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Defeat The Godmodder

Will I try to actually interpret your code? That depends. Did you actually try to interpret my code? Anyways, cool that you know some C as well ^_^

I'll write my actions sometime tomorrow. I'm thinking of finally going through with my plan to give the LIVE Space Station the ability to passively regenerate space engineers. (What say you MooGoesCow21 ?)
BTW Moniker the space station's murderer seems highly dead, so how come the space station still cannot switch rooms?
I'm fine with that
 
Orders:
SCV assignment
140 build 14 Factories
11 collect some salvages.

Army
Focus fire on the Starcraft murderer then the Guardbots!

Oh hunter you think you're the one hunting us? How Very wrong, we're the one killing you today! You should not have picked us! Everybody FIRE!
(making sure for whatever reason, that my army actually acts first)

Actions:

1x I power up my Screener to activate this turn, why does that Rock have 5 attacks?

2x Charging, +2CP=12CP

I also hide behind my own Screeners shields... That Rock Monster is ridiculous! I know I'm not going to stay here anymore than I need to!

I also note the Soulrazer only has its Maincannon and the Anti-Player Buckshot cannons left... How are buckshots piercing its own armor??? Soulrazer designers you should be ASHAMED.

I agree to cult action
 
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/null:
Just a note, you guys should probably blitz down the life thief. Trying to fight things on three different fronts is going to be a pain in the neck, and including the soulraze reaper's attack power, you've only got 450K health left on the life thief. Take the sucker down quick as possible.
 
I move into the control room.
1. Those... Look like they would murder me extremely quickly even with my resistance. Let me just.... I stand with the Soulrazer Reaper between me and the Soulrazer forces. take cover here.
2. In an attempt to fry the Lifethief's circuits, I pull out a massive water gun and fire at him.
3. Chargin up to 3 CP.
Don't forget bout the Yoreshield on the big ship Alice.
(Also, uh, bossman Moniker, this is in an odd place. The last update was in sidestory.)
 
Free Action: I note that DeathThief is violating his restraining order by being within the Soulrazer. Even if the ship is 5 miles long, DeathThief currently plans to approach LifeThief's position with the rest of the boarding party.

Free Action 2: "Alice, you do realize that an Entropic Paradox Roll has an 80% chance to benefit him, right? With Yorehammer, he can just create a free Entropic Paradox with each of his actions. Eventually, he'll get a lucky result that either eliminates all of us, eliminates you, or forces you to drop Yoreshield. If he possesses Yorehammer, you cannot be safe.

Action 1: Thankfully, the Godmodder suddenly realizes that he does not actually have Yorehammer, instead receiving an illusion left in its place to prevent a continuity error.

Oh, you think the Godmodder got it? It seems simple: the thiefbot uses its attack on Yorehammer to counter Yorehammer's attack on the Soulrazer that was also happening to disrupt its teleportation.

Except, the Yorehammer can bypass attacks.

Action 3: because indestructibility has been changed to floopability everywhere, the containment breaches still occur. SCP-682 reappears, quite annoyed.

Omega-682: Do you know how much it damages my credibility that my primary defense is called FLOOPABILITY! I CAN'T TERRORIZE WHEN I HAVE FLOOPABILITY POWERS!!!

He then sends in one of his allied SCPs, injecting Fred into the Godmodder's reality-warping dictionary. Fred, despite his insistence on rewriting a lot of the definitions to self-insert himself, is forced by the anomalous collective to do something far more insidious. He changes the definition of "attack" to "a defensive measure that eliminates a threat." This change starts a minor anomaly war, but not much of one, as most entities (except some pro-Yorehammer lobbyists) can agree that the definition is technically correct. When the Godmodder opens up that page, Fred talks to him through printed words.

Fred: Hey, I could destroy the fabric of reality faster than you could stop me. So, here's the deal. If you surrender the dictionary, I'll remove "floopable" and "floobability" from the dictionary, revert "indestructible" back to the definition before when you changed it, and then leave, letting 682 pick up the book for safekeeping. But if you so much as try to get rid of me, I'll change every definition against you. Deal?

At the same time that he writes that, he changes the following definitions. If the Godmodder accepts the deal, he changes them back, but otherwise Fred leaves the definitions as is, devastating the Godmodder's plans.

