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Defeat The Godmodder

Focus X3

I enlighten the Hexxagonical Field with a starry night of wonder and stars. I make a dark world shine bright with epic music in the background. I create wonder sparkles and fireworks bang all over the place. Its time. Horns blow, Prepareness shows its worth, Anti-Godmodder Entities are ready for battle and morale is overflowing!!! Last second mental defense training and Willpower training kicks in as horns blow, weapons and armor grabbed and equipped as all AG entities issue their statement. Peacekeepers are allowed to join in with the statement are are still affected by this.

"I AM AN FIGHTER

FOR THE GOOD OF THIS WORLD.

WHETHER I DIE OR LIVE,

WHETHER I PICKED OFF BY LAVA OR DESTROYED BY GODMODDER THEIR-SELF

I SHALL NOT BUDGE ONE INCH TOWARDS MY ALLIES."

"ALL POWER TO ENGINES. BRACE FOR IMPACT!!!"

"INCOMING!!! EVERYONE, USE YOUR WILL. WILLPOWER IS THE WAY TO OVERCOME"

"WE WILL NOT FALL FOR THIS"

"CHARMZARD WILL BE CRUSHED!!!"

(Aka, lolnoping the very convenient counter by giving AG Entities a gigantic boost to Will Stat, temporary and permanent boosts. Having a high will stat adds a big bonus on the saving throw rolls, the proficiency. Preparation and being notified of what's coming and how to counter also helps, and speeches, declarations of allegiances to AG, and training in Mental Defense all counters Mental Defense and boosts the Saving Will Roll.)

Wait, hold on for a sec. Didn't we lose to Charmzard? Like, literally how all of our entities got controlled in the same way Charmzard is doing really. If we went for Project SHIELD than we might of been able to have countered this easily. Oh well.
 
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I teleport into the Peacekeeper HQ and explain the situation to Quinn. "We're fairly sure that the Charmzard will switch sides (along with literally every entity) to the Godmodder when it gets Unsealed. Hopefully, your anti-mind control protects against that, but if not..."

FOCUS: VAPOREON

At the final vertex, a shimmering Vaporeon appears.

Eeveelutionary Eevee 24/27

"Don't worry, I'm not finishing this charge until the Charmzard is dealt with."

"Second Scarlet Prince, destroy the Temporal Condenser!"

I take the Temporal Condenser from the player inventory and give it to the Second Scarlet Prince so that he may destroy it.
 
"Well it seems it's time to put my entities to sleep."

Taking advantage of the Temporal Guardian's temporal energy I simply speed it up temporarily, letting it act immediately rather than waiting for the Neutral phase to roll around. (x1)

I order the Temporal Guardian to use 'Za Warudo' on the shield generator but once field of frozen time is in place I channel energy into it, causing it to expand until it encompasses all of my entities in a time stop. That should pretty effectively stop them from switching sides and betraying me. (x2)

(if the second action needs more to freeze all my entities then I use part of or all of my 3/-- charge to get it to work and so you don't have to go find it here's Za Warudo's effect described)
has a special ability called Za Warudo that freezes time around an opponent or ally which prevents what it was used on for acting [it stops self healing, dodging, attacking, having any timers on them like turns til a special move is ready or turns to summon an entity go down, etc] until the effect fades. When Za Warudo is used on a entity said entity can't be damaged but entities can still attack it, building up damage that will hit the entity once Za Warudo's effect ends.)
 
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ACTION 1: The Ettin 9/20

ACTION 2: I flash-step in front of the Godmodder and prevent him from taking Yorehammer, or any legendary weapon he may attempt to take.

ACTION 3: Any AG entity making a Will save now has a higher chance of success!
 
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Cult action vote: whatever srovy wants.
[x0 Talking is a free action]
"Somno leaves to meet the Peacekeepers as an envoy of JOEbob's. Somno and the Peacekeepers meet, and it is determined: It would be good to work together, to create a shield generator that could produce a shield each turn and last until all other entities in the army were dead. The scientists would be more than happy to take care of all the research and distribution - however! There is one condition. Somno's "generic actions" ability is special. The scientists would like to take and dissect Somno to learn more about this. If JOEbob grants permission, they will upgrade his shield generator."
JOE thinks for a bit. These are tough moral questions! on the one hand, the knowledge could save many lives if they get it now! on the other hand, somno is a person! what to do, what to do...
JOE Decides to extend a counteroffer to the peacekeepers. Somno will live. His counteroffer is this, and is somewhat implied by the now after "if they get it":
In the future, when Rift 2 Finishes. An entity will step out. said entity will have the capacity to preform- you guessed it- generic actions!, for reasons similar to somno. It will also have a special allowing it to sacrifice itself to create a stronger being if it survives for 5 turns.
Once this occurs, The corpse will be useless to me, and they may use it as they please.
I would also like to remind them that this deal is Mutually beneficial Without adding somno's corpse into the mix, And that I've already helped them quite more then I need to, consider I'm neutral and have been since I joined the game. They may Accept or decline this deal at your leisure, but I hope they are smart enough to not refuse to take a cure for cancer because they're holding out for a cough drop, as it where. being human-like, I doubt they are capable of strong enough precomitment to not blink in this game of chicken, But I am capable, because...
[x3 Accepting the deal]
I accept the deal, with 2 changes:
1) I also sacrifice my ability to give any entitys known to me as the peacekeepers any entitys to whom I assign the title "the dreamer" and believe to be named "Somno" for purposes that I believe have a greater then 5% chance of being dissection, regardless of whether it is overtly stated.
2) I would like to, in exchange for greater aid from the God of Dreams in the future, do a favour for him, whatever favour he may wish provided my moral objections do not outway the aid he plans to give by a significant amount [IE: the favour cannot involve killing or torturing 1,000,000,000+ people.], but I have no reason to presently believe he would want such a morally objectionable action done.
I then simultaneously request my entitys be placed into stasis while I am fulfiling the God of Dreams' request, and note that moniker missed my orders for the shield generator.
[x0] Talking is still a free action.
"Alright, I'll try to plan things out and get my hands on what I need to get you there. you shouldn't be in any danger, if things go right. for now, though, multiple things are coming up, so I don't think I can start it for a while. until then, using the extreme stability of the link I have to your place,and that it isn't the hexagonfield (and as such isn't within the Godmodder's defences), as well as the magic items I placed there, you may wish to open a link to the real world to look around and prepare yourself. I also recommend sticking your hand through to see whether your clothing can enter the real world with you, because if not it's worth trying to fix."
 
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Alright. Now I have Light and Darkness. However, I probably should actually focus on the Charmzard and not the shiny trinkets.
...wait... the Legendary Weapon I have? I... totally forgot about that. Yeah. That happens when you get too used to powerful things.

Action 1:
It's finally the time. I unhide the Debugger and hide the Yorehammer. Then, I reboot the Debugger so that I can actually use it for something useful! Hooray!

Action 2:
I use the Debugger to transport the Yorehammer to pionoplayer. I had another, much more elaborate plan for keeping it safe, but that'll wait for another time. The time when we won't have a Charmzard nearby, for example.

