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Defeat The Godmodder

The LIVE Space Station fires on the remaining infested nexuses (nexi), might as well finish it. (and if they're already dead by end of turn, fire on the retail guy).

1 cp gets charged

1 cp becomes another Space Station attack shield

And 1 cp: unbreakable lock? Then break the door instead.
I walk up to the cage with Fred inside. Hey Fred, could you move over to that side of the cage- I point at where the godmodder lock is- for a bit? Thanks. And cover you face with your arms!
Once Fred is safely taking cover, I walk over to the opposite side of the cage and bring down Yorehammer on the cage's walls/bars, thus (hopefully) ripping a huge hole in the side! huge enough (hopefully) for Fred to fit through.
 
Coming to I look around a little confused before realizing I must of dozed off. Standing up I stretch a bit which causes a couple of muscles to let out loud cracks. After a minute I exit the hallway feeling a lot better then I did a few turns ago. Now back on the Hexagonafield I try and see what I can do to assist the others.

'Hmm lets see. I see that A Death-elite engineer is working on something in the Live space station. I could speed that up, Hmm Also The Sapper is building a Keep. I could help with that as well. Well first the Death-elite Engineer.' I close my eyes and focus my energy into my wish. 'I wish for Prism deployer that the Death-elite engineer is working on to be speed up so they can complete it this turn!' Suddenly a few dozen hands made up of red energy appear all around the site of the Prism deployer and start to work on it. Working in teams the hands grab various building materials and tools and quickly start assembling the Prism deployer seemly already knowing which parts went to which. Soon the Prism deployer was nearly ready. (5 CP.)

Next I focused on the Keep that the Sapper was working on and use the last bit of energy that I'm willing to spare for right now on my next wish. 'I wish for the construction of the Keep that the Sapper is working on to be hurried up.' Suddenly some of the building materials that the Sapper was using to build the Keep start floating into the air before then moving into their needed positions at the Keep fastening themselves into place and overall quickening the work of the Sapper letting them work on other parts of the Keep sooner then they had originally expected. (1 CP)
 
Magic and Monsters IX
I use Big Regen on myself, the cast conjure weapon to create a massive sword, which I then throw at the witches potion supply! I then recycle Muscles, and create a new spell which will allow me to shoot a random spell that will damage enemies, and heal allies.



The Sword lands right in the witches supply! -15% of it!

Random attack spell: 18/20: Arcing Magic: Wisps of magical energy bounce randomly around the battlefield, only stopping when they hit something with an HP bar. 3 random targets hit, moderate damage if its an enemy, moderate healing if its an ally. Mana cost: 15

I cast frostbite on the undamaged backup mage.
I then create and trash two more nondescript spells.

+10 Mana! 15,000 to the undamaged backup mage! They find themselves slowed with less frostbite.

Create Spell: Surpressing Fire!
A spell designed to prevent enemies from appearing on the battlefield, wether via summon or otherwise, as long as this spell is working no one will come.

Create Spell: Jelly Jamboree!
Sacrifice Spell: Jelly Jamboree

Cast Spell: Pierce on Elite Swamp Swarmer and Swamp Swarmer

Enemy prevention spell (Risky!): 19/20: Auto-snipe: A sniper is summoned, who then watches over the battlefield and automatically snipes any approaching reinforcements. Lasts 3 turns. Mana cost: 20

+5 Mana!

Pierce hits and kills both targets!

--------

ENEMY PHASE:

The Witch uses up 30% of her remaining supply, pulling 3 potions from her flask! She then throws them at Algot, Kyleruler, and Spicy_Serious! The Potions immediately afflict the three Players with IMPENDING DOOM! If this status effect is not cured within 4 turns, they'll instantly die regardless of HP or other defenses!

The backup mages, meanwhile, have been having a discussion. Noticing that of the 6 Players in the sidequest, only 3 seem to not be AFK, the Backup mages think it would be just really unfair to nail the lightning rod-ed Players with Arcthunder this turn. They're going to hold off one more turn, and THEN cast it. Mmkay?

The 3 remaining Swamp Swarmers all bite Kyleruler for 60,000 damage! Kyleruler doesn't really react.

ALLY PHASE:

The 3 Iron Golems crush 3 Swamp Swarmers! For a moment, it seems like they've broken through, but then 1 new Swamp Swarmer appears in front of them. The Iron Golems continue pushing forwards - they'll reach their target soon enough!

--------

NOTE: Since it seems Algot, Kyleruler, and MooGoestheCow have all stopped posting, for the rest of this fight, you can cast using their spellbooks and mana pools. You still have 3 actions, but now you can, say, use 1 of those actions to cast Moo's Electric Shock with Moo's mana pool.

--------

Dirty Water takes effect! 30,000 damage to everyone!

Everyone regenerates 6 Mana!

WARNING!
Dirty water! Players will take 30,000 damage at the end of this turn!

Players:

Pionoplayer: 100,000/150,000 HP (attached lightning rod!)
Mana: 19/25
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 70,000/150,000 HP (attached lightning rod!)(Impending doom - dies in 4 turns if no cure is given)
Mana: 11/25
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)

DragonofHope: 53,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(poisoned, -5,000 HP per turn for 2 more turns)(+20,000 HP per turn for 2 more turns)
Mana: 11/25
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)

Algot: 51,000/150,000 HP (poisoned, -5,000 HP per turn for 2 more turns)(Impending doom - dies in 4 turns if no cure is given)
Mana: 25/25
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 25/25
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 60,000/150,000 HP(Impending doom - dies in 4 turns if no cure is given)
MP: [|||||||||||||||||||||||||] 25/25
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
The Witch: 100,000/100,000 HP, 20% potion supply! (poisoning bog water)(Miniboss)
Backup mage: 11,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))(burning, -4,000 HP/turn for 1 more turns)
Backup mage: 5,000/20,000 HP, 10/10 Mana, 4 Regen (Spellbook: ArcThunder(7 Mana), Attach Lightning Rod(2 Mana))(frostbite, reduced attack power)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
New Swamp swarmers: 1-2 new Swamp Swarmers each turn

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)
 
Cast Reset from Algot's Spell Book and Mana Pool. Target; Algot.

Create Spell:Warped Perception!
Sacrifice Spell: Warped Perception!

I Cast: Pierce on both Backup Mages!

Hopefully we can scrape by, but with several of our number's low HP and Dirty Water, if they get off that ArcThunder it could spell the end for several of us.

--------
Idly I wonder how the magic clone I had following the Nanobots is doing, the guy might've been an asshole but deep down I think he has a good heart....very deep down.
 
I cast Summon Roots and order them to protect, then sacrifice two more nondescript spells.
There's no way we're gonna beat this sidequest if the others don't come back.
 
I try to create a spell that will instantly cure any status effect, on everyone, and then immediately use it as soon as I can as long as it won't backfire. I also create and recycle a spell.

This is three actions right?
 
A raging force of pure magical force coalesces, and the hair on everyone's head stands up. It crackles and...
566
Fires a blast of greenish yellow energy at...
4
Algot! Algot develops an allergy to...
4, 5
Nail polish!

Wow. I was expecting something better for my big entrance, that was kinda underwhelming.
The magical force is Neutral, and will randomly attack/help people on both sides.
Actually wait is the above post some sort of sidequest post? If so, It actually affects...
4
The space engineers!
A lot of 4s!
 
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Magic and Monsters X
Cast Reset from Algot's Spell Book and Mana Pool. Target; Algot.

Create Spell:Warped Perception!
Sacrifice Spell: Warped Perception!

I Cast: Pierce on both Backup Mages!

Hopefully we can scrape by, but with several of our number's low HP and Dirty Water, if they get off that ArcThunder it could spell the end for several of us.

--------
Idly I wonder how the magic clone I had following the Nanobots is doing, the guy might've been an asshole but deep down I think he has a good heart....very deep down.

Algot reset!

+5 Mana!

Both backup mages are slain!

The magic clone tripped. And died. Poor guy.

I cast Summon Roots and order them to protect, then sacrifice two more nondescript spells.
There's no way we're gonna beat this sidequest if the others don't come back.

At this point, I'd personally say your best bet is to keep the iron golems alive and let them do the work.

+10 Mana!

The Roots you summon move out to protect the Players and the golem/villager team!

I try to create a spell that will instantly cure any status effect, on everyone, and then immediately use it as soon as I can as long as it won't backfire. I also create and recycle a spell.

This is three actions right?

All-cure team-wide spell (Risky!): 14/20: Curezap: Hits the entire team with a cure ray that has a 50% chance to cure any and all status effects, positive or negative. Mana cost: 16

You cast it, and your half-baked blanket of cure magic covers the whole team...

Piono and Spicy_Serious are cured of lightning rod! You are cured of poison! Kyleruler is cured of Impending Doom! Unfortunately, Spicy_Serious is not.

-------

ENEMY PHASE:

The Witch realizes she's all alone except for a Swamp Swarmer! The Swamp Swarmer in question bites Pionoplayer, dealing 20,000 damage to him and giving him poison!

The witch herself reaches for her potion stash, but then the protective roots assault her! All three roots grab her, and she only manages to toss out one half-made potion in haste! The half-made potion arcs over the heads of the Players, and lands smack dab on the two villagers, covering them in a sticky, clingy oil... if they're hit with anything that even resembles combustible like this? Instant death for them! Find some way to safely clean them! Wait... does the witch have just enough materials left for a molotov cocktail?

ALLY PHASE:

One Iron Golem squishes the remaining Swamp Swarmer, while the other two FINALLY reach and strike the witch, who no longer has backup mages to protect her! 60,000 damage to the Witch!

As the Iron Golems pull back to regroup before their finishing blow, 2 more Swamp Swarmers appear in front of them...

------

Every Player takes 30,000 damage, and regenerates 6 Mana! Looks like the water is no longer quite as terrible as before.