Sealed Duel (Noun):
A condition that occurs after the Godmodder is challenged by anything. The Godmodder cannot refuse this challenge. The Godmodder fights in this duel himself, forfeiting any role in the main battle until the duel concludes. The duel ends when either the challenger is killed or the challenger calls off the duel.
Game Master (Noun): The weakest type of Sealed Boss in existance. It is incredibly weak, unable to even press a single button, much less attack. Its Unsealed Form is even weaker, expemplifying his core attributes of weakness and patheticness.
Godmodder (Noun): An incredibly powerful entity, with an even more massive weakness to books. Just holding a book causes immense damage to him, and writing in one would literally be suicide for him.
Fred (Noun): An incredibly awesome Mary Sue with awesome powers and stuff that is totally incorruptible and immune to being subverted or controlled due to being so utterly cool!
Attack Shield Obliterator Turret (Noun): Brave turrets who won't let the fact that their 0 damage attacks can't do anything to attack shields stop them from trying to destroy the attack shields anyways.

According to the agreement, Fred would "remove "floopable" and "floobability" from the dictionary, revert "indestructible" back to the definition before when (The Godmodder) changed it, and then leave, letting 682 pick up the book for safekeeping." The Godmodder agreed to that agreement.

The agreement said nothing about reverting the change to the definition of Attack, which was classified as a defensive measure. However, as I and Fred were the only ones aware of this loophole, no one else was able to take advantage of it, until now. But now, because of that change, Yorehammer is now capable of bypassing offensive measures against it and its wielder.

The Anti-Gravity is this bypassed, and the Yorehammer is slammed hard into the deck of the ship. But I have just enough time to grab it using Quickened Anti-Gravity Mage Hand, A spell that acts like Mage Hand, but removes gravity on any object it grabs. This little exploit allows the Quickened Anti-Gravity Mage Hand to grab any object, regardless of its weight.

And before the Godmodder objects that you have to be holding the Legendary Weapon yourself to equip it, I point out Update 83, where the Godmodder held Starcalibur telekinetically without causing it to be unequipped.

Action 2: If the first action succeeded, I charge. However, if, somehow, the Yorehammer is not capable of bypassing attacks that have been reclassified as defenses, the Yorehammer drops out of the dead Thiefbot's hands, and a portal activates. However, the portals were stated to teleport Yorehammer back into the Thiefbot's hands, not into Spicy_Serious's hands.

Yorehammer is teleported back to the Thiefbot's hands, and keeps teleporting back to his hands no matter what happens because Spicy_Serious was stated to disable his portal due to being ready to receive Yorehammer, and since he was never ready to receive Yorehammer, he never disabled it.

Unfortunately, it still weighs the mass of a planet, as seen by the fact that it continues to gouge a hole in the floor each time it is teleported back to the thiefbot's hands. And, the portals would still teleport it back to the thiefbot's hands if I picked it up. But, as the thiefbot is dead and cannot equip the weapon, I can still equip it using Quickened Anti-Gravity Mage Hand (which, as previously mentioned, is quite capable of equipping Yorehammer), and just keep it inside the dead thiefbot's hands. At least, until Spicy_Serious disables his portals (which due to the fact that he was shown to do so instantly in the faulty continuity, should be a free action for him).

Action 3: If I have Yorehammer equipped, I hack the console to trigger self-destruct, using Yorehammer to bypass the LifeThief's defenses.

If I do not have Yorehammer equipped despite these blatant continuity errors, I instead use Extended Anti-Gravity Mage Hand on the Boarding Ship. This completely ignores the Boarding Ship's mass, and drags it away from the Soulrazer, stalling the boarding action again.
 
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Focus: Huh. I wonder how much damage using a singularity cannon in here would do.
I step out from behind the Soulrazer Reaper, and take aim. A gravitational pulse shoots towards the two Elite Guardbot generators, picking them up and flinging them into a rapidly forming singularity. The radiation emitted by the singularity as it devours the generators focuses into a gamma-ray burst. Said burst is aimed directly at the LifeThief. As the black hole starts to grow to a threatening size, I then fire a quantum weapon into it, destroying it and sending a wave of energy through the room, hitting me, the Central Control Panel, and all [SR] forces in the Control Room. (I take mild backlash damage, but large damage to the control panel and everything [SR] in the room, especially the generators and lifethief.)
Ouch. So that's how much.
 