Action 3:
I begin building an elaborate technomagical device that I name M.I.S.S. (Magical-Inversion-Shooting Station), which should, when done, shoot raw magical inversion that either makes the magic it touches not happen, makes it backfire, or makes it have a completely opposite effect, depending on its settings. I set it to shoot any magic that makes an entity PG and change it to have an opposite effect (make the entity AG). Obviously, the station doesn't activate until it's built. [1/??]
But if that station won't be able to affect Charmzard's magic, then I simply...
Um...
I simply use the action to charge something that will probably happen on my next turn, I suppose.
 
Retroactive computing... what is this miraculous new technology!? You should file a patent...

Also, do note that you can't use Boost Stones unless you were the one who damaged the godmodder and got the Boost Stone, and I don't see any in your inventory right now... where is your Boost Stone used to charge coming from?
Ah, sorry, excuse us. A little experimentation with the retroactive computing accidentally sent a post BACK IN TIME! Truly interesting technology, the thing is.

"Great save, narrator."

Last turn we should have achieved, oh, 5/10. Now, with the dumping of our current 3 actions, we should NOW be at 8/10.
 
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Focused Action: Spells have durations, you know.

Mind control is one of the most effective weapons of war. It's effective even in the single-target variety, as just a single subverted enemy can lead to assassinations, spying, and all manner of intrigue plots. But mass mind control enters the league of devastating weapons. A device that mind controls all denizens on a planet is more powerful than a device destroying the planet outright. Here, the charmzard is the Godmodder's ultimate weapon, capable of seizing control of any threats and turning them against the few who resist it. Mass mind-control has really only been a hypothetical, up until now. I've put up a spell that might stop the attack, but I doubt it's going to work.

However, an ally is preparing an attack that could bring down the Charmzard. If the Godmodder isn't able to boost it, the attack would almost certainly work. But, the Godmodder is going to be able to defend his entity with his insane amount of boosted actions.

Unless I stop him.

Now, Polymorph Any Object, the thing that turned the Boost Stones into Boost Rats (later Boost Rat Ogres), has a limited duration unless used in multiple seperate steps. In this case, changing a Boost Stone into a Boost Rat has a duration of just 1 hour, and even that's only because the objects are related due to both having Boost in the name.

That duration was plenty on this battlefield, but now that it's time to end it, I expose the nature and inner workings of the spell, grab the duration, and throw it into a demiplane with fast time flow. In just a few seconds, the spell expires, and the Boost Rats are transformed back into Boost Stones.

Except, the Boost Rats were turned into Boost Rat Ogres before the spell's duration expired, so what happens there? Well, one of a few things can happen:
1: The Boost Rat Ogres do not transform back properly, and die.
2: The Boost Rat Ogres transform into corrupted Boost Stones, infused with so much warpstone that they're too hazardous to use.
3: The Boost Rat Ogres turn into Boost Stone Ogres. A regular Stone Ogre is a giant stone beast that is impervious to most conventional weapons and actively hostile against anything that tries to attack it or intrude upon its territory, meaning that the Godmodder is going to have to spend a significant amount of effort to extract the Boost Stone Ogres from the tamagotchi by force, and he's going to have an even harder time doing whatever he has to do to actually use the Boost Stone Ogres.
 
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WELP
I pause my Charging
I go quietly to the Pancake Sharpener and Ask it to Sleep,after it gives me its Permission, I Drain the Syrup out of it

"Farewell"

2x actions
Although I'm only Half-Way Attuning myself to the Aspects, I can still help a bit, I call upon a Fraction oF a Fraction oF Light(for Luck) aNd Mind(because Duh) and ask them to reinforce the AG Will-saving Throw

I tell Elise to Vote for Teleporting the Legendary Weapon far far away
 
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ACTION: 1/3 ITEM(S):1x 2,000 Attack Token 1x GODMODDER REPELLENT
AMOUNT:3/3
Action 1: I use an action to upgrade my Rover and send it to where the "Emergency Legendary Evacuation Path" would be to see why this didn't work.
Action 2: [X]Red
Action 3: [X]Blue
 
Well, this time I'm summoning the actual festum I had in mind. Festum Here's link.
If you want images all you have to do is look up festum.

All remaining actions are converted into charges.
 
(Action!)(3 Charges + 3 Charges (Starcalibur))
(1 Charge)
I frown at the game host as i don't re-call join a game... well... Turning towards the doors I proceed to stare. After a full 30 seconds of glaring i started to see through the doors through pure focusing of my eyes which continued until I got a good look at them. If my pure glaring powers deemed the content behind the door safe then I proceed to pick the door that has this prize.
(3 Charges)
Seeing as the Charmzard is about to be Unsealed this turn, I detach the Puncher Machine of the Dummy and put it in my inventory and carry the dummy with me to the Lightward Mages. I hurriedly bust through the door to grab the Speed-up Manuscripts and shoved it into the Lightward Mage current project: the upgrading of the Rice Shrine, which finishes it. Once done, I take it a step further, the dummy's bottom pierce through the middle of the ritual circle. Bright light coming from the circle burst forth, engulfing the Dummy that place in the middle of it all. And when I mean engulf, the light was dragging the Dummy further into the Shrine's floor. Apparently, the circle the dummy was in was the sacrificial circle, and the Dummy was the offering to the Shrine which takes the the properties of the Dummy to strengthen its own. And that's what it did, in a large display of light and magic, the absorption property of the Dummy which looked like a strand of brown light in the light show squirm till it reached the blue strands which were the damage reducing properties of the shrine! They dance and intertwine until finally the brown strand sinks into the blue strand, causing it to grow larger and brighter as the light of the shrine now goes back to a less bright state. (Spent a charge on finishing the shrine upgrades, 2 charges and the dummy were sacrificed to further upgrade the Shrine)
(1 Charge)
Through a bit of prodding and testing, the Void Guard and her trusty Companion Rover found out they can share attacks shields. And thanks to Companion rover, the amount of attack shields that they can keep increased as Companion's determination to further help Void Guard plow through it normal capacities to further hold more shields.
(1 Charge)
I looking at Cyanogynist attempt to shield [N] and decide to throw in my two cents as well. Through a bunch of modifications from my rice shrine, I help Cyanogynist to increasing [N] chances of the Will saving throw.

Feeling rather exhausted, I hand over the Starcalibur to The_Two_Eternities and weakly sit down.

(Orders!)
Void Guard and Companion Rover continues to prod and see what their new support bond can do.
The Assassins wait this turn to study up on a new Bros. Attack (Doesn't attack and charges up for a attack later )
Lightward Mages goes on vacation if they aren't mind whammied into thinking of traitorous thoughts.
 
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I Look options for the Lengerdy weapon for a moment before then turning over to the Anti-Godmodder Mountain Expedition and I say "Right, Lets vote to Teleport Legendary Weapon to New Place" 'I hope this does not fuck us over.' I then think to myself.

I look over to the Elite Climbing Team and say. "Right lads good work out there, Now I want you to join the Peacekeepers and work with them, Quinn will keep you living much longer then I can. Good luck." With That I give them a salute. 'I wish for the Elite Climbing Team to be teleported to Peacekeepers base.' Suddenly in a flash of light the Elite Climbing Team is teleported over to the PeaceKeepers base. (1 action)

Looking at the upcoming problem I decide to make my next wish. 'I wish for the Will saving throw to also effect the Peacekeepers and all of forces that go under the Peacekeepers banner.' Suddenly a Red glow surrounds all the Peacekeepers giving them a Will saving throw against the Charmzard.
 