Players:

Pionoplayer: 50,000/150,000 HP (poisoned, -5,000 HP per turn for 3 more turns!)
Mana: 25/25
Spellbook:
Geostorm(Mana cost: 20, one-shots, fails against air, 30% chance of auto-failure)
Ignite(Mana cost: 5, Minor damage, burning)
Tidal Wave(Mana cost: 15, Massive damage, removes enemy from field for 1 turn)
Tailwind(Mana cost: 6, adds 20% dodge rate to one ally for battle)
Summon Roots(Mana cost: 13, summons 3 roots that can be ordered to protect or attack)
Frostbite(Mana cost: 8, deals moderate damage and slightly reduces attack power)

Spicy_Serious: 40,000/150,000 HP (Impending doom - dies in 3 turns if no cure is given)
Mana: 17/25
Spellbook:
Rejuvenate(Mana cost: 10, strong healing)
Blowdart(Mana cost: 4, minimal damage, poison)
Deadly Performance(Mana cost: 15, gives the target a wall of blades that blocks/counters one incoming attack and prevents status effect spells)
Pierce(Mana cost: 12, major damage to 2 targets)
Auto-Snipe(Mana cost: 20, prevents reinforcements for 3 turns)

DragonofHope: 43,000/150,000 HP (has white axe - can attack for 6,000 normal damage)(+20,000 HP per turn for 1 more turns)
Mana: 6/25
Spellbook:
Chains of Astonishment(Mana cost: 15, Stuns 2 enemies for 1 turn)
Conjure Weapon(Mana cost: 10, creates weapon that can be used to attack normally)
Vampirism(Mana cost: 20, afflicts enemy with Liferot, damaging them and healing caster for a large amount every turn)
Mana Speed-up(Mana cost: 14, grants an ally x2 Mana regen for 3 turns)
Big Regen(Mana cost: 15, large amounts of regen to target for 3 turns)
Arcing Magic(Mana cost: 15, randomly hits 3 ally/enemy targets, moderate healing to allies and moderate hurting to enemies)
Curezap(Mana cost: 16, affects entire party, 50% chance to cure any positive/negative status effects.)

Algot: 21,000/150,000 HP
Mana: 10/25
Spellbook:
Lightning(Mana cost: 10, Major damage, 50% chance to stun)
Big Blast(Mana cost: 8, Minor damage to 3 targets)
Summon Flame Atronarch(Mana cost: 10, summons flame atronarch)
Reset(Mana cost: 15, cures all status effects + Resurrection)
Keep the peace(Mana cost: 0, instantly kills all enemies, requires 10 turn charge period)

MooGoestheCow: 120,000/150,000 HP(stasis!)
Mana: 25/25
Spellbook:
Summon Patron Angel(Mana cost: 30, summons a projection of the God of Technology)
Electric Shock(Mana cost: 5, medium damage, 50% stunning)
Iron Golem Swarm(Locked! Can't be recycled.)
CryoFreeze(Mana cost: 10, stasis-inates a friend or foe for one turn, if foe also deals moderate damage)
Self-siphon(Mana cost: 0, sacrifices 10% of HP to deal minor damage to an enemy)


Kyleruler: 30,000/150,000 HP
MP: [|||||||||||||||||||||||||] 25/25
Spellbook:
Singe(Mana cost: 6, fire attack for moderate damage)
Bandage(Mana cost: 10, heals for a small amount above half health, a large amount below half health)
Chill(Mana cost: 2, reduces an enemy's accuracy slightly)

Enemies:
The Witch: 40,000/100,000 HP, 10% potion supply! (poisoning bog water)(Miniboss)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
Swamp Swarmer: 10,000/10,000 HP, 20,000A (poison attack!)
New Swamp swarmers: 1-2 new Swamp Swarmers each turn

Allies:
Iron Golems: 70,000 x 3 HP, 30,000 x 3A (leave if villagers die)
Villagers: 15,000 x 2 HP (need protection!)(EXTREMELY COMBUSTIBLE)
 
(Joining Sidequest)

I show up at the outer area of the fight. Tired, ragged and wanting to get this over, I proceed to make some spells.

Spell create:
- Summon shield entity
- Summon fighter entity
- Entity Haste

Once that's done, my face twists into a snarl and mumble curses and words of self-hatred.
 
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I have the roots murderize the witch. and cast frostbite on her for good measure, then ignite on one of the swamp swarmers

I request that we be given time to heal up and prepare ourselves before the next zone instead of immediately rushing into the next fight when we beat the witch.
 
I can cast a curious look towards Winkins...he seems to be in a terrible state right now, so it'd be best to leave him to himself for the moment.

Besides, I have a quickly dwindling HP reserve to worry about...but if the Witch gets a shot off at the Villagers...dammit, I'll have to risk it.

I Cast: Pierce on both Swamp Swarmers!

I Cast: Bandage from Kyleruler's Book and Mana Pool on Dragon of Hope

I Cast: Lightning from Algot's Book and Mana Pool on The Witch!
 
553
A big pink bubble pops out of the whirlwind of magic and is absorbed into...
2
Tassadar! Tassadar regains...
32
Ummm based on the HP on most things I'd say this would heal 64,000 HP? If that's too much, 32,000 HP.
 
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Would it be more based on the fact that that was completely random to get that and there was an equal(Actually I think greater) chance of getting something that would be bad for Tassadar?
 
Sooo... Lemme math this. The average for 5d10 is 27 and I rolled 32, sooo...
If 15000 Is considered the average, that would be 555.5 per every 1 rolled.
555.5*32=17776 heals.
 
Would it be more based on the fact that that was completely random to get that and there was an equal(Actually I think greater) chance of getting something that would be bad for Tassadar?

People get bonuses for creativity.

Sooo... Lemme math this. The average for 5d10 is 27 and I rolled 32, sooo...
If 15000 Is considered the average, that would be 555.5 per every 1 rolled.
555.5*32=17776 heals.

Maybe not to that degree, though.

Also: You're new here, so the mods will cut you some slack, but double posting is frowned upon. For further details, read the rules.
 
Update CXXI (121)
tCP: 19+3 actions

CHARGING YEAH!

CHARGING!!!!! WOOOOO!!!!

current possessions: 18 actions ... transferred to Joebob

Existential Crisis has won. I think this really made me sick. I'll end it now. Bye.

Also a slot for another player Moniker.

Aww, Hungry Visitor... alright. I know not every Player here always liked you, but know that I always enjoyed reading your posts. A lot of what you said, particularly the "fake update", legitimately made me laugh, and I wish you nothing but success in whatever future quests you decide to play.

You've been removed, and your CP given to JOEbob as requested. Existential crisis will, also as requested, be put in stasis until it must be called upon in a time of great need. If you change your mind, you'll still keep all your items.

Password Attempt: Noobliteration

3 actions: 11 CP -> 14 CP

>PASSWORD DENIED
>Re-enter
>_

2x actions and all CP (total expended charge = 25):

Summon Edgardo!
HP: 75000

Abilities:
New Arrival -- 1 free revive to full HP
Spirit Points -- Charges up Spirit Points at a rate of 1 per turn. Each Spirit Point is worth 7000 Attack.
Overflowing Spirit -- No cap on number of Spirit Points.
Raw Spirit -- Attacks fueled by Spirit Points cannot be resisted, blocked, or dodged. However, another entity can intervene and absorb the force of the attack.

Attack:
BANZAI -- On my command, spends all Spirit Points in a single attack. Does not deal splash damage. Cannot target the Godmodder (though this last is kind of obvious).

1x Action:
I send a S.P.I.D.E.R. to perch above the Godmodder.

S.P.I.D.E.R. stands for Spying Purposefully Ingenious Drone with Explosives Ready. The drone happens to look like an arachnid, with the explosives stored in its abdomen, the head containing cameras covering the entirety of the electromagnetic spectrum, a processor for sound, and filters to see anything that may be trying to conceal itself through more esoteric means, and the thorax containing the main brain and leg motivators.

The S.P.I.D.E.R. will report on the Godmodder's plans for the boss he's drawing up, allowing us to get a leg up on it once it appears.

If the Godmodder detects the S.P.I.D.E.R., it will automatically self-destruct, dealing damage to him.

Edgardo SUMMONED! Welcome to the war, Edgardo.

The godmodder sees you building the S.P.I.D.E.R., thus detecting it! It blows up before you even finish, right in your face!

Free Action: I demand answers from the Godmodder. Why, exactly, SHOULD we let you draw up the boss plans, rather than just killing you now? If you don't have tangible evidence, I'm going to assume this is just a scheme to stall for time.

Free Action 2: I transfer my Future Projector to JOEBob so that he can do something interesting with it.

Action 1: I salvage the Hunterbot's tracking module and reactivate it to profile the Godmodder, looking for any weaknesses in his defenses. Failing that, I work to develop a one-shot method for the next boss by tracking it.

Action 2: I analyze the Godmodder lock, looking for weaknesses. Even though it is stated to be impenetrable, if it was truly impenetrable than the Godmodding wars would not happen. Simply, if a Godmodder could create a lock that absolutely could not be penetrated without Godmodder actions, then a competent Godmodder reduced to 1 HP would simply hide in a bunker with a Godmodder Locked door, and the fight with that Godmodder would still be going to this day because the players would have no way to end the fight.

Action 3: We need additional backup! I head up to the LIVE Space Station and activate a distress signal, hoping that a ship will come by to provide aid. Thankfully, after about a minute, an extremely advanced ship arrives. This is the Kestrel X, a top-of-the-line cruiser built using stolen Rebel technology. Seeing as there's nothing else for the crew of the ship to do, they decide to lend a hand in this battle.

However, they're a bit under-equipped, so I invest all of my charge points, both of my Boost Stones, and this action into charging them up, giving 27 total charge points to them.

Kestrel X [AG]: 150000/150000 HP. Damage effects both hull and a random system.
Resources: 15 Fuel, 8 Missiles, 2 Drone Parts
Engines: 15000 HP (level 3. 15% evasion.
Shields: 10000 HP (level 2). 1 shield/turn.
Weapons: 15000 HP (level 3). Burst Laser 2: 3x5000 A, 2 power. Artemis Missile: 10000 A, shield-piercing, 1 power.
Medbay: 5000 HP (level 1). 5000 H in room.
Oxygen: 5000 HP (level 1). 5/5 Oxygen.
Helm: 5000 HP (level 1).
Sensors: 5000 HP (level 1).
Doors: 5000 HP (level 1).

