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Defeat The Godmodder

As Arsenical shrugs the last of the eight shields off the cosmic sword, his hands began to ache.
"Oh, so this is legendary weapon burn." He commented, staring down at his melting hands. Better hand it off!

Quickly, he shoves the sword into the hands of Crusher48 moved towards the entry room doorway. As the player reached the frame, he yelled out through the currently accessed parts of the ships for all of his queens to fall back into the entry before they fell apart. Lost too many good entities to count already.

At the breach room, Arsenical leaned out the impromptu breach in the hull and shouted, an effort that seemed for naught... Before the one, the only, the being of pure explosions rocketed into the room, ready for a fight. All of his eggs in one basket again. This was good but he wasn't going to send his underprepared queens back into the fray anytime soon.

Quietly, Arsenical began charging his power.

+2 CP
 
Myself and the Ettin move into the Main Hallway

ACTION 1: I deploy a 1337 H4X0R DR0N3. The DR0N3 attempts to hack the Guardbot Generator by crawling into its interior, but overloads in supreme 1337ness and explodes, damaging the Generator in the process.

ACTION 2: I run straight at Guardbot Commander C, but right when I'm about to reach him, I throw down a smoke bomb. When the smoke clears, I've vanished. The Guardbot Commander looks around, confused, but can't find me. Just when he's starting to relax, he feels a tap on his shoulder. He wheels around, only to see me standing there with a rocket launcher aimed at his head.

I fire the rocket launcher. That is all.

ACTION 3:

Boost Stone expended!
Any other CP you feel I need to expend on this expended!

I open a nearby panel, exposing some important wiring... which coincidentally leads to the Soulrazer's main cannon. Using a DIGITAL MULTITOOL, I hack into the main cannon systems and hotwire it to fire when the Soulrazer takes its next turn, being sure to reinforce the target lock on the Ettin at the same time, just in case they get any ideas.

The Ettin will attack the weakest Guardbot Commmander... if he survives.
 
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I groan internally at what I'm about to do, I've spent so many urns healing and buffing! I'm a cultist, when by the Dark Masters did I become a support character! I could at least be de-buffing people, curses and stuff ya'know?

Sighing I collect my power and Act.

Action 1

My attention is drawn to the...Lewdmarine!? Yeah, no. I'm taking a cue from her Player and calling her Iku.

Most of her weaponry is for water-based combat. As I'd expect of a proper Submarine, but we sure aren't in the water...better fix that.

"So, what kind of weapons do you prefer? I think I remember something about you liking sniping? But this isn't really the type of battlefield for that kind of weaponry, it's pretty close combat right now...but I can't give you a gun you're not familiar with...I've got a plan!"

I grab a gun off of the corpse of a nearby Guardbot, basic plasma rifle, nothing to write home about. But with a little finagling with some Player Power...

A bright Light Orange light blankets the weapon, it only lasts a second and the weapon is left changed. There isn't much visibly different, the once blue light that pulsated through the weapon is now a Light Orange and the PG and SR logos are seared off, leaving a red AG logo and General_Urist's name scrawled under it.

"This, is the Omni-Weapon. I've given it the ability to shift between any kind of weapon, from Mini-Guns to Pistols, to Assault Rifles. No gun is outside of it's reach...it should give you a nice Attack Boost as a bonus."
I hand the Omni-Weapon over to the humanized submarine, it should provide good utility for her.

Action 2/3

I'm about to start doing something more thematically consist when I notice the Lewd-Iku, just Iku. When I notice Iku's actually pretty banged up, actually a lot of people in the Main Hallway have some damage.

"Seriously? Dark Masters this is getting annoying..." I gather light between my hands, it's not my usual Light Orange light, but a pure white glow.

"Don't let me catch any of you dying! I've put hard work into making sure none of you croak so I'll be pissed if you do!" With a groan of discomfort directed at the glow, I crush my hands together, the glow spreading across my palms like powder. I fling my arms out, splaying my hands and allowing the glow to spread across all who are AG aligned. Healing wounds and invigorating them.
 
I may or may not put another superattack here in the coming days to wipe out the generators. We'll see.

But just in case I don't get around to fixing up this post:

FOCUS:
Piono takes out Levis Ignis and super heats the guardbot generators to extreme temperatures, causing them to start to melt, then he whips out Arctoae and snap freezes them, causing them to explode violently because of the sudden temperature shift.
 
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ACTION 2: I run straight at Guardbot Commander B, but right when I'm about to reach him, I throw down a smoke bomb. When the smoke clears, I've vanished. The Guardbot Commander looks around, confused, but can't find me. Just when he's starting to relax, he feels a tap on his shoulder. He wheels around, only to see me standing there with a rocket launcher aimed at his head.

I fire the rocket launcher. That is all.

"Overkill isn't really necessary here, me and EternalStruggle used 9 actions between us attacking Guardbot Commander B. 9 times a base damage of 12,000 is 108,000, and I wouldn't be surprised if we dealt a fair amount more than that due to creativity."
 
Great, now I have the sword of double actions. After ensuring that there are no steal attempts made against me, I utilize this action surge. The weapons may be a threat to existence in the Godmodder's hands, but that doesn't mean we shouldn't get value out of them before he inevitably steals them again.

Action 1: I note a pile of random entities piled up at the entry that are too lazy to move. To deal with this, I summon Ultimate Roadhog behind the most healthy guardbot commander, and he immediately uses Whole Hog to push the commander into the entry room where the lazy entities can finish him off. If the guardbot commander doesn't get knocked back, Whole Hog deals ludicrous close-range damage instead.

Action 2: I have my Tactician in a Jar lecture guardbot commander D about how poor his tactics are. Seriously, you'd think he would try something more complex than just deploying mooks aimlessly, given how he's supposed to be a commander, but apparently he just wants his badass points without the years of training necessary to be an effective commander. The enraged guardbot insults him back, but the distraction allows me to steal one of his attack shields and equip it for myself.

Action 3: Out of the wreckage of the Piranha mech, D.va ejects. She doesn't have her mech yet, but if she can shoot enough targets she might be able to bring her mech online.

Action 4: I attempt to determine Starcalibur's worth as an actual sword by impaling a standard guardbot with it. And before anyone tries shenanigans, I also tie a fourth-dimensional string around it so that I can pull it back to me no matter where it gets taken (unless they have fourth-dimensional scissors, which they don't because they haven't been invented yet).

Action 5: Using an elaborate scheme, I manage to line up the guardbots like dominoes, allowing Reinhardt to knock them all down with earthshatter and then charge through the whole group. Except, he misses them all somehow, bounces off of a random jump pad, and slams into one of the guardbot commanders who was not expecting a Reinhardt stunt.

Action 6: I challenge Guardbot Commander C to "dodge this", then fire thousands of unavoidable homing Magic Missiles at him.

As the Overwatch base was deployed in this room last round, all of the Overwatch related actions are buffed.
 
(OOC - Holy cow, was not expecting to one shot that guardbot. I'll take it!)
Seeing as Crusher has launched a barrage of attacks at the commanders, Ill focus on the regular ones. Plus, I want revenge.

[Action 1]
I summon a plain steel sword and a crossbow, using a charge point if necessary to summon both in the same action.
-1 CP[?]

[Action 2]
I alchemitize the sword and crossbow together, creating something.

[Action 3]
I attack using this something at the guard bots, in the most efficient way possible.
 
Hrm, the unfinished Evil Engineer Portal should be still in the Station non? you can probably dig back up that project, but have your engineers to make it into a normal Engineer Portal.