The Meme Man appears from nowhere and walks up to the Godmodder. He FOCUSes and dabs so hard that the Godmodder can't handle it and cringes so hard that he takes damage. He then dissapears.
 
8/?
Cult memebergs: Player: Srovy, JOEbob. NPC: Newcomers.
Using my first action I DIDN'T KILL MY WIFE CHARGE using the charge booster!
Using my second action I train in the dojOE I wonder what will happen :suspense:
Using my third action I buy some belts for the dojOE this helps becuase JOE said it might Logics!
For the cult action I vote for putting spalthos into a rock the super special awsome stasis machine™kaiba ©
 
Update LXXXI
Well I don't have a counter really against the magic except, maybe I can do this atleast

Focused 3x: Shutting Down...

"Well I remember now, though I wonder how a Factory betrays me. Magical shit I guess, time to personally shut down my Factory"
I personally oversee the Factory AIs shut down and lock down every single systems.

The Factory systems all shut down ready to be restarted...
(if it did not require 3 actions to shut down, the rest goes to building Production Points)


Because why bloody not I send the Heavy AFV to recieve UM training.


Ah shit flooding! That's really bad for our Entities, (mostly ground based like mine)
Weather Spire start collecting Water on the ground, focus on collecting the water around the Factory first!


Production Points
14-9=5

The Flag-bearer arrives to raise morale among the AG army!
-60,000HP
-Increase Willpower/Determination/Loyalty, etc... (Hope Raiser), counters corruption/charm and other similar mind control when the entity still have their own will.
"Remember why we fight against the Godmodder! Do not let the Charmzard stray you away from this path"
-All AG Positive-HP Entities gain 1,000 HP Regeneration (I wouldn't want this affecting something like Growth for obvious reasons)

The factory shuts down! It will restart automatically in 3 turns. The Heavy AFV is heading to receive UM training...

The Flag-Bearer has appeared! They shall buff the AG forces, and assist them with all their might!

1/ I steal the Godmodders battery out of the backup tamagotchi and try to use it to power my own charge instead.
2/ i SLAP the BAD GOD MAN
3/ Hmm... I summon "Screaming Bird", Which does nothing but deal low amounts of damage to everything on the field

You yank out the godmodder's batteries, but they were the DECOY BATTERIES! Made out of lava. You're on fire now.

Poor BAD GOD MAN...

Screaming Bird summoned! If entities don't have an attack shield to protect them from the screeching, they'll get hurt!

Actions 1&2:
The improbability drive clicks and whistles as it buzzes happily along, completely unaware of the horrible horrible things soon to happen on the battlefield.
4/10 for I Am A Helicopter

Action 3:
Piono sees that the Godmodder has a backup tamagotchi and twitches a little bit.
But then he sees epithet getting ready to steal the batteries out of it, and gets an idea.
"Hey Godmodder. Wanna hear the most annoying sound in the world?"
Piono proceeds to make the most annoying sound in the world. So annoying that not even the Godmodder can tune it out.
He immediately rounds on Piono to make him stop. But Piono is nowhere to be seen.
The Godmodder hunts all over the battlefield before realizing where the sound is coming from.
Piono has been hiding on the Godmodder's head the entire time!
The godmodder quickly removes Piono and attempts to apply duct tape to his mouth, but fails as Piono pulls out a small item and slams it into his own chest, suddenly spazzing out and flipping miles away a la Gary's Mod physics glitches.
He continues making that noise all the way, causing the Godmodder to follow after him.

What's the point of this? Well, the Godmodder is too distracted by the most annoying sound in the world to stop Epithet from stealing his backup tamagotchi's batteries.

You successfully distract the godmodder! However, Epithet still only stole the DECOY BATTERIES.

"Oh yeah, I remember now." ES said, looking into the Joint Tactical Network. "It converted on Unsealing, that actually makes sense. And also means that-" His eyes widened. "Wait, shit!"

1 Action - Emergency Shutdown

Pointing to the sky, he quickly called down a massive lightning bolt. With a moment of concentration, a spark jumped from his fingertip, landing in front of him. Immediately afterwards, this called down the thunder in a quite literal fashion, blinding flash followed by rumbling bang from quite literally nowhere. This bolt landed squarely on the Apex, but did not damage it. Instead, it shut it down quite fully, causing all the AIs to seal themselves in and go dormant, all systems to shut down and the repair drones that rely on its reactor to supply power going dead as well. With its tiny remaining reactor output, the inevitable landing is gentle thanks to the still in use anti-grav plates, but the Apex will be useless for the time being. No repair drones doing work, no new repair drones, no Resistance from gravitic deflectors. Of course, doing this so quickly will cause issues, it won't be nearly so simple to turn it back on again, but it solves the issue of the Apex turning immediately. So that's good.

2 Actions - Continuing Charge

5/8

The time of vengeance is almost at hand. He is prepared to launch a killing blow against the enemy.

The Apex is in EMERGENCY SHUTDOWN mode! It will need time to power back on!

Focus!
Take these pianoplayer! all three of my actions for your charge!
I fiddle with the improbability drive to boost it up to 7/10.

Piono is boosted ever further!

I don't know about truly being the way you want me to be right now, but I can tell you the reason. I considered joining the cult of Srovy, and he wants some neutral players to join. Since I want to stay in this cult I would not go N-2 again.

Mania could go through the rift right now, but that would mean, that she and Growth would abandon the poor Explosion Elemental. They wait a bit until the mighty voice, that thinks it is divine, shouts down and releases them from their bond or they might have to stay on the field until they die...

Another 3 actions relieve the debt.

You can still join the cult of Srovy, if he will take you, AG or no. You just can't hurt AGs while in the Cult of Srovy.

I give all my charges to Piano

Impossibilty engine 10/10

Piono's charge is completed! The raffle time is sped up!

Focus X3

I enlighten the Hexxagonical Field with a starry night of wonder and stars. I make a dark world shine bright with epic music in the background. I create wonder sparkles and fireworks bang all over the place. Its time. Horns blow, Prepareness shows its worth, Anti-Godmodder Entities are ready for battle and morale is overflowing!!! Last second mental defense training and Willpower training kicks in as horns blow, weapons and armor grabbed and equipped as all AG entities issue their statement. Peacekeepers are allowed to join in with the statement are are still affected by this.

"I AM AN FIGHTER

FOR THE GOOD OF THIS WORLD.

WHETHER I DIE OR LIVE,

WHETHER I PICKED OFF BY LAVA OR DESTROYED BY GODMODDER THEIR-SELF

I SHALL NOT BUDGE ONE INCH TOWARDS MY ALLIES."

"ALL POWER TO ENGINES. BRACE FOR IMPACT!!!"

"INCOMING!!! EVERYONE, USE YOUR WILL. WILLPOWER IS THE WAY TO OVERCOME"

"WE WILL NOT FALL FOR THIS"

"CHARMZARD WILL BE CRUSHED!!!"