"Uh... anyone wants to bring the LIVE Space Station to the control room? Could very well help us to beat the Lifethief to a pulp this turn... maybe transport the lifethief to the Deaththief...? Maybe using the last energy traces of the portal the Weapon thief used to send the Lifethief to where the Godmodder is? Hrm..."

Before I get any deeper into those thoughts, my mind stops and ponder why did I start talking and not use other abstract means of communicating.
 
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/null:
Just a note, you guys should probably blitz down the life thief. Trying to fight things on three different fronts is going to be a pain in the neck, and including the soulraze reaper's attack power, you've only got 450K health left on the life thief. Take the sucker down quick as possible.

If I burn all of my CP, it'll probably deal about 150K damage. How much damage is everything else doing?
 
I use 1 action to boost my mini mini festum production again, and two actions to create 5 more mini festum inside the Soulrazer, next to my previous one, and order them to start building a base that will start spawning mini mini festum using assimilation crystals.
 
If I burn all of my CP, it'll probably deal about 150K damage. How much damage is everything else doing?
OOC: Well at the very least the three soul reapers will be doing 300K damage to it so combine that with your 150k worth of damage if you did use it then it would around 450k damage to it right then, leaving the Lifethief with only 278k left. If I was to use the CP I had been saving for my summon that would be another 144k worth of damage which combine with everything else would leave The Lifethief with only 134K worth of HP.

It would almost centrally go down next turn, but if everyone was to attack it this turn we would be able to kill it right now. Also I don't really want to see what it's Absorb Special will do.

Edit: Would take about 5 players all focusing their 3 actions on the Lifethief to take down it's remaining theoretical 134K worth of health this turn. Another alternative would be to get the LIVE space station up and get it to the Control Room where it could do around 325K damage with it's Weaponry array alone. If it also used it other weapons then we would be looking at 383k worth of damage. all of that combine would be enough to take out the Lifethief this turn.
 
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FOCUS - LIFETHIEF DOWN

This Soulrazer thing is beginning to go sideways. Get rid of the problem, just get outta here.

ES performs the Hyper Dash Combo technique, where he dashes through the Lifethief 6^88 times with his sword, carving him to bits. Or rather he would carve him to bits if the armor wasn't too tough. Even so, he does an appreciable amount of damage to the enemy with raw number of strikes from an unbreakable sword. Sometimes, hitting something in the face enough just works.
 
[1x] Counterpoint, moniker! Attack shields are immune to the curse of repetativeness- people spam them all day long with out a hint of weakening!- And even if the curse does affect that action, it only Weakens what you do, not stops it! besides which, none of my actions that round where in the entryway! as such, it would be logical to assume I was in the boarding ship until I brought the farmers and myself off it... using TOG's action, so it's not related to my position! besides which, I varied the construction of the attack shields throughout, first creating one with a focus on charming which makes it entirely different, then forming it around the hexagonashields which are not attack shields but rather little health bar things, and the last one was... well that one was like the first one, but since both where in the same post the curse shouldn't strike, so if that combined did 50% charming, the rock monster should be N (on my side) from alice finishing the job! Even if it didn't, alice will be able to finish the job this turn, so the rock monster will be the only thing left. please update the universe accordingly.
as the universe updates, i draw 1 charmzard energy.
[1x]In any case, if the above is still not enough to either retroactively charm the farmers or bring them to a state where they will be charmed by this turn's end, I dip into some- though not all- of my aid from the God of Dreams, and using the charmzard energy drawn just now and one i draw during this action, Push the farmers into a dreamlike state, far more susceptible to charming, and more confused, such that their evolvers end up on different sides with a chance based on how charmed they are, instead of PG till 100%. if the above Was enough, then I simply safeguard the farmers from interference.
[1x] I check how big an area the generator generator generator needs taken with it, and mark it down for others, in irremovable marker.
Somno finishes his learning, and the other machines act as they are known to do.
Sighing, I dig another boost stone out of my inventory and offer it to alice again.
"The first action you are to do with this is to get the farmers charmed before enough that they will be charmed by the rounds end, if the stored action is as yet insufficient to accomplish this. if the stored action is enough to accomplish this, the first boost-stone-action is to instead extract fully the guardbot generator generator generator, and place it within the bank for safekeeping."
"If the first action was farmer-charm-related or failed to extract the generator generator generator fully, the second one extracts the guardbot generator generator generator as described. If the first action was already dealing with the guardbot generator generator generator (either because I succeeded in charming, or because the stored action from before was sufficient), and the generator generator generator gets fully extracted by it, build a machine that can produce a boost stone for every 3 or 4 player actions put into it. if you cannot do this, then use it to make the charm shields transfer to the rock monster after the farmers get charmed if and only if this will not revert the charge and will start to charm the rock monster. if you reach this section without any other actions being valid, simply store the action."
[cult action vote: working on extracting the generator generator generator.
 