-An advice from one slave driver. (BE BUSY MY ENTITIES! NONE SHALL IDLE UNDER MY RULE, BWAHAHAHAHA *Coughs*)
 
I briefly do a standing meditation and Attune myself to the World,Healing myself and granting me the World's Strength!!

DYNAMIC ENTRY!!

I Enter Side Room A with a DYNAMIC ENTRY!! Which memetic Value damages all the Guardbots!!

I then subsequently attempt to Banish the Guardbots tO tHe Void between Worlds using Knowledge oF the Creation oF my Void Vial tO Help With opening the Rift to Banish them
 
Taking a breather after fighting the Guardbots I see that the Queen giving me a wave and after she gained my notice she points at the door as starts heading towards it. 'Hmm, I guess we're pulling back.' I think to myself before then following behind her acting as rearguard against the remaining Guardbots in side room B.

Me and the Queen enter into the Main Hallway and as step in I observe the mass on going melee between the Players and Soulraze forces. 'Yep, Just as I imagined it was going to be like.' I think to myself. Then I start looking for ways to help out.

Looking to the left I can see that General_Urist is throwing out some type of sticky substance at the feet of Guardbot Commander C, Which I guess is meant to try and slow it down. 'Sounds like a good idea, I wish for the Sticky substance that General Urist just thrown to be even more sticky!' Suddenly just as the Substance is about to land it takes on a deep red hue, then It lands forming a extremely sticky and deep red mixture. (2 CP)

Looking to the side I see another Queen that has been fighting and at the moment looks very banged up with large cracks forming all around her body and with chips falling off. Above her head it reads she only has 5000 hit-points left. 'Well better try to keep her in the game. I wish for a attack shield to form the Queen with 5000 hit-points.' Suddenly a red glowing shield forms as a bubble around the injured Queen. (1 CP)
 
Action 1:
The godmodder changes his charge to "noobliteration"! Noobliteration means "obliteration of noobs"! And noobs is WHAT YOU ALL ARE! So no real effect.[/QUOT] (put e back)
I shake my head. Does the Godmodder have no understanding of the laws of verbiage! In the absence of more formal logic (well, here on the hexagonfield), the laws of words are what reality runs on, and what words are based on is the dictionary! I take out my dictionary. Under noobliteration, it clearly says literation of noobs. And since the Godmodder quite clearly never touched the meaning of noobliteration, my dictionary isn't wrong. To be sure, I teleport to a secure space and send mildly cutting messages to the offices of the laws of logic (not the earthly ones, the real ones), taking care to quote specific sub-clauses so that they cannot ignore the matter. The effort involved in contacting such high authorities does suck up about a full CP, but that is little compared to preserving the sanctity of logic itself!!!

OOC: This is me making sure that the godmodders noobliteration charge continues to have the effect I want it to have. This is done through the method of contacting some of the highest authorities, framing the whole thing as a effort to break one of the underlying rules (words are what they are), and suggesting the idea of setting it so that the charge simply has the effect of what its name means. (Again, the literation of noobs). The godmodder doesn't notice this because at no time do I interact with him, and the authorities can directly edit reality. Of course, this trick won't work again due to limitations on petitioning the authorities of reality.
 
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Actions 2 and 3 and 1 stored CP (3 total): I summon the Crown of King Radical from the depths of non-existence (it was blown up -ish), and combine it with some filched Beyond Points and some creative voodoo magic to turn it into what it represents, command over Radical Land and all that it contains. However, Radical Land long since turned to dust, which complicates the process of calling upon the residents and power of Radical Land, in the form of Radicality. Mechanics Below.

Since Radicality (the resource unique to the Radical Faction) and the Crown itself are rather complicated and depart significantly from standard player mechanics I will simply describe what the rules are for a Player wearing the Crown of King Radical. Radicality and the Crown of King Radical will each receive their own Spoiler.

Please read them with some care, there's no shortage of minor details that have a major effect on how powerful the Crown actually is.

Radicality is a numerical representation of the amount of Awesome (Think Mustachioed bandits riding velociraptors) currently occurring in the area that isn't 'invested' in allowing portions of Radical Land to exist.
  • 1 CP can be converted into 500 Radicality (I will not complain if this is changed to 750 or 1000) and there is no way to turn Radicality directly into CP.
  • 1000 Radicality can create effects equal to 1 CP, but actions done with Radicality have to be linked to Radical land. Entities have to at least sound like they could be residents, actions have to fulfill a certain 'cool' quota, etc.
  • The amount of Radicality increases whenever someone does a action creative enough to derive a bonus from it. The amount gained is (The number of Radicality to equal 1 CP) times (the number of CP the bonus is equal to) divided by 3. Example: Someone else does a action that gains a creativity bonus equivalent to 3 CP. The amount of Radicality gained is equivilant to 1 CP.
  • When Radicality is 'invested' into a entity, the amount of Radicality decreases by that amount but then increases each turn by a fraction of the created entities Radicality cost determined by the actual stats of the entity.

The Crown of King Radical is the first and arguably most important part of the King Radical Outfit. Due to the efforts of the player That-Random-Guy, it is more than that, bestowing several powers and several weaknesses.
  • Gives the ability to use Radicality to summon residents of Radical Land.
  • Gives the ability to deal (Current Radicality) damage each turn.
  • Gives command over Radical land residents.
  • Consumes 3 CP worth of Radicality per turn in order to sustain its existence. (Upkeep, in other words) Has no cost on turn it is created because its 3 CP cost to make is its upkeep.
  • Automatically converts all CP of the wearer into Radicality.
  • Insufficiently Cool actions don't activate. (This doesn't apply to free actions)
  • Legendary Weapons don't work.
  • May or may not induce the wearer to not care about non-Radical beings.

Finally, I head into the breach in the Soulrazer riding a sunglass winged shark.
 
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6/??
Using my first action I charge using the charge booster
Using my six CP and my two actions I construct the foundation for the cult Genetics lab
Genetics lab:
(High construction and usage cost)
The genetics lab will allow splicing of Cult entity DNA to create new cult entities, Extracting DNA will deal a small amount of damage to the entity and will make them unusable for two rounds, once at least two samples have been extracted they may be spliced together to great a serum which can then be injected into an egg (made with souls and resources, the amount of souls determines its health, attack, and overall power while each resource [out of 100] will decrease the chance of it failing and needing to be started all over again [base chance of failing determined by the parent DNA and the number of samples in the serum]) to create a new entity which will gain the powers and ability's of the parents (noting of course that the effectiveness of these ability's are determined by the amount of souls sacrificed in the process)
Orders
HQ: the HQ unlocks upgrades (permanent generic buffs to cult entities based on what there purpose is) for cult entities which must then be researched over a predetermined number of rounds and also be given the appropriate amount of resources
B&B: Provides rest and relaxation for Cult entities allowing them to be more efficient, happier, and restore a small portion of there health when they sleep. if resources aren't being used elsewhere drones may use them to decorate the B&B how they see fit.
Drones: I order the worker drones to begin construction of the Genetics lab
For cult action I vote to claim more land to build farms on
 
Update CII (102)
Back from my short break! The sidequest update should be coming on Thursday.

Ah, you forget! The commander is under my control and has no need for money! So, the bribe would fail! Also, I use two actions to boost my festum production! The last I convert into a charge!

The godmodder realizes that you're right, and gives the PA commander something he's never had before: LOVE! He summons up a beautiful wife for the commander, and now the commander has someone to fight for and protect!

You slightly boost your mini festum production and charge!


Yes.