(Aka, lolnoping the very convenient counter by giving AG Entities a gigantic boost to Will Stat, temporary and permanent boosts. Having a high will stat adds a big bonus on the saving throw rolls, the proficiency. Preparation and being notified of what's coming and how to counter also helps, and speeches, declarations of allegiances to AG, and training in Mental Defense all counters Mental Defense and boosts the Saving Will Roll.)

Wait, hold on for a sec. Didn't we lose to Charmzard? Like, literally how all of our entities got controlled in the same way Charmzard is doing really. If we went for Project SHIELD than we might of been able to have countered this easily. Oh well.

The AG entities are OVERFLOWING with motivation! It only lasts this turn, but they feel like nothing can stop them!

I teleport into the Peacekeeper HQ and explain the situation to Quinn. "We're fairly sure that the Charmzard will switch sides (along with literally every entity) to the Godmodder when it gets Unsealed. Hopefully, your anti-mind control protects against that, but if not..."

FOCUS: VAPOREON

At the final vertex, a shimmering Vaporeon appears.

Eeveelutionary Eevee 24/27

"Don't worry, I'm not finishing this charge until the Charmzard is dealt with."

"Second Scarlet Prince, destroy the Temporal Condenser!"

I take the Temporal Condenser from the player inventory and give it to the Second Scarlet Prince so that he may destroy it.

The Second Scarlet Prince is preparing to smash the Temporal Condenser properly!

Quinn: Thank you for your advice. I believe our defenses should be more than sufficient for the Charmzard's true action.

"Well it seems it's time to put my entities to sleep."

Taking advantage of the Temporal Guardian's temporal energy I simply speed it up temporarily, letting it act immediately rather than waiting for the Neutral phase to roll around. (x1)

I order the Temporal Guardian to use 'Za Warudo' on the shield generator but once field of frozen time is in place I channel energy into it, causing it to expand until it encompasses all of my entities in a time stop. That should pretty effectively stop them from switching sides and betraying me. (x2)

(if the second action needs more to freeze all my entities then I use part of or all of my 3/-- charge to get it to work and so you don't have to go find it here's Za Warudo's effect described)

The Temporal Guardian activates ZA WARUDO, and channels it through the Shield Generator to freeze your entities in time! Now, they can't do anything for a few turns!

ACTION 1: The Ettin 9/20

ACTION 2: I flash-step in front of the Godmodder and prevent him from taking Yorehammer, or any legendary weapon he may attempt to take.

ACTION 3: Any AG entity making a Will save now has a higher chance of success!

The godmodder slams into you, sending you flying at a speed of 500 MPH until you slam into a big stone hill! Unfortunately, this messes up the godmodder's momentum so he can't take Yorehammer.

You loudly declare that AG entities now have a .0000001% higher chance of making a successful Will save! Unfortunately, it lacks power and gets rounded down to 0. If someone else tried the same, maybe this attempt would help them.

Cult action vote: whatever srovy wants.
[x0 Talking is a free action]
"Somno leaves to meet the Peacekeepers as an envoy of JOEbob's. Somno and the Peacekeepers meet, and it is determined: It would be good to work together, to create a shield generator that could produce a shield each turn and last until all other entities in the army were dead. The scientists would be more than happy to take care of all the research and distribution - however! There is one condition. Somno's "generic actions" ability is special. The scientists would like to take and dissect Somno to learn more about this. If JOEbob grants permission, they will upgrade his shield generator."
JOE thinks for a bit. These are tough moral questions! on the one hand, the knowledge could save many lives if they get it now! on the other hand, somno is a person! what to do, what to do...
JOE Decides to extend a counteroffer to the peacekeepers. Somno will live. His counteroffer is this, and is somewhat implied by the now after "if they get it":
In the future, when Rift 2 Finishes. An entity will step out. said entity will have the capacity to preform- you guessed it- generic actions!, for reasons similar to somno. It will also have a special allowing it to sacrifice itself to create a stronger being if it survives for 5 turns.
Once this occurs, The corpse will be useless to me, and they may use it as they please.
I would also like to remind them that this deal is Mutually beneficial Without adding somno's corpse into the mix, And that I've already helped them quite more then I need to, consider I'm neutral and have been since I joined the game. They may Accept or decline this deal at your leisure, but I hope they are smart enough to not refuse to take a cure for cancer because they're holding out for a cough drop, as it where. being human-like, I doubt they are capable of strong enough precomitment to not blink in this game of chicken, But I am capable, because...
[x3 Accepting the deal]
I accept the deal, with 2 changes:
1) I also sacrifice my ability to give any entitys known to me as the peacekeepers any entitys to whom I assign the title "the dreamer" and believe to be named "Somno" for purposes that I believe have a greater then 5% chance of being dissection, regardless of whether it is overtly stated.
2) I would like to, in exchange for greater aid from the God of Dreams in the future, do a favour for him, whatever favour he may wish provided my moral objections do not outway the aid he plans to give by a significant amount [IE: the favour cannot involve killing or torturing 1,000,000,000+ people.], but I have no reason to presently believe he would want such a morally objectionable action done.
I then simultaneously request my entitys be placed into stasis while I am fulfiling the God of Dreams' request, and note that moniker missed my orders for the shield generator.
[x0] Talking is still a free action.
"Alright, I'll try to plan things out and get my hands on what I need to get you there. you shouldn't be in any danger, if things go right. for now, though, multiple things are coming up, so I don't think I can start it for a while. until then, using the extreme stability of the link I have to your place,and that it isn't the hexagonfield (and as such isn't within the Godmodder's defences), as well as the magic items I placed there, you may wish to open a link to the real world to look around and prepare yourself. I also recommend sticking your hand through to see whether your clothing can enter the real world with you, because if not it's worth trying to fix."

The Peacekeepers accept your modified offer of a corpse. Do note that saving Somno in this way does have a few conditions; 1: They will not upgrade the Shield Generator until the corpse is received, and, 2: You'll need to keep the entity alive long enough for it to become its stronger self, so you can get the corpse. Most stuff that gets killed by the attacks of one side is either taken by Ralyx's stasis machine or automatically cleaned by the HEXAGONAFIELD, or both, ensuring the place isn't littered with corpses.

Sacrifice - "I also sacrifice my ability to give any entitys known to me as the peacekeepers any entitys to whom I assign the title "the dreamer" and believe to be named "Somno" for purposes that I believe have a greater then 5% chance of being dissection, regardless of whether it is overtly stated."

The god of dreams is not impressed with this sacrifice. Sacrifices of random things which you already did not want are worth less than nothing to him.

The god of dreams pauses to think... a favor? In exchange for Greater Aid instead of Moderate aid? Right now... he's drawing a blank. If he has an idea, he'll tell you. For the moment, you can take Moderate Aid with the option of doing a favor to upgrade it for Greater Aid later on still available. Asking again: Are. You. SURE.

After a little bit, Fred gives you a response...

Fred: Hey, I've been tinkering with some stuff. It looks like I can use my computer to open a rift to the real world! The software on this thing is very easy to use. Also, I know what software is now! I've been studying.

Fred: Anyways, it's giving me two locations; a randomly selected location, on land, with uncertain safety, OR a suggested location, guaranteed to be mostly safe.

Fred: The suggested location has a picture... it looks kind of like a forest. What do you think I should pick?