Hull: 150000 HP.
*System Damage: When the Kestrel X is attacked, the damage is dealt both to the hull and to a random system. Attackers can choose to aim at a specific system instead, but to do so they give up doing damage to the Kestrel X's hull.

Systems: Each system has 5000 health per level. Every 5000 damage dealt to a system removes 1 level from it until repaired. Systems are also rooms that crew and other entities can move into. Half of the damage dealt to a system is also applied to entities inside the system's room.
*Engines: Engines provide +5% evasion up to +30% evasion, then +3% evasion for each level afterwards up to 60% evasion.
*Shields: Every 2 levels of shields provides 1 barrier around the craft. These barriers act as attack shields, blocking a single attack each.
*Medbay: The medbay can heal entities inside it for 5000 health per level per round. Up to 4 entities can be inside the medbay at a time.
*Life Support: The Life Support replenishes the craft's Oxygen by 1 level per round, to a maximum of 5. If the Oxygen is destroyed, the craft loses 1 Oxygen level per round, and if at 0 Oxygen all units inside the craft take 5000 damage per round.
*Weapons: Each level of weapons poweres 1 point worth of equipped weapons on the Kestrel X.

Subsystems: These secondary systems do not require power to utilize.
*Helm: The helm must have crew in the room in order for the ship to evade or make an FTL jump. Each level of the helm beyond 1 allows it to keep 25% of its evasion if no crew are in the room, but it still requires active crew in order to make an FTL jump.
*Doors: The doors system blocks the movement of attackers, and can be used to vent systems. While the doors system is active, rooms can be vented, removing 1 Oxygen from the ship but causing a chosen room to be treated as if no Oxygen is present. Each further level of doors means that attackers will need to do 5000 damage to the doors to successfully move between rooms.
*Sensors: The sensors system can be used to Scan a single entity each turn. This has a 10% chance per sensor level of discovering a weakness of the target.

Upgrade Systems: These systems do not start installed, but can be installed via upgrades.
*Drone Control: Each level in drone control powers 1 power worth of drones for the craft.
*Teleporter: The teleporter can be used to either teleport crew onto the ground to directly join in combat, or to teleport crew or other entities back to the Kestrel.
*Cloaking: The cloaking device has a 30% chance per level to negate targeting against the Kestrel X (i.e. attackers cannot hit it unless they pass that roll or use AoE attacks). It can only be used once every 3 rounds.
*Hacking: The hacking system can hack enemies and disrupt or invert some of their attributes.
*Mind Control: The mind-control system can subvert enemies and force them to attack their allies for a short time.
*Backup Power (subsystem): The Backup Power can temporarily add its level to the level of a chosen system for 1 round. It can only be used once every 3 rounds.

Crew: The Kestrel X starts with 3 human crew. Human crewmembers have 25000 health. Crew have 2 actions per round, which can be taken to either move to a different system, man a system, attack enemies, or repair system damage.
*Human: Human crew have 25000 health, can deal 2500 damage with attacks, and repair 2500 damage to a system.
*Engi: Engi crew can only deal 1500 damage with attacks, but repair 5000 damage to a system.
*Mantis: Mantis crew deal 5000 damage with attacks, but only repair 1500 damage to a system.
*Zoltan: Zoltan crew have only 15000 health, but they give the system they are in +1 effective level if it is not damaged.
*Rock: Rock crew have 40000 health, but they are slow and must use both of their actions to move to a different system.
*Slug: Slug crew are physically similar to humans, but their telepathic abilities effectively increase the craft's sensor level by 1 (even if it is disabled) and they cannot be mind controlled or forced to switch sides.

Manning Bonuses: The following systems can be manned:
*Helm: Increases the craft's evasion by 5%.
*Engines: Increases the craft's evasion by 5%.
*Weapons: Gives each weapon a 20% chance to be able to fire twice (or gain twice as much charge).
*Shields: After each incoming attack (whether or not shields are up), gain a 20% chance to regenerate 1 layer of shield.

Missions: The Kestrel X can use its accumulated fuel to do FTL jumps out to distant systems. Not sure how this works.

The godmodder ignores you and continues work. You transfer the Future Projector to JOEbob!

You take the Hunterbot Profile Module! It looks like it would be a useful component in developing an entity with similar profiling capabilities, but you'd need time to do that.

Your epiphany causes you to get a jolt, like you're being guided to something... was there a godmodding war in the past where a godmodder tried the godmodder lock trick? Maybe this bears more investigation.

I know we were still working on the Kestrel X stats, so you can re-deploy it next turn. For now, you charge a CP instead.

A protractor? Very interesting for you to grab that, given the MATHS-related weakness you currently have!

As The godmodder begins using the protractor, something strange happens. Instead of drawing a circle... It draws a square. Quickly he erases that, then tries again, but a triangle is the result! He tries it again, and finds a perfect copy of the Mona Lisa in the place where he needed a circle! Curses!

In his anger, the Godmodder's foot swings furiously, and he stubs his toe on the table, which couldn't have been predicted because the godmodder was watching out for a math-related method of attack and didn't account for the narrator screwing around with his protractor for giggles instead.

Arsenical charges another two CP.

The godmodder winces. 1 damage! His math related weakness is still unstruck, but he needs a boss, not a mathematically perfect painting and a stubbed toe!

Severed hand, Soulflayer hand, Sharpened Soulrazer Chunk, HP^Sword
Player knife, Wilson the Charming Rock, Old Control Panel (RGB buttons)
Third Eye: 0/100

tCP = 69
Whazzat? I awake to see the current state of affairs. Uhhhhhh....
1. My friend, we all know that you are great at your job! It's just that your company's CEO has such impossible standards to meet that you are even having this problem. Has he even let you sleep? You look tired. Here, have this coffee. As I hand him the coffee that had appeared in my hand, I subtly stuff a barrel of the machine gun full of steel and melt it together.
2. C'mon and we can get some more coffee. My friend, could you just- NOW! I thow the retail worker into the White Hole. The best part about it is that the entity I throw in could be anyone's.... even the godmodders.
3. I charge up to 7CP

The retail worker hesitantly accepts the coffee, sliding the machine gun away from you, and then begins to doubt himself. Maybe... maybe he's just being stupid...

But THEN you have to go and try to throw him in a hole to teleport him forwards in time! He'll miss so many shifts, he'll be fired for sure! Luckily, the retail worker uses sheer willpower to avoid the White Hole (not allowed to take breaks using stasis while on the clock), and lands just near it. Now he's MAD.

ACTION ONE!

So!
I've been looking through the past of the thread to see if there's anything to opportunismiffy!
and I. found. this.
So, the Hexagonafield was, at the time, believed to be Infinite.
but, as we now know, it is finite in size!
"You launch off North! Now, the HEXAGONAFIELD has an odd way of taking you where you desire to go... and launching off, you find yourself speeding north, faster and faster and FASTER...
Eventually, you are 1,342,981,090,410 meters north. But... the HEXAGONAFIELD... something's wrong...
You see images of the other Players... glitched, stuck in place... the terrain is messed up, and several entities you don't recognize are around, but they're so bugged-looking you can hardly make them out..."

"You venture down South! Specifically, 1,321,984,001,992 meters south!
At the end of the line, you see a wall. Not an invisible wall, like before, or a sudden drop into nothingness. A wall of darkness. At one part, there is light, and the next, absolute pitch darkness. You conjure a torch and throw it in, and it gets... absorbed. You don't feel quite up to throwing yourself inside. You're pretty sure it's a really dangerous activity, anyways."
"Very, very far west, the Paradox Skipper suddenly slams into something! It's... it's a wall. An invisible wall, at that. Basic probing reveals no weaknesses. You try to teleport past, and end up right back where you were before. Looking past the wall, it looks like normal uniform stone out there... But, you can't reach any further. Time to head home.
West explored! +5 to Project Spark!"
so, we have 2 walls, the west one and the south one- one invisible, the other not. however, since one is perpendicular to the other (as any wall running north-south would be to one running east-west), and if the corners were special i think it would be mentioned, so there Is a Corner to the hexagonafield.
Therefore, we both continued to exist, as did JOEbadox's yorehammer. but wait, isn't this a terrible thing to point out, I predict every other player who is paying attention may scream! if there was another Godmodder, wouldn't he have a giant, 72-godmodder-charge summon by now?
Wellllllllllllllllllll.... no, for multiple reasons.
Reason one!
he was dragged INTO the corner.
and that corner consists half of invisible wall,which is impossible to teleport into or otherwise enter, and half of pure black void... which one Can enter. so, he was dragged into the black void thingy. the Torch, after being thrown in, ceased to be. wait, i hear moniker ask! then why is JOEbadox still around? why is his yorehammer still around? didn't the Godmodder drag him into there with him?
nooooooooooooope.
So, unlike the act of being in a nonexistant location- which has undefined mechanics- the way the wall is described suggests whatever's in there stops existing. so, the godmodder entered the wall... and then, well, he can't push/pull my paradoxical cousin into it! oh sure, some of my thingy would enter with him. but players can regenerate, and it's been 72 turns. after whatever part he was using to grab me entered the wall, he would have no grip.
Why did the Godmodder-paradox not escape himself in a similar way? Well, he couldn't protect himself, and he was being pulled by the ear. this means that either A: he would stop being pulled immediately, or B: he would only stop being pulled after the destruction of his brain and eyes, and the stuff connecting his ears to his brain, and so on, meaning he would have no mind and no senses. since my paradoxical bro would have seen the void, he would switch to version B, and if it was A initially, well he'd only lose his hand and could try again. the Godmodder wouldn't be able to block the push, either, since yorehammer.
Reason two! we know JOEbadox didn't die... because that would have healed the Godmodder! it didn't! there would be no such effect if godmodder-paradox died.
Reason Three!
The Godmodder-paradox, even if he survived, would have committed suicide!
what, don't you get why?
The Godmodder-paradox is a perfect copy of the godmodder... but like the godmodder, he draws his power from the soul orb! a soul orb that can't have been duplicated, since we're in it, and if it was, we would all have been duplicated, not just me!... i'd have been duplicated twice! also Xerath would have been duplicated as well. since they're both using the same power source, if the paradoxmodder stuck around, that would just make the main 'modder half as strong.
so, even if he survived, he'd be better off dead.
Reason Four! I don't know what the Godmodder would do If reason three was false, but I suspect it would not involve waiting 72 turns, losing Xerath, getting stalled by alice, losing the Soulrazer, losing infinileaf and the container for a while, and losing at curling. However, if I where duplicated and survived ( and i was duplicated and must have survived), I would have been gathering power! As well, at the point of the paradoxical duplication, I hadn't even summoned Somno yet! I had No Attachment to the field. None. only at 61 would there be Anything battlefield-me wasn't able to do, and even then, it wasn't anything you'd be able to see from the battlefield.
What about holding yorehammer, i hear you ask?
...he puts it on the ground. nobody even knows this copy-yorehammer still exists.
Reason Five!
The Godmodder would have committed suici- didn't i do this one already?
yeah, but there's another reason for him to do it!
when a timeclone touches another timeclone, they fuse and explode really hard, because they are exactly the same or whatever. So, the copy would have commited suicide via some method which utterly destroys his body, to give main-modder better survival chances. why doesn't paradoxical-me do it then? Well, first of all, paradox-cousin sees the golden opportunity to gather power this represents. two, being me, he just transfers his being and player powers into a new, hand-crafted, completely different golem body, then shoves the old one into the black non-existence or similar. three, the godmodder emits a lot more energy then me, especially if I'm just charging, which makes him more likely to be found.

