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Defeat The Godmodder

tCP: 6 + 2

Ah, of course. The gap of doom.

1 ACTION FOCUS: GET DA ORE - I place a minecart installed with bridge and rail creation, which, with my pushing, goes all the way to the ore. Of course, I pick it up in a small bag.

I have an idea on how I can slay the Deleter, but I'm going to need some time. And CP. A lot of it. What could counter the Deleter? A Creator, of course. It would require a LUDICROUS amount of CP, but I could summon the human world's creators as one being to help us. Here's hoping there is enough time to save us...
I think that the idea with the deleter is that it simply as a gradual difficulty increase as we try to get the cores to go to when it wasn't around.
 
Seeing as the collision detection still functions normally for me, I begin to question just and what is even going on with reality anymore as the world begins to break.

Focus - STEAL FROM QUINN MORE.
Assuming I'm still in combat with Quinn and in the cockpit (it's quite roomy,) I conduct a triple attack on Quinn and his mech at the same time, somehow!


I continue to teleport obtained reality cores to the Player Grounds, while at the same time pointing out that the Deleter has at the same time, deleted its own special since it's an entity...

 
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Orange let's out a panicked beep as Miniboss B trundles onto the field. I give his readout a small smile before gathering up my Power. "Don't worry about that, oddly ridiculous Bosses like him show up all the time." I glance at the thing through the exterior cameras."Though he does look like a particular pain to deal with...." I begin to gather up my Power to teleport away again, only to be met with a disappointed whir from Orange.

I give the Mech a smile. "I know we haven't gotten to spend much time together, but how about I spend the whole of next Turn with you. Promise." The A.I seems to be contented with that, so I quickly make my get away.

"I really need to stop getting attached to these things." Is the first thing to leave my mouth as I reappear in front of Miniboss B.

Focus: Arcane Sin!

The usual light show that starts off my Actions is absent this time, instead of focusing the Power outwards I force it deep into myself. It flows through my veins and settles in my long untouched reserves of Magic, the advice of Winkins dances in my head as I bolster my magic strength far above what it should be. I've used spells and magic before, but my normal rituals have been long forgotten in favor of my more powerful Player Powers. But this situation is perfect for one of the more...condemned of rituals.

With a sound akin to that of a jackhammer runes are brought into existence around me, spiraling out from me like the arms of the galaxy. With a wet tearing sound my chest splits itself open, exposing my ribs and, more importantly, my still beating heart. Power dances along it's pulsating flesh as it desperately attempts to fuel my body, needless to say it has it's work cut out for it. I utter a creative string of curses directed at the forces that demand the subject be awake for this as I bring into existence a hollow ivory tube. A low hiss of pain leaves my lips as I slowly work the blunt straw into the meaty flesh of my pounding heart, Power quickly starting to help siphon the blood through the straw.

The Power fueled stream of blood that ensues is more akin to a water hose than what the heart normally bleeds out. But thankfully the pressure it comes out at is a blindspot, otherwise filling the Runes around me would be a far more arduous process. A few minuets later and I've success fully drained my body and my body of curse words. Body more akin to a mummy and heart looking like a prune I forcefully prevent my natural Player regeneration. Before willing sparks of electricity to my shriveled hands.

"Damm demons and their details." Is what I try to say, but as the words tumble past my shriveled tongue it comes out closer to "Ann eon an eir eailh." Shakingly my hands meet my heart, arks of electricity forcing the still thing to vainly pump. Or more accurately spasm, but logic gives way to poetry in these situations.

The key struck beams of light are projected from the rune, and slowly a cloudy pink energy overtakes them. Steeped in corruption the hot pink demonic runes swirl around me, before finally settling into a circular pattern in front of me. Power keeps me moving as I strike the appropriate pose, a pink demonic light flutters to my mouth, allowing me to shout the needed words. "Bleeding Heart Skill; Friendship Cannon!"

The runes spin like a demented carousel as light gathers between them, with a smile and a wink fueled by demonic power-(I really need to punch whatever wrote these.)-pink and white unholy energy is sent streaking towards Miniboss B, and then the world is bathed in rainbow light.

I wretch as I fall to my knees, refocusing the last remnants of my Power for the Turn to regenerating. And thankfully I'm back to my average self in no time. Staggering to my feet I look upon the fruits of my labor.