Hmmm.
1/2. I create an army of clones that all look identical to Alice, and then teleport all the Alice lookalikes (complete with false Yoreshields) as well as Alice to various locations on the Hexagonfield.
-snip-

You create RANDOMIZED CLONES to help defend Alice this turn!

My apologies for not adding you into the sidequest earlier. I will add you in this coming sidequest update.

I was supposed to have 2 CP after making the RICE POND ECOSYSTEM...

Anyways... If we get everyone to move into the Soulrazer, then the Yoreshield should be used on the Godmodder!

Also, how is the Soulrazer being able to shoot out Soul Reapers when the Yoreshield is blocking it? Shouldn't they be trap in there? The two Soul Reapers that my entities are hijacking manage to slip out of the YoreShield before it fully trapped the Soul Razer...

(Actions!)(3 Charges)
(1 Charge)
Feeling a tad worried, I sent out Rescue Birds to move into the 2 Soul Reapers, the birds will activate should the hijacking is a failure, rescuing my injured and beaten entities if the that's the case.

(1 Charge)
With the Birds sent off, I toss another CP for the Special Sword, bringing the current stockpile up to 3CP.

(1 Charge)
Once again grimacing at the Godmodder's antics to harm and get to Alice. I give in to the temptation and prepare to join the side quest.

I start ordering all my entities into the Rice Monastery, placing the new Rice Pond into one of the Monastery gardens.

Slingshot Circles are being prepared to fling the Rice Monastery into the Soulrazer!

I wait for the results of the Soul Reaper Hijacking, ready to leave once my entities come back.

(Orders!)
Go go go! All my entities move into the Rice Monastery which will be flung into the Sidequest.

RICE POND ECOSYSTEM:
Current count: 15 Basic Fish Schools, 5 Piranha schools
Current Growth:
Basic Fish Schools: +3 Next turn
Piranha Schools: +1 Next turn​

The Soul Reapers count as separate entities, and so aren't affected by the Yoreshield.

The birds move towards the Soul Reapers! They'll only activate if the hijacking is a complete failure.

You get ready to leave as soon as the hijacking finishes! If you don't post between now and the sidequest update, I'll move you in automatically.

Interesting. so the gold sword only has 3 uses, I put my sword away and now its time to make another weapon

Action 1: I spawn an iron sword
Action 2: I spawn a book of enchantment called "Fire aspect"
Action 3: I combine the two using the alchemy

OCC: is it possible to combine both finished weapons (SUPER SHARP GOLD SWORD! and the second one I am making) into one using the alchemy, or will that not work.

As long as items aren't marked "non-combinable", you can just keep combining them together forever.

You spawn an iron sword and fire aspect book!

Iron Sword + Fire Aspect book: Burny sword: A sword that is both made of iron and on fire. Be sure to drink lots of water while using it. This sword boosts the power of attacking actions by 1 and has 3 uses. Cost: Destruction of components

But I used the name JOEbob in my letter. clearly, this one is misaddressed... so i can safely ignore the request to not mail them again. as well, this was not a death threat! this was a threat of inconvenience sufficient to turn the expected utility for agreeing positive.
I send them another letter, informing them that while I am aware you do not officially accept Godmodder actions, I asked a temporary instalment of the bank of actions, and they said that if I can get them one they'll see what they can do.
I also include the entire rest of the previous letter, With a note that if they ignore my deal, I will treat it as refusal and attack them, and infuse it with charmzard energy so people pay attention to it.

Breeders should make 4 more breeders, and breed however they wish beyond that.
also Why haven't the worker drones done any work for the drone B&B yet??
Healers heal the shipyard, gatherers gather, recruiters recruit, and the elite worships.
Somno keeps on keeping on, everything else gets the same orders as last round.


[1x]
All the fortifications are still there! Alice gets another turn, hah!

[x0] "So Altair, Ash. please inform me of thus: What. are you trying to do. and why. Because the way you just spoke really doesn't do you any favours in the 'seeming sane' department, but I feel you wouldn't join whatever position you have without good reason."
"also, Altair, if I did coffee break for 5, he'd claim the coffee is a powerful stimulant and get an extra action for 5 rounds, or something. Even 'do nothing for 5' wouldn't work, as he can claim the rest revitalized him. MAYBE if we have him do completely inane tasks with each action, but even then, he can "reveal" that these things where actually his plan all along."

[1x] I summon, err... The Rocks! a pile of rocks containing 25 rocks, one of which allows it to evolve and the rest of which are useless! when a rock is drawn from the pile, it picks one of those rocks at random and, if it's not the evolving rock, throws it out! reducing the size of the pile, and raising the chance of you getting the evolving rock!
[1x] "[N]Bank of Actions: 500,000/500,000 HP(provide useful action services)(current deposits: Two_Eternities: 18.07, Captain.cat: 4.68, ThatRandomGuy: 61.08, MooGoestheCow: 6.39, Daskter: 14.32, That(Other)OtherGuy: 3.5)(Must defend for 1!)(protected from 1 attack)"
This is the bank of actions entity, directly before the defeat of the Robberbot forces.
The next round, the bank is gone... But there is no mention of its destruction
Assorted quotes from when it happened:
"ThatRandomGuy walks back into the bank, and calls out for the tellers and people to come out. He's eager to regain his investment!"
"ThatRandomGuy quickly rushes over, several other Players having joined in behind him. They burst through the door to Outgoing deliveries, to find an empty garage... with several storage containers full of some clear blue liquid - it almost looks like plasma. Player power!
It seems like... oof... 30 actions worth. Distributed according to the deposits held at the time of this tragedy:
ThatRandomGuy: 17
Two_Eternities: 5
Daskter: 4
MooGoestheCow: 2
Captain.cat: 1
That(Other)OtherGuy: 1
All transferred as CP.

You've lost... a lot. Not everything, thank goodness. But a lot. Granted, you haven't lost the full value of your accounts, because they never really had that value in the first place... but at least 20 of the actions you all put into the bank originally aren't here.

Fenix: Believe it or not... all hope is not lost for your actions.

Fenix: You see, I'm going to search this bank. Since they had to leave in such a hurry... they may have left a clue as to their headquarter's location.

Fenix: And when we find it, we're going to plan and launch a raid on the Bank of Actions. We'll need some Players to help us.

Fenix: So any willing volunteers can tag along, and we'll take back everything the Bank of Actions has stolen!

Fenix: ...But not right now. Keep fighting the godmodder, and I'll be back eventually. Good luck!