Now, what are the implications of this, aside from me having another me to work together with?
Well, when the paradoxbob pulled the paradoxmodder into black-void, it is very unlikely that the entirety of the paradoxmodder went in before it stopped being attached to the thing i was pulling and went limp from lack of nerve signals. so, my clone has some godmodderflesh pieces with 2 properties: 1, whatever properties godmodderflesh has, 2, they serve as immensely effective bombs against the godmodder.
with this action, I contact Paradoxical Joebob and ask him to get me some godmodder energy from that godmodderflesh so i can do a good. then, I ask if he can join me in my ambitions to gain infinite power, since he's already got 216 actions in whichever project he's been working on (i don't know, theres a lot of things it could be.), and 2 players are better then 1.

ACTION TWO!

So i've done some research into the protoss. they power all their cool tech with a giant lump of psychic crystal on their home planet, and use nexuses and pylons to extend the field of that thing. but I'm not on the side of the infested I stole this pylon from,and their home crystal-cluster might fall into disrepair (read: explode violently) with their defeat, or they might shut me off, or sabotage me.
so, I'm going to need my own, large cluster of Khaydarin crystal- not as large, since I'm powering an outpost, not an entire galactic empire and society, but I still need a source of Khaydarin regardless.
So, what do?
Well, I looked further, and while the lore doesn't say where one can find khaydarin aside from the homeworld of the protoss, Pylons are explicitly Khaydarin-based... and they only cost 100 mineral to make. as well, mineral is about the right color to be a variety of Khaydarin, so that suggests I need mineral in large quantitys. but how much is 100 mineral? based on images from the wiki page for pylons, a pylon has between 1.5* and 9* the volume of a human being, roughly, if in armor. taking the average, I'll have 4.75 armored humans worth of volume of crystals for every 100 mineral.
Now, the Psionic matrix the protoss normally use comes from a lattice embedded into the crust of their homeworld...

Now, 84% of Earths volume is in the mantel, and 15% is in the core. the last 1% is the crust. the earths total volume is approximately 1 trillion cubic kilometers. this leaves the total volume of the crust at about 10 billion cubic kilometers. let's say this is about true for Aiur.
Since 110/62.4 = 1.76 or so, that means the average person's body occupies 1.76 cubic feet of volume. What is the entire population of earth? According to Wikipedia, it is currently a little less than 7 billion. So all the living human bodies on earth occupy 7 billion x 1.76 = 12.3 billion cubic feet of space. this is not, however, cubic kilometers, so we're not at our target volume of human bodies.
1 cubic killometer is 3.531e+10, or 35,310,000,000, cubic feet, roughly. so, we need 7 billion times 35,310,000,000 humans... except not quite, because 12.3 is slightly more then 10, so we need 7,000,000,000 * 35,310,000,000 * (5/6) human bodies of volume, or 205,975,000,000,000,000,000 human bodies of volume to have a crust of solid Khaydarin.
however, we said a pylon is scaled to armored humans, so let's multiply this number by 2 over 3, giving 137,316,666,666,000,000,000, and we said it was about 4.75 of them, so divide this by 4.75 to get 28908771929800000000, which is a tenth of what we said earlier, give or take. now, we multiply this by 100 to get a mineral cost of....
2890877192980000000000.
again, give or take.
But, that's the cost for the entire power source for all the protoss in a galaxy with a huge empire, and it assumes a crust of Solid Khaydarin. however, it took an 'Aeon' before any Protoss found out Khaydarin existed. based on some wild guesses (upper time bound: 199,500 years, lower time bound: none but presumably generations), I think it's around 70,000 years.(protoss live 1,000 years each, so this is 70 generations if protoss only mate at the end of their life (probably closer to 300 considering the strife during that period).). for it to take so long, Khaydarin must be rare to a significant amount, so let's bump down our resource requirement to around a millionth, which is still probably way higher then the real cost. so, for a whole empire of protoss, you need a 1-time investment of 2,890,877,192,980,000 mineral, or about 3 quadrillion of it. the size of the protoss empire is unclear, but it spent 2,000 years in active operation. since it was interstellar, it has to have had more then one world at the beginning. since they can warp troops to locations, they would likely have a fast growth, so I'd guess like... 10,000 or so planets for the whole empire? possibly more, probably not less. if we assume my hexagonafield empire will qualify as one planet for as long as it needs my help (it'd probably only be like 1/10000 of a planet but i'm making sure i get more then enough), that's 289,087,718,298 mineral., or ~300 billion. how am I going to get so much?
Well let's see. the typical mineral patch contains 8 deposits of 1500 minerals each, so i need 24,090,543 patches or 192,725,145 deposits.
now, some mineral formations regrow over time, but that's too slow for me, i need a ton of it as my start-up investment.
choosing a map at random, i found it has 28 patches. choosing another random map, i find map size varies significantly. the first map is very zoomed out,and this one is about twice as zoomed( 1/4 area) (judging by nexus size.). the more zoomed in one, however, has a total of 20 patches, suggesting mineral density varies. another map of similar nexus scale to the above-mentioned zoomed in one has 12 patches. now, using the size of the nexuses for scale, which has a width of 282 meters apparently, or 398 from corner to corner from pythagoras theorem, and the zoomed-in map has 29 nexuses of space horizontally, so 11542 meters by 8,656 meters for 12 patches is a midrange amount. the surface area of earth is 510.1 million km², and this battleground is 99.907552 killometers squared, so there are 5,104,719 *12 patches on the average earth-sized planet, or 61,256,630. this is about 3 times more then my upper bound, so all i need is a planet... and this doesn't take into account all the mineral that isn't visibly sticking out of the planets surface, mind. so really I'd probably be fine with a dwarf planet or large moon.
But this runs us into another problem.
where do we Store our 37,406,250,000 cubic feet of this stuff?
Well, this too I have an answer for.
Pylons, you see, 'project a strong magnetic field which makes the ground beneath them impenetrable by 'moral means', so says the wiki. now, this, remember, is for 1 pylon- 1 out of three billion of our total stuff, if i recall. so by the time we're done, we're going to be generating 3 billion times more 'impenetrable' ness then is already enough to keep every being in starcraft away.
so, set up a sphere of rock around the hivemind crystal, and it will take care off the defence itself. of course, I'll also send it flying in a random direction, to a random height between that of the space station and the maximum hexagonafield height, for a random distance, ward it against scrying of all forms, and give it thrusters to randomize its location with time. this makes it very hard to find, and means any information on its position is subject to decay.
This has a very simple, very useful effect: Any probes created by the nexus, or any protoss warped in by them, are completely dependant on their connection to this smaller Khala (their name for the latice and the hivemind it allows) in order to remain active. so, if ever it turns out to be a mistake, I will be able to completely shut down everything they made. I'm not turning on the nexus yet, though. just making sure it'll work and have a kill switch (in the form of a Void Ray stationed atop it, a nigh-infinite energy source via the fusion of khala and void, poised to blast apart the crystal into disparate, useless chunks)
ACTION THREE
I tell the Godmodder I'll do as he asked with the not attacking if he can prove to me he's a good, polite, person. to back up my claim, i set up a spell to temporarily replicated the effects of wearing the godmodder's favourite suit on the godmodder if he's particularly bad/impolite.
then, I walk over to his desk and trip, falling on my face and crying in pain. a short time later, I sneeze. soon after, an old man walks by and asks for help crossing the battlefield unharmed, though his voice is too weak for anyone except the godmodder to hear. a bit later, an old friend of the godmodder's walks by and asks him how he's going in a friendly tone. after a few more minutes, someone he vaguely remembers calls him on the phone and starts bawling about how their life's been going terrible, and then another person calls him in the middle and tells him he forgot to cancel, so the godmodder's going to lose their 102993027843970^102990788726376$ deposit for going to squingland this weekend, and they apologize. once thats done with, he returns to the bawling person and needs a way to break off the conversation so he can get on with his day. three minutes later, the person who forgot to cancel calls him again and tells him the bawling person just died of terminal colon cancer. after some time, he has a job interview for a new recruit on his team, and they're attrocious to talk to, so he has to say goodbye.
the godmodder has to be polite/nice for all of these. however, for monikers convenience, he need only say what the godmodder does for the first like, 5.

FREE ACTION A
I tell james i want the request on there anyway, for whenever they do get the energy.
FREE ACTION B
I ask the god of dreams to send fred an image of the godmodder when he dreams. dreams are clearly a different domain from the hexagonafield, after all, so the lock isn't in play there, and dreaming is part of the process of sleeping, so the lock can't stop that. then, i ask fred to go to sleep. also, i tell him that while he is safe, he's also trapped in the cage for a while, thought hopefully he'll be able to escape if he becomes a player.