Miniboss B is struggling against the Ritual, his magical resistance fighting off even that powerful Ritual. Gotta seal the deal then. Slowly I approach the spasming creature. "Hey big guy." Hateful red eyes turn to me. I back off a few steps. "Don't worry, I'm not here to hurt you. I'm your friend." Pink flashes behind his eyes as the Ritual's grasp tightens, Miniboss B visibly calming.

"That's right B, can I call you B? As your friend I'm here to help you..." Here goes nothing. "...so you gotta give me those Reality Cores you're gaurding." B lets out a low growl as those words leave my lips, tensing himself to strike. "Hold up, hear your friend out, okay?" The miniboss settles himself down, though by the way he's watching me I can tell he's ready to knock my head off.

"I know that the Godmodder said to guard them, and that they're giving you power, but those things are a noose around your neck buddy."- I jut a finger towards the Peackeepers. "I know you're a tough son of a bitch, but those guys have spent hundreds of Turns building up, and they won't stop until they pry those Reality Cores from your corpse." I then wave my hand over the AG side of the field. "Then there's them, the Players, the people who can bend reality around their pinky. They want those Cores to save their lives and get back to the people they care about. And it wouldn't matter if you had a billion HP, they've taken down worse before."- I reach out my hand, calmly stroking B's iron hide. "I don't want you to die, give the Reality Cores to me peacefully and you can live out your life. You can have that family you always wanted." Relying a little on the suggestion part of the Ritual, but in for a penny in for a pound.

"Please, trust your friend." I wait for B's response, hoping that Orange can handle himself for a Turn.

 
Godmodding Vol. 1 - Chapter 1: What Makes a Godmodder
Chapter 1: Introduction: What Makes a Godmodder?

When you see a godmodder, you'll usually know almost immediately. They emanate an aura of immense power, so much that it can feel like your body is being crushed, even if the godmodder isn't currently attacking you. However, more often than not, the godmodder will, in fact, be attacking you. But that alone isn't enough. How can you tell a godmodder apart from other entities of varying levels of power? There are a few different ways godmodders set themselves apart from the other forces in our multiverse.

The first is, the godmodder's appearance tends to vary between people. If you've had the unfortunate experience of laying eyes upon the godmodder, you'll notice first: They bear a striking similarity to a certain fictional character in a story you've experienced. "A certain fictional character" doesn't refer to any actual specific character, because of the second thing you'll notice: Nobody can agree on what exactly they look like. Everyone sees the godmodder as a different fictional character. This effect is very odd, but there is one consistency: Everyone always sees them as a fictional character that they particularly dislike. Whether they were just slimy and evil, or poorly written such that despite being the hero of the story, they were one of the worst people in it... your least favorite character's visage will be eternally staring at you. If your least favorite character was in a book, the godmodder will be seen as what you imagined them to look like. If the character and the godmodder's gender don't match up, the godmodder can either switch to your next-least-favorite character that matches the gender, or look like a genderbent version of your hated character (possibly depending on the level of hatred?). If you don't have any least favorite characters, then the godmodder's appearance may incessantly remind you of somebody in real life you hate. If, by some odd quirk of chance, you hate nobody nor any fictional characters... then you'll see the godmodder's true appearance.

Some godmodders forgo this entirely, and opt to fight always showing their true appearance, instead of appearing as something you personally dislike. It appears to be based on personal preference. If you need to see the godmodder's true appearance, then Player powers can be used to see past the illusion.

Speaking of which, there are two other ways to tell godmodders apart from anyone else around. The first is the HP bar. If you have the necessary clairvoyance to see Hit Point bars (this is possessed by all Players, in addition to their other abilities), then the HP will be absurdly small. The exact HP varies from godmodder to godmodder (more HP means the godmodders have slain more Players - more on this in Chapter 2). This is in direct contrast to any eldritch terror mimicking a godmodder - if they haven't masked the HP bar entirely, their HP is likely to be absurdly high in comparison.

Second, godmodders will almost always be accompanied by (and assaulted by) Players at every turn. No godmodder, no matter how hard they try, is ever able to prevent Players from pursuing them for more than a small amount of time. No matter how many Players a godmodder kills, more will appear to attack him and slow him down at every turn. Players choose to fight godmodders, and get their powers as an inevitable result. Godmodders choose to get their powers, and fight Players as an inevitable result.

Despite the numerous attempts of godmodders to prevent Players from fighting them, none have succeeded. Wherever you see Players, you can be sure that the current godmodder can't be too far away. Though we don't know how it works, we can be assured that the godmodders can never truly win against the Players.


