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Defeat The Godmodder

The Bank of Actions shrugs. No refunds.

Soo... THAT'S IT??? I explicitly mentioned a limit of how low of an offer I would accept. A lower offer means that they just stole them. Which makes me think about messaging the Peacekeepers, which totally are a radical group of peace activists. They may talk to the bank about their theft and somehow get them to see their faults. (totally gonna do this if they don't plan on giving me more)

What? Pinky Pie vs. ME!? No! Never happen! I pre-emptively erase Pinky Pie from the game. Any further mentions of P♀♫☼► will result in glitches!

So no more bans for people trying to become the Game master? :whistle:

I would have deposited my AD into the vault, but recent doubts about trusting this facility (like their ability of understanding the concept of buying and paying is really bad, maybe malicious).
I want to speak to an official about this. Should they really estimate the value of my entities this low, I will buy them off for a staggering sum of 5 AD and 10 AC!!!
They gain 2% if they accept the deal!!!

Should this be a big misunderstanding, I will put my 8 AD into their vault and even offer protective services (gonna accept 50 AC per round and 80 AC for every action I need to spend to protect).

Right now I still are uncertain about spending anything, so I charge 3/3 of my actions.

Edit: I agree to cult actions
 
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Somno starts a new project: the combininator- can preview an alchemy combination's result with 80% accuracy as an action.
The evolver II debates things a bit, and decides that if and only if the ball isn't blocked by attack redirectors, he'll take out a baseball bat, charge up a side-smash from smash bros, and return the ball... to the Godmodder. bypassing all bodyguards and attack shields, being apparently unredirectable in any automated manner, and being guaranteed to reach its destination.
Also the Godmodder never said it was a powerful attack, so it's probably only like, 5,000 damage at most.
Hexagonashield and normalshield generators keep working hard. the strobe light takes a second out of its day to flash the Godmodder-clone through the shield- we already know it doesn't block light, so the Godmodder-clone will see the flash, and have his vision obscured for a moment. without sight, he'll need to spend about half a second switching to echolocation, at which point...
[1x Quickened casting: ThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgy]
I cast it on myself, for the loudness *3^20 multiplier, then use baton pass, passing the buff to Xerath.
he proceeds to breath, at very least. breathing is 10 decibels normally. If I recall correctly, raising the total air vibration amount by 2* is the same as raising the decibel count by 10. so, 3^20 divided by 2^[something] is the number of 10s the decibels rise by. at minimum, since three is greater then 2, it must be at least +200 decibels: far more then enough to rupture an eardrum. I suppose this would be blocked by the barrier due to its massive level, but it's coming from Xerath. I just gave him a buff.
he breathes, and the sound ricochets off every surface in the arena. and the walls. it comes at the Godmodder from all directions, but, as established last time I used thaumaturgy, it's just a cantrip, it can't do damage. it just functionally blinds the Godmodder sound-wise. so that's 2 methods of sensing down...
Or it would be, anyway, if I didn't proceed to transfer to Xerath the abilities of a banshee: if one hears him, they take immense mental and physical damage. this won't affect the battlefield, as the shield would block such a massive out-pour of damage, as mentioned before, but his breathing still reaches the Godmodderclone, and without Xerath trying to do anything at all, instantly damages him.
[1x] I grab a multiplier orb and give it to the Drones.
[1x]I transfigure the curveball into a much larger pillow if the evolver II's swing misses. even if the evolver II gets some in its mouth, it won't be long before the transfiguration fails, so it won't end up being in every cell in his body, and it'll shrink overall. then, mere fragments of a second later, I silently wandlessly cast "Arresto momentum", removing the balls momentum, before a small tornado appears around it, neutralizing any remaining spin. as such, if the evolver II's swing misses, the curveball turns into a pillow, which instantly stops spinning or moving. then, after 0.098300908 of a second, The Evolver II spontaneously finds itself with Immunity to pillows or spheres as a temporary, 3 second long buff.
I vote for the cult action to Give fred a gauntlet with the words "Ashes are Ashes, Dust is Dust, But neither is neither, If you have enough trust", with the magical power to do any of the following, but only one at a time: glow about as bright as a torch, apply a force equivalent to a punch to an area within 3 meters and within sight, or slooooowly nit wounds.
 
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Free Action: I attempt to use one of Ray's multiplier orbs on Ray to multiply his rate of multiplier orb production.

Action 1: I fire a black hole with a filter attached into the atmosphere. The black hole will only absorb water, and as it does so it will gain larger and gain increased effectiveness in sucking up water.

Action 2: I decide I want a shiny new space station, and take the Godmodder's offer. Unfortunately, I don't have Yorehammer on me and I don't feel like stealing it, so instead I spam him and his clone with trade requests using my near-infinite reserve of Yorehammer knockoffs. The spam of trade requests may not be able to distract him, but it can certainly obstruct his vision so he can't see attacks coming. Also, if he accidentally clicks on "accept", he gets an exploding fake Yorehammer and I get a space station. Oh, and these trade requests cannot be closed or minimized, were manipulated by code that causes each request to have a 10% chance to switch the functions of the "accept" and "deny" buttons without changing the labels on the buttons, and the trade requests implement a hydra process (multiple separate processes that cannot be closed simultaneously and will instantly reinstantiate each other if one is closed) to prevent him from just opening up Task Manager to end the trade request window processes.

Action 3: I call up the Tactician in a Jar to give Xerath advice. The tactician, being a smart tactician, has been spending the last while studying the battle.
 
I deposit all 6/8 of my reserves into the Bank. After I open an account of course.

"Stand down everybody, for the mean while let's social and play good old board games!"
Flagbearer goes to studying.

I then recommend to AG entities who don't want to play to ATTACK THE SKIES, for their is obviously something evil in there.

Actions:
1x Assisting the Factory

1x, Laser Focus huh, how about a MIRROR! You just can't help laser focusing on yourself can you!? AHAHA!
I placed a Mirror infront of the godmodder so that the Godmodder can focus on his own perfect self... Sometimes being focused on yourself is a bad thing.

1x I steal a Multiplier Orb and update the Terran Army for the battles to come in the future.
 
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1. I heal Xerath's face, still injured from the Godmodder socking him last turn, by casting heal!
2/3. Not banking these. Will be able to pull out something big on command, and not have to guard the bank for 10 turns. (12/15).
 
I note that Hungry Visitor is right in this case. If the Action bank does not intend to return either his entitys or raise the prices they pay or bribe me, I will likely join him (or act alone in order to) destroy not this establishment, but any main base they may have, one way or another. do not underestimate the power of a random guy you met on the street. yes, you met me on a street. this is hexagonfield street, tile number infinity^2. that over there is hexagonfield street, tile number (infinity- (infinity / ~2))^2 - (infinity / ~2). totally a street.
/notanactionnorathreat,ratherapromise.
 
Conjuring up a laptop I FOCUS as I dive into the Internet, searching for a certain website that'll give me a solution able to protect all of my entities from the rising water.

Once on the hidden site I scroll down through the Watery Devices section and after passing the Automated Waterfowl I find the perfect device for my situation, the Water Repulsion Dome.

A marvel of post-scarcity science and sorcery the Water Repulsion Dome, W.R.D for short, exists to solve the issue the dangers of water itself. A water elemental harassing you? No problem. A tsunami coming for your home? Piece of cake. Building an underwater fortress? It's easier than building it on land.

The W.R.D generates a complex barrier of energy in a dome shape that passively repels water, no matter the volume or speed of the water. It'll even continue to function at peak performance while under an entire ocean. Once built the W.R.D is self-sustaining and is protected against tampering, hacking, sabotage, conversion, and take over by another. No matter the issue the W.R.D is guaranteed for long term operation and no problematic side effects with easy to follow instructions for rapid fabrication.

Note: Purchasing the W.R.D will give you access to the blueprints and the required materials but not a completed model, assembly will be your responsibility. It's advised not to have water based beings within the dome as long exposure will cause negative effects to them.

Smiling I purchase the W.R.D, pulling funds from a bank account full of money I suddenly control and discounts from being a long term B.A.A.A.D premium customer.

The moment the materials and the instructions appear next to me I whistle for Rotaz and get to work, using what energy I still possess after purchasing this marvelous device to telekinetically assemble the W.R.D. While I can't finish the W.R.D in one turn since it's going to cover all of my entities i can at least help Rotaz build it.

Walking over to the Peacekeepers I make a simple offer. In trade for access to the plans for the W.R.D I request that the Peacekeepers' engineers aid in the construction of my own W.R.D.
 
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Focus X3

6/6+
+1 from Captain.cat. 7/7

I've realized that 6 damage against Godmodder isn't gonna happen with one explosion. So of course, instead of using the 10% safe route of a defense that could also be interrupted really easily... I play time tricks and take Xerath's advice to heart... but not in the way he expected.

And with time tricks come extremely complicated graphs and timelines.