ENTITY ORDERS: engineer keeps at it. builders switch gears and try to quickly build a low-quality healer, to heal the existential crisis [if this is not possible(ie due to crisis not existing), they will instead start building an evolver. yep. separate from the farmer ones, and mechanical in nature.] [1cp] the farmers get some form of nice gift, reinforcing their loyalty to me, and as a partial result, find themselves more able to predict and control the result of their farming.

POST SUMMARY:
1: using logic, discover the existance of a paradoxical duplicate of myself whos had 72-73 turns to charge (though probably not for anything i care about right now.) and has a paradox-duplicate of yorehammer. spend most of action explaining why this does not also spawn a paradox-duplicate of the godmodder.
2: create a power source for the nexus to eventually use, entirely under my control, thus making any use of the nexus almost risk-free (as i can detonate the source and shut down the thing.).
3: godmodder attack involving forcing him to be polite or else
Free1: tell james that request is still request
Free2: mek fred playuh w drems if nu fre.

You reach out to your other self... and get a response!

Other JOEbob: Hey mate! Let's meet up and PARTY!

Immediately, an exact copy of yourself appears only a few feet away. Overcome with emotion, each of you run at each other, ready to give yourself a loving embrace! And then you finally, finally, hug!

The Explosion can be seen from everywhere around the HEXAGONAFIELD. Thank goodness, that wasn't your REAL time-duplicate. Then you would really be dead. Of course your time-duplicate is gone. Just because the HEXAGONAFIELD changes and has a semblance of boundary lines, doesn't mean it isn't technically infinite, and thus technically still doesn't have corners. Thus, you are left alone, to curl up into a little ball and cry. All by yourself. Which you do.

You now have an entire empire of Protoss to call upon. Congratulations.

The godmodder quickly programs an auto-politeness AI, that perfectly replicates a perfectly polite person! They deal with the old man, and take all the phone calls. The godmodder's old friend shows up, wearing an office suit... the godmodder doesn't look them in the eye, focusing on his work as the replica deals with his old friend's projection...

James says okay, and your request is sent to the God of Dreams. Fred unfortunately is a bit too panicked to sleep.

Existential Crisis will just vanish. I could get it to help someone if Moniker allows it and someone mentions me in DTG. Like in an hour of need and stuff, like in books.

So it shall be!

Sup I'm back totally yes completely. I toss 1 more CP in my small stash, spend another action to toss one in James directions to get that sweet sweet lead on the PG's. Why? I have no clue, to be honest. Simply for future use.

3. I peek over the Godmodder's shoulder, pointing out a minor mistake where he put a 1 degree angle, rather than what should go there, which would be the legendary Sakurai angle, or 361 degrees. I also take the time to, you know, look over his plans, committing them to memory as best I can.

The godmodder notices that he has indeed made a mistake, and thanks you as he corrects it! The power of the next boss has been massively increased.

However, you also notice a few things about the design. It looks... wrong. The geometry's all off. The angles don't make any sense... you don't have enough time to get a hold on the general structure before the godmodder waves you off, forcing you to leave out of politeness.

Oh, Trifling Epithet! Good to see you back. You were gone for a while, so your listing on the Player list was removed for being AFK. I've put it back, though.

Orders
Tassadar attacks the Retail Worker

Actions
I charge up to 1CP -> 4CP

Tassadar prepares to strike!

OOC: The servitors didn't increase from
last turn.



Looking over the collected CPs and inventory I manage a tiny smile, I'm getting closer.

Redirecting my attention to my entities I shake my head, the state of my forces on the other hand could be much better. Time to partly address the problem, though most likely I'll have to wait until the Temporal Guardian returns in my time of need before I can spend my daily actions on other matters.

To begin I decide to address one of the biggest issues for my forces, survivability. Pulling out a jar of nanomachines painstakingly handcrafted by myself I dump them onto the Magitek servitor factory and feed them all the energy they can store before watching them preform their magic. Within moments a series of small robotic limbs sprout from the surface of the Magitek servitor factory, the nimble arms tipped and filled with a variety of tools such as fast acting medgel, stem cell regeneration tablets, wielders, tons of spare metal, and even molecular reshapers. A impressive array of advanced technology perfect for healing one being at a time. Now my factory can do more than just produce more servitors, it can heal things to keep them in the fight. (x2)

Recalling the potential damage dealing capacity of healing I recall those negative health entities, the so called Nega-HP type entities, to mind. Other than being great conventional damage sponges I admit I hardly know much about them or even how to efficiently summon them. That all changes today, my research into Nega entities begins. Pulling my memories of them out of my mind and onto a large holographic display I just set down I search for more information, sending probes through tiny portals in space and time to learn what they can about Nega-HP entities and add this information to my collection. Who knows what I'll discover. Perhaps this'll aid me in summoning them myself, give more some useful tidbits on them, or maybe learn nothing new at all. That's just the way things are, you have to risk failure for success. (x1)

Fixed.

Servitor factory now possesses weak healing capacity!

You ponder negative-HP entities... they certainly aren't impossible to make, but making them isn't just slightly more expensive - it costs more than just CP. Due to the obvious problems for the godmodder having to to deal with entities that essentially need an entirely different damage type to kill, negative-HP entities tend to get special attention, and entities specifically designed to counter them summoned... they aren't hard to make but they attract trouble, basically.

(1 action) I gaze vacantly at the Retail Worker and then Paradoxify a temporary invincible invitation to the Bar next to him

"Time for Entity building!! Now what type should I pick....a support type??Most likely,Dragons??....Too Proud....Golems I Guess...." (0->2CP)

The Retail Worker is tempted. But, it's against company policy to be drunk during work hours.

Severed hand, Soulflayer hand, Sharpened Soulrazer Chunk, HP^Sword
Player knife, Wilson the Charming Rock, Old Control Panel (RGB buttons)
Third Eye: 0/100

[tCP=69]
So me and Urist have a Yorehammer? Interesting.

1 CP: I tell the Auditors of the multiverse warning them that there's a chance that the Hexagonfield conflict may slightly overspill onto their VAUNTED and AMAZING offices. As such, they are prepared to counter direct attempts to mess with their records, and by extention the utmost fundementals of the Multiverse.

(Insert appropiate number here) CP:

Firstly, I hand off my own Yorehammer to the Employee, thus allowing them to gain great happiness and a very nice retirement package after sending it to the Godmodder. That is all I do.

...

Coincidentally, it disappears in the mail due to the Auditors of the Multiverse spotting the mixup due to their added attention to the area.

Wait, but... what?? I guess that must be my mistake...

Your fake Yorehammer is given to the Retail Employee! Pleased, they put down the machine gun, and go back to work. They don't get any benefits, since employees being paid based on performance is a myth from the 1800's.

However, when the godmodder finds out the Yorehammer is fake (basically immediately), the backlash hits someone else: The manager from before! The manager gets lectured by The Executive VERY harshly, and receives a pay cut for his failure!

Angered, he comes back, and picks up the workers machine gun! You are not fighting the ANGRY RETAIL MANAGER!

Current CP: 14

Eyowe charges 3 CP

14 CP ---> 17 CP
__________________________________________________________

Actions Done:

x3: Charging from 14 CP to 17 CP.
The Apex fleet attack the Nexi, the Repair Drones repair the Apex. Simple as that.

For simplicity's sake, the Construction Drones only have the ability to build three things. Yes, just three, and each of those only do one thing. The Constructor Drone currently present begins work on the first thing it can build, the Engineering Depot. The Engineering Depot builds more Constructor Drones, one each turn per depot. It might take a while for a single Constructor to build a Depot, but more are on the way.

As for ES, he FOCUSES, and then goes over to the Retail Worker and demands to speak to his manager, since he's fairly sure that the Worker is both on the clock and not where he's supposed to be. Amazingly, when the Worker checks his watch, or phone if he doesn't have a watch, he sees that time has indeed been flying and he's now on work hours again, even if he thought he was off for the day. And if it was the weekend. Nope, workday again. Get back to work you lazy git!

The Manager sighs, and calls his own manager, The Executive. The Executive will arrive on the field shortly if The Manager isn't slain.

Action 1-3: Using 12 of my CP I Power up a MEGA GIANT DEATH BALL and once the charging is complete I threw it at the Infested Nexuses to hopefully make a dent in them.

The MEGA GIANT DEATH BALL slams into the Infested Nexuses! It is EXACTLY as powerful as it needs to be to destroy all of them! Infested Nexuses completely eliminated! Now the probes are in even more massive amounts of trouble than before.

The LIVE Space Station fires on the remaining infested nexuses (nexi), might as well finish it. (and if they're already dead by end of turn, fire on the retail guy).

1 cp gets charged

1 cp becomes another Space Station attack shield

And 1 cp: unbreakable lock? Then break the door instead.
I walk up to the cage with Fred inside. Hey Fred, could you move over to that side of the cage- I point at where the godmodder lock is- for a bit? Thanks. And cover you face with your arms!
Once Fred is safely taking cover, I walk over to the opposite side of the cage and bring down Yorehammer on the cage's walls/bars, thus (hopefully) ripping a huge hole in the side! huge enough (hopefully) for Fred to fit through.

+1 attack shield to the LIVE Space Station!

The godmodder had plenty of time to develop the cage, and easily saw a Yorehammer attack coming! The cage had installed an AUTOMATIC YOREHAMMER GRABBY-HAND! As soon as Yorehammer or anyone with it enters a 30-feet radius around the cage, the grabby hand activates! It flies at you as you get close, easily snatching Yorehammer out of your hands! You prepare to catch it midair if the cage tries to fling it to the godmodder, but instead the grabby hand with Yorehammer quickly retracts back into the cage, and sends the Yorehammer through some obscure mechanism.

Yorehammer is now inside the cage with Fred.

Coming to I look around a little confused before realizing I must of dozed off. Standing up I stretch a bit which causes a couple of muscles to let out loud cracks. After a minute I exit the hallway feeling a lot better then I did a few turns ago. Now back on the Hexagonafield I try and see what I can do to assist the others.