Fenix leaves. It's got to hurt... losing all that. The good news is, the things you could gain from raiding the treasure vault of the evil bank of actions may be even better than what you lost! You'll just have to be patient for now."
That's the entirety of that update, and the bank is then gone from the entity list! but nothing destroyed it, and it was definitely waterproof (it wasn't taking damage from water in the preceding rounds), and we know they didn't cart off the Building...
Minor note, how do they turn a profit? They have to build all the robberbots, which has to be a big action sink, and build this bank, which costs a minimum of 50 actions... If they're making builder or self-evolver entitys with the action, they could just run an Honest business that way! I mean there's just no way this is profitable to Steal without being profitable to run honestly.
So I'd guess it disappeared from the list due to being largely irrelevant, with no actions, and the hoax revealed.
so it's still there, at least Mostly intact- Nobody's set off a everyone-targetting 100,000+ damage attack or anything, so it should be at over 350,000 HP remaining, At Worst.
Hijacking the bank's structure and taking control of it, I decide to set up a new, fully legitimate business venture. This'll take some work...
The basic idea, assuming it works (though I don't expect this action to be enough, I'm just starting it off): When/if people give the bank actions, the actions shall be used to create self-evolving entitys, which will be bodyguarded by the bank. Said self-evolving entitys will result in a wide variety of other entitys- first builders, then entitys with healing/ attacking powers, and then perhaps more outlandish combinations. The builders will shore up the defences and add new, technically separate layers (countering critical soul weaknesses) to keep the bank alive*.
When a player wants to withdraw actions from the bank (a service only usable after 10 rounds have passed to give the entitys a chance to evolve), they state the service they would like, attacking, healing, summoning, upgrading. Then, if one of the evolved entitys has the ability to do this thing, it will do so. if they cannot do enough this round, the player attempting to withdraw will gain another action in their account or something, and the service will complete next round.
actions placed in the bank will accrue interest, not as quickly as the entitys gain it value but still fairly fast. the bank's 10% per round thing is probably safe.
You will not be able to preform player-specific actions with action credit.
*also adding dodge-providing generators to neutralize Yorehammer's threat, Then dodge-generators that allow the entity to dodge if the next digit of pi has a certain property to block the infinileaf, then teleport vest generators, and so on.
((the reason this would be better then just making evolvers yourself is the existing defences which are constantly growing. if, hypothetically, the entire bank broke and all the inside entitys where killed, I would not be able to pay back the credit, of course. If however, the defences are broken but not the entitys within, surviving entitys would be distributed according to account size until the loss had been satisfied, and the remains would be used to try to build a new bank))
no need to read all the above, just is it possible to make the bank arrive and have it bodyguard entitys within.
Also if this thing succeeds I'd probably set my account size to the number of actions I'd invested Making the bank, then leave it to moniker with framework such that if all (active) players agree the bank did something evil, it would cave and... do something... to remedy the injustice.
Also since I think this is debatabley shenanigans i don't think it'll need too many actions i hope. if it needs more, I use the other CP and either a max of 1 boost stone or a small (up to 3 actions) loan from HV. if a boost stone is used extra actions give the bank its first evolver entity.
Cult action vote: worship the cult cube unless srovy wants something else then what srovy wants.

You are blacklisted. The Bank of Actions will not respond to further letters.

The worker drones don't know where the BnB is! They (I) have completely lost track of it! Once they (I) find where the heck it's gone to on the entity list, they'll catch up for lost time.

The godmodder sighs, and destroys ALL the fortifications a second time. UGH.

Altair pulls you aside and whispers...

Altair: JOEbob! Shhhh! I absolutely can't say! I don't know who's listening! I think Alice can't hear, but the other godmodder, the one we really don't want to know...

Altair: Don't worry, I'm not going to hurt any of you. When the time comes, that's when we'll strike. For now, just... put a... modest effort into defending Alice.


You summon The Rocks! One of the mysterious farmers comes over to help pick one of the rocks each turn!

Dear godmodder. Your bank of actions proposal not only accomplishes the same purpose as a project charge, but makes perfect sense within the game's mechanics.

Okay. You can take over the old Bank of Actions superstructure. HOWEVER. It has fallen into disrepair with no staffing, and has lot a significant amount of its health. What's more, before you can use it as a place of business, it really needs spring cleaning! So... get to it! Maybe use one of those sweeping brooms you're so great with??

*ironic obligatory thinking emoji*

Roger your bank has now a customer rating of D for death, which means you get obliterated with all the force I can get.

A bank is only worth the trust people give to it. I will make my threat true. Hurtsharks: Attack the bank of actions for now. I will obliterate them completely after I see their pathetic response.

54 Actions


0.1 Actions incoming in 8 rounds JOEbob (S)

6 Actions incoming in 11 rounds because I lent The_Two_Eternities 5 actions

2 Actions to Redrover (S), has to be paid back im max. 6 turns.

I agree with cult action


I expend 2 actions to open a portal into the Bank of actions, connecting the two dimensions until the water of the Hexagonafield and the water on Bank of actions is equal. A lot of water and the hurtsharks invade the facility.

You can't open a portal, as you have no idea where the Bank of Actions even is! Fenix was trying to find their ever-elusive HQ... hopefully he will return.

"Alice block the Soulrazer!"

Spotting the traitorous Planetary Assault Commander I decide to assist Dragon of Hope?!?, flying behind it and unleashing a swarm of nanites programmed to erase its desire of money, replacing it with a sense of duty to the one who created it. (x1)

I animate the earth and water across the HEXAGONAFIELD (naturally while making sure to avoid the risk of revealing Alice's true location and rendering the clone move useless), causing the elements to rise up against the Godmodder when he goes after Alice. (x1)

If joining the sidequest costs an action I do that, otherwise I charge. (x1)

Before teleporting inside the Soulrazer I order my entities to enter the Soulrazer when the Neutral phase rolls around. (if it costs actions to have entities join the sidequest, even under their own power, I use some of my charge points to teleport all of them inside)

The PA commander finds himself struggling! Loyalty... or love?

The PA commander can't act until the dilemma is resolved!

Elemental defenses move against the godmodder!

Your entities are going to enter the Soulrazer!


Welcome to the game! Its good to have you here! If you have any questions, you can ask them here, the OOC thread, or on the Discord!

Mario is immediately stomped by a giant goomba, who joins the godmodder's side!

"See you guys later have fun bye."
I leave the Infiltration sidequest for the time being, and instead focus on the more important thing, being protecting Alice from the Godmodder. I believe the best method of this is... a literal attack shield. As in something that shields by attacking. A ring of longswords appears around Alice, hovering, all with points facing outwards. Next, a row of axes, single headed, war, wood, etc, appears around her, and both rings begin spinning, intermingling. Next, spears, including halberds, glaives, etc. Then all the varieties of swords appear, such as Gauches, bastard swords (better known as one and a half handed swords), Zweihanders, Greatswords, Claymores, Rapiers, Scimitars, Katanas, if you name it it's there. Eventually, this process forms a giant sphere of weaponry constantly surrounding Alice and spinning quickly, shredding to pieces anything that tries to approach her with numbers if not with sharpness. Speaking of which... I teleport into the ring of weapons (some of which point at me, before I, as their creator, wave them off), and place my hand onto the ground, a small white shockwave coming out and surrounding each of the weapons, causing them to glow white and rotate with more frequency. Sharpness applied. "Try to not die Alice, not dying is very helpful. Alternatively, although I doubt you'll take this option, you can always hand the Yoreshield off to a player, who can shield things and still have two more actions, at the higher risk of the Godmodder getting it. Of course, the Godmodder will get it if he kills you anyways..."

You very temporarily exit the sidequest

Alice: Thank you for the shield! I think it's best I hang onto Yoreshield. Your hands are quite slippery with Legendary Weapons, particularly as compared to mine!

I create a kinetic energy nullifier system, that nullifies all kinetic energy around a person. I give it to Alice

Alice quickly tosses it right back! If ALL kinetic energy were to be nullified, that would cause a whole lot of instant death, and probably a lot of physics-breaking, too!

+1 CP [tCP=8]

sharp soulrazer chunk && player hand

I scavenge the battlefield for some random loot.

Soulrazer Chunk + Player Hand: Soulrazerflesh Severed Hand: A really weird severed hand made of Soulrazer material. Not good for much on its own.

You make it, and put it into the pseudo-inventory of stuff not listed to save time!

You scavenge the battlefield, and find a treasure chest! Inside is... IS... a +10,000 HP sword! Can be used as a free action to grant 10,000 current/max HP to an entity of your choice!