Alright. Now I have Light and Darkness. However, I probably should actually focus on the Charmzard and not the shiny trinkets.
...wait... the Legendary Weapon I have? I... totally forgot about that. Yeah. That happens when you get too used to powerful things.

Action 1:
It's finally the time. I unhide the Debugger and hide the Yorehammer. Then, I reboot the Debugger so that I can actually use it for something useful! Hooray!

Action 2:
I use the Debugger to transport the Yorehammer to pionoplayer. I had another, much more elaborate plan for keeping it safe, but that'll wait for another time. The time when we won't have a Charmzard nearby, for example.

Action 3:
I begin building an elaborate technomagical device that I name M.I.S.S. (Magical-Inversion-Shooting Station), which should, when done, shoot raw magical inversion that either makes the magic it touches not happen, makes it backfire, or makes it have a completely opposite effect, depending on its settings. I set it to shoot any magic that makes an entity PG and change it to have an opposite effect (make the entity AG). Obviously, the station doesn't activate until it's built. [1/??]
But if that station won't be able to affect Charmzard's magic, then I simply...
Um...
I simply use the action to charge something that will probably happen on my next turn, I suppose.

The Debugger, now rebooted, safely transports Yorehammer to Pionoplayer.

Even if your MISS would work, it probably wouldn't be completed in time! You charge up one solid charge point.

Ah, sorry, excuse us. A little experimentation with the retroactive computing accidentally sent a post BACK IN TIME! Truly interesting technology, the thing is.

"Great save, narrator."

Last turn we should have achieved, oh, 5/10. Now, with the dumping of our current 3 actions, we should NOW be at 8/10.

Ah, yes! Now I see even more, the power of retroactive computing!

Focused Action: Spells have durations, you know.

Mind control is one of the most effective weapons of war. It's effective even in the single-target variety, as just a single subverted enemy can lead to assassinations, spying, and all manner of intrigue plots. But mass mind control enters the league of devastating weapons. A device that mind controls all denizens on a planet is more powerful than a device destroying the planet outright. Here, the charmzard is the Godmodder's ultimate weapon, capable of seizing control of any threats and turning them against the few who resist it. Mass mind-control has really only been a hypothetical, up until now. I've put up a spell that might stop the attack, but I doubt it's going to work.

However, an ally is preparing an attack that could bring down the Charmzard. If the Godmodder isn't able to boost it, the attack would almost certainly work. But, the Godmodder is going to be able to defend his entity with his insane amount of boosted actions.

Unless I stop him.

Now, Polymorph Any Object, the thing that turned the Boost Stones into Boost Rats (later Boost Rat Ogres), has a limited duration unless used in multiple seperate steps. In this case, changing a Boost Stone into a Boost Rat has a duration of just 1 hour, and even that's only because the objects are related due to both having Boost in the name.

That duration was plenty on this battlefield, but now that it's time to end it, I expose the nature and inner workings of the spell, grab the duration, and throw it into a demiplane with fast time flow. In just a few seconds, the spell expires, and the Boost Rats are transformed back into Boost Stones.

Except, the Boost Rats were turned into Boost Rat Ogres before the spell's duration expired, so what happens there? Well, one of a few things can happen:
1: The Boost Rat Ogres do not transform back properly, and die.
2: The Boost Rat Ogres transform into corrupted Boost Stones, infused with so much warpstone that they're too hazardous to use.
3: The Boost Rat Ogres turn into Boost Stone Ogres. A regular Stone Ogre is a giant stone beast that is impervious to most conventional weapons and actively hostile against anything that tries to attack it or intrude upon its territory, meaning that the Godmodder is going to have to spend a significant amount of effort to extract the Boost Stone Ogres from the tamagotchi by force, and he's going to have an even harder time doing whatever he has to do to actually use the Boost Stone Ogres.

The godmodder notes that the solution is simple: Wait for the Boost Stone Ogres to turn back into proper Boost Stones. He'll wait an extra turn to get them out, and all will be well.

WELP
I pause my Charging
I go quietly to the Pancake Sharpener and Ask it to Sleep,after it gives me its Permission, I Drain the Syrup out of it

"Farewell"

2x actions
Although I'm only Half-Way Attuning myself to the Aspects, I can still help a bit, I call upon a Fraction oF a Fraction oF Light(for Luck) aNd Mind(because Duh) and ask them to reinforce the AG Will-saving Throw

I tell Elise to Vote for Teleporting the Legendary Weapon far far away

You put the Pancake Sharpener to sleep and drain away the syrup! Now, it can't do anything...

You reinforce the Will-Saving throw, with Karpinsky's help! It's boosted a bit more!

That's a vote for "put the Legendary Weapon far far away"...

FOCUS X 3

Terry slashes his blade at the air. The dicerain/Will Saving Throw is modified. It now affects N and P entities.

With you and Winkins working together, rather than expanding the AGs, Will-Saving Throw, an entirely new Will-Saving Throw is created just for the [N] entities! Hurrah!

ACTION: 1/3 ITEM(S):1x 2,000 Attack Token 1x GODMODDER REPELLENT
AMOUNT:3/3
Action 1: I use an action to upgrade my Rover and send it to where the "Emergency Legendary Evacuation Path" would be to see why this didn't work.
Action 2: [X]Red
Action 3: [X]Blue

You send the rover into the inner workings of the Mountain Expedition briefly... it appears that a few circuits here and there are severed, but it's nothing a manual selection won't fix. It's too late to fix it with your Player Powers now, sadly.

SLOTS ROLL: 3 3 4 You get an Enemy Heal Ticket!

SLOTS ROLL: 5 8 8 You get an Enemy Debuff ticket!

Well, this time I'm summoning the actual festum I had in mind. Festum Here's link.
If you want images all you have to do is look up festum.

All remaining actions are converted into charges.

You summon the FESTUM! But, as the wiki link told me, the Festum are villains! Evil villains! So, they have to join the villain side! Which they do. You never specified they needed to be on your team!

(Action!)(3 Charges + 3 Charges (Starcalibur))
(1 Charge)
I frown at the game host as i don't re-call join a game... well... Turning towards the doors I proceed to stare. After a full 30 seconds of glaring i started to see through the doors through pure focusing of my eyes which continued until I got a good look at them. If my pure glaring powers deemed the content behind the door safe then I proceed to pick the door that has this prize.
(3 Charges)
Seeing as the Charmzard is about to be Unsealed this turn, I detach the Puncher Machine of the Dummy and put it in my inventory and carry the dummy with me to the Lightward Mages. I hurriedly bust through the door to grab the Speed-up Manuscripts and shoved it into the Lightward Mage current project: the upgrading of the Rice Shrine, which finishes it. Once done, I take it a step further, the dummy's bottom pierce through the middle of the ritual circle. Bright light coming from the circle burst forth, engulfing the Dummy that place in the middle of it all. And when I mean engulf, the light was dragging the Dummy further into the Shrine's floor. Apparently, the circle the dummy was in was the sacrificial circle, and the Dummy was the offering to the Shrine which takes the the properties of the Dummy to strengthen its own. And that's what it did, in a large display of light and magic, the absorption property of the Dummy which looked like a strand of brown light in the light show squirm till it reached the blue strands which were the damage reducing properties of the shrine! They dance and intertwine until finally the brown strand sinks into the blue strand, causing it to grow larger and brighter as the light of the shrine now goes back to a less bright state. (Spent a charge on finishing the shrine upgrades, 2 charges and the dummy were sacrificed to further upgrade the Shrine)
(1 Charge)
Through a bit of prodding and testing, the Void Guard and her trusty Companion Rover found out they can share attacks shields. And thanks to Companion rover, the amount of attack shields that they can keep increased as Companion's determination to further help Void Guard plow through it normal capacities to further hold more shields.
(1 Charge)
I looking at Cyanogynist attempt to shield [N] and decide to throw in my two cents as well. Through a bunch of modifications from my rice shrine, I help Cyanogynist to increasing [N] chances of the Will saving throw.