'Hmm lets see. I see that A Death-elite engineer is working on something in the Live space station. I could speed that up, Hmm Also The Sapper is building a Keep. I could help with that as well. Well first the Death-elite Engineer.' I close my eyes and focus my energy into my wish. 'I wish for Prism deployer that the Death-elite engineer is working on to be speed up so they can complete it this turn!' Suddenly a few dozen hands made up of red energy appear all around the site of the Prism deployer and start to work on it. Working in teams the hands grab various building materials and tools and quickly start assembling the Prism deployer seemly already knowing which parts went to which. Soon the Prism deployer was nearly ready. (5 CP.)

Next I focused on the Keep that the Sapper was working on and use the last bit of energy that I'm willing to spare for right now on my next wish. 'I wish for the construction of the Keep that the Sapper is working on to be hurried up.' Suddenly some of the building materials that the Sapper was using to build the Keep start floating into the air before then moving into their needed positions at the Keep fastening themselves into place and overall quickening the work of the Sapper letting them work on other parts of the Keep sooner then they had originally expected. (1 CP)

Prism Deployer and Keep have both received major boosts to production! Thanks to you, they should each finish this turn.

A raging force of pure magical force coalesces, and the hair on everyone's head stands up. It crackles and...
566
Fires a blast of greenish yellow energy at...
4
Algot! Algot develops an allergy to...
4, 5
Nail polish!

Wow. I was expecting something better for my big entrance, that was kinda underwhelming.
The magical force is Neutral, and will randomly attack/help people on both sides.
Actually wait is the above post some sort of sidequest post? If so, It actually affects...
4
The space engineers!
A lot of 4s!

Welcome Woobydoobydoo! You are neutral, I'm going to assume! The space engineers are now allergic to nail polish. This will surely never be relevant in any way.

553
A big pink bubble pops out of the whirlwind of magic and is absorbed into...
2
Tassadar! Tassadar regains...
32
Ummm based on the HP on most things I'd say this would heal 64,000 HP? If that's too much, 32,000 HP.

Tassadar regains 16,000 HP! The base power of actions right now is 15,000, so attacks/healing will do 15,000 HP per action used, plus a bonus for creativity or other things used (weaknesses, etc.). You have 3 actions per update (update being one of my main update posts, marked with a threadmark; "Update (number)").

--------

Cloak sprints into the probes and tramples 6 of them to death!

V:

The Probes scramble around in a panic! No Nexuses means no command! They're desperately trying to figure out something, anything to do!

AG:

The LIVE Space Station, Scoville Reaper, and Destroyer all assault the remaining Probes! It doesn't long to quickly clear them out. You've done it! The Infested forces are no more. Not that they were ever really a threat once Kerrigan and her Destroyer were down, but now, you won't have to deal with them ever again.

Edgardo charges up his first Spirit Point! The Red Army Engineers continue to await orders.

The Sapper finishes The Keep! Tassadar sprints towards the Retail Manager and strikes him once - only for it to bounce off and do no damage! Tassadar re-adjusts his assault to focus on the Machine Gun, slicing off some major components for 60,000 damage to the gun!

PG:

The Retail Manager, in retaliation against Tassadar for the attack, unloads all 20 shots at him, in bursts of 5 at a time! Tassadar dodges one of the bursts, but gets shredded by the other 3, taking 75,000 damage!

The godmodder puts another point into his 1/2 charge, and activates his 2-charge to summon an entity... it's... the GIANT WALL! A giant wall, made of pure brick stone, and HP appears! It towers intimidatingly over the AG army, but... doesn't appear to really do anything other than that? Huh.

Next, the godmodder summons a giant, incredibly delicious cake! However, he accidentally summons it 1,000,000 miles away from the current battlefield. The godmodder is forced to dispatch runners in an effort to get to the cake first! If the godmodder's runners get the cake and return it to him before you do, you'll be really sad! Hah!

What you must do next immediately becomes clear. You'll have to send some people down the track to both A: Successfully run to the cake, B: Successfully grab and carry the cake, and C: Make the return trip. Successfully.

N:

The Apex's target is already destroyed, so it does nothing! Except have its construction drone start work.

The suggestion portal activates... out comes... the AG Hunterbot... no wait... it's the opposite of the AG Hunterbot... it's... the PG Huntedbot! As a new foe on the PG side, the Huntedbot spends all its turns forcing one or more AG entities to waste time trying to hunt it down and kill it!

The suggestion portal only has one summon left. It will summon it in 3 turns. Suggestions are still open, and remember, as we just saw... you have a 50% chance to get the opposite of whatever you requested, if you're selected in the first place!

--------

ITINERARY:
-Defeat The Godmodder! Damaging him gives you a shot at a legendary weapon(or would, if he didn't have the Infinileaf clover). A mathematics related method...
-Project Loaded Dice: 15/100
-Current Project objective: Investigate the terminal. Right now, you need the password.
-The godmodder's requested you don't reduce him to 100 HP for some time...
-Dispatch runners and other teams to get to the cake and bring back some for the AGs to eat before the godmodder does the same!

Minor Tasks:
Suggest a thing for the suggestion portal!
Find some way to stop the Retail worker!
The giant wall sure does look pointless.
Stop the PG huntedbot. It's making your entities waste turns!

[AG]Cloak - CP: 6 (protected from 1 attack)

[AG - CompTIA]LIVE Space Station(has emergency thrusters - saves from one deadly attack!)(Enhanced Production capacity)(Point defense - 12% chance to null attacks)(protected from 1 attack)
Weaponry array: Machine guns: 1,000 x 40A
Ship AI panel(current AI: CompTIA)
Quadcopter deployer: +1 quadcopter/turn (Upgrading: 79.5% complete(cost: .05%/engineer)
Quadcopters: 1,000 x 3 HP, 500 x 3A (guarding LIVE Space Station)
Space engineers: 100 x 630 HP (+50 engineers/turn)
Status effect clearer: 0% complete(cost: .05%/engineer)
[N - JOEbob]Death-elite engineer: 1,000 HP (working on Prism deployer, done in 1!)
Mysterious Farmers: 40,000 x 7 HP, Special: New evolving entity, ready! (controlling evolving entities)(protected from 1 attack)
Builder Builder: 200,000/200,000 + 60,000 HP (+1 Builder per turn)(protected by The Cup)
Builder: 3,000 x 2 HP (Helping Death-elite engineer)

[AG - Arsenical]Scoville Reaver: 130,000/130,000 HP, 60,000A (A S/B/D ignorant)(+6,000 HP/turn)(conversion resistance)(protected from 2 attacks)

[AG - Daskter]Tassadar: 101,000/350,000 HP, 20,000 x 4A (30% dodge rate)(protected from 1 attack...?)(Totem of Life Unended - when entity dies, puts them into "unended" mode, where HP decays by 50% until healing surpasses it)(secret power, activating in 12!)
The Sapper: 150,000/150,000 HP (can build new simple structures)
Keep: 60,000 HP

[AG - GoldHero101]The Destroyer: 40,000/100,000 HP, 20,000 x 2A(won't attack CaptainNZZZ)

[AG - CephalosJr]Red Army Engineers: 10,000 x 4 HP (builds stuff)

[AG - Karpinsky]Edgardo: 75,000/75,000 HP, 1 SP (A S/B/D ignorant)(each SP worth 7,000A, all used on command)(one auto-revive remaining)(+1 SP/turn)

[N - EternalStruggle]Apex Fleet: TA: 54,000
The Apex: 153,500/220,000 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, x1 Spectral Lord/update multiple of 5, x1 Overseer/update multiple of 7)
Linked Repair Drone: 500 x 11 HP(+1,000 x 11 repair per turn!)
Attack frigates: 1,000 x 3 HP, 1,000 x 3A (10% dodge rate)
Ordnance cruiser: 2,500 x 0 HP, 2,500 x 0A(can attack or heal)
Spectral Lord: 8,000 x 2 HP, 1/4 charge, 5,000A (currently charging)
Overseer: 5,000 x 2 HP (summons 1 attack drone and 1 constructor drone/turn)
Attack drone: 1 x 2 HP, 500 x 2A
Constructor drone: 400 x 2 HP (building engineering depot, done in 10!)

[N - CaptainNZZZ]Rotaz: 20,000/20,000 HP, working on EMP, done in 3! (engineer)(+5% accuracy)(15% dodge rate)(immune to teenage rebellion)(resistant to status effects)(protected from 1 attack)
Magitek servitor factory: 37,000/37,000 HP, +9,000A, +1 Servitor/turn (2 attack redirector)(+5% accuracy)(40% dodge rate)(immune to teenage rebellion)(resistant to status effects)
Servitors: 2,000 x 12, 1,000 x 12A(+5% accuracy)(+15% dodge rate)(immune to teenage rebellion)(resistant to status effects)

[N]Alchemiter: 100,000/100,000 HP(+4,000 HP/turn)(protected from 1 attack)

[N]Suggestion Slot Portal(1 summons remaining!)(Summoning in 3!)
Current suggestion list:
Economy Melting Bank Note

[N]White Hole(Use 1 action to insert entity)(Entity will re-emerge fully restored at random point in the future)

[C]Corporate Engineer Portal: 100% open!
James: 100,000,000/100,000,000 HP
CURRENT BILL:
AG:
Running Total: 0 CP
PG:
Running Total: 0 CP

[P]Peacekeepers(24,175,800 total attack)(Unbribable)(Immune to Legendary Weapons)(protected from 273 attack):
Peacekeeper HQ: 3,000,000/3,000,000 HP, 1,000,000A(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
Death-elite engineers: 1,000 HP x 999
Scientists: 100 HP x 999
Death-elite scientists: 1,000 HP x 999
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!)
The World Eater: 100,000,000/100,000,000 HP, Consume!A, Special: Consume the World, ready in 12! (Note: Needs to begin combat to begin charging special)
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
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, Emergency Teleporter
All-Evolve: Requires all units idle
All-Entity Grabber: Used in emergencies

[PG]Retail Manager (manning Machine Gun)(wants Yorehammer), Machine Gun: 240,000 HP, 5,000 x 20A

[PG]Giant Wall: 1,000,000/1,000,000 HP (seemingly pointless)

[PG]Huntedbot: 100,000/100,000 HP, Waste! x 3A (50% dodge rate)

[N]Giant Cake (needs to be retrieved and eaten)(represented as C)
[PG]Runners (represented as R)
Current track:
R-----------|
\\\\\\\\\\\\C
------------|

[PG]Godmodder: 103/301 HP(Status-Effect Boost buff ticket, Double Rainbow ticket x3)(Repository Charge: 10/10)(Noobliteration Charge: 14/15)(Owes JOEbob 5 actions)(Artifact Blaster - doubles power of any action or charge once)(Mascythe - 3-way action split)(Infinileaf clover - succeeds at all luck rolls)(Starcalibur - x2 actions(container - allows holding without drain))(DRAWING BOSS PLANS, done in 6!)