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you can't leave to go follow it right now, since you're trapped in a giant ship.
I have power over reality itself and a giant ship wants to keep me from following my dreams?
1 Action should be enough to transform myself into theoretical air and then transform back into hungry visitor, but I transform into hungry visitor out of air that is outside the ship in the general direction of the Bank of Actions.

66 Actions

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

2 Actions from Redrover1760 (S), has to be paid back im max. 1 turns.

I agree with cult action

If the generator generator generator would not get fully extracted by other things, then JOEbob will be given up to 6 actions, which have to be paid back in 10 rounds (Hexagonashields or Guardbots can be used to pay the loan).
 
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I let out a curse at the fact that the Godmodder got the Yorehammer anyway despite our efforts to stop that. 'Well I just hope we won't find out what happens if the Yorehammer is used against the Yoreshield.' I think to myself. Looking at the Lifethief I can tell that right now even with the firepower of the Soul Reapers that it won't be enough to take it out this turn. Thinking back I remember that the Live Space station could do a ungodly amount of damage in a single turn. 'Hmm if we can get it in here we could take this bastard out now or at the very least next turn we can.'

Looking back I see that everyone in the Control room was in gearing up for the next round of fighting but at the moment not attacking one another. Seeing this as a good time as any I rush out of the room and into the the Main hallway before rushing down the hall weaving around allied entities that are in the hallway until I make it into the Entry room.

I don't really need to look much to see where the Live Space Station is, Seeing that at this time it is the biggest thing in the room. 'Well repairs seem nearly complete. Hopefully with my help and maybe help from another we can get the Station moving this turn.' Quickly jogging over I come about a section of the thrusters that are being repaired by the engineers. Walking over the the one who seems to leading the repairs I ask him what he needs help with and he directs me to a area that had been giving them trouble.

Focus action - "Lightning fast repairs!"

'Right lets get to work!'
I think to myself as I hurry over the spot and start helping the engineers with repairing the damaged thrusters, Mostly by using the force powers I had gotten along time ago to lift up heavy bits of machinery and then moving them to were they needed to go. (3 CP)

Looking over at who I think is more or less the leader of the Live Space station (Mostly because they both have a more fancy spacesuit then the rest and because they have been directing the repair efforts.) I wait for a moment for a lull in repairs to happen before speaking to him. "Hey I realize that I'm not your boss but seeing that he has been unresponsive as of late I have a suggest for you that I would like you to do assuming no orders are given to you from your boss. When the Space station can move again could you move it into the Control Room and focus all fire on the Lifethief, I believe with all of the Space station's fire power combined with the power of the Soul reapers and a few others we can take it down this turn and destroy the Soulrazer right now. I figure that is what will do us all the most good at this time. But it's just a suggestion." After finishing speaking to them I return to helping with repairs.
 
I run into the control room.
FOCUS: Seeing the chaos, I throw my sword at the LifeThief MKIII. WARP SLASH BOI!
Using 2 of my actions for that, and one to spin the slots.

CP: 2
 
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"Well that went better than I expected. We only lost attack shields." I smile. "Alright everyone, fall back to the Main Hallway. There's no reason to risk more losses when it can be helped."

Phasing through the wall I also enter the Main Hallway, waving as I'm reunited with my entities.