Feeling rather exhausted, I hand over the Starcalibur to The_Two_Eternities and weakly sit down.

(Orders!)
Void Guard and Companion Rover continues to prod and see what their new support bond can do.
The Assassins wait this turn to study up on a new Bros. Attack (Doesn't attack and charges up for a attack later )
Lightward Mages goes on vacation if they aren't mind whammied into thinking of traitorous thoughts.

You sacrifice the Dummy into the shrine, successfully improving it and giving it some regenerative capabilities! It now absorbs every hit except for one that would instantly destroy it! Though, unfortunately, the threshold currently isn't that high.

Void Guard and Companion Rover are now sharing attack shields!

Aid is sent back in time to Cyanogist...

You look through the doors... and see the prize behind them! It's... amazing... You reach out... and... wait, what was that!? No! Starcalibur was stolen from you when your back was turned by the host! Turning around again, the doors have disappeared too! GAH!

FOCUS

[41/44]

I send my charge to pionoplayer. He will finish this.

Pionoplayer is granted the incredible power of the biggest charge in play...

FOCUS: I keep charging

You passed 20 some time ago... what are you charging for now?

I Look options for the Lengerdy weapon for a moment before then turning over to the Anti-Godmodder Mountain Expedition and I say "Right, Lets vote to Teleport Legendary Weapon to New Place" 'I hope this does not fuck us over.' I then think to myself.

I look over to the Elite Climbing Team and say. "Right lads good work out there, Now I want you to join the Peacekeepers and work with them, Quinn will keep you living much longer then I can. Good luck." With That I give them a salute. 'I wish for the Elite Climbing Team to be teleported to Peacekeepers base.' Suddenly in a flash of light the Elite Climbing Team is teleported over to the PeaceKeepers base. (1 action)

Looking at the upcoming problem I decide to make my next wish. 'I wish for the Will saving throw to also effect the Peacekeepers and all of forces that go under the Peacekeepers banner.' Suddenly a Red glow surrounds all the Peacekeepers giving them a Will saving throw against the Charmzard.

The Elite Climbing Team is transported in as a reserve Peacekeeper unit!

The Peacekeepers gain a Will-Saving throw! With any luck, they won't end up needing it, but it's still a good just-in-case deal.

The Meme Man appears from nowhere and walks up to the Godmodder. He FOCUSes and dabs so hard that the Godmodder can't handle it and cringes so hard that he takes damage. He then dissapears.

Before the Meme Man can act, the godmodder summons the Meme Woman! She shows the Meme Man... de way... to love, and they leave together forever!

*wink wink*

*winky wink*

*winkins wink*

I accept Starcalibur from Winkins.

...Bad news about that...

8/?
Cult memebergs: Player: Srovy, JOEbob. NPC: Newcomers.
Using my first action I DIDN'T KILL MY WIFE CHARGE using the charge booster!
Using my second action I train in the dojOE I wonder what will happen :suspense:
Using my third action I buy some belts for the dojOE this helps becuase JOE said it might Logics!
For the cult action I vote for putting spalthos into a rock the super special awsome stasis machine™kaiba ©

CHARGE BOOSTER ROLL: 5/16 - Too much energy! Agh!

ENTROPIC PARADOX ROLL: 8706/9760
Minor Positive Effect!
Entropy: 240 - 250

The Explosion Elemental gets fully healed!

You strap on the DOJO BELT and train in Spalthos's dojo! He teaches you the Seven Swans technique! At any time, select which entity you wish to use it on and unleash the Seven Swans technique. It can only be used once in any given person's lifetime.

Unfortunately, teaching you the technique takes away all of Splathos's life force. He shall be missed... but the Seven Swans technique is worth it. Trust me.

-------

V:

The Screeching Bird inhales sharply... They're getting ready...

The Void Guard and Companion Rover decide that there is little point to staying at the Neutral Mountain Expedition, and leave. The [N] mountain expedition is no more. Once they're back with the Shrine and its workers, they continue to bond. The Companion Rover shares their fears of the future. They're building up to a B-rank support... Meanwhile, the Void Assassins start getting ready for a BROS ATTACK!

AG:

--------

On the AG MOUNTAIN EXPEDITION, the votes amongst the AG Players are quite clear. They know what to do. They reach out, and select the only good option: To teleport the Legendary Weapon far, far away. It's been an insane journey, but... you've done it. You've won.

The box, with the still-unseen Legendary Weapon inside, whirrs, hums... and goes "POOF". The entire box is gone! As is the Legendary Weapon inside. How the evacuation works is simple: The Legendary Weapon gets teleported to a random spot on the current plane - in this case, the HEXAGONAFIELD.

The godmodder stares ahead, a blank look on his face. You did it. You... prevented him from...

...

No.

You DELAYED him. That is all.

Because it's still out there. Just waiting for him to get. And get it he will.

After all, giving up has never helped him in the past. This is merely a minor setback in the grand scheme of things.

---------

Ray withdraws 3 more Energy Capsules! Looks like their invention is getting closer to completion...

Ray: I'll wait to give you these until the Charmzard is dead, probably!


The Space Station finishes the Shield Array upgrade! As the factory and Pancake Sharpener shut down, the heavy AFV heads over to the Festum to take UM training! They begin to learn the way of UM...

If Mania and Growth wait any longer for the Rift to take them to paradise, then the Charmzard may result in them losing control. They do not wish for this to happen. They give the Explosion Elemental a blessing of +5,000 current/max HP, and then exit the HEXAGONAFIELD through the rift. Goodbye, Mania and Growth!

Continuing with the goodbyes, Elsie the Trailblazer, knowing the AG Mountain Expedition has reached its logical conclusion, decides it is best they leave. They return the Hexagonaherbs to Paradoxdragonpaci, and give them a goodbye kiss. They will leave to further explore the reaches of the HEXAGONAFIELD - and maybe, just maybe, they may return if they are called upon again.

The Second Scarlet Prince stands in front of the Temporal Condenser, and holds a giant sword high. They bring it down in a crushing blow... and SMASH the Temporal Condenser! It is now significantly more difficult to make Charge Stones. However... the Temporal Condenser had one last defense. The Temporal Energies flowing through now dissipate outward in every direction! The good news? There isn't enough of it for an Entropic Paradox Roll. The bad news is? The Entropy has increased by 200 - meaning it is now at 450.

The Sealed Charmzard lifts their wand - and then clutches their chest! BLAGH! GAH! THE PAIN! They are now dead. The mysterious overpowering poison got to them. Drat.

PG:

The Festum blasts the Explosion Elemental and destroys an attack shield.