Imgur


Here is my action. My now 7/7 charge.

I give Xerath a device that causes the Godmodder in the Sealed Duel to go into the future immediately before the Yin-Yang Blaster Explosion, and is teleported into the Yin-Yang Explosion at the same time. Godmodder takes the brunt of that, then is pulled back into the past right before Xerath activates the device. Read the image above for why this instantly kills Godmodder in a stable time loop of destruction even a unprepared full Godmodder couldn't hope to escape, not some sealed Godmodder easier to damage. The best part of it is I can get away with this since this part isn't actually doing the damage, just doing the time-travel work. My plan unfolds, and Godmodder is gone... in a BLINK of an EYE. Xerath will also be GONE and the battle will be over in a blink of an eye when Godmodder takes 6 more damage... so yeah.

P.S. Any extra charges donated to this is still welcome. More charges means that Godmodder will have a much higher chance of dying. Also, Godmodder can't disable my Yin Yang Blaster since Xerath is good and immediately uses this device on Godmodder, abusing both AG/N actions being before PG and the fact he is competent (and I told him to use it this way.)

"Xerath, get going fast. We don't have much time"

OOC: My first Xanatos Gambit. Its one because all the possibilities I've thought of Godmodder doing results in a victory for me... Worst case scenario, I force GM's Project Charge, Charge, and maybe even his 10 action boost stone to be used and force GM's Hand... Which is the hardest thing ever since the time to do that is very very small. I came up at this at the last second, just pulling IC Ham when I realized my teleport-dodge vest wasn't gonna work. I wish I'd gotten around to using it on the Lightshard.
 
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1. I point out the fact that, because Icky is weightless, he therefore cannot cause any form of physical harm, due to having literally no weight to put behind his attacks.
2. To make use of his weightlessness, I put up a cube of paper around Immovable Icky. Due to his lack of weight, he therefore cannot break the cube, and it's infinitly heavier than he is! Hah!
3. I charge to 3/10
 
In the time between turns, Arsenical tripped into the ever-rising water. He spent so long getting up that he missed an entire turn! Oh no!

"This DAMN rain." Our hero has had enough of it!

Action 1: Sorairo Days

In one hand, Arsenical summons a hand-drill. Nothing fancy in the slightest, just a small tool to dig through dirt and stone. It even looks a little dirty right now.

However, with it clenched tight in the hands of a Player, mystical energies flowed through the object. It get a little shinier, a little cleaner, a little sharper... Oh yeah, and a whole lot bigger. So large that Arsenical can only hold it on his back, with both hands, and he's still struggling. Without outside influence, the drill begins to turn, agonizingly slow at first, before speeding up to dizzying-fast speed. Water droplets bounce off the metal cyclone like bullets, cutting grooves into the ground around our hero and his massive instrument.

Then, in one quick movement, Arsenical pushed with all his might upwards. The speeding projectile goes red hot, laughing at the very concept of 'Air resistance'. In less than seconds, it reaches the clouds.

Over the entirety of the battlefield, the previously dark sky brightens, like ripping a curtain from a window. Angels cry out (they deserve it) and light covers the field. No one but our hero, however, can spot the drill go even further beyond the clouds.

Action 2: 2 x 2 equals... Four?

"Oh, hey Ray. Can I grab another orb? Thanks." With his two orbs in hand, Arsenical hands one to the Explosion Elemental, and the other to the K.I.N.G Unit. While they evolve, the player himself takes a moment to lie on the ground and regain his energy.

Yes he knows he's lying in two feet of water. No don't remind him. It's been a long day.

Action 3: I Activate my Spell Card!

Finally, Arsenical stands up from his uncomfortable seat on the ground and looks directly at the Godmodder. "Hey Godmodder, I've got to wonder, ever heard of a little series of games titled..."

Out of nowhere, the AG man pulls out several cards, each covered with ominous symbols. "... Touhou?"

From behind Arsenical, Snake-like beings shoot out, all of them composed of glowing green balls of energy. They're easy enough to dodge, though they do slither. From above, the sunlight crystallizes into razor-sharp spikes, each shooting like bullets at the Godmodder. Finally, our Hero himself pulls out a massive energy cannon he aims at the Godmodder. Arsenical charges, aims... And the Godmodder is promptly crushed underneath the Giga Drill from the first action. It had hit the top of the Hexagonafield, and fell all this way to level this terrible being's face.
 
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Looking over the field of battle I see two interesting ideas about to go into action, One being to attack the items that the Godmodder has squirreled away behind tons of defenses and the other being a possible one hit kill against the Godmodder copy.
'Well I have nothing of my own to work own so I'll go ahead and help.' I turn towards EternalStruggle and prepare my wish.

'I wish for EternalStruggle's attack on the Godmodder's inventory to be empowered so it will cause more damage to it!'
Suddenly the Transdimensional thunderbolt as it launches from the Yorehammer it fuses with a red tendril with after the Tendril vanishes having been absorbed by the Thuderbolt. The Transdimensional Thunderbolt can be seen glowing red as it heads off towards it's target! (2 actions)

After the Thunderbolt Zips off I turn towards Redrover1760. 'Well time to help his idea out, Sure hope it works as intended.' Closing my eyes I focus my remaining energy into my next wish. 'I wish for Redriver1760's device to be empowered!' Suddenly a red orb appears in front of me and then floats over to Xerath. After a moment it dissolves into tiny red particles and they are absorbed into the device that he had received from Redriver1760 empowering the effects of the device! (1 action)

Seeing that Xerath is not looking too good I look over to the others. "Hey I suggest one of you try and give Xerath a healing herb or something like that if your able. I would do it myself but I'm out of energy right now."
 
(Action!)(3 Charges)
(2 Charges)
Feeling rather curious, and not in the mood for some elaborate act. I nab a multiplication orb and alchemized it with the boost stone.
(1 Charge)
Once that's done, I simply decided that I'll take this turn to watch how my entities are doing. Thus I tour the Rice fields, saying hello and meeting with the Lightward mages and the contracted farmers piling the mounds of rice that's being added to the rice wall and being offered to the shrine. I oversee the the lessons that the Bun Baron is teaching upon the Bunny Queen, noticing a new adjective that seems to be forming next to her name... Maybe from all the tutoring that the Baron has been giving? I shelve away the thought. I finally end up in the empty lot where the Void Trio are practicing their up and coming Trio attack and just admire the focus that's being put into their murderous attack. It doesn't take long for me to notice something wrong, or more accurately, missing. Where was the Companion Rover? Its no secret that Void Guard and Companion Rover fell in love with one another much to the dismay to the Void Bros. and the delight of the gossiping farmers... So where was he?

Meanwhile...

Under the Shrine there's a whine of metal screeching... expanding in ways it wasn't supposed to go, and in the middle of it all was a Rover. A Rover that has found love, A Rover that's meant to be a mirror of a companion, A Rover... who wish to no longer be just a rover.

(Orders...)
The Bun Baron's teaching is starting to show a bit of its fruits and continues the education of the young Queen.
The Void Trio continues with their preparations, but with the Void Guard feeling an ounce of worry.
The Rover continues with his project with all his heart...
 
The Vault II
I advise Fred that this here is a chaotic battle zone, and he's probably better off if he attempts to nope out of here.....

Fred: Huh? But this is the real world...

Fred: Well, I'm sure you're struggling on the HEXAGONAFIELD. I haven't met too many of you yet but hopefully you're doing fine.


Firstly, I inform fred that all the other players are equally able to talk to him now, for some reason, and that he can ignore everything other people have said so far, as one of them was misinformed and the others where saying he was misinformed.
Second, I object to the term "servant"! He's a guy I'm trying to be friends with, and when I spotted an opportunity to return him to life, real life, I took it!
Thirdly, I advise him thus.
"I am a cautious person in sidequest plans, especially with unknown locations. You will survive regardless, due to the safe return and magical protection glyphs, but it is likely further travel to the real world will become progressively harder."
"I Can still help you somewhat, it seems, but my powers are much weaker."
"My advice is first to list what additional glyphs you selected, for future reference*"

"Beyond that, assuming you have any general-purpose glyphs, I suggest you mold some nearby materials into a sword and shield. as you said, this could be dangerous."
"If you didn't get any glyphs of that sort, snap off a tree branch."
"you can enter the cave, but throw a twig or pebble ahead of you first- it might be trapped."
"If you have no light-producing glyphs, get another branch and use a twig to light it on fire."
"Lastly, I would like to know what dnd class you are. if you have no DnD class, choose one now for the benefits, if you have one, please inform me of it."
"beyond that, enter at will. if I notice something I think you might not, I will advise you."

* 'if you want any other (minor) magical abilitys, search the Computer for the right glyph pattern.'

Fred: Oh... other glyphs... I looked on the computer, but I didn't see any. I still have the safe return glyph, at least. I wish I could look again, but I don't have access to the computer here!