Action 1:
The godmodder changes his charge to "noobliteration"! Noobliteration means "obliteration of noobs"! And noobs is WHAT YOU ALL ARE! So no real effect.[/QUOT] (put e back)
I shake my head. Does the Godmodder have no understanding of the laws of verbiage! In the absence of more formal logic (well, here on the hexagonfield), the laws of words are what reality runs on, and what words are based on is the dictionary! I take out my dictionary. Under noobliteration, it clearly says literation of noobs. And since the Godmodder quite clearly never touched the meaning of noobliteration, my dictionary isn't wrong. To be sure, I teleport to a secure space and send mildly cutting messages to the offices of the laws of logic (not the earthly ones, the real ones), taking care to quote specific sub-clauses so that they cannot ignore the matter. The effort involved in contacting such high authorities does suck up about a full CP, but that is little compared to preserving the sanctity of logic itself!!!

OOC: This is me making sure that the godmodders noobliteration charge continues to have the effect I want it to have. This is done through the method of contacting some of the highest authorities, framing the whole thing as a effort to break one of the underlying rules (words are what they are), and suggesting the idea of setting it so that the charge simply has the effect of what its name means. (Again, the literation of noobs). The godmodder doesn't notice this because at no time do I interact with him, and the authorities can directly edit reality. Of course, this trick won't work again due to limitations on petitioning the authorities of reality.

The godmodder files a counter-petition, with even MORE legal groundwork, arguing that Noobliteration does, in fact, mean "obliteration of noobs!"

As there is a claim dispute, the Logician's council will hear the case to decide. Session is expected to be held within the next 3,451,091 years.

Actions 2 and 3 and 1 stored CP (3 total): I summon the Crown of King Radical from the depths of non-existence (it was blown up -ish), and combine it with some filched Beyond Points and some creative voodoo magic to turn it into what it represents, command over Radical Land and all that it contains. However, Radical Land long since turned to dust, which complicates the process of calling upon the residents and power of Radical Land, in the form of Radicality. Mechanics Below.

Since Radicality (the resource unique to the Radical Faction) and the Crown itself are rather complicated and depart significantly from standard player mechanics I will simply describe what the rules are for a Player wearing the Crown of King Radical. Radicality and the Crown of King Radical will each receive their own Spoiler.

Please read them with some care, there's no shortage of minor details that have a major effect on how powerful the Crown actually is.

Radicality is a numerical representation of the amount of Awesome (Think Mustachioed bandits riding velociraptors) currently occurring in the area that isn't 'invested' in allowing portions of Radical Land to exist.
  • 1 CP can be converted into 500 Radicality (I will not complain if this is changed to 750 or 1000) and there is no way to turn Radicality directly into CP.
  • 1000 Radicality can create effects equal to 1 CP, but actions done with Radicality have to be linked to Radical land. Entities have to at least sound like they could be residents, actions have to fulfill a certain 'cool' quota, etc.
  • The amount of Radicality increases whenever someone does a action creative enough to derive a bonus from it. The amount gained is (The number of Radicality to equal 1 CP) times (the number of CP the bonus is equal to) divided by 3. Example: Someone else does a action that gains a creativity bonus equivalent to 3 CP. The amount of Radicality gained is equivilant to 1 CP.
  • When Radicality is 'invested' into a entity, the amount of Radicality decreases by that amount but then increases each turn by a fraction of the created entities Radicality cost determined by the actual stats of the entity.

The Crown of King Radical is the first and arguably most important part of the King Radical Outfit. Due to the efforts of the player That-Random-Guy, it is more than that, bestowing several powers and several weaknesses.
  • Gives the ability to use Radicality to summon residents of Radical Land.
  • Gives the ability to deal (Current Radicality) damage each turn.
  • Gives command over Radical land residents.
  • Consumes 3 CP worth of Radicality per turn in order to sustain its existence. (Upkeep, in other words) Has no cost on turn it is created because its 3 CP cost to make is its upkeep.
  • Automatically converts all CP of the wearer into Radicality.
  • Insufficiently Cool actions don't activate. (This doesn't apply to free actions)
  • Legendary Weapons don't work.
  • May or may not induce the wearer to not care about non-Radical beings.

Finally, I head into the breach in the Soulrazer riding a sunglass winged shark.

Hmmm... The Radicality/Radical King/Crown of King Radical mechanics look like they're very complicated and also too directly related to CP - needing to be "cool" isn't really a restriction on something that, if I'm reading this right, can sort of generate CP based on creativity.

I'm okay with allowing some weird mechanics for entities, but I generally draw the line at entities that generate CP, whether it be in-practice or directly. I'd suggest at the very least a rework for these to make them less complicated, and a total rework of how "radicality" works. These terms can be negotiated on the OOC thread or Discord if you want. Or by PM. Any way is fine.

Your CP has been stored.

6/??
Using my first action I charge using the charge booster
Using my six CP and my two actions I construct the foundation for the cult Genetics lab
Genetics lab:
(High construction and usage cost)
The genetics lab will allow splicing of Cult entity DNA to create new cult entities, Extracting DNA will deal a small amount of damage to the entity and will make them unusable for two rounds, once at least two samples have been extracted they may be spliced together to great a serum which can then be injected into an egg (made with souls and resources, the amount of souls determines its health, attack, and overall power while each resource [out of 100] will decrease the chance of it failing and needing to be started all over again [base chance of failing determined by the parent DNA and the number of samples in the serum]) to create a new entity which will gain the powers and ability's of the parents (noting of course that the effectiveness of these ability's are determined by the amount of souls sacrificed in the process)
Orders
HQ: the HQ unlocks upgrades (permanent generic buffs to cult entities based on what there purpose is) for cult entities which must then be researched over a predetermined number of rounds and also be given the appropriate amount of resources
B&B: Provides rest and relaxation for Cult entities allowing them to be more efficient, happier, and restore a small portion of there health when they sleep. if resources aren't being used elsewhere drones may use them to decorate the B&B how they see fit.
Drones: I order the worker drones to begin construction of the Genetics lab
For cult action I vote to claim more land to build farms on

CHARGE BOOSTER ROLL: 3/15 - Oh no!

ENTROPIC PARADOX ROLL: 6037/9520
Minor negative effect!
Entropy: 480 - 530

Entropy increases by 40!

The Charge Booster roll is in pretty bad shape! It doesn't look very safe to use anymore...

You begin construction of the cult genetics lab! Save that description, I may need to be reminded later.

-------

Altair charges up 3 more CP!

Ash grabs a Soul reaper and crushes it, destroying it!

V:

The Soul Reapers draw near, birds fluttering around them... the assault has been a success! Winkins has claimed 2 Soul Reapers!

...But. One of the entities is lying down on the floor of the ship, bleeding out... a Void Assassin... the faster one... With their last words... they thank Winkins for all he has done for them. Please, Winkins, go on... and kill the godmodder!

And with that, the Void Assassin dies.

Though disheartened, the rest of Winkins's entities prepare to enter the Soulrazer...

AG:

The AG army all attack the Soul Reapers! But there's so few of them now, they only kill 3, dealing 13,000 damage to the last one! That means it'll be able to attack this PG phase...

The WDN destroys 31 feet of water and expands! It realizes that if all the other AG entities move into the Soulrazer, then it'll be all alone... purposeless... the WDN staff begin making plans for a HEROIC SACRIFICE, to destroy ALL the water, current and future, at the cost of the WDN's life! Doing this stops the HP regen of the WDN for the turn.

