earth, air, light and darkness.
During one action, any combination of the D6 can be thrown, but each of the D6 can be thrown not more than once (the throw of several different D6 at once counts as a single action). After that, they fall and/or roll in an incredibly epic manner until the end of the turn.
The number you get on one of the D6 (determined by the Game Master) triggers a particular result (determined by the RESULTABLE K6D6) that is somehow related to the element of that D6.
The result can change objects, entities, terrain near the D6's location (determined at the time the D6 stopped rolling) or the thrower and is immediately triggered at the beginning of the thrower's next turn no matter what.
(ooc: some of the effects include random places, objects or entities within some range from the location. it's safe to assume that i am somewhere on the ground, probably somewhere near the mountain, and that someone or something is definitely nearby. also, as the resultable k6d6 was made long ago, there is nothing that targets the godmodder specifically. after all, i am trying to make the sextet as fair as possible despite it being somewhat overpowered.)
 
ES hums quietly to himself as he looks at the situation. This is trouble alright. Big trouble. The good news is that if what Cera is (probably) saying is true, then it shouldn't be that bad of an issue. As long as the Godmodder doesn't summon any more Entities, the Charmzard can't really capture anymore, so a return to the PG side wouldn't be catastrophic as long as they were quick enough in focusing down the enemy. The two they have are technically powerful, but have no ability to attack whatsoever. Either way, it would be smart to prepare for the sudden but inevitable betrayal. He'll do that... sorta.

FOCUS - JUST-IN-TIME PRODUCTION

He notes that he's consistently been able to get 4 turns off the Shipyard's production before. Perhaps he can split it? In any case, it's worth a shot. He tries to complete both products in a single turn.

He does this by using about a quarter of his effort on the Runes, and three quarters on the Reactor. This should, he hopes, leave them both with one turn remaining, which will be finished off by the natural progression of the Shipyard. Leaving him with two shiny new upgrades, potentially just in time for the Charmzard's turn back to darkness. As soon as that happens, he'll naturally engage it immediately in the name of vengeance. And so will the Apex along with its 50k damage, assuming he gets certain countermeasures up in time.

Whatever the case, he sets to work. One hand absentmindedly begins to work on the Runes once again, magical energy seeping through the eye-searing images engraved on the barrels and capacitors of the various weapon systems, snaking through the ship, while he weaves the other in a complex pattern, the entire limb phasing in and out of conventional reality. Perhaps one of the hardest parts of making a Sub-Space Reactor is the actual construction of a suitable bridge into Sub-Space that can fit in the reactor chamber easily enough, letting the part of the reactor in that realm feed back into this one. He helps manipulate the conditions to be favorable, and dips many of the already constructed parts into their proper place, accelerating the construction of the remaining ones with a mere thought and magical telekinesis, ensuring that those too are where they need to be. Once he is done, all is as it should be, awaiting the final touches of the Shipyard's construction arms.
 
All this stuff happens and Mania and Growth seem like the only people that do something on the hungry visitor side. But what about Freedom, the supposedly main character?

He manifested in America, summoned by some guys that no longer wanted to be taxed. After making them independent of tax, he taxed them in return, but slightly less, so they accepted him.
Well and he also could threaten them with a HarVester unit, that harvested this universe. After using it to end war and gain world domination, he instructed them to produce more... how do they say? Freedom.

A lot of nukes? NO. THAT'S CUTE. A death star? NO.

He created a perfect utopia. Time to get Growth and Mania over there. (7/7 actions)

A small rift opens. It will grow larger, but it is big enough to get the offspring to safety: [Redacted], [Restricted], Fred, George, xxx_Pu$$y$layer_xxx360noscope, Growth jr. and the new pair: Sokrates and Marx. New offspring will be delivered directly.

Mania uses her overflow action to dump one Action of debt on the godmodder. This is getting criminal, but she does not care.
 