Fred follows your advice, moves to a nearby tree, and snaps off a tree branch. Considering you have faced gods, demons, and worse on the field of combat, this branch may not provide sufficient protection. But for now, it is fine.

Fred grabs a rock from the cave entrance, and throws it further in. Instead of bouncing off the wall at the back, it goes through the wall... like it's not there at all!

Carefully, Fred walks up to the wall, and pokes his tree branch at it. It, too, passes through. Then, Fred reaches out his hand, and it also bypasses the wall. Hesitantly, he steps through all the way...

He finds himself in a significantly bigger chamber, several feet underground. The fading sunlight from the top of the cave illuminates only the first portion, but he can see a glowing blue light further in... He moves forward.

Fred stumbles! But it's nothing dangerous. There was a small river at the midpoint of the chamber, which he couldn't see.

Fred: Great, now my boots are wet... well, this looks important enough to be worth it.


Fred reaches the glowing blue light. It appears to be a small display on some type of keypad. His eyes have had some time to adjust to the darkness, as have yours. You can now also make out the outline of a large door, though its too dark to identify the material or other specifics. You can also see a larger terminal mounted on the wall, not connected to the keypad, but it appears to be turned off.

Examining the keypad closer, you can see a three-by-three square of buttons, below the glowing display. The nine buttons each contain symbols... no, looking closer, they're closer to QR codes, or barcodes. Some kind of mixture, that doesn't resemble any language or numbering system you've seen before. They seem like the pieces to a password, and looking at the display confirms this. There are four straight dashes on the bottom, and a stack of three black dots against the glowing blue background. Fred pushes the top-right, middle-middle, middle-left, and bottom-middle buttons, selecting them randomly. The blue display gives off a small "beep" noise and switches to a green background. One of the three dots to the side disappears - there are two left. The display does not return to blue.

Fred: So... I've got some sort of passcode here... but I have no idea what it is, and judging by the fact that the color changed, I don't want to-

???: Top-left. Top middle. Middle-right. Top middle.


Fred: What... what! I heard something! I don't know where it came from!


Fred looks around the cave. But all is still and silent. There is nobody else here.

Fred: ...A little help here?



-------

Underground Chamber:

Shut-down terminal
Keypad(glowing green)
Sealed Door

Fred(has tree branch)
 
Fred: Oh... other glyphs... I looked on the computer, but I didn't see any. I still have the safe return glyph, at least. I wish I could look again, but I don't have access to the computer here!

Fred follows your advice, moves to a nearby tree, and snaps off a tree branch. Considering you have faced gods, demons, and worse on the field of combat, this branch may not provide sufficient protection. But for now, it is fine.

Fred grabs a rock from the cave entrance, and throws it further in. Instead of bouncing off the wall at the back, it goes through the wall... like it's not there at all!

Carefully, Fred walks up to the wall, and pokes his tree branch at it. It, too, passes through. Then, Fred reaches out his hand, and it also bypasses the wall. Hesitantly, he steps through all the way...

He finds himself in a significantly bigger chamber, several feet underground. The fading sunlight from the top of the cave illuminates only the first portion, but he can see a glowing blue light further in... He moves forward.

Fred stumbles! But it's nothing dangerous. There was a small river at the midpoint of the chamber, which he couldn't see.

Fred: Great, now my boots are wet... well, this looks important enough to be worth it.


Fred reaches the glowing blue light. It appears to be a small display on some type of keypad. His eyes have had some time to adjust to the darkness, as have yours. You can now also make out the outline of a large door, though its too dark to identify the material or other specifics. You can also see a larger terminal mounted on the wall, not connected to the keypad, but it appears to be turned off.

Examining the keypad closer, you can see a three-by-three square of buttons, below the glowing display. The nine buttons each contain symbols... no, looking closer, they're closer to QR codes, or barcodes. Some kind of mixture, that doesn't resemble any language or numbering system you've seen before. They seem like the pieces to a password, and looking at the display confirms this. There are four straight dashes on the bottom, and a stack of three black dots against the glowing blue background. Fred pushes the top-right, middle-middle, middle-left, and bottom-middle buttons, selecting them randomly. The blue display gives off a small "beep" noise and switches to a green background. One of the three dots to the side disappears - there are two left. The display does not return to blue.

Fred: So... I've got some sort of passcode here... but I have no idea what it is, and judging by the fact that the color changed, I don't want to-

???: Top-left. Top middle. Middle-right. Top middle.


Fred: What... what! I heard something! I don't know where it came from!


Fred looks around the cave. But all is still and silent. There is nobody else here.

Fred: ...A little help here?



-------

Underground Chamber:

Shut-down terminal
Keypad(glowing green)
Sealed Door

Fred(has tree branch)


Hello hello? Is this Fred? Hi! I'm one of the Players you haven't met! I was curious about your quest and decided to add my two cents into your journey so far. Anyways... The voice you heard was most likely the passcode for the keypad over there. It's better that you wait for JOE input before you put the code in though. By the way... here's a small question, did the voice sound mechanical? We can't exactly see or hear all the detail that's going around you and I was wondering if the place you are in is some sort of mechanical base of sort...
 
I finish my nuke [11/11]. I launch it at the GM and at the last second, I swap it with a single charge nuke that explodes with a loud, startling noise and bursts into confetti
 
My mir festum starts creating more festum for use (there are several types and they can all create festum) and I begin creating fortifications out of assimilation crystals!

All remaining actions are converted into charges.
 
"Hm, Ok..."
"The voice was probably telling you the code. I wouldn't count on it, and it might trigger a trap, but it's worth trying."

"However, you're probably safe due to the false wall, so take some time to investigate the rest of the room- snap a twig off from the branch, then rub it to the top until it catches on fire, so you can see what else this room has to offer. it might have a tool or two that could prove useful."
"Once you've searched the room, when you enter the code, immediately jump a short distance in a random direction. safety first."
"since you aren't in immediate danger, I can't spare any actions to help you directly (bcuz the godmodder's attacking me shiz.), but advice is a free action, woo-hoo! hopefully, I'll be free next round."

"if at any point something pops into existence next to you, and upon it are engraved the words "Ashes are Ashes, Dust is dust, but neither is neither if you have enough trust.", that means I probably caused it to arrive. I've chosen this phrase at random, so hopefully nobody will fake it."
 
ACTION: 1/3 ITEM(S):1x 2,000 Attack Token 1x GODMODDER REPELLENT 1x Enemy Heal Ticket 1x Enemy Debuff Ticket 2x Minor Enemy Damage Ticket 1x Enemy Buff Ticket
AMOUNT:3/3
Action 1+2: I decide to make sure my Slots Machine is fully healed before moving to anything else.

Action 3: I ask Ray if I can advance order a Multiplier Orb for my Slots Machine, since I do want to give players more of an incentive to use them.

Enemy Debuff Ticket + Minor Enemy Damage Ticket: Enemy Ravage Ticket: Weaken and harm and entity significantly! Cost: 5 actions. Payment 2
Enemy Buff Ticket + Enemy Heal Ticket: Enemy Rejuvenation Ticket: Boost an enemy stat's significantly and regenerate their HP! Cost: 5 actions. Payment 2
 
Update LXXXVI
I immediately hand the Yorehammer to eternal because i am not allowed to use it or else ill get a curse completely ignoring the godmodders offer while handing it off

I give all 3 of my actions to the Bank of Actions

The godmodder gives himself a little face-slap. That's right! He could've used your self-inflicted Curse to get Starcalibur! But he forgot, of course. Drat. You transfer Yorehammer to Eternalstruggle.

The Bank of Actions happily accepts your deposit!

Actions 1&2
The improbability drive finishes charging up.
10/10 for critical failure.
The improbability drive pulls out a dice. A special dice, very similar to the fluorite octect, except not. These ones were used by a particular seadwweller in a game of FLARPing.
But that's all backstory stuff and not important.
Nor is it important how the improbability drive pulled out a set of dice when it has no arms to do such a thing with.
The important thing is what'll happen when we roll it.
*rolls*
Welp. It's a one. Do you know what that means.
A CRITICAL WHALE.
Wait what

A giant whale drops from the sky, criticizing the improbability drive on its way down: "You're a useless piece of junk and you've done nothing useful this entire game"
It lands on the battlefield, near Eevee Shadow Bacon.
They now have a Critical Whale on their side.

The Critical Whale assaults a person's psyche by criticizing their biggest weaknesses. This deals damage and also gives permanent attack down. Additionally, the whale can swim so if the rainwater gets high enough, the whale actually gets an attack power boost.

NEW RAFFLE will be beginning shortly in the OOC thread!