PG:

The Soulrazer spawns 5 new Soul Reapers, and puts its cannon in neutral position - ready to aim wherever, whenever!

The one Soul Reaper not slain this turn fires at JOEbob's entities, destroying the HP-based shields and one of the attack shields behind them! The PA Commander is trying to sort himself out... they can't act this turn! The Giant Goomba stomps on the Casino Ticket Canary, dealing 25,000 damage!

The godmodder concentrates, and sends out the SIX-WAVE PIERCING ATTACK! The Elements rise up, and surround one of the waves, stopping them! Another is stopped by the Attack shield! Then, the remaining four swarm through the Clone army, each ricocheting off each clone to the next! 2 end up colliding with each other through bad luck, destroying each other, and 1 is stopped by a rock! That leaves... one piercing wave! It ricochets off the last clone, destroying the clone army, and PIERCES Alice right through the chest! She falls to the ground, clutching the wound, though it only takes a few seconds to heal... 1 damage to Alice!

Alice, reeling from the hit, sees the shield around the Soulrazer flicker, and again, immediately refreshes it with the Yoreshield!

Alice: Ow, ow... no, this can't go on...

Alice: Hmm... Players, I think you're right... We should move inside the Soulrazer!

Alice: Okay! Next turn, I'll do that with my action! I'll move all remaining Player and entities into the Soulrazer, whether they want to be or not! It's the best way!

Alice: Get ready! Those still out here have this turn to prepare!


N:

JOEbob's entities do their thing! A farmer draws out a random rock from the pile... nope, not the right one!

The Casino Ticket Canary and Hexagonal sheriff attack the Soulrazer for 19,000 damage!

As a united whole, CaptainNZZZ's army launches themselves into the hole, entering the Soulrazer from beneath! They're joining the infiltration!

-------

Crusher48 You're so happy you have Starcalibur now! Wait a minute...

No fish schools show up this turn. The water rises 28 feet. The WDN has officially surpassed naturally water rising.

From above, you can hear something approach even closer...

ITINERARY:
-Defeat The Godmodder! Damaging him gives you a shot at a legendary weapon, and a boost stone! A mathematics related method... Now's a good time to attack, as the godmodder is trapped!
-Stop the Soulrazer! It's HP bar is huge... how can you do that much damage normally? Those in the Infiltration sidequest are trying to destroy it from the inside!
-Protect Alice! They're keeping the godmodder/Soulrazer trapped! Vote on whether to use Yoreshield against the godmodder or Soulrazer! Next turn, everything's going inside the Soulrazer!

Minor tasks:
The EVIL Space Station does a lot of good things!
The Slot Machine can give you buffs or debuffs. The Alchemiter can let you combine items.
Daskter's forces are producing more minions and giving group heals! They're also being infested and need help!
The Void Assassins work for you under Winkins, but need to be ordered to prevent backfiring!

THE HEXAGONAFIELD:
State: Hexagonasea - Water 329 feet deep(entities drown if not protected)(entities take damage if only level I protected((+50 feet/turn, -22 feet/turn), Plant Ecosystem(no effects yet)
Entities level II protected: Utility entities(various), CaptainNZZZ's forces(WRD), Space Station(in space), Critical Whale(water-breather), Winkins entities(shrine underwater dome), Shipyard/Apex(energy shield), JOEbob's entities(boat/flotation gear), The Ettin(water walking), K.I.N.G. (water hovering powers), Daskter's entities(island), The_Two_Eternities entities(runic flotation array), Explosion Elemental(atop KING), Alchemiter/Mazinger Zero(Alchemiting ship), 1 empty alchemiting boat spots, Worker Army(super flying), Festums(alchemiting boat), WDN (literally designed to destroy water)
Entities level I protected: None
Unprotected: None
AXIS FALLING: Impacts random entity in 2!

[V - Winkins]Winkin's forces(taking over Soul Reapers! Done in 1!):
Bunny Baron: 5,000 HP (20% dodge rate)(+1 shield bun(3K HP .3 D) in 2!)
Florence: 5,000 HP(60% dodge rate)(+1 bun knight(5K HP 3K A .1 D) in 2!)
Bun knights: 5,000 x 1 HP, 6,000 x 0A (10% dodge rate)
Shield buns: 3,000 x 2 HP (30% dodge rate)(guarding Florence)
Void Assassin: 40,000/40,000 HP, 16,000A (30% dodge rate)(4 cute bunnies, +2,000 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 three)(companion to Companion Rover)(protected from 3 attack)
Fortified Rice Monastery, Special: Rice Feast, Ready in 2!(Gives +9,000 HP/turn, -6,000 damage from all attacks, and +3,000A to Winkins-owned entities)(tended by Farmer Contractors, Lightward Mages)(needs to be killed in one hit)(Water boosted - much stronger when HEXAGONAFIELD flooded!)
Void Rover: 30,000/30,000 HP, +5,000A(+1 attack shield/turn, maxes out at one)(sped up)(protected from 1 attack)
Soul reapers: 20,000 x 1 + 7,000 x 1 HP, 20,000 x 2A

[AG]Altair - CP: 15
[AG]Ash - CP: 0

[AG - Arsenical]Explosion Elemental: 35,000/40,000 HP, 20,000A, Explosion Aura (deals 7,000 damage to enemies who land attacks)(SPICY)(protected from 2 attack)

[AG - DragonofHope?!?]Festum: 41,000/41,000 HP, 14,000A(+10 bonus to Will Saves)
Mini Festums: 10,000 x 4 HP, 3,000 x 4A(protected from 1 attack)
Mini mini festums: 1,000 x 14 HP, 500 x 14A
New festums: +50% mini festum completion/turn, 25%, +2 Mini-Mini festums each turn as long as main Festum is alive
Diclonius: 30,000/30,000 HP, 10,000A

[AG - Crusher]Water Defense Network: 94,100 HP, destroys x% water where x is .01% of HP (+20% HP/turn)

[AG - Hungry Visitor]Hurtsharks: 10,000 x 4 HP, 8,000 x 4A

[N - JoeBOB]Bank of Actions: 275,000/500,000 HP, Dirt remaining: 100%, Dust remaining: 100%, Bedbug infestation remaining: 100%(x1.5 bedbugs each turn)
Somno: 35,000/35,000 HP (Third Eye down - can't use psychic powers!)(can do generic actions)(becoming a better builder, done in 4!)
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 (currently 5 shields)
Overhealer: +2,000 overhealing HP to one of JOEbob's entities/turn - dies when JOEbob runs out of entities(current target: Seed)
Hexagonashield generator: 9,000/10,000HP (+3 1,000 HP shard shields/turn)(current target: Seed)
Seed: 5,000 + 6 x 1,000 HP (tended by farmers)(hatching in 3!)
Stalks: 100 x 4 HP (tended by farmers)(doubles each turn, becomes buff entity at 64)
Rocks: 24 rocks (random rock pulled each turn, 1 is evolving rock)(being pulled by farmers)

[N - Srovy]Cult Worker Army(Drone tool factory)(possesses one multiplier orb)(1 + 3 x 1,000 HP shields):
Worker Drones 400 x 28 HP(taskdoer)(x1.5 build speed)
Recruiter Drones 400 x 20 HP. Recruits souls for the cult (10 souls)
Gatherer Drones 400 x 22 HP. Gathers resources for the cult (16 resources)(Super Duper Farm, +4 extra resources/turn)
Healer Drones 200 x 22 HP, +500 x 20A
Guard Drones 1000 x 20 HP Bodyguards other drones (50% chance to not take damage unless overkilled by 5,000 per drone)(guarding empty vault)
Breeder Drones 100 x 32 HP, (cost: 4/breeder, 2/all other regular types)(trying to maintain equal levels of drones + 30% more breeders)
Elite drone: 25,000 HP, 5,000A
HQ: 20,000/20,000 HP
Cult genetics lab: 10% built
Cult Cube: 3.3 power (dies when Cult army dies)

[N - EternalStruggle]The Apex: 90,000/90,000 HP, 25,000 x 2A (+1 repair drone/turn)(docked)(-5,000 damage from all attacks)(Fleet Beacon - x1 attack frigate/turn, x1 Ordnance cruiser/update multiple of 3)(protected from 4 attack)
Linked Repair Drone: 500 x 2 HP(+1,000 x 2 repair per turn!)
[N - Eternalstruggle]Shipyard II+1: 94,000/150,000 HP(protected from 4 attack)(Spectral Lord summon addition, done in 3!)(adding Overseer, done in 12!)