[1x] A goop starts streaming out of rift 2. after a short time, it forms itself into a slime and starts looking around, changing its blob shape into a camera a few times, and seeps back into Rift 2. those behind the rift now have better understanding of what passes for physics in the Hexagonfield, and quickly make several adjustments to their Rift Creation machinery, making it more efficient. so much more efficient, in fact, that the rift is now shaped like a fish! specifically, a smesy bloabfeesh.... which means a roughly circular blob. but still, a fish!
[1x] Somno suddenly realizes that he somehow got twice as much work done last round as he thought! he can finish the Hexagonashield generator this round! yippee!
(somno is ordered to do that. shield machine and light work as they are wont to do.)
[1x] Fool! I take the "GODMODDER DAMAGE TICKET
Good for 1 Godmodder Damage!
Issued Update 74, Expires Update 76" and alchemize it with Daskter's claim ticket "(has Claim ticket, redeemable Update 80, expires Update 82)" to get a Godmodder damage ticket that is redeemable on update 80 and expires on 82!
for CotC I vote for charging up the Templar Portal with some more juice

As for the sidequest thing:
"So THAT'S Soul Cartel! Well... you've already met the Devil, or at least, one of the Players has. In fact, that same Player also visited Heaven at one point! I think it's safe to say that the world of Soul Cartel doesn't quite match up with what we know of the celestial bureaucracy. That said... a deal with the devil might not be such a terrible idea. If anyone can get you back alive it would be him! Maybe try more normal negotiations?"
There's a reason I said "their spin on Heaven" and "Their brand of purgatory". I know they're not the same as the ones the other players went to, they probably qualify as a single plane instead of 28, and their devils clearly aren't the same as the main ones.
But the "Become a human" Trials aren't run by soul cartel's devil, their run by its god. the Devils are one of the main obstacles, being highly likely to kill me before I get to the trials room. I figure, if I impress whoever decided to make this thing, which is that realms god and probably isn't dead at the moment, they'll probably let me revive into the real world.
However, as I described in both of the previous sidequest actions, if my attempts to open a rift to Soul Cartel's world failed, then I was constructing a very elaborate bed. please keep that in mind.
 
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Looking over at the sheer amount of attack shields on the Peacekeepers I, suddenly in a suit, walk over to Quinn the Peacekeeper Commander. Trying to draw upon any last vestiges of Charisma from my side-quest I begin trying to negotiate a deal.

"Greetings and salutations Quinn of the Peacekeepers, I have a proposition for you. In exchange for one of your Shield generators I offer two of my actions this turn to be devoted into giving your Peacekeeper HQ a decent dodge rate based on magical distortions. If you agree this would majorly increase your survivability as with every attack directed at you the Peacekeeper HQ that's protecting the entire faction will have a chance to dodge those attacks instead of just losing attack shields or HP. Considering your vast array of building capabilities you can easily rebuild a Shield generator if you choose to accept my offer." (if the Peacekeepers agree then I order the Eagles to bodyguard my newly acquired Shield generator and use (x2) to give the Peacekeeper HQ a dodge rate)

With a pair of regenerating and nigh-indestructible syringes I collect two samples of the Overpowering poison from the Charmzard, carefully working to avoid causing the Charmzard any pain much less actually damaging the entity. They're also equipped with micro-repulsors to keep the Overpowering poison from actually making physical contact with the syringes once inside and thus negate any risk of them breaking out of the syringes containing them. I promptly store the two samples in the safest place available to me, my inventory. (x1)

Noticing the still intact Baneling Nest I order my entities to destroy it and be ready to respond to any attacks directed at them this turn. Let's finish up the Zerg and make all that attack pay for it!

(the next portion of this post is only if the Peacekeepers decline my offer)

Sighing I continues to charge, it looks like I'll need that charge soon. (3/--)(x1)

With the Bedrock ceiling preventing the Druidic Healer, Bobby the Epic Explorer, Square of Frost from ever getting past the 0% mark I decide to fix this predicament, granting the Square of Frost a bedrock pickaxe to let him mine through the bedrock once he reaches the Bedrock ceiling. (x1)
 
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FOCUS: GLACEON

At the vertex clockwise from the Sylveon, a shimmering Glaceon appears.

Eeveelutionary Eevee 18/27

"Second Scarlet Prince, join the Legendary Weapon expedition, and attack the sniper guard if possible."
 
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