Action 3:
Piono stands up on his rock and waves at Cera.
"he...hey C-cera."
He stops and sits back down.
"*hic*"
"kno what? nevermind. I'm now right drunk. Gimme e minuta."
Piono puts away his bottle of whatever kind of alcohol he was drinking and begins downing it.
Until a sudden gust of wind from the storm blows it away up into the sealed duel, where Xerath catches it.
"Well GORILLA."
Xerath looks at the label "Super Sobriety Solution"
Upon drinking it, it sends him into ultra-sobriety mode. He's so sober that he can sense the entire world around him in a heightened state, allowing him to see the Godmodder's attack mirrors and other attempts to redirect his attacks, and find weakpoints in them, allowing him to punch right through them. His heightened senses also allow him to dodge and block attacks much quicker and more easily.

Eevee Shadow Bacon now has the CRITICAL WHALE, summoned from the depths of Paradox Space!

Xerath is now very sober! This will help him focus better!

2/10 The thing keeps charging.

Damien and Maddison wait for something to attack, as I currently have no silly ideas.
How long is this gonna take?
I have zero clue. But I hope this doesn't take TOO long, I wanna get on with life.

So, are you using all three actions to charge this? Or just 1 action each turn?

Action x2: A Second Upgrade

Seeing that there remain Multiplier Orbs in Ray's possession, ES immediately uses one to upgrade the Shipyard II to the Shipyard III remotely, because why wouldn't he? One day the Godmodder will use a boss that doesn't have entity-nullifying mechanics, and on that day the Apex will shine brightly. Until that day, however, it will remain yard-bound. It certainly doesn't have anything to do right now, with the whole zero PG Entities thing going on.

Action x1: The Super Boost Stone

Taking the Yorehammer gratefully from MooGoesCow, he sets out to deal with a certain issue the AGs have been facing recently. Normally, attacking things in the Godmodder's inventory is nigh useless, due to the significant defenses they possess. Defenses, however, mean nothing against the weapon he suddenly yields.

Waving around the massive mallet with a vice-like one handed grip, he jabs it forth and shoots out a transdimensional thunderbolt. It zigzags in the rough direction of the Godmodder before disappearing entirely, transporting itself to the location of the Super Boost Stone, wherever that may be. In this world or an inventory pocket dimension, it matters little. Whatever defenses the Godmodder has against things being teleported into his inventory are bypassed by Yorehammer, as are any other defenses it might possess. The bolt of energy strikes at the Super Boost Stone, tuned just so to make it detonate violently, or at least be turned useless, with the Legendary power of Yorehammer.

The Shipyard is upgraded to Shipyard III! It gets EVEN BETTER at its multiple jobs!

Using the power of Yorehammer, you strike past all defenses! To hit the godmodder's very own inventory! Captain.cat's assistance joins you, and together, your bolt breaks past every barrier... and hits the Super Boost Stone!

CRACK!

The Super Boost Stone is not immediately destroyed. Rather, it is cracked. From the crack, energy immediately begins leaking out! If left like that, it'll leak out every bit of energy it has over a long period of time!

ACTION 1:
I toss Xerath a STOPWATCH. This looks like an ordinary watch, but when it is disengaged (i.e. not ticking), time stops for everyone but the wielder. Unfortunately, it only has one use and only lasts about 10 seconds while time is stopped.

ACTIONS 2-3: The Ettin 17/20

Xerath accepts the Stopwatch! Now this, he can use!

FOCUS: CAPITALISM-ISH 2: CAPITALISTIC BOOGALOO

I deposit a further 3 actions into the Action Bank.

The Bank is more than happy to accept further deposits. They thank you for using their services.

Soo... THAT'S IT??? I explicitly mentioned a limit of how low of an offer I would accept. A lower offer means that they just stole them. Which makes me think about messaging the Peacekeepers, which totally are a radical group of peace activists. They may talk to the bank about their theft and somehow get them to see their faults. (totally gonna do this if they don't plan on giving me more)



So no more bans for people trying to become the Game master? :whistle:

I would have deposited my AD into the vault, but recent doubts about trusting this facility (like their ability of understanding the concept of buying and paying is really bad, maybe malicious).
I want to speak to an official about this. Should they really estimate the value of my entities this low, I will buy them off for a staggering sum of 5 AD and 10 AC!!!
They gain 2% if they accept the deal!!!

Should this be a big misunderstanding, I will put my 8 AD into their vault and even offer protective services (gonna accept 50 AC per round and 80 AC for every action I need to spend to protect).

Right now I still are uncertain about spending anything, so I charge 3/3 of my actions.

Edit: I agree to cult actions

The Bank points out that you issued a statement to exchange an entity you weren't using for "as much as you can get". The price they give is the price they give. They gave you 5 AD. This is not theft. Your face is a big misunderstanding!

Somno starts a new project: the combininator- can preview an alchemy combination's result with 80% accuracy as an action.
The evolver II debates things a bit, and decides that if and only if the ball isn't blocked by attack redirectors, he'll take out a baseball bat, charge up a side-smash from smash bros, and return the ball... to the Godmodder. bypassing all bodyguards and attack shields, being apparently unredirectable in any automated manner, and being guaranteed to reach its destination.
Also the Godmodder never said it was a powerful attack, so it's probably only like, 5,000 damage at most.
Hexagonashield and normalshield generators keep working hard. the strobe light takes a second out of its day to flash the Godmodder-clone through the shield- we already know it doesn't block light, so the Godmodder-clone will see the flash, and have his vision obscured for a moment. without sight, he'll need to spend about half a second switching to echolocation, at which point...
[1x Quickened casting: ThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgyThaumaturgy]
I cast it on myself, for the loudness *3^20 multiplier, then use baton pass, passing the buff to Xerath.
he proceeds to breath, at very least. breathing is 10 decibels normally. If I recall correctly, raising the total air vibration amount by 2* is the same as raising the decibel count by 10. so, 3^20 divided by 2^[something] is the number of 10s the decibels rise by. at minimum, since three is greater then 2, it must be at least +200 decibels: far more then enough to rupture an eardrum. I suppose this would be blocked by the barrier due to its massive level, but it's coming from Xerath. I just gave him a buff.
he breathes, and the sound ricochets off every surface in the arena. and the walls. it comes at the Godmodder from all directions, but, as established last time I used thaumaturgy, it's just a cantrip, it can't do damage. it just functionally blinds the Godmodder sound-wise. so that's 2 methods of sensing down...
Or it would be, anyway, if I didn't proceed to transfer to Xerath the abilities of a banshee: if one hears him, they take immense mental and physical damage. this won't affect the battlefield, as the shield would block such a massive out-pour of damage, as mentioned before, but his breathing still reaches the Godmodderclone, and without Xerath trying to do anything at all, instantly damages him.
[1x] I grab a multiplier orb and give it to the Drones.
[1x]I transfigure the curveball into a much larger pillow if the evolver II's swing misses. even if the evolver II gets some in its mouth, it won't be long before the transfiguration fails, so it won't end up being in every cell in his body, and it'll shrink overall. then, mere fragments of a second later, I silently wandlessly cast "Arresto momentum", removing the balls momentum, before a small tornado appears around it, neutralizing any remaining spin. as such, if the evolver II's swing misses, the curveball turns into a pillow, which instantly stops spinning or moving. then, after 0.098300908 of a second, The Evolver II spontaneously finds itself with Immunity to pillows or spheres as a temporary, 3 second long buff.
I vote for the cult action to Give fred a gauntlet with the words "Ashes are Ashes, Dust is Dust, But neither is neither, If you have enough trust", with the magical power to do any of the following, but only one at a time: glow about as bright as a torch, apply a force equivalent to a punch to an area within 3 meters and within sight, or slooooowly nit wounds.

Somno declines your request to work on the combinator, under my advisement! The alchemiter already allows you to preview results, and the odds of making something bad by accident are incredibly tiny! The combinator is mostly pointless!

You give a Multiplier Orb to the drone army! They are now better at their jobs.

You give Xerath a clear path to unleashing the BANSHEE SCREECH attack! Time will tell if he takes it. You also ensure the Evolver's survival!

Free Action: I attempt to use one of Ray's multiplier orbs on Ray to multiply his rate of multiplier orb production.

Action 1: I fire a black hole with a filter attached into the atmosphere. The black hole will only absorb water, and as it does so it will gain larger and gain increased effectiveness in sucking up water.

Action 2: I decide I want a shiny new space station, and take the Godmodder's offer. Unfortunately, I don't have Yorehammer on me and I don't feel like stealing it, so instead I spam him and his clone with trade requests using my near-infinite reserve of Yorehammer knockoffs. The spam of trade requests may not be able to distract him, but it can certainly obstruct his vision so he can't see attacks coming. Also, if he accidentally clicks on "accept", he gets an exploding fake Yorehammer and I get a space station. Oh, and these trade requests cannot be closed or minimized, were manipulated by code that causes each request to have a 10% chance to switch the functions of the "accept" and "deny" buttons without changing the labels on the buttons, and the trade requests implement a hydra process (multiple separate processes that cannot be closed simultaneously and will instantly reinstantiate each other if one is closed) to prevent him from just opening up Task Manager to end the trade request window processes.