[N]Slots Machine: 100,000/100,000 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: 100,000/100,000 HP(+4,000 HP/turn)(protected from 1 attack)
[N]Fish School: 0 basic schools, 0 Piranha schools

[N]Hexagonal sheriff: 70,000/70,000 HP, 12,000A

[N - Mr Mirror Man]Casino Ticket Canary: 25,000/50,000 HP, 7,000 + major stat reduceA (permanently upgrades with tickets!)

[P]Peacekeepers(24,175,800 total attack)(Unbribable)(protected from 208 attack):
Peacekeeper HQ: 1,500,000/1,500,000 HP, 300,000A(protecting Peacekeepers)(control and command)(40% dodge rate)(secret)
Quinn, Peacekeeper Commander: 1,000,000/1,000,000 HP, 100,000 x 3A, Special: Try Again, activates upon death (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: 14,500 x 999 HP, 6,000 x 999A(+3/3DE squad leader)
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)
True Squad leaders: 4,000 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: 14,500 x 999 HP, 6,000 x 999A(+3/3DE squad leader)
Engineers: 100 HP x 999(super-duper-reinforcing Peacekeeper HQ, done in 2!)(increasing HQ weaponry/security, done in 6!)
Death-elite engineers: 1,000 HP x 999 (building emergency teleporter, done in 2!)(researching Evolver's evolving ability, done in 10!)
Scientists: 100 HP x 999
Death-elite scientists: 1,000 HP x 999, researching Legendary weapon neutralization methods (done in 34!)
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)
The Eye: 5,000,000/5,000,000 HP, Special: Ultimate Eye Beam(ready!)
Forward command center: 20,000/20,000 HP x 2
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 World Eater, done in 48!)
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, Production Forcing

[SR]THE SOULRAZER: 28,138,500/30,000,000 HP (Boss)(Extreme status effect resistance)(Massive)(Generating Hexagonastorm!)(trapped inside Yoreshield barrier!)(-10,000 HP/turn)
Weaponry Arsenal:
Main cannon: 1,000,000A (A S/B/D ignorant!)(Ready to aim!)
Anti-Player buckshot cannons: 3,000 x 50A(effective against Players!)
Concentrated lasers: 100,000 x 3A
Fleet summoner: +5 Soul Reapers/turn!
Soul Reapers: 20,000 x 5 + 7,000 x 1 HP, 20,000 x 6A

[PG-2]Alice: 6/10 (Yoreshield - can create ultimate attack shield/blocker!)
Fortifications: None

[PG-2]Fabricators: 10,000 x 5 HP (fabricating super-unit in 3!)

[PG]Planetary Assault Commander: 50,000/50,000 HP, 30,000A (conflicting loyalties! Immobilized!)

[PG]Giant goomba: 70,000/70,000 HP, 25,000A

[PG]Godmodder: 133/301 HP(Status-Effect Boost buff ticket)(Repository Charge: 10/10)(Major charge: 3/3)(Noobliteration Charge: 9/15)(Owes JOEbob 5 actions)

Player info:
Captain.cat - CP: 6(1 Boost Stone)
MooGoestheCow - CP: 0
[N]Eevee Shadow Bacon - CP: 9(effect-curing power)(has Blindness x3 action ticket)(King of the Hill - x2 actions, takes x2 damage!)(Healthy)
[N]CaptainNZZZ - CP: 7 (Entity Loyalty Punch Card - redeems one disloyal entity, Overpowering Poison, Remnant crypt energy)
[N]EternalStruggle - CP: 0 (Increased HP)(Starcalibur - x2 actions)
Hungry_Visitor - CP: 52(1 Boost Stone, 1 Memestone)
The_Two_Eternities - CP: 11
That-Random-Guy - CP: 24(Echolocation)
Arsenical - CP: 0(2 posts in debt!)
[N+2]JoeBOB - CP: 2(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 infinite charmzard energy, 4 Boost Stones, 1 Multiplier Orb)
Ranger_Strider_ - CP: 0
Daskter - CP: 8
[N]Mr Mirror Man - CP: 0(1 +2,000 Attack token, Enemy Heal Ticket, Enemy Buff Ticket, Minor enemy damage ticket x3, Enemy Rejuvenation Ticket(+HP/stats on enemy), Ally Heal ticket)
Cyanogist - CP: 7
Pionoplayer - CP: 7(has Ornate Ring, Mirror)
[N+1]Winkins - CP: 3(+1,000A Iron sword, 10,000 damage token, 1 Multiplier Stone, 1 Multiplier Orb)
Paradoxdragonpaci - CP: 3(protected from 1 attack)(Flight Power)(has paradox void cards, absorbed Bad Luck, pocket Lightning Galeforce Hailstorm, hexagonaherbs, 12 Homestuck Aspect vials, Vial of Aspects(12 power)), Save Point: None (charging Universal circle of colors)
RedRover1760 - CP: 12(has memestone, infinite energy redirector)
[N]Srovy - CP: 0(Cult of the Cube)(knows Seven Swans technique)
Crusher48 - CP: 0(Has Bost stone, Tactician Soul in a Bottle, Buffed Piranha mech)
Trifling Epithet - CP: 2(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), Bedrock generator(Instated Update 91, gives 1 attack shield per update held, expend all at once))
Dragon of Hope?!? - CP: 4(Espionage ghost)
Karpinsky - CP: 13 (1 Boost stone)
General_Urist - CP: 0
[N]That(Other)OtherGuy - CP: 8(Has Player knife, Charming Rock, +10,000 HP sword)
Spicy Serious - CP: 3
Custodater Pacis - CP: 2
rougesteelproject - CP: 0
Bill Nye - CP: 3 (has super sharp gold sword - 3 power left, burny iron sword - 3 power left)
[N]IchBinButter - CP: 0
Kyleruler - CP: 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: 6/20)
Wishful Whammy(random effects attack)(non-combinable)
Godmodder Damage Charge Booster(Boost stones remaining: 4)
Infinileaf Clover(all luck rolls succeed)/Mascythe(3-way action split)(in pocket dimension with Fred)
True Multiplier Orbs x 2
 
1. I combine the Obsidian Generator and the Bedrock Generator into the simpler S.Generator, aka Shield Generator. This, when activated, gives a targeted entity 18.5+1.5x shields, where x is "rounds since creation". In other words, I'm literally just combining them.
2-3: I charge
Interaction(Alice): "Well I'm going to briefly argue with you on the fact that my hands have never touched a Legendary Weapon, but I see your point. I suggest blocking the Godmodder once we're inside the Soulrazer."
 