OOC: It has been. AGES. Sorry. First, I didn't want to type up one of these while also doing a sidequest, and there's been a lot of sidequests lately, plus I've been busy with the main updates... well, enjoy. Who knows when you'll see Chapter 2.
 
Action 1: I get out a console and join Crusher's speedrun of Steal Quinn's Gun. I proceed to distract Quinn's anti-theft devices, run around his mech's sensors, and generally make a nuisance of myself that Quinn will have to clear out before he can stop Crusher.
Action 2: I give the Red Army Engineers hard hats and safety gear.
Action 3, 1 CP from Piono: I extract some narrative force from Gary Stu.
Entity Orders: I write a speech that convinces the Red Army Engineers to go take on the expedition. They get together their safety gear, scout bots, and mining tools, and proceed to go remove some traps.
 
I tell moniker it is about time to update the thread and ask him how his auto response system works
 
Update III (Doomed Timeline)
I use supreme examination on Quinn's Mecha

I use Challenge Determination on the excavation

I use Challenge Determination on hiding/defending the cores.

I also put my CP up for grabs by AG players. Other people can now use the CP I have available for their own purposes.

Supreme Examination Results: Quinn's Mecha is a powerful entity on its own, with no special weaknesses. However, the Peacekeepers installed a secret feature on it that allows it to mimic a pheonix and revive after death - stronger. This will be the greatest obstacle to attacking Quinn directly.

Challenge Determination results: The excavation could possibly be pushed forward by hiring Indiana Jones.

Challenge determination results: Try storing a handful of cores in a pocket dimension for more permanent safety.

Other Players can now use Pionoplayer's CP storage! Within reason, or with Piono's/many other people's permission.

ES sighs again and orders the fleet to suicide onto Quinn's Mech, again.

FOCUS - MORE DEATH

Using up 8 CP for a second turn in a row, ES attacks the Death Elite Engineers once again. To get around the reduced collision detection, he simply overlays the previous events of destruction onto the new set of Engineers, causing them to cease existence without the need to rely on the new and more faulty physics engine. And since he overkilled a bit last time, more than 100 Engineers should die this time. After this turn he'll probably stop attacking the Engineers, since the Players have no chance of losing the Expedition now that he's gotten rid of this many Engineers as long as they keep working properly.

ES also suggests storing their Reality Cores in the Grand Highly Dangerous Tainted Protoss-and-Bee-Infested Maze Schoolhouse, and updating it so that the Godmodder no longer has access to the entire maze. Possibly by randomizing the locations of corridors and traps.

The fleet prepares to suicide... AGAIN! This time FOR SURE!

123 engineers destroyed! You manage to insure your attack isn't prevented by the faulty collision detection.

[47 CP]

Moniker, I've scalped myself, cut off both legs and a hand of mine and ripped out my own eye. I'm pretty sure things like "sedatives", "outside help during surgery" and "professionalism" have already proven themselves unnecessary.

I walk into the player vault, take my trusty Player Knife and start cutting towards the Reality Core.

I also hit the Red Button and the Green Button.

You start hacking yourself open to get at the Reality Core! You have some trouble, as your own Player-power bolsted skin is surprisingly resilient. You also have trouble due to the fact that cutting yourself open hurts due to the really weird angle your arms are at. Maybe some outside help really would be helpful...

You hit the Red Button and Green button, causing a new ally and enemy to appear, respectively! The friendly Oldbot and the enemy Leaping Mechtiger! The remote now useless, you toss it in the garbage.

Did my actions get deleted? Glitch remover start curing the destroyer.

I open the transparent, dark and bright presents.

Wait, did they? Let me check... Dangit! How did I miss that! I'm super sorry. Here, you get three actions extra for free next turn, so you can take 6 actions even without Starcalibur.

For now, you open the Transparent present! Inside is... a GLITCH ORE! You give it to the Anti-Glitch Blacksmith.

You open the dark present and bright present... as a COMBO! The Dark present releases a horrible monster that eats your soul. However, the Bright present restores it - by giving you hope and a REALITY CORE!

Alright, I think its time to open up some presents!!

Action 1: I open up the Blue present.
Action 2: I open up the Polka-dot present.
Action 3: I open up the Yellow present.

You open the blue present to find one GLITCH ORE! You give it to the Anti-Glitch Blacksmith! She only needs 1 more ore to upgrade the holder thingamabob.