Player info:
Captain.cat - CP: 12(1 Boost Stone)(protected from 1 attack)
MooGoestheCow - CP: 0 (protected from 1 attack)
[N]CaptainNZZZ - CP: 12 (Entity Loyalty Punch Card - redeems one disloyal entity, Overpowering Poison, Remnant crypt energy)(2 attack redirector)
[N]EternalStruggle - CP: 0 (Increased HP)(protected from 1 attack)
The_Two_Eternities - CP: 14
That-Random-Guy - CP: 66(Echolocation)(protected from 1 attack)(King of the Hill - x2 actions, takes x2 damage!)
Arsenical - CP: 5(2 posts in debt!)
[N+2]JoeBOB - CP: 30(Cult of the Cube)(has nice bed, infinite charmzard energy, 4 Boost Stones, 1 Cleansed (?) Multiplier Orb, Sub-par godmod lock, Future Projector)(1 Residual Somno power)
Ranger_Strider_ - CP: 7
Daskter - CP: 4 (has Giant Pile of Starcraft Scrap, Boosted Evolve Hunters)
Pionoplayer - CP: 38(has Ornate Ring, Mirror)(protected from 1 attack)
[N+2]Winkins - CP: 0(+1,000A Iron sword, 10,000 damage token, 1 Multiplier Stone, 1 Multiplier Orb)
Paradoxdragonpaci - CP: 3(protected from 1 attack)(has paradox void cards, absorbed Bad Luck, hexagonaherbs, 7 Homestuck Aspect vials(Life/Void/Mind/Blood/Doom gone), Vial of Aspects(12 power)), Save Point: None
[N]Srovy - CP: 7(Cult of the Cube)(knows Seven Swans technique)(residual 3.9 cube power)(At the bottom of a Vat of Burning Stone)
Crusher48 - CP: 21(Has Bost stone, Tactician Soul in a Bottle, 2 Boost Stones)
Dragon of Hope?!? - CP: 11(Espionage ghost)
Karpinsky - CP: 0
General_Urist - CP: 2
[N]That(Other)OtherGuy - CP: 69(Has Player knife, Charming Rock, +10,000 HP sword, Old Control Panel(red, blue, green buttons), Self Voodoo Doll, Hexagonarmor)
Spicy Serious - CP: 10 (Has Preserving Jar w/Sheriff gear)
Bill Nye - CP: 7 (has super sharp gold sword - 2 power left, burny iron sword - 2 power left)
Kyleruler - CP: 5 (2 Cross Swords, 1/3 power left in each)
Algot - CP: 5 (1 attack converter)
GoldHero101 - CP: 22 (Has Greatsword, Self damage ticket)
Krill13 - CP: 17 (Has Eyowean Greatsword, 2 1-power uses left, Godmodder Protection Suit)
Cephalos Jr. - CP: 0 (has pocket reactor(3 power))
SophiaLT16 - CP: 7
Ban the Fairy King - CP: 0
FlamingFlapjacks - CP: 6
Trifling Epithet - CP: 9(Has Minor Enemy Healing Ticket, S. Generator (gives 18.5 + 1.5[updates since 103] shields when activated))

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 2, Paradox Medkit, Melodic transmitter x 3, Redirifle, Miniature Doormaker Plushy, Bravely Default Asterisks, Mirror Frame, Black Filling
Charge Booster (damage: 6/20)
Wishful Whammy(random effects attack)(non-combinable)
True Multiplier Orbs x 2
Fred's Cage (inside is Yorehammer)
God of Dreams aid
 
Severed hand, Soulflayer hand, Sharpened Soulrazer Chunk, HP^Sword
Player knife, Wilson the Charming Rock, Old Control Panel (RGB buttons)
Third Eye: 0/100
[tCP=70]

With nothing better to do, I burn two actions (and a lot of calories) running towards the Cake.
 
The Godmodder was at 103 HP last turn, and still is this turn. But he took damage, so surely he should actually be at 102 HP.

Also, I think the Apex Fleet should have one Ordnance Cruiser and only one Overseer. It only has the effects of one, but is listed as having two.

The Apex gets repaired, and otherwise idles other than work progressing on the Engineering Depot. As of right now, it takes a long time to build a Depot, but that should hopefully change with more Construction Drones.

ES considers his options, then FOCUSES and puts a trio of Attack Shields around the Apex Fleet. If he has to be more specific than that, he puts them around the Overseer.

Huh, I think the Peacekeepers are ready to All-Evolve now. Intriguing.
 
Begin Test-via-Projector! the entire bellow text is me testing what would happen if i posted this:
the following includes all my godmodder action orders. boost stone is provided, godmodder has starcalibur.
Dear moniker. if you would like to skip the long annoying-to-read text I have included, then cause the results I describe bellow, in order, without any attempts to subvert them, and please be willing to alter action 3's effect if I say its wrong.

1) Summon Kingbun, for winkins, no traps. 40K hp, 105% dodge, and the power to summon 1 engineer bun (5k hp building power equal to a 1post) or other entitys (less efficient) each action. preferably, 2 actions a round. godmodder lowers himself to 99 health via some method. also, this action happens last cronologically- after all the other actions effects have been seen.
2) 1 unit of each sealed units energy, items for crafting or miscelaneous. no tricks, excess goes to making godmodding energy units as much as possible.
[i use 3 cp and 1 action to make a player vault using some of the godmodder energy from 2). ]
3) flip the player release switch in the godmodder HQ, letting all players be able to leave, and leave behind the portable player vault I created, so the Godmodder cannot unflip it. may consume artefact blaster and action 4, if necessary. if consuming action four, preform by creating a 2/2 charge and amplifying it, unless that would result in faliure. excess action power will reinforce the vault if the vault is of imperfect power, or else will aid people in leaving the soul orb.
4) revive the evolver by grabbing him from the stasis machine, and also bring the bank of actions (that was on my side) if possible, unless the Godmodder needs 3 actions for 3). however, if this action is infeasible, summon me the look-and-say builders.
they have as much HP as the Godmodder can manage, and weak building, at level one.
Each turn, look and say builders of each level follow the following rule:
Check how many of you there are. set this number to 1, and spawn a look-and-say soldier of the level equal to how many there are.
the same goes for all other look-and-say soldier levels, but higher levels have the level 1's HP, times their level.
So for example, the soldier count and amount of health, if unattacked, goes:
R1: 1 = 1
R2: 11 =2
R3: 21 =3
R4: 1112 -> 2 111 =5
R5: 3112 -> 3211 =7
R6: 312112 ->3 22 111 =10
R7: 133122 ->33 22 11 =12
R8: 232122 -> 3 2222 1 = 12
R9: 13 42 11 -> 4 3 2 111 =12
R10: 14 13 12 31 -> 4 33 2 1111 =16
R11: 14 23 12 41 -> 44 3 22 111 =18
R12: 24 13 22 31 -> 4 33 222 11 = 18
R13: 14 23 32 21 -> 4 33 222 11 =18
(On average, this growth is faster then breeder drones, but only slightly so.)
Due to a quirk in the math, after reaching 18 they get well and truly stuck... which is why they have another feature: either a) they forgo the standard growth and merely gain a single normal member whenever the math would not change the proportion nor number of any of the soldier types (the only scenario I've seen that would stop growth) or b) they can be given new members (atamaxof1perround) by healing them by the entire health of an unharmed member.
Alternatively, a standard wall which gains 10% more health per round or some such would be nice, if this seems too complicated.
5) Place all legendary weapons and other items the godmodder is currently holding did not make for the purpose of sabotaging this action in freds pocket dimension, and defend it from Godmodder intrusion as much as possible... preferably by creating a new anti-Godmodder lock with the godmodder energy of this action.


if you decline to accept that condition, read below...
First of all, "Someone to hold him too close
someone to hurt him too deeeeap
someone to sit in his chair, to ruin his sleep,!
someone who needs him too much
someone who knows him too welllll
someone to pull him up short, and put him through helllll!
someone he legally has to let in, feelings he must spare, who like it or not, will need him to share, a little or a lot,
someone to force him to care,
someone to make him come through, who'll always be there, frightened of him, of him being alive, of him being allllive, of him being allllllllive, being alive..."


this person has propertys other then knowing the godmodder too much (which alone might have resulted in them running away).
they will also definitely hold him closer then he wants, hurt him deeper then he prefers, ruin his sleep, need him a lot, put him through hill, who will make him come through.
and they're afraid of the Godmodder being alive.
So this means:
they will weaken his concentration via ruined sleep.
possibly cause him godmodder damage eventually, or hurt his power base
they cannot be fooled by him
will cause very bad stuff for him (put him through hell)
and they will make him come through... on his obligation... to do 5 godmodder actions for me.
Why did they run away then, you ask? I'll get to that in a bit. but they aren't really running away, because they'll "Always be there"!

do the following things, in order.
first action, retrieve the kingbun of renewal from the bun world. specifically, the kingbun capable of creating engineer buns (builders equivalent to a 1-action summon) and various other, similarly strong buns, each round. give him an additional 6% dodge chance, raising him to 105%, then try to grant it double action, then raise its HP. do all this with the minimal amount of side effects. the end result should resemble the following as close as possible, aside from health count possibly being higher:
Kingbun 40,000 HP 105% dodge chance SummonA x2 (can summon engineer buns, 5,000 HP 25% dodge and 1 post worth of building)

godmodder does 5 damage to himself, as we know he can do from that one time with yoredagger.

second action, take a whole bunch of perfectly normal glass jars. fill each of them with one unit of a sealed unit's energy. make sure there is at least one jar with any given sealed unit's energy, including those that have not yet been summoned. label the jars clearly. make sure they do not leak or otherwise fail in their purpose of containing the energy. do not put anything in the energy that would not be in said sealed units energy normally. remove any traps you can activate in the energy without breaking its other functions. remove anything you hid in the jars that has a purpose other then being the unit's energy or keeping the energy in the jars. place these jars within my inventory. excess power makes jars of godmodding energy. if you do not have excess power, then skip one of the sealed assassins and make godmodding energy with that. if you do not have enough, skip the things with the most raw-attack-y effects first, and not to skip zombie energy, then include godmodder energy as well.