"Are you sure about that, Alice? Last I checked, players are invulnerable as long as entities are on the field, while Godmodders can always be hit, and also have a 10% chance to automatically lose a weapon each time they get hit. We got lucky with the last 3 hits you took, but can we really risk a 10% chance of losing a legendary weapon?"

In other news, I order the WDN to detonate its Conversion Bomb that it had somehow secretly been developing the whole time, sacrificing itself to remove all of the water from the field. With any luck, it will at least weaken the Soulrazer.
 
All my entitys keep going as ye do.
[1x] I inspect the mysterious farmers... Are they Godmodder creations? I scan them for Godmodding energy (which, given my interaction with charmzard energy, i now have fairly good intuition about), and if they are, Replace them with Entitys of my own (shoving the old farmers off the boat into the deadly waters). if they are not Godmodder or evil beings or any such, I conjure another one... then give him a broom. get sweeping, friend, and clear the dust! I also pick out a piece of charmzard energy from my store in preparation for something. (as i understand it, i can retrieve energy During my action, at a rate of one per action where i do so. if i'm wrong, please correct me)
[x0] "Altair, K. As long as neither of you are planning a mortally-wounded-power-boost sacrifice, and you aren't going to kill people who aren't nigh-unstopable mass-murderers, I have no issue with you."
"Also, I don't think you and Ash gained CP this round."

[1x] I channel 1 charmzard energy from last action, and one from this one, To cast a magical spell, [The decent switch]. it brainwashes all of the Bedbugs in the bank for the next few rounds. they proceed to vacate the premisses en mass. and drown. in the water.
[1x] If the bank won't otherwise be coming with, I make sure it enters the soulrazer. otherwise, I grab all the leftover me-clones from the curling match, none of which are dependant on player energy as established, and have them help that farmer clean out the dust. it would take a long time with just normal humans, but they all grab a Pathfinder wizard class. in the pathfinder website, there is a spell. PRESTIDIGITATION.
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
All my clones quickly fan out, and start sweeping dirt into piles before prestidigitationing away the dirt.
Yes, pathfinder is basically DnD... but it's a different game, different rules in some cases, different name! not Godmodder-banned!
But wait, there's more!
"
9/1?
Cult memebergs: Player: Srovy, JOEbob. NPC: Newcomers. (When someone joins the cult all of there entities are also initiated)
Using my first action I initiate the newcomers into the cult and instruct them to assist others in the cult (in this case JOEbob)
(As long as the action benefits the cult and would not cause it to Become AG or N-1/N-2)
Using my second action I anoint the newcomers with the power of effectively Multi-tasking.
Using my third action I continue charging using the charge booster.
P.S. If you offer to join the cult you will know if you have been accepted if your name is at the top of my post

You have accepted some new friends into your cult! Now, JOEbob and the Newcomers have joined! You anoint them all with the power of effectively multitasking! But, you think most of them had that power already, they were just choosing not to use it..."
I have the power of effectively multitasking! and my clones are me! so they have the power of effectively multitasking! which Vastly lowers the amount of tripping and raises their efficiency, since the plan involves heavy multitasking, including maintaining concentration on [prestigitation]!

I agree to the cult action or, if srovy doesn't have any ideas, vote for the cult action to help clean the bank.
Ah, Godmodder. you said you'd need Starcalibur to get 5 actions... but consider this: Charge stones give +1 action.
Also consider this: the ring thingy gives +1 action.
Also consider this: entropic paradox rolls can grant you extra actions.
And don't think of trying to Steal the ring thingy (it's piono's anyway). overuse has... bad... side-effects. once is likely safe. I wouldn't bet on twice.



Since srovy seems to have forgotten to order the drones, I shall give them orders (which are valid iff srovy doesn't order them)
workers build the genetics lab. if they run out of resources, the excess ones help clean up the bank
the recruiters and gatherers keep on keeping on.
healers heal the bank of actions.
Elite drone keeps worshiping.
Breeder drones make 8 more breeder drones.
 
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I end the PA Commanders conflicting loyalty by revealing to him, that his wife is not sentient and was actually the Goddmodder! He now has a great hatred of the Goddmodder! Also, I order my festum to launch worm spheres at the Soulrazer, who I vote to be in the Yoreshield! And I use 2 actions to boost my festum production by 10% each!

I then change my action into a charge.
 
I can only look at Void assassin's corpse in morose silence, I have never gotten her name...

(Action...)(3 Charges...)
(1 Charge...)
Void Assassin's corpse was brought into the lonely gardens of the Monastery, The Rice Priest that was summoned up a few moments ago take up their position to give words to let the Assassin's soul rest.

Tears were shed in what remains from the Void Familly. Few angry words were spat out after the burial but in the end, but was soon silenced in hugs and words of understanding. We all got closer and a deeper understanding of each other.

Before Void assassin can leave the premise and ponder about the change, he was abducted into Void Guard's family, settling as the family's uncle under Void Guard's fierce and stubborn personality and lil Rover's happiness.

(2 Charge)
Double checking the Slingshot circles I created a charge with the last turn, I strap myself in a comfortable chair and focus on the screen in front of me. On the screen, there was an aiming reticle that was zoomed into the Main Hallway of the Soulrazer.

Grabbing the command stick, I was about to let loose the Slingshot Circle until I notice some odd shimmerings in the background. I stare at the shimmering in confusion before remembering some of the anti-invisibility functions of the magical camera's. Not really sure what exactly was the object or being was cloaked in invisibility, I decide to not care too much much and lock the reticle onto the new target.

Soon the Command stick opens up to reveal a launch button which I then press with delight, activating the Slingshot Circles and launching the Monastery in the breach and onto the mystery entity or object.

(Orders)
Only noticing now, the Rice Feast counter was stuck in 2 turns! The Rice Cooks quickly correct this as they zoom across the monastery's kitchen with the energy of 2 turns of relaxing around which led to a Rice Feast Package to be finished and was given to the lone Void Assassin.

The Rice Monastery is set to work, boosting the Attacks of the Soul Reapers, bringing up their attack from 20k to 23k and healing the damage Reaper in the process.

The Buns counters were supposed to count down the last turn. The Bun Nobility fixes that and summons more buns.
Bun Knight stares in confusion. Why did it have zero attack actions? Hoping for this matter to be settled the two bun knights go on to cut up a Guard Bot.
Shield buns greet their third member and set about the guard the nobility.

The Void assassin wanting to spend time with his new nephew aims to smash two of the Guard Bots with Void Rover covering him!

The Soul reapers let loose onto the more buffed Guardbot Commander, shooting wildly with Void Guard guarding them.

RICE POND ECOSYSTEM:
Current count: 18 Basic Fish Schools, 6 Piranha schools
Current Growth:
Basic Fish Schools: +4 Next turn
Piranha Schools: +1 Next turn
 
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The godmodder files a counter-petition, with even MORE legal groundwork, arguing that Noobliteration does, in fact, mean "obliteration of noobs!"

As there is a claim dispute, the Logician's council will hear the case to decide. Session is expected to be held within the next 3,451,091 years.

Action 1:
I smile. I happen to recall that the standing policy for words underneath dispute is that they default to their dictionary (also known as pre-disputation) definition. And noobliteration, that is "literation of noobs!"

OOC: If necessary, i exit then reenter the sidequest for this action
 
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was mario summoned if so i tell him to jump on the Planetary Assault Commander

If not i try to use some materials to build a portal to the realm of the SCP foundation so I can get them to contain the God modder as an SCP
 
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