Action 3: I call up the Tactician in a Jar to give Xerath advice. The tactician, being a smart tactician, has been spending the last while studying the battle.

Multiplier orbs can't be used as a free action!

Ray: Frankly, it's better not to try that. Using Multiplier Orbs on Players is a bad idea.

Ray: Actually... now that I think about it...

Ray: You know what? Do what you want. But I'd like to remain Multiplier-Orb-Free. I want to give these things to you, after all!


The godmodder installs a Pop-Up-Blocker onto his brain! There, all fixed.

The Tactician in a Jar, who has been studying the battle for some time, has some advice:

Tactician: Xerath, you're in a bit of a tough spot, as I'm quite certain you've already realized.

Tactician: Your best choice at this point? Use all your offensive power, and use all the buffs the Players have given you before circumstance takes them away from you somehow.

Tactician: Slay the godmodder, and NOW!

The Black hole goes up into the air, and starts absorbing a significant amount of water from the ground and rain around! But... its a ways above the HEXAGONAFIELD, and it keeps resetting, like a stuck tape. It works, but it's not slowly gaining more effectiveness.

I deposit all 6/8 of my reserves into the Bank. After I open an account of course.

"Stand down everybody, for the mean while let's social and play good old board games! Also Flag-bearer you need to finish your studies first!"

I then recommend to AG entities who don't want to play to ATTACK THE SKIES, for their is obviously something evil in there.

Actions:
1x Assisting the Factory

1x, Laser Focus huh, how about a MIRROR! You just can't help laser focusing on yourself can you!? AHAHA!
I placed a Mirror infront of the godmodder so that the Godmodder can focus on his own perfect self... Sometimes being focused on yourself is a bad thing.

1x I steal a Multiplier Orb and update the Terran Army for the battles to come in the future.

Your entities all decide to take a break and play board games. An attack on the godmodder? Psshhh... what were they thinking? The Bank of Actions is very happy to accept your deposit! +1 to the Factory!

You attach a Multiplier Orb to the TERRAN ARMY, making everything the Terran Army does better! Yes!

Ray: Good, good! The more entities get these, the better!


The godmodder stops... a mirror? He takes a moment to admire himself... mmm... the next action done against him has a greater chance of success!

1. I heal Xerath's face, still injured from the Godmodder socking him last turn, by casting heal!
2/3. Not banking these. Will be able to pull out something big on command, and not have to guard the bank for 10 turns. (12/15).

You cast Heal on Xerath directly! You see the spell travel in midair... and get stopped by the barrier! It looks like you've hit the arbitrary limit on how directly you can assist. Xerath is grateful for the effort, though.

I note that Hungry Visitor is right in this case. If the Action bank does not intend to return either his entitys or raise the prices they pay or bribe me, I will likely join him (or act alone in order to) destroy not this establishment, but any main base they may have, one way or another. do not underestimate the power of a random guy you met on the street. yes, you met me on a street. this is hexagonfield street, tile number infinity^2. that over there is hexagonfield street, tile number (infinity- (infinity / ~2))^2 - (infinity / ~2). totally a street.
/notanactionnorathreat,ratherapromise.

The action bank tells you bring it on. They have 500,000 HP, and other Players who want them to be defended. And they're morally in the right, because they can charge whatever price they want! It's a free market here on hexagonafield street!

Conjuring up a laptop I FOCUS as I dive into the Internet, searching for a certain website that'll give me a solution able to protect all of my entities from the rising water.

Once on the hidden site I scroll down through the Watery Devices section and after passing the Automated Waterfowl I find the perfect device for my situation, the Water Repulsion Dome.

A marvel of post-scarcity science and sorcery the Water Repulsion Dome, W.R.D for short, exists to solve the issue the dangers of water itself. A water elemental harassing you? No problem. A tsunami coming for your home? Piece of cake. Building an underwater fortress? It's easier than building it on land.

The W.R.D generates a complex barrier of energy in a dome shape that passively repels water, no matter the volume or speed of the water. It'll even continue to function at peak performance while under an entire ocean. Once built the W.R.D is self-sustaining and is protected against tampering, hacking, sabotage, conversion, and take over by another. No matter the issue the W.R.D is guaranteed for long term operation and no problematic side effects with easy to follow instructions for rapid fabrication.

Note: Purchasing the W.R.D will give you access to the blueprints and the required materials but not a completed model, assembly will be your responsibility. It's advised not to have water based beings within the dome as long exposure will cause negative effects to them.

Smiling I purchase the W.R.D, pulling funds from a bank account full of money I suddenly control and discounts from being a long term B.A.A.A.D premium customer.

The moment the materials and the instructions appear next to me I whistle for Rotaz and get to work, using what energy I still possess after purchasing this marvelous device to telekinetically assemble the W.R.D. While I can't finish the W.R.D in one turn since it's going to cover all of my entities i can at least help Rotaz build it.

Walking over to the Peacekeepers I make a simple offer. In trade for access to the plans for the W.R.D I request that the Peacekeepers' engineers aid in the construction of my own W.R.D.

You set up the W.R.D! As you give the plans to Rotaz, you discover that the Peacekeepers are very interested in the WRD and more than willing to assist you. As fair exchange for the knowledge, they'll boost Rotaz's and Einstein's construction, allowing it to be done significantly faster. Upon completion, all entities will be 100% water protected. Now, the things IN the water, that's a different story.

Focus X3

6/6+
+1 from Captain.cat. 7/7

I've realized that 6 damage against Godmodder isn't gonna happen with one explosion. So of course, instead of using the 10% safe route of a defense that could also be interrupted really easily... I play time tricks and take Xerath's advice to heart... but not in the way he expected.

And with time tricks come extremely complicated graphs and timelines.


Imgur


Here is my action. My now 7/7 charge.

I give Xerath a device that causes the Godmodder in the Sealed Duel to go into the future immediately before the Yin-Yang Blaster Explosion, and is teleported into the Yin-Yang Explosion at the same time. Godmodder takes the brunt of that, then is pulled back into the past right before Xerath activates the device. Read the image above for why this instantly kills Godmodder in a stable time loop of destruction even a unprepared full Godmodder couldn't hope to escape, not some sealed Godmodder easier to damage. The best part of it is I can get away with this since this part isn't actually doing the damage, just doing the time-travel work. My plan unfolds, and Godmodder is gone... in a BLINK of an EYE. Xerath will also be GONE and the battle will be over in a blink of an eye when Godmodder takes 6 more damage... so yeah.

P.S. Any extra charges donated to this is still welcome. More charges means that Godmodder will have a much higher chance of dying. Also, Godmodder can't disable my Yin Yang Blaster since Xerath is good and immediately uses this device on Godmodder, abusing both AG/N actions being before PG and the fact he is competent (and I told him to use it this way.)

"Xerath, get going fast. We don't have much time"

OOC: My first Xanatos Gambit. Its one because all the possibilities I've thought of Godmodder doing results in a victory for me... Worst case scenario, I force GM's Project Charge, Charge, and maybe even his 10 action boost stone to be used and force GM's Hand... Which is the hardest thing ever since the time to do that is very very small. I came up at this at the last second, just pulling IC Ham when I realized my teleport-dodge vest wasn't gonna work. I wish I'd gotten around to using it on the Lightshard.

Xerath accepts the godmodder-infinite-time-loop device. This... must be used just perfectly.

Hey, RedRover, just wanted you to know, from this and the Yin-Yang Blaster, charging with actions of this type - doing events that affect the godmodder or don't really involve raw numbers - charging your actions more only provides the barest minimum of assistance, if any at all.

Xerath: Ah, yes... this is exactly the kind of attack I like.


1. I point out the fact that, because Icky is weightless, he therefore cannot cause any form of physical harm, due to having literally no weight to put behind his attacks.
2. To make use of his weightlessness, I put up a cube of paper around Immovable Icky. Due to his lack of weight, he therefore cannot break the cube, and it's infinitly heavier than he is! Hah!
3. I charge to 3/10

Icky is weightless, but also immovable. His attacks have both 0 and infinite force. Further questioning could result in negative consequences.

Icky decides to just roll the Paper cube around like a hamster cube. Hah!

In the time between turns, Arsenical tripped into the ever-rising water. He spent so long getting up that he missed an entire turn! Oh no!

"This DAMN rain." Our hero has had enough of it!

Action 1: Sorairo Days

In one hand, Arsenical summons a hand-drill. Nothing fancy in the slightest, just a small tool to dig through dirt and stone. It even looks a little dirty right now.

However, with it clenched tight in the hands of a Player, mystical energies flowed through the object. It get a little shinier, a little cleaner, a little sharper... Oh yeah, and a whole lot bigger. So large that Arsenical can only hold it on his back, with both hands, and he's still struggling. Without outside influence, the drill begins to turn, agonizingly slow at first, before speeding up to dizzying-fast speed. Water droplets bounce off the metal cyclone like bullets, cutting grooves into the ground around our hero and his massive instrument.