The godmodder re-equips Starcalibur, and decides to wait until the rest of the entities have gone to act again. Upon seeing their poor, traitorous Charmzard die, they take 3 damage! Those sealed boss deaths go right to the gut!

N:

JOEbob's rift closes a little! However, the EILS fails its RNG roll, and the special Hexagon shield generator makes 3 more shields, as well as the 3 it failed to make last turn, on itself! The Apex finishes shutdown procedures, and CaptainNZZZ's army is now frozen in time!

Those at the Festival of UM continue their practicing, with the Heavy AFV now joining them.

--------

The Charmzard is defeated!

...Yup! Dead! Completely!

So, why is everyone surrounding the corpse? And readying their weapons?

...Okay, I see that none of you are fooled. I guess you did have plenty of warning.

The Charmzard's corpse suddenly flies up towards the sky, and you all pounce, but none of you manage to grab on in time! Hovering high above the HEXAGONAFIELD, they raise their wand high, both of the crossed swords on their tattoo glowing bright, and grasp their wand with both hands!

The Charmzard: Sorry, AGs, but I was never REALLY on your side.

The Charmzard: It was a pleasure helping you. Because now? What I'm about to do... will be EVEN WORSE!!

And the Charmzard, sweating yet smiling, unleashes their ultimate spell. The Great Switch.

All [AG] and [N] entities are switched with all [PG] entities.


However! A will save roll is activated for all [AG] entities! A 20 RNG is rolled - a 19 is needed to succeed at base, however, the Flag Bearer gives a +1 bonus, RedRover's chant gives a +2 bonus, and the other boost gives another +1 bonus! So, in actuality, they only need to roll 15 to resist The Great Switch! The godmodder directs the Charmzard to target the Flag Bearer first:

The Flag Bearer: 1/20 - Converted! The +1 bonus is lost - future entities need to roll at least a 16 now!
The Space Station(all of it): 3/20 - Converted all at once!
The Explosion Elemental: 19/20 - They focus all their might, and remain loyal!
The Factory and Subsidiary units: 17/20 - The Factory and Heavy AFV get lucky and are not converted!
The Pancake Sharpener: 19/20 - Not converted!
Mazinger Zero and Mazin G: 17/20 - Not converted! But... what!? This is so statistically unlikely!
The Second Scarlet Prince: 2/20 - Converted!
Timothy: 8/20 - Converted!
Druidic healer: 11/20 - Converted!
Bobby the Epic Explorer: 5/20 - Converted!

The [N] entities are on a separate will save roll, and do not get the bonuses from the buffs directed towards the AG forces! They must roll a 19 or 20 to stay safe!

Slots Machine: 13/20 - Converted! Only PG can use it now.
Weather Spire: 3/20 - Converted! It stops intake of rainwater.
The Alchemiter: 16/20 - Converted! Only PG can use it now.
TF2 Zoo: 7/20 - Converted!
The Apex/Shipyard: 6/20 - Converted!
JOEbob's forces: 3/20 - Converted all at once!
CaptainNZZZ's Army: 19/20 - They manage to hang on! ...But they're still frozen in time.
The Festival of UM: 16/20 - They're converted! However, their sessions are open to the public so the Heavy AFV can continue their training.

On the [PG] side, the Festum DragonofHope summoned is converted to [AG]!

The Peacekeepers, with their own faction ([P]) are spared.

Winkins forces, being primarily [V], are also spared.

With the GREAT SWITCH completed, the godmodder uses his second action to line up some nice bodyguards! Hmm, let's see... The bodyguard chain should go with the Scarlet Prince first, then the Flag Bearer, then The Apex! Brilliant! Now, one way or another, you'll need to get through all three of them before you can touch the Charmzard!

The Charmzard continues to hover high above the HEXAGONAFIELD... are they going towards the newly converted Space Station!?

-----------

pionoplayer - Quick! Guess the missing word and say it aloud, or else! "I give the Yorehammer to ??????"

Rain continues to sprinkle down onto the HEXAGONAFIELD - its speeding up slightly, actually. Daskter's spire opens up to hold more of the water, but its already holding a lot of the water! The tank is nearly full.

ITINERARY:
-Defeat The Godmodder! Damaging him gives you a shot at a legendary weapon, and a boost stone!
-Project Spark: 47/100 Current Task: Narrow down the location of the godmodder's headquarters! Current size narrowed down: 1.4 trillion x 1.2 trillion meters
-Defeat the Charmzard! Doing so will return your entities to normal!

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.
The Druidic Healer is healing AG allies! Kill it!
Bobby the Epic Explorer is adventuring up the mountain at a fast pace!
Daskter's factory is producing AG minions - keep it alive!
The Flag-Bearer gives AG entities regen and mind control resistance! Protect it!
Get the bodyguarding entities out of the way! They're your former - and future - friends!

THE HEXAGONAFIELD:
State: Light Rain(nothing yet), Will-Saving Throw(AG entities throw a Will Save whenever they may change sides, wears off in 5! + Morale boost this turn! + Slight Boost! ), N Will Saving Throw (N entities will throw a Will Save whenever they may change sides!)


[V - Winkins]Void Assassin: 25,000/25,000 HP, 11,000 x 2A (60% dodge rate)(5 cute bunnies, +2,500 HP per turn)(+1 Prep for Bros Attack)
Void Assassin: 40,000/40,000 HP, 13,000A (30% dodge rate)(5 cute bunnies, +2,500 HP per turn)(+1 prep for Bros Attack)
Companion rover(sped up)(attached to Void Guard)
Void Guard: 40,000/40,000 HP, +5,000A (+1 attack shield/turn, maxes out at one)(attached to Companion Rover)
Fortified Rice field(tended by Farmer Contractors, Lightward Mages)(has Shrine - gives +3,500 HP/turn and -3,500 damage from all attacks to Winkins-owned entities)(needs to be killed in one hit)

[V]Screeching Bird: 40,000/40,000, 500A to all entities (except Peacekeepers)!

[PG]Festum: 40,000/40,000 HP, 14,000A

[AG]Ray(Energy capsules: 12)

[AG - Arsenical]Explosion Elemental: 40,000/40,000 HP, 20,000A, Explosion Aura (deals 4,000 damage to enemies who land attacks)(protected from 1 attack)

[AG - Daskter]Factory: 50,000/50,000 + 15,000 HP, currently producing: Heavy AFVs, 1/turn! (production options: Shield pods, Surveillance Drones, Heavy AFVs, other 1-time projects)(restarting, done in 2!)
Heavy AFVs: 4,000 x 1 HP, 2,000 x 1A (-1,000 damage from all attacks)(UM training, done in 2!)