[this is not part of the godmodders order, but is here due to the order in which things will actually happen. I burn 3 additional CP and 1 action so that, after the godmodder provides these godmodding jars, but Before he does the next thing, I can use some of the godmodding to make a player lock, one which can only be opened after closing by entering a password I am not telling moniker, but will message to a deleted account (doing the messaging on July 19 and not editting anything, so you know its true later). then, I attach it to the godmodders clothing, which he must allow as part of action three.]


third action, Go to Godmodder HQ, in a way that brings your clothing with you. deactivate anything that would keep you from accessing the player release switch. flip on the 'player release' switch. the one that needs the password. clearly, enter the password first. once you have flipped the player release switch, and without flipping or moving any other switches, Leave, immediately, via some form of teleportation which does not bring your clothing (or things attached to your clothing) with you. once you have flipped player release from the state it was in when the AG drone finished flipping its 2 switches, do not flip it back to that state, nor leave it half-flipped. do no actions that are not fully necessary for the orders i have given to occur. If you need 2 actions in order to succeed in this, use the artefact booster. if you need three or four, use your fourth action and the booster. if my anti-godmodder lock is faulty in a way that will allow you to pierce it with any less then 10 Godmodder actions, and you need 3 actions or less, use the action you have available from either the artefact boost amplifying the fourth action, or from the fourth action directly, to fix any flaws it would have, such that the end result is an anti-Godmodder lock that would require 10 or more godmodder actions to pierce, or is else unpierceable by Godmodder actions. do the unpiercable if possible.
And as he arrives here, in Godmodder HQ...
he finds the one who knows him too well.
they force him to come through, to do as he promised and do this action. he Will do this.

fourth action. The stasis machine. it was created on a whim. it does not have strong, or possibly any, defences.
And it contains every entity that has ever died.
break into it, and retrieve The Evolver. he is my entity, and so loyal to me already, and he has experienced much time a heaven-like simulation, another reason to be loyal. truly, I believe no sentient retrieved from the machine would serve you, Godmodder, but myself, if they knew the truth. Even the demonic assault commander and his ilk, after some time,for it is not truly heaven-like. it is a simulation of whatever the individual values most... not the most common description of heaven. but I digress.
Retrieve The Evolver from the machine, and should you have power to spare, bring with you the bank of actions (the one on my side)' duplicate, or else if that is too large, retrieve somno, or perchance the Guardbot generator generator generator.
Alternate action 4 if this one is improbable or impossible, summon me the look-and-say builders.
they have as much HP as the Godmodder can manage, and weak building, at level one.
Each turn, look and say builders of each level follow the following rule:
Check how many of you there are. set this number to 1, and spawn a look-and-say soldier of the level equal to how many there are.
also higher levels have the level 1's HP, times their level.
So for example, the builder count and amount of health, if unattacked, goes:
R1: 1 = 1
R2: 11 =2
R3: 21 =3
R4: 1112 -> 2 111 =5
R5: 3112 -> 3211 =7
R6: 312112 ->3 22 111 =10
R7: 133122 ->33 22 11 =12
R8: 232122 -> 3 2222 1 = 12
R9: 13 42 11 -> 4 3 2 111 =12
R10: 14 13 12 31 -> 4 33 2 1111 =16
R11: 14 23 12 41 -> 44 3 22 111 =18
R12: 24 13 22 31 -> 4 33 222 11 = 18
R13: 14 23 32 21 -> 4 33 222 11 =18
(On average, this growth is faster then breeder drones, but only slightly so.)
Due to a quirk in the math, after reaching 18 they get well and truly stuck... which is why they have another feature: either a) they forgo the standard growth and merely gain a single normal member whenever the math would not change the proportion nor number of any of the soldier types (the only scenario I've seen that would stop growth) or b) they can be given new members (atamaxof1perround) by healing them by the entire health of an unharmed member.
Alternatively, a standard wall which gains 10% more health per round with as much starting health as feasible or some such would be nice, if this seems too complicated.


Fifth. put every legendary weapon or other useful item you are currently holding, have in your inventory, or are recieving the benefits of in any way within freds pocket dimension. being on the following list
Starcalibur:
The sword of speed. The blade of stars. A blade that imbues you with the sheer energy of an entire star. Not metaphorically. Literally. Equipping a weapon this powerful takes a small portion of your life force - but the stronger you are, the less that portion is. It is part of the set of the seven ultimate weapons. All who hold it can act twice as often.

Yorehammer:
The Hammer of Piercing. Whoever holds it shall gain the might of a planet. Equipping it takes a portion of your life force, but the stronger you are, the less that portion is. It is part of the set of the seven ultimate weapons. All who hold it can ignore any and all methods of protection. Attack shields, bodyguards... you simply don't have to care.

Resolute Heart:

A Heart Locket for Protection. Whoever owns it shall be warded from all negative status effects. Equipping an artifact of this power takes a portion of your life force, but the stronger you are, the less that portion is. It is part of the set of the seven ultimate weapons. All who hold it gain immunity to negative status conditions, and the ability to give that immunity to others - acting as a bypass for certain effects, or a healing charm. On the godmodder, it ensures he's protected from any method of stunning him.

Infinileaf Clover:
A clover ascended to become the ultimate luck charm. All who hold this gain the powers of luck and chance on their side, one hundred percent. All luck-based rolls will always fall in favor of whoever holds the Infinileaf Clover, and against whoever they face against. While not necessarily applying to the holder's allies or minions, nothing save Entropic Paradox Rolls or holders of the Resolute Heart are immune to the Infinileaf Clover's effects.


Mascythe:

The scythe of soul reaping. An incredibly powerful weapon, it provides two major effects. The first is the ability to attack any Player and bypass their invincibility to harm them directly, regardless of the entities guarding them. The second effect is the ability to split one's actions against three different targets, without any loss of effectiveness. This allows you to essentially triple the effectiveness of your actions, assuming you have enough targets to slay. On the godmodder, this weapon is exceedingly dangerous.

Yoreshield:
The ultimate unpiercable shield. All who hold it can defend absolutely. This shield contains two primary abilities: The first is the ultimate attack shield, and the second is the ultimate attack blocker. The ultimate attack shield surrounds a target in a defensive shield, blocking all incoming offensive actions. The target is essentially invincible while inside. The ultimate attack blocker surrounds the target in a defensive shield, except it traps the target and prevents outgoing offensive actions. While inside, the target is vulnerable, but can't fight back. One of these abilities can be used once on one target each turn, at the cost of one action. Against any one opponent, or to protect any one person, victory is certain. ...Just don't try to use the Yorehammer to break it.
is a sufficient but not necessary condition for being a legendary weapon. legendary weapons also include anything that grants, buffs, empowers, multiplys, duplicates, adds, or otherwise alters actions, anything providing a general buff, or any item on the Godmodder's person which I would want him to give to me, for the purposes of this order, it also includes the rainbow tickets. for the purposes of this order, anything he creates to sabotage the effectiveness of this order does not count. he is to put nothing else in freds dimension. he is to use excess action power to create another Godmodder lock, to place over all of these items. if this is impossible, excess action power goes to defending these items from him.


If the Godmodder for any reason can only do some of these actions, he is to pryoritize the player release one, then the self-damage. the player release one requires the godmodder energy jars, so those also happen if he does the player release action. if he can't do those two... i dunno.


Another thing I do in the projectors world is turning on the nexus.
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THIS IS ACTION ONE! future-projecting the effects of this! however, i keep the godmodder and corporation from seeing the result(the godmodder by dumping paint on his project, distracting him, the corporation by uh i dunno
ACTION TWO! well, since Fred can apparently hear us, I use an advanced machine to simulate fred and find the sound sequence which gets him to sleep the fastest, then play that sequence after making sure it doesn't contain anything like 'join the godmodder' or something ridiculous.
ACTION THREE!
The godmodder wasn't polite unless he says "bless you" about me sneezing and asked if i was ok when i fell! and not asking me how i was feeling when i was crying on the ground about the lack of paradox-bob? how impolite can you get! He better make up for it in the next three seconds, or the spell will activa-
oh, too late. so, did the godmodder manage to be polite in those last 3 seconds, or not?
ENTITY ORDERS!
the engineer finishes the deployer! the builders should have 3 members, and they continue working on making an evolver as ordered last round. (they should have 4 members when this round ends)
 
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ZAAAAAAAP...
178
Eeesh, I rolled a nasty one. A red blade made of blood erupts from the mass of energy, impaling...
7
The engineers again! I'm so sorry engineers!
Their guts spill on the ground as they scream in agony.
 
Free Action:

Action 1: Wait a minute, it says we are NOT fighting the Angry Retail Manager. Thus, he shouldn't exist on the entity list.

Action 2: I infuse the wall with swiss cheese, causing a bunch of holes in it that make it ineffective at blocking things without actually affecting its structural integrity or health. It also smells now, for some reason.

Action 3: I pull out one of my Orehammers, summon a letter Y, and mash it onto the front end of the Orehammer, creating YOrehammer. Then, I take out half of the ores, reducing it to a Yorehammer. Then, I shrink down, hide inside it, and use telekinesis to fly it over to within 30 feet of Fred's cage. This causes the AUTOMATIC YOREHAMMER GRABBY-ARM to activate and pull me into the cage. Once inside, I return to normal size, tell Fred to duck, and dual-wield both Yorehammers while spinning like a top, shredding and smashing the cage to bits.
 
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Orders
The Sapper starts building walls surronding the Keep. Everything is simply a collection of much smaller and simpler things.
Tassadar strikes once again at the Machine Gun.

Actions

4CP and 3 actions I create a MK1 HealBot. Which hides inside the keep.
60,000 HP and 9,000 Healing.
 
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