Then, in one quick movement, Arsenical pushed with all his might upwards. The speeding projectile goes red hot, laughing at the very concept of 'Air resistance'. In less than seconds, it reaches the clouds.

Over the entirety of the battlefield, the previously dark sky brightens, like ripping a curtain from a window. Angels cry out (they deserve it) and light covers the field. No one but our hero, however, can spot the drill go even further beyond the clouds.

Action 2: 2 x 2 equals... Four?

"Oh, hey Ray. Can I grab another orb? Thanks." With his two orbs in hand, Arsenical hands one to the Explosion Elemental, and the other to the K.I.N.G Unit. While they evolve, the player himself takes a moment to lie on the ground and regain his energy.

Yes he knows he's lying in two feet of water. No don't remind him. It's been a long day.

Action 3: I Activate my Spell Card!

Finally, Arsenical stands up from his uncomfortable seat on the ground and looks directly at the Godmodder. "Hey Godmodder, I've got to wonder, ever heard of a little series of games titled..."

Out of nowhere, the AG man pulls out several cards, each covered with ominous symbols. "... Touhou?"

From behind Arsenical, Snake-like beings shoot out, all of them composed of glowing green balls of energy. They're easy enough to dodge, though they do slither. From above, the sunlight crystallizes into razor-sharp spikes, each shooting like bullets at the Godmodder. Finally, our Hero himself pulls out a massive energy cannon he aims at the Godmodder. Arsenical charges, aims... And the Godmodder is promptly crushed underneath the Giga Drill from the first action. It had hit the top of the Hexagonafield, and fell all this way to level this terrible being's face.

The drill pierces the heavens, soaring upwards as an epic reference to a great anime! ...But as it penetrates higher and higher, the clouds simply swallow it up. Its still climbing, and presumably stopping some of the rain, but it's failed to clear the clouds entirely!

You grab a Multiplier Orb, and upgrade both your entities! They are quite happy at this development!

In an utterly unexpected twist, the godmodder is slammed by the drill from earlier! Unfortunately, this means it doesn't contribute to stopping the rain, but the godmodder was too busy looking in the mirror to not get hit! 1 damage to him! Gah!

STARCALIBUR STEAL ROLL: Close... but no.

Looking over the field of battle I see two interesting ideas about to go into action, One being to attack the items that the Godmodder has squirreled away behind tons of defenses and the other being a possible one hit kill against the Godmodder copy.
'Well I have nothing of my own to work own so I'll go ahead and help.' I turn towards EternalStruggle and prepare my wish.

'I wish for EternalStruggle's attack on the Godmodder's inventory to be empowered so it will cause more damage to it!'
Suddenly the Transdimensional thunderbolt as it launches from the Yorehammer it fuses with a red tendril with after the Tendril vanishes having been absorbed by the Thuderbolt. The Transdimensional Thunderbolt can be seen glowing red as it heads off towards it's target! (2 actions)

After the Thunderbolt Zips off I turn towards Redrover1760. 'Well time to help his idea out, Sure hope it works as intended.' Closing my eyes I focus my remaining energy into my next wish. 'I wish for Redriver1760's device to be empowered!' Suddenly a red orb appears in front of me and then floats over to Xerath. After a moment it dissolves into tiny red particles and they are absorbed into the device that he had received from Redriver1760 empowering the effects of the device! (1 action)

Seeing that Xerath is not looking too good I look over to the others. "Hey I suggest one of you try and give Xerath a healing herb or something like that if your able. I would do it myself but I'm out of energy right now."

You retroactively boost Eternalstruggle's action! RedRover1760's device gets a boost as well! It won't randomly malfunction now!

I do a small Windy thing to the rain clouds in order to gain more insight into the Source(x3)

You use WIND POWERS to expand the hole left by Arsenical's drill! Doing that, you can see a ways up into the clouds. The cloud cover above you now is a dark grey... but looking higher up, the clouds turn continuously more black... and at the very top... do they look a bit purple? And what's more... you can see the clouds moving towards you! Like they're moving downwards, with continuously worse clouds coming from up higher...

(Action!)(3 Charges)
(2 Charges)
Feeling rather curious, and not in the mood for some elaborate act. I nab a multiplication orb and alchemized it with the boost stone.
(1 Charge)
Once that's done, I simply decided that I'll take this turn to watch how my entities are doing. Thus I tour the Rice fields, saying hello and meeting with the Lightward mages and the contracted farmers piling the mounds of rice that's being added to the rice wall and being offered to the shrine. I oversee the the lessons that the Bun Baron is teaching upon the Bunny Queen, noticing a new adjective that seems to be forming next to her name... Maybe from all the tutoring that the Baron has been giving? I shelve away the thought. I finally end up in the empty lot where the Void Trio are practicing their up and coming Trio attack and just admire the focus that's being put into their murderous attack. It doesn't take long for me to notice something wrong, or more accurately, missing. Where was the Companion Rover? Its no secret that Void Guard and Companion Rover fell in love with one another much to the dismay to the Void Bros. and the delight of the gossiping farmers... So where was he?

Meanwhile...

Under the Shrine there's a whine of metal screeching... expanding in ways it wasn't supposed to go, and in the middle of it all was a Rover. A Rover that has found love, A Rover that's meant to be a mirror of a companion, A Rover... who wish to no longer be just a rover.

(Orders...)
The Bun Baron's teaching is starting to show a bit of its fruits and continues the education of the young Queen.
The Void Trio continues with their preparations, but with the Void Guard feeling an ounce of worry.
The Rover continues with his project with all his heart...

Multiplier Orb + Boost Stone: Multiplier Stone: Grants immense power to an entity, but has a high chance of paralyzing them when they need to act most. Cost: 4 actions, destruction of components

Stuff keeps happening! Wait... is the rover a him or her? Guess it doesn't really matter.

I finish my nuke [11/11]. I launch it at the GM and at the last second, I swap it with a single charge nuke that explodes with a loud, startling noise and bursts into confetti

You launch an 11-post special attack at the godmodder! Incredible! But then, you snatch the charge away, startling the godmodder! GAH! Now he's unsettled...

My mir festum starts creating more festum for use (there are several types and they can all create festum) and I begin creating fortifications out of assimilation crystals!

All remaining actions are converted into charges.

The Mir Festum has begun to make MORE Festums! It will probably take a while. You put 2 charges into making fortifications! Say so when they're ready for deployment!

Do note, if you don't specify how many actions you put towards something, I might just assume its 1, and not use the leftovers. Trying to do the bare minimum and then claim the leftovers generally won't work.

ACTION: 1/3 ITEM(S):1x 2,000 Attack Token 1x GODMODDER REPELLENT 1x Enemy Heal Ticket 1x Enemy Debuff Ticket 2x Minor Enemy Damage Ticket 1x Enemy Buff Ticket
AMOUNT:3/3
Action 1+2: I decide to make sure my Slots Machine is fully healed before moving to anything else.

Action 3: I ask Ray if I can advance order a Multiplier Orb for my Slots Machine, since I do want to give players more of an incentive to use them.

Enemy Debuff Ticket + Minor Enemy Damage Ticket: Enemy Ravage Ticket: Weaken and harm and entity significantly! Cost: 5 actions. Payment 2
Enemy Buff Ticket + Enemy Heal Ticket: Enemy Rejuvenation Ticket: Boost an enemy stat's significantly and regenerate their HP! Cost: 5 actions. Payment 2

You 100% your Slots Machine! You also, instead of Advance-Ordering, grab the last one and use it right away! It is now the SLOTS MACHINE II! It now re-rolls once for every roll that fails, but only on the 1-9 slot slot!

FOCUS

I put another 3 charges in my account and continue guarding the bank.

The Bank of Actions accepts the deposit!

------

V:

The Void Assassins and Void Guard continue working hard on the TRIO ATTACK! They'll be dishing out a lot of hurt when the time comes!

AG:

The Starcraft Army and Flagbearer do their normal thing! K.I.N.G.s Pawns explore, and aboard the Space Station, the Quantum Computer. Is. FINISHED!

The other entities, however, are not so docile. Not being ordered to stop, they are disheartened by the withdrawal of the Starcraft Army, but are willing to continue. They build the ULTIMATE ANTI-GODMODDER MISSILE LAUNCHING CATAPULT, using all of their actions combined!

But, wait... looking closer, you see each of the entities manning their own position. And all the positions have stuff going wrong in them! The Scarlet Prince is pulling the catapult back, but Eeveelutionary Eevee, assigned to maintain adequate pressure, has been knocked out by a carbon monoxide leak! The carbon monoxide leaked because the Explosion Elemental, who was in charge of maintaining chemicals, was knocked out by a hammer dropped by Mazinger Zero, who was desperately carrying tools to fix a mechanical malfunction caused by the Festum, who was too hungry and started eating some important cables linked to the main engine! The main engine is overheating rapidly!