[AG - paradoxdragonpaci]Pancake Sharpener: 20,000/20,000 HP, 9,000A (syrup tank: 0 charges)(sleeping)

[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

[N - CaptainNZZZ]Army: TA: 40,000 (protected from 2 attack)(frozen in time, released in 2!)
Mysterious Tower: 60,000/60,000 HP(zombie immunity)
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)
Undead Einstein: 1,000 HP (researcher)
Weak skeletons: 500 x 20 HP, 500 x 20A
Eagle Spawner: 25,000/25,000 HP(summons an Eagle every turn)
Eagles: 2,000 x 6 HP, 1,000 x 6A
Temporal Guardian: 45,000/45,000 HP, 7,000 x 2A, Special: Za Warudo(ready in 2!)(-1,000 damage from all attacks)(20% dodge rate)(+2,000 HP per turn)(1 teleport charm)(protected from 1 attack!)
Dragonforce: 20,010/26,000 HP, +5,000 to one of an ally's attacks each turn!(inside Mysterious Tower)
Square of Frost: 5,000/10,000 HP, 6,000A (10% dodge rate)
Shield generator: 15,000 (+1 attack shield to army per turn)(guarded by Eagles)

[P]Peacekeepers(17,782,500 total attack)(Unbribable)(protected from 118 attack):
Peacekeeper HQ: 700,000/700,000 HP, 150,000A(protecting Peacekeepers)(control and command)(20% dodge rate)
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 VIII: 3,000 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 all)
Death-elite Squad leaders: 4,000 x 999 HP(stacks with normal Squad leaders)(leading all)
Commandos X: 9,500 x 999 HP, 3,500 x 999A(+3/3DE squad leader)
Death-elite Commandos: 10,000 x 999 HP, 4,000 x 999A
Engineers: 100 HP x 999(adding Peacekeeper HQ secret functionality, done in 20!)(upgrading Quinn's armor to Mecha level, done in 10!)
Scientists: 100 HP x 999, researching improved medics(done in 1!),(researching Sealed Unit info, done in 8!)
The Slice Warrior: 400,000/400,000 HP, 50,000 x 3A (90% dodge rate)(miniboss)
Forward command center: 20,000/20,000 HP x 2, calling in engineers x 999 for death-elite training camp(done in 4!)
Shield generators: 15,000 x 5 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
Special Weapons depot: 40,000/40,000 HP
God Unit Production Facility: 80,000/80,000 HP (producing the Conflict Resolver, done in 2!)(producing the Eye, done in 28!)
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, Reserve Exploration Truck Team

[N]Slots Machine: 54,000/90,000 HP, Special: High Roller(ready!)(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 - tank 70% full)

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

[N - EternalStruggle]The Apex: 75,000/75,000 HP, 25,000 x 2A (+1 repair drone/turn)(docked)(-5,000 damage from all attacks)(emergency shutdown - back up in 3!)
Linked Repair Drone: 500 x 7 HP(+1,000 x 7 repair per turn!)
Shipyard: 100,000/100,000 HP

[N - JoeBOB]Somno: 29,000/35,000 HP (Third Eye down - can't use psychic powers!)(can do generic actions)
Rift: 53% open(-10% open in 0!)
Rift: 29% 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 0! - dies when JOEbob runs out of entities (6 attack shield currently)
Hexagonashield generator: 10,000/10,000 + 6 x 1,000 HP (+3 1,000 HP shard shields/turn)(current target: itself)

[N]Festum(leaving in 2!):
UM master: 10,000/10,000 HP (teaching young'uns)
UM initiates: 5,000/5,000 x 2 HP

[PG]Timothy: 20,000/20,000 HP (builder)

[PG]Druidic Healer: 298,000/400,000 HP, +60,000A

[PG]Bobby the Epic Explorer: 211,000/300,000 HP, explores stuff really quickly!

[AG - Daskter]Flag-Bearer: 60,000/60,000 HP(Hope-raiser)(+1,000 HP to all PGs/turn)

[AG - MooGoesCow]Space Station(25% dodge rate)
Shield array+1(protecting space station)
Super Laser: Can unleash 45,000 damage support attack(ready!)
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)(Emotion Module: 93% complete(cost: 20)), Power Generator
Space engineers+1: 100/100 HP x 740(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: 39,000/70,000 + 15,000 HP, 20,000A (-3,000 damage from all attacks)(+4,000 HP per turn)(protected from 5 attack)

[PG]Unsealed Charmzard: 800,000/800,000 HP, Using all energy to maintain The Great Switch! Guard Chain: Scarlet Prince -> Flag-Bearer -> The Apex -> Unsealed Charmzard

[PG]Godmodder: 168/300 HP(Status-Effect Boost buff ticket)(Holding off on checking on Boost Stones for 1!)(Starcalibur - x2 actions)


Player info:
Captain.cat(1/5)(1 Boost Stone)
MooGoestheCow (Charge: 4/???)
[N]Eevee Shadow Bacon(27/100)(effect-curing power)(Resolute Heart Copy - mimics effects once)(25/20)(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)(has some Overpowering Poison)(3/--)
[N]EternalStruggle (Increased HP)(5/8)
Hungry_Visitor(Overflow entities, +1 aggressive actions possible/turn)(2 actions in debt!)(1/???)
The_Two_Eternities(24/27)
That-Random-Guy(Echolocation)
Arsenical(2 posts in debt!)(8/10)
[N+2]JoeBOB(Redagger, +2 attack deflector)(Cult of the Cube)(has nice bed)
Ranger_Strider_(4/15)
Daskter(Starcraft Army coming Update 82)(5/--)
Page of Time(5/10)
[N]Mr Mirror Man(1 +2,000 Attack token)(Godmodder Repellent)(backup Small Rover)(Enemy Heal Ticket)(Enemy Debuff ticket - random debuff to an enemy!)
Cyanogist(lightly wounded)
Pionoplayer(has Ornate Ring, Mirror)(10/10)(Yorehammer - Bypasses defenses)(41/44)
[N+1]Winkins(+1,000A Iron sword)(1 10,000 damage token)(1 +5,000A/20,000 damage Pain sword)(1 Boost Stone)
Paradoxdragonpaci(protected from 1 attack)(Flight Power)(has paradox void cards, paradox healing cards(3 left), absorbed Bad Luck, pocket Lightning Galeforce Hailstorm, pocket Difficult Bog, hexagonaherbs)(6/12)
W32Coravint(Has machine-holding cube)(1/5)
RedRover1760(has memestone)(6/15)
Shibosho
[N]Srovy(Cult of the Cube)(6/??)(knows Seven Swans technique)
Crusher48(Has Bost stone)(has Tactician Soul in a Bottle)
Trifling Epithet(14/20)(Has Minor Enemy Healing Ticket, +30,000 HP to an enemy)
Dragon of Hope?!?(2/--)
Karpinsky(The Ettin: 9/20)
Voxel Architect(1 Boost Stone)(Kreknarite Sextet(3-6 only))(1/--)

Player Inventory:
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
Charge Booster (damage: 4/20)
Wishful Whammy(random effects attack)(non-combinable)
Godmodder Damage Charge Booster(Boost stones remaining: 15)
 
/null

Alright, since there's bodyguarding, everyone, send me your +3s. I have the yorehammer and if I get enough +1s before the round is over, I can one-shot the charmzard.

I'll be putting any overflow into some sort of postive field effect for the AGs, which is going to be decided on the Discord.
 
Somebody sound the Music, I believe an epic moment is about to take place.

Well Piono give him your best shot... +2 action to piono.

Last Action: to increase the chance of survival during these Troubling Time...
A wall of ablative Armour appear to cover the Factory (Attack Shield)

Also MrMirrorMan the You get an Enemy Heal Ticket! is the perfect time to use it to heal the Scarlet Prince. If you want to I guess...

Production Points: 5...
 
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