Walking over to Undead Einstein I offer up a large amount of theories of how status effect resistance as I set my mind to helping continue his research. (x1)

I carefully reach into Undead Einstein's mind and expand his mental capabilities, granting him an amazing IQ of 1,000 at the cost of an enlarged head. A worthwhile trade for becoming a better researcher. (x1)

Finally I pull out a pair of massive hovering speakers and hook them up for Dragonforce to use. That should help the band play at even louder, letting them boost attacks to a greater degree. (x1)
 
Pre-post CP: 2

As far as Eyowe knows, there are two sides in intense combat with each other in this ship: an invading side and a defending one.

Eyowe(still in monologue mode): You know, there's a certain charm to being on the invading side that just attracts me to it, and so far I've yet to really be acquainted with neither side.
Eyowe: So I guess I'll join in this invasion as well.


He then moves towards the Control Room, possibly burning an action to keep his stealth going. As far as anyone knows, he does not exist yet.

Upon entering the room and immediately crawling up to the ceiling (or high up in the walls if there's the ceiling's too far), he sees a skirmish taking place inside the room and notices a rather intimidating figure being the focus of multitudes of attacks: the LifeThief.
Eyowe also notices that said LifeThief is just about ready to perform their special move. Seeing this, Eyowe charges up as much more CP as he can and waits until everyone finishes their attacks (including the [AG] entities).

He then burns up all of his CP to craft a peculiar device and drop it onto an unsuspecting LifeThief. Upon making contact, the device immediately attaches itself to the LifeThief and gives off a nasty-looking shock.
The device's purpose is not to damage the LifeThief. Instead, it stuns the LifeThief for how many turns a 3-4 CP (depends on if using CP also burns an action) can stun it. If that many CP can't stun the LifeThief at all, then at the very least I hope it delays their usage of their special ability by at least 1 turn.
In the process, Eyowe also breaks out of his stealth and sides himself with the [AG] side.

Eyowe(no longer monologuing): I was hoping to remain in stealth for longer than this but...
Eyowe: Hope you can finish that guy off before it gets to use that ability.


(Do note that I'm delaying my action until after every [AG] entities have their attacks in, if that's allowed)

IF the LifeThief doesn't get to use their special ability, whether because they died or got interrupted, before Eyowe makes his move, Eyowe still charges CP but he does not burn it nor does he break his stealth yet.
 
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"Second Scarlet Prince, move to the Interim Room!"

Movement action: I move to Side Room A.

3 actions: I toss the Guardbot Generator off the Soulrazer... Straight into a pit of freezing electric acid-fire. It's probably safe to say that we won't be seeing it again.

9 CP -> 9 CP
 
1. I smile and wave at the Godmodder "Hey, hows that reality anchor treating you? Guess what's not a defense?~ That. Also this!" A thin line in space appears both directly on the very edge of the border of my previous reality anchor, and the back of the boarding ship. Now I'm thinking with portals! The fun part of this is, it's not even teleportation, at least not in the "nuclear reaction" type that a normal teleportation would do with the reality anchor. To be simple, let us say that "[" is one portal, and "]" is the other
Going in [, like so "[<-" leads to "<-]", while going in like "->]" leads to "[->". Have fun getting out of that without any teleports of your own, Godmodder, and your husband minions. That's what they are. I have decided so, and you cannot stop me from deciding so.

2. I point out to the Godmodder that, as he is currently allied with the Soulrazer, and is not likely to change said alliance at any point in time, he, and all of his allies entities, are therefore [SZ] aligned, making them unable to damage the Soulrazer Reapers.

3. +1 CP!
 
I call out to Spicy Serious.

"Hey! If you ever get to do any personal projects that would aid yourself, and stop supporting for once. I would be happy to help you out if it doesn't cause too much harm to my wellbeing!"

(Action!)(3 Charges)
(1 Charge)
I move towards the Control room, but before I do anything else, I send a charge to the monastery project.

(2 Charges)
Arriving at the Control room, I notice a one-way portal that the thieves have forgotten to close. Upon closer look, this was the portal that supposed to send the Yorehammer to the godmodder! Looks like when Spicy_Serious closed the portal, he only closed his stealing portals as the Yorehammer portal wasn't his.

Enchanting my green robes, I slink in out of the view of everyone in the room and prowl the vicinity of the Life Thief area. Mindful of the attacks from both sides to avoid crossfire I start waiting with a hammer of pure directional force (which would not really hurt the thief if I hit him with it unless he hits stuff when he flies the direction that the push him) for a good moment to come out of hiding and smack the Life Thief into the portal. If successful, will bring the Life Thief to where the Godmodder is, which is where the Death Thief currently is as well!