The Scarlet Prince starts to struggle, with force controls not adequately maintained... if the main engine overheats, the catapult will explode in a massive explosion damaging all entities caught inside! Quick! Help them!

Ray, seeing that his whole stock of Multiplier Orbs was depleted, makes 8 more. Hopefully, this should mostly satisfy demand. Don't hog them, now!

PG:

The godmodder concentrates... hmmm. If he can just keep going a bit longer, things will get better. He's completely certain.

Okay, first. The Boost Stone! The godmodder begins absorbing the action energy its leaking. Until its all dry, this gives him 1 extra action each turn from the absorbed energy. However, he can circumvent this - he starts a 10-action charge, his biggest yet, for storage of the Super Boost Stone. This is worse than being able to use it straight up, but better than losing the Boost Stone altogether.

Second, the godmodder sees the Evolver smack the curveball back at him with a regular bat. Well, two can play at the batting game! The godmodder pulls out a spiky bat, and smacks the Curveball back... but this time, it splits into three pieces, each with their own defense-curving ability! They head for JOEbob's Somno, CaptainNZZZ's Eagle Spawner, and Eternalstruggle's Apex. All three of them won't be stopped by attack shields and deflectors and bodyguards! You'll need to stop them somehow!

Free actions all out of the way! For the godmodder's first action, the godmodder summons a weather forecaster, who says the Fire Rain will stop being fire rain. Since forecasters are always right, the Fire Rain immediately stops. Next, the godmodder dispatches a SUPER AWESOME SEARCH RUNNER, who rapidly runs around the HEXAGONAFIELD looking for the legendary Weapon. Search area narrowed down by 500B meters each way.

N:

Entities do their stuff. Work finishes on 2 Apex upgrades. The Bank of Actions appreciatively sends a letter with a delicious cupcake to their account holders, telling them that if they're made to increment actions past 2 decimal places they'll round down.

-------

SEALED DUEL:


Xerath clutches the Yin-Yang Blaster. It's actual blasting function entirely unused, the resultant explosion is sure to be absolutely massive.

The godmodder stares back. He. CAN'T. Let. This. Happen.

And so he lifts his hand to stop it. And as he does, everything happens at once, almost too fast to see.

1: The EILS flies near the arena and flashes its light, temporarily blinding the godmodder. He doesn't even slow down.
2: Xerath realizes that he needs to think of a way out of this. He uses another of the Boon Blade's charges to boost creativity! 1 left. This an extreme sobriety help him see the correct path...
3: Xerath uses his SUPER SCREAMING POWERS... BUT! He does NOT use the Banshee scream, because if he damaged the godmodder with it, it would immunize him to ear damage. And the godmodder needs to have his ears temporarily disabled.
4: The godmodder, now blinded and deaf, launches stabbing laser that goes at the speed of light at where Xerath just was! There's no way he could have dodged it in time!
5: But Xerath wasn't there! He used the 10-second stopwatch to get out of the way just in time!
6: Xerath's extreme sobriety wears off a little... or does it tighten? The Yin-Yang blaster's energy display changes to a countdown timer. 10... 9... 8...
7: Before the godmodder can react, Xerath uses the time teleportation device!

The godmodder is teleported into the future, into the explosion. But also, the past. Then the future. Then the past! Again and again and again! The godmodder is forced to endure the explosion for an infinite amount of time. However... the godmodder has a very good immune system. Each time the godmodder gets hit by the explosion, he takes a little bit less damage. So if the first hit does 1.5 damage... the next does .8 damage... the next does .4 damage... and so on down the line. Eventually, his immune system is so great at explosion resistance, he hardly takes any damage at all. And the time-teleportation happens so fast, all 321,632,009,123,543 loops happen in the blink of an eye! On the very last loop, the 1-in-1-quadrillion chance of it malfunctioning, significantly reduced to that amount by captain.cat, finally happens, and the godmodder is teleported into the future, but is NOT teleported into the past afterwards. In total? He took 3 damage.

And then it's Xerath's turn to endure the explosion.

The Yin-Yang blaster's massive release of energy, enough to hurt a godmodder, rocks the entire arena, slamming Xerath against the floor and barrier many times over the span of a few seconds. Immovable Icky is instantly obliterated. With nowhere to go, the energy is trapped in a sphere, creating a physical reaction like a snow globe that lasts much longer than it should! Finally, it starts to dissipate, and Xerath falls to the floor. You can hear a crunch as he hits the ground.

Xerath turns himself over... and slowly, slowly gets to his knees, to face the godmodder.

Xerath is now critically wounded.

--------

EternalStruggle - The godmodder mocks you. What, are you too much of a SCAREDY CAT to not give up Yorehammer? You feel your blood begin to boil...

The water rises to 5 feet, and the rain speeds up even further! If it rises any more, you'll need to give all your entities buoyancy or some other means of water survival, or they'll drown for sure!


ITINERARY:
-Defeat The Godmodder! Damaging him gives you a shot at a legendary weapon, and a boost stone!
-Project Spark: 48/100 Current Task: Narrow down the location of the godmodder's headquarters! Current size narrowed down: 510 billion x 310 billion meters (advances a bit each turn)
-Help Xerath win the Sealed Duel!
-Help the allied entities attack the godmodder!

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.
Daskter's factory is producing AG minions - keep it alive!
The Flag-Bearer gives AG entities regen and mind control resistance! Protect it!
K.I.N.G. is helping to explore the HEXAGONAFIELD! Help protect it!
Find a way to drain or stop this constant water flow into the HEXAGONAFIELD! Equip your entities to survive it, this storm won't pass soon!
The Bank of Actions is offering useful, but optional, action-related services

THE HEXAGONAFIELD:
State: Heavy Rain - Water 5 feet deep(no effects yet)(+18 feet/turn, -10 feet/turn)


[V - Winkins]Void Assassin II: 36,500/40,000 HP, 24,000 x 3A (70% dodge rate)(7 cute bunnies, +4,000 HP per turn), Bun Baron/Queen: 5,000 x 2 HP(+1 Bun/turn)(20% dodge rate)
Void Assassin: 40,000/40,000 HP, 13,000A (30% dodge rate)(2 cute bunnies, +1,000 HP per turn)
Companion rover(sped up)(companion to Void Guard)
Void Guard: 45,000/45,000 HP, +7,000A (+1 attack shield/turn, maxes out at one)(companion to Companion Rover)(protected from 1 attack)
Fortified Rice field(tended by Farmer Contractors, Lightward Mages)(has Shrine - gives +6,000 HP/turn and -4,000 damage from all attacks to Winkins-owned entities)(needs to be killed in one hit)(Water boosted - much stronger when HEXAGONAFIELD flooded!

[AG - MooGoesCow]Space Station(25% dodge rate)(protective runes, godmodder can't see inside)
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, Adaptive learning module, Player Power module), Power Generator
Space engineers+1: 100/100 HP x 650(building space station!)(Manager halving cost)

[AG - TheTwoEternities]Scarlet Prince: 55,000/70,000 + 15,000 HP, 20,000A (-3,000 damage from all attacks)(+4,000 HP per turn)(protected from 4 attack)
Eeveelutionary Eevee: 90,000/90,000 HP, 22,500A, Special: All-Element Burst, ready in 1! (can use Special and regular attack)

[AG]Ray(Energy capsules: 6) 8 Multiplier Orbs available!

[AG - Arsenical]Explosion Elemental II: 60,000/60,000 HP, 30,000A, Explosion Aura (deals 7,000 damage to enemies who land attacks)(protected from 1 attack)
K.I.N.G II: 40,000/40,000 HP, +2 Pawn/turn (Pawns have 1000 HP + explore HEXAGONAFIELD, Rooks have 5,000 HP, 1,000A)(Retroactive Rook Defense Switch)
Pawns: 1,000 x 5 HP (exploring HEXAGONAFIELD)

[AG - Daskter]Factory II: 70,000/70,000 + 15,000 HP, currently producing: The Battleship, done in 14! (production options: Shield pods, Surveillance Drones, Heavy AFVs, other 1-time projects)(protected from 1 attack)(Neosteel Foundry boost)
Heavy AFVs: 4,000 x 1 HP, 2,000 x 1A (-1,000 damage from all attacks)
Flag-Bearer: 23,000/60,000 HP(Hope-raiser)(+1,000 HP to all AGs/turn)
Starcraft Army II(14,000 TA)(Neosteel foundry)(protected from 1 attack):
SCVs: 80 x 18 HP(schedule: Get to 10 barracks, then build 4 command centers, then factories)
Marines: 300 x 20 HP, 250 x 20A
Marauders: 600 x 10 HP, 400 x 10A
Hellions: 500 x 10 HP, 500 x 10A
Command centers: 8,000 x 5 HP (+5 SCVs per turn)
Barracks: 6,000 x 5 HP (+1 marine each, each turn)
Command centers: 1 complete each turn (1 builder = 8%)

[AG - Shiboso]Mazinger Zero: 50,000/50,000 HP, 3,000 x 5A(speed boost)(protected from 1 attack)

[AG - DragonofHope?!?]
Festum: 30,000/40,000 HP, 14,000A(+10 bonus to Will Saves)
Mir Festum: 50,000/50,000 HP, 15,000A (making new Mini Festum, done in 3!)