You open the Polka-dot present to find the ugliest sweater anyone's ever seen! You can barely even look at it...

You open the Yellow Present to find a miniature copy of the sun. You close the present before you end up blind.

Free Action: "Cloak, can you please take out or distract as many of the rifleman as you can? I've got a plan to counter the Deleter, but it's going to require as many threats to the AG entity field be eliminated."

Action 1: Let's exploit the buggy collision detection to pull off a speedrun of Steal Quinn's Gun: The Game, using multiple skips. I use Starsight, which works based off of combining telekinesis with the sense of touch (again, complicated) to find areas in Quinn's mech where the collision detection is flawed enough for me to slip inside. Once inside the bounds of the mech, I scale the mech using more collision detection bugs, reaching the cockpit while also being inside the same place as Quinn's mech. Then, I fire a hookshot at Quinn's gun, and yank it off of him and to me. Then, I teleport out, since that's easier than finding another collision detection failure to escape.

Action 2: I alchemize the lock on Fred's Cage with a brewing stand, using fourth-dimensional physics and spatial warping to put the lock into the Alchemiter without actually damaging it. This will hopefully allow me to brew Locks, somehow. Maybe I can use them on the Deleter?

Action 3: I polymorph one of Quinn's Reality Cores into Reality, the battlebot. The battlebot proceeds to chase Quinn around the mech's cockpit with its vertical disk spinner, and due to poor driving various collision detection issues, also ends up smashing into the mech's control consoles multiple times. After three minutes or if it is immobilized and counted out, it returns to normal.

10? CP: I summon the Recycling Bin, a strange entity that is both bloblike and also a trash can.

Recycling Bin [AG?]: 10000/10000 HP, 2500 attack
*Recycle: The Recycle bin absorbs health from dealing damage, gaining 1 HP for every 1 damage it deals, with no limit. This triggers after any modifiers that would increase the amount of damage this does.
*Mass Recycle: The Recycle Bin can split up its attack value among multiple targets. This does not increase its attack value in any way.
*Restore Files: The Recycle Bin is capable of undeleting concept by recycling old beta versions of those concepts. Restored concepts will only affect the Recycling Bin at first, but when it reaches 1,000,000 HP, it will be able to restore these deleted concepts on the local field, at 1,00,000,000 HP, it will be able to restore these concepts across the entire hexagonafield, and at 1,000,000,000,000 HP, it will be able to restore concepts that were deleted before this entity was created. The restored concepts are still in beta version however, and are likely to be flawed.

It's orders until otherwise noted are to attack the Deleter. Even though the Deleter is technically an AG entity. Look, you can't say "oh, it doesn't matter if the Deleter would be moved to the V faction" and then say "you can't attack the Deleter because it's in the AG faction". Besides, its technically a beneficial move overall to have the deleter take some hits from the Recycle Bin, as due to the 100x weakness the Deleter has to the Recycling Bin's attacks means that the Recycling Bin will be able to expand incredibly quickly to support its team.

I also tell the Godmodder that the Recycle Bin is designed to fight the Peacekeepers, not him.

You use Collision Detection to scale the mech... only for the Hookshot you fire to collision-detect fail through Quinn, giving him enough time to blast you off the mech and back to the ground. Drat. Collision detection is just too unreliable.

The Alchemiter is glitched! Plus, you can't get the lock off Fred's cage. If you tried to throw the whole cage in, you could destroy the lock, cage, and Fred, but that wouldn't be a very nice thing to do.

Reality the Battlebot messes with Quinn's controls! He gets to work on repairing the controls, but he can fire the mech's weapons one less time than normal this turn.

Recycling Bin created!

I snap my fingers causing a pen to appear in my hand. After that I take the lid of and it turns into a bronze sword that I use to cut the peackeepers to pieces


OOC Piono is the blue text Exampel АНИМО som other language or what?

You cut up some random Peacekeepers... specifically... the riflemen! 7 riflemen piece-made!