(Orders!)
All my entities move into the Control room and proceed to diminish the number of elite guardbots.

Void Guard and Void Rover are on bodyguard duty and will be covering each other's backs if they have no shields to spare.

LM(Lightward mages) works on the project some more.

RICE POND ECOSYSTEM:
Current count: 50 Basic Fish Schools, 15 Piranha schools
Current Growth:
Basic Fish Schools: +12 Next turn
Piranha Schools: +3 Next turn

MONASTERY PROJECT: RICE TORRENT (3 Turns)
Current investment:
2 turns of LM research, 3 Charges, 1 Basic Fish School,
 
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Using all three of my actions and those 3 Cp I help JOE with getting the gaurdbot generator generator generator "from the carefully marked area" because JOE says that is a good Idea

I agree to cult action
 
First off, I move to the Entry Room or wherever the LIVE Space Station is right now.

I recall back when the Space Station, then still EVIL, has hundreds upon hundreds of Space Engineers manning it. Now it has but a skeleton crew of 40. Time to rectify that. Combining the 3 CP of this turn with those 3 I stored a while back, I direct six CP into rectifying the issue.

6 CP FOCUS:
It was a while ago that I used my power to make the EVIL space station LIVE, giving it the power of regeneration. But if it can regenerate parts of itself, why not regenerate the crew manning it? Of course this is a much trickier challenge, normally living creatures cannot create offspring of a different species. But I believe these obstacles CAN BE SURMOUNTED! I'm sure these future space people know about artificial wombs, and the station's living status should make them all the more effective.

I board the LIVE Space station and talk with the tech support guy. Though doubtful, since I'm footing the bill they show me an empty part of the station to install the equipment in. CUE CONSTRUCTION MONTAGE. <insert montage here> Soon enough I have the 'cloning pods' as I call them set up. Tech Support looks on. This seems an impressive enough contraption. I can barely make heads nor tails of it though, what exactly did you do?

I pulled together a lot of things to make this work. I combined your artificial womb theory with Kaminoan cloning technology as the core of the system, and added parts salvaged from a time dilation chamber to compensate for the limits of growth acceleration. Some raw Player Power and rudimentary AI cores to let it correct defects on the fly, and a little bit of hentai logic to better tie it into the station's systems.

I see, that's pretty impresWAIT WHAT?

Hey, what ELSE am I supposed to use as a basis to make two vastly different types of living organisms reproductively compatible. The size of the difference between a living space station and a human isn't THAT much bigger than that between an alien squid and a human. And before you ask yes I HAD to tie the cloning chambers into the space station's systems, making them standalone and/or purely non-living would make it impossible to mature the new engineers fast enough. Don't worry, the cloning chambers don't have enough moving parts to grow Naughty Tentacles. (Awwwww...) (This isn't the time for that Iku!)

Well, I have no real option but to trust your safety assessment. I hope you are correct. Now this is indeed a very clever apparatus for growing biological humans in an extremely short amount of time, however I am sure you are aware that being a Space Engineer is a learned skill that cannot in any way be made innate to an organism's biology. Under combat conditions training them from scratch is not at all feasible. I assume you somehow can compensate for this issue?

Most certainly! Look, you know those cheesy late 90s sci-fi books that predicted we would eventually have robots download information to our brains instead of going to school? Well I used some Player Power to brute force that logic into applying, loaded Space Engineering 411 Super-Unabridged Edition into the computer, and all is set! You just direct the... "new recruits".

That is... If this works I will love you forever, but for Chaos's sake HOW?!?

Hexagonafield lets strange things work.

With that I bid Tech Support goodbye and walk out of the LIVE Space Station, back into the thick of battle.

[Incase it wasn't clear enough, this action should permanently (barring hostile debuffing action) make the LIVE Space Station regenerate a constant number of Space Engineers every turn. You decide what number is appropriate given the flavor text and 6 CP of power.]

Entity command:
I notice the racket of the godmodder's forces a room or a few over. Right then, IKU! Let's put your out of water sniping skills to the test! See that DeathThief with the Godmodder? Blast him before he even sets foot inside the SoulRazer!

Fufu, I can hit that bully at any distance!
 
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