[N - CaptainNZZZ]Army: TA: 48,000 (protected from 5 attack)(all contributing to slowing water)(Rotaz/Einstein immune to drowning)
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)(research tools)(inside Mysterious Tower)(researching accuracy improvements, done in 2!)
Rotaz: 20,000 HP (engineer)(working on WRD, done in 3!)
Weak skeletons: 500 x 32 HP, 500 x 32A
Eagle Spawner: 25,000/25,000 HP(summons an Eagle every turn)
Eagles: 2,000 x 8 HP, 1,000 x 8A
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: 26,000/26,000 HP, +5,000 to one of an ally's attacks each turn!(inside Mysterious Tower)
Square of Frost: 9,000/10,000 HP, 6,000A (10% dodge rate)
Shield generator: 15,000 (+1 attack shield to army per turn)(guarded by Eagles)

[N - JoeBOB]Somno: 29,000/35,000 HP (Third Eye down - can't use psychic powers!)(can do generic actions)
The Evolver II: 45,000/45,000 HP (evolves in 3!)(2 attack deflectors!)(Helping Somno with Shield Generator)
Epilepsy Inducing Strobe Light: 8,000/18,000 HP, -20% accuracy attack, 20% chance to charge the shield generator
Shield Generator x 2: +2 attack shield to JOEbob's entities/1 of Srovy's entities in 0! - dies when JOEbob runs out of entities (6 attack shield currently)
Hexagonashield generator: 10,000/10,000 + 15 x 1,000 HP (+3 1,000 HP shard shields/turn)(current target: itself)

[N - Srovy]Worker Army II(Drone tool factory):
Worker Drones 600 x 11 HP(taskdoer)
Recruiter Drones 600 x 11 HP. Recruits souls for the cult (2 souls)
Gatherer Drones 600 x 11 HP. Gathers resources for the cult (2 resources)
Healer Drones 400 x 11 HP, +700 x 10A
Guard Drones 7000 x 10 HP Bodyguards other drones (50% chance to not take damage unless overkilled by 5,000 per drone)
Breeder Drones 150 x 11 HP, (cost: 5/breeder, 3/all others)(trying to maintain equal levels of drones)

[N - EternalStruggle]The Apex: 53,000/90,000 HP, 25,000 x 2A (+1 repair drone/turn)(docked)(-5,000 damage from all attacks)(Fleet Beacon)
Linked Repair Drone: 500 x 0 HP(+1,000 x 0 repair per turn!)
Shipyard III: 150,000/150,000 HP

[N - Eevee Shadow Bacon]Critical Whale: 30,000/30,000 HP, 7,500A(slight permanent attack reduction)

[N]Slots Machine II: 130,000/130,000 HP, Special: High Roller(ready in 3!)(Lucky Counter - roll slots when attacked)(Blue/Red slot options: Roll with only numbers 1-4/5-8)(Buoyancy)(1 reroll)
[N]Alchemiter: 92,000/100,000 HP(+4,000 HP/turn)
[N]Bank of Actions: 500,000/500,000 HP(provide useful action services)(current deposits: Two_Eternities: 6.93, Captain.cat: 2.42, ThatRandomGuy: 12.98, MooGoestheCow: 3.3, Daskter: 6.6)(Must defend for 8!)

[P]Peacekeepers(20,179,800 total attack)(Unbribable)(protected from 143 attack):
Peacekeeper HQ: 700,000/700,000 HP, 150,000A(protecting Peacekeepers)(control and command)(20% dodge rate)
Quinn, Peacekeeper Commander: 1,000,000/1,000,000 HP, 100,000 x 3A(Super mecha)
True Riflemen: 4,500 x 999 HP, 2,100x999A(+3/3DE squad leader)
Death-elite Riflemen: 7,500 x 999 HP, 4,500 x 999A(+3/3DE squad leader)
True Machine gunners: 6,500 x 999 HP, 2,100x999A(+3/3DE squad leader)
Death-elite Machine Gunners: 10,000 x 999 HP, 4,000 x 999A
True Medics: 8,000 x 999 HP, Healing A(+3/3DE squad leader)
Death-elite Medics: 14,500 x 999 HP, Healing A(+3/3DE squad leader)
Squad leaders II: 1,250 x 999 HP(leading all)
Death-elite Squad leaders: 4,000 x 999 HP(stacks with normal Squad leaders)(leading all)
True Commandos: 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 10!)(adding special to Quinn's mecha, done in 6!)
Scientists: 100 HP x 999, researching improved squad leaders(done in 1!),(researching safe way of releasing Sealed Unit info, done in 6!)
The Slice Warrior: 400,000/400,000 HP, 50,000 x 3A (90% dodge rate)(miniboss)
The Conflict Resolver: 1,000,000/1,000,000 HP, 400,000A, Special: Bomb All(ready!)(miniboss)
Forward command center: 20,000/20,000 HP x 2, calling in scientists 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(training Engineers, done in 4!)
Special Weapons depot: 40,000/40,000 HP
God Unit Production Facility: 80,000/80,000 HP (producing the World Eater, done in 92!)(producing the Eye, done in 18!)
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, Immune to Water Drowning

[PG]Godmodder: 160/300 HP(Status-Effect Boost buff ticket)(1 Super Boost Stone - 9 actions! -1 Action per turn!)(Starcalibur - x2 actions)(Project Charge: 4/4)(Charge: 2/2)(Repository Charge: 1/10), Legendary Weapon search area: 1.2 trillion x 1.2 trillion

[PG]Curveball bits x 3: Headed for Somno, Eagle Spawner, Apex! Arriving in 0!

SEALED DUEL:


[PG]Godmodder Copy: 7/10 damage dealt!(distracted)(Laser Focus)

[N]Xerath(Change of Heart card, Boon Blade(1 charge left))(Critically Wounded!)


Player info:
Captain.cat(1 Boost Stone)
MooGoestheCow (Charge: 4/???)
[N]Eevee Shadow Bacon(effect-curing power)(Resolute Heart Copy - mimics effects once)(has Blindness x3 action ticket)(King of the Hill - x2 actions, takes x2 damage!)(11/--)
[N]CaptainNZZZ (Entity Loyalty Punch Card - redeems one disloyal entity)(Orb of Shielding, +2 shields to any entity)(has some Overpowering Poison)(1/5)
[N]EternalStruggle (Increased HP)(Yorehammer - Bypasses defenses)
Hungry_Visitor(1/???)(Pure Flicker)(8 action dollars)(3/3)
The_Two_Eternities
That-Random-Guy(Echolocation)
Arsenical(2 posts in debt!)(8/10)
[N+2]JoeBOB(Cult of the Cube)(has nice bed)(Pact with the God of Dreams: Can't use Starcalibur/Resolute Heart, receives Moderate assistance when called upon)(Has stored Charmzard energy)(2 Boost Stones)
Ranger_Strider_(10/15)
Daskter(2/--)
Page of Time(5/10)(2/10)
[N]Mr Mirror Man(1 +2,000 Attack token)(Godmodder Repellent)(backup Small Rover)(Enemy Heal Ticket, Enemy Debuff ticket, Enemy Buff Ticket, Minor enemy damage ticket x2)
Cyanogist(lightly wounded)
Pionoplayer(has Ornate Ring, Mirror)
[N+1]Winkins(+1,000A Iron sword, 10,000 damage token, 1 Boost Stone, 1 Multiplier Orb)
Paradoxdragonpaci(protected from 1 attack)(Flight Power)(has paradox void cards, absorbed Bad Luck, pocket Lightning Galeforce Hailstorm, pocket Difficult Bog, hexagonaherbs, 12 Homestuck Aspect vials)
W32Coravint(Has machine-holding cube)(4/10)
RedRover1760(has memestone)(13/13)
Shibosho
[N]Srovy(Cult of the Cube)(knows Seven Swans technique)
Crusher48(Has Bost stone)(has Tactician Soul in a Bottle)
Trifling Epithet(19/20)(3/10)(Has Minor Enemy Healing Ticket, +30,000 HP to an enemy, Obsidian Generator(Instated Update 83, gives 1/2 attack shield per update held, expend all at once)
Dragon of Hope?!?(2/--)(2/--)
Karpinsky(The Ettin: 17/20)
Voxel Architect(1 Boost Stone)(Kreknarite Sextet(3-6 only))(1/--)

Player Inventory:
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: 11)
 
Piono passes out on the rock and begins to glow slightly, he's not going to be of any use for... oh two more turns.

3/10 for Punishment.
The improbability drive clicks and whirs.
 
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