I suggest the array target the once-alchemiter to retrieve the lock and boost stone, and agree to storing the reality cores in the maze with the add-on suggestion of using them to enhance maze difficulty somehow.
[1x] So, as stated, Xilith altered the maze, making it- among other things- non-euclidian, making the map actively misleading. he also replaced huge corridors, and the map the godmodder got would only tell him about half the maze anyway. this means that the godmodder has between -20% and +30% maze completion, depending on how much he trusts the map- if he trusts it completely, -20, if he uses it as a guide when he has no clue, 30. In other news, the Taint doesn't instantly fill new sections, but will slowly spread, and anyone who dies in the maze will become tainted. also, good thing my maze isn't using "colision detection", and is instead using "attempting to be within co-ordinate set XYZ" detection- which is more akin to gamemaker's method. one downside this has is that if 2 such things do end up inside one another, they can never move.
MAZE ORDERS:
The devolver will continue to guard the safe zone exit. the builders will try to build more nexuses, the farmers will make some flowers next- the taint can corrupt them into tainted spores which burst into around 30 taint crawlers when approached, and the bees will like them anyway.
[1x] the Grand Highly Dangerous Tainted Protoss-and-Bee-Infested Maze Schoolhouse gains more rooms and corridors in the second half, the image of which will be sent to moniker keeping it unknown to the godmodder and peacekeepers. note that the maze being presented is non-euclidian, making the image inaccurate in many ways, but it should give a general idea. also, the fiberous taint covering all the taint spore spawners will now spawn taint tendrils whenever someone is within a meter of the ground, and these will attack anything within half a meter of them. the wands will now cover themselves with fiberous taint, which they can drop to the floor to restrict enemy movement, and large sections of the maze fill with taint goo, having a side effect of making any magic fail without being supercharged with 3.5* more magic energy then normally necessary. tainticles crop up in all rooms more then 5 pixels by 5 pixels, which are like taint tendrils but giant, resilient, and stronger. A Taint crawler queen appears within a mini-maze, spreading taint gas and birthing huge clutches of taint crawlers, which cling to the ceiling and drop down on unsuspecting victims in massive groups, each attack knocking the target back a half-meter, and a single litter contains around a hundred, making sections of the corridor almost impassible... they tend to corrungate in corridors you must cross, behind a choke point created by a tainticle.
[1x] I magically tether all the death-elite engineers ES's killing to my spell and, right when each member reaches 1 HP, teleport them into the tainted maze sections (skipping the safe zone). specifically, i teleport them to whichever room has the highest concentration of taint swarms so far. being at 1 HP, the first hit they take kills them, and because of how taint works, when someone is killed either by a tainted enemies attack or while under the effects of taint poison, they become a tainted version of themselves. since they must have been at 1 HP or so just prior to conversion (since taint damage per attack per entity on normal taint beings (IE: swarms, crawlers) are between 1 and 6 damage), this revives them as Full Health Tainted death elite engineers.
I now have a bunch of Tainted death elite engineers in the maze, which are ordered to start constructing a teleport-grabber to do the same thing this attack does to all other near-dead entities.
If piono's offer extends to me...
[1x] I summon Ziggy Fraud in one of the larger tainted areas, and tell him I'll get him the crown if he does what I ask. soon enough, he dies from taint poison, spawning a Tainted Criminal. then, he sets his health to 1, coming back to life, then dying, and spawning another Tainted Criminal. he repeats this a few hundred times, filling his section of the maze with Tainted Criminals.
Then, he raises his health to 1 and raises it again before he can take damage, repeating until he reaches 10. I then hand him a taint defence amulet- as long as he is in this section of the maze,he won't get attacked by the taint tendrils or fiberous taint. he is then given a secret order. it'll come into play if anyone reaches his section.
now, every time Ziggy died, it made a you died message in a new location, like so:
Ziggy is capable of mentally dragging around one box at a time. they are solid for living/moving things, but not like walls and stuff.
He drags all the Death messages to block the doorway.
they will never vanish.

The Glitch Array will target the Alchemiter.

The godmodder considers your words. He also considers that his simulation is now even more worthless with the addition of the Fazbear animatronics. He has, however, accomplished something: He now knows that your offer to sell him a map for 1 action is completely, utterly worthless. As punishment for you offering him something so terrible, he's going to adjust his maze completion to 50% instead of 30% like you estimated. HAH. No wait... 60%! Because that's the mood the godmodder is in.

You can't order the maze-subsumed entities! Their contributions to its power at this point are nearly meaningless.

"Tainticled" added to the maze!

"Dead Entity Absorbing" added to the maze! The stasis machine isn't working in the Doomed Timeline, so your maze has sole jurisdiction over these entities.

Criminal-Infested and You are Dead added to maze! 1 CP taken from Piono.

I transform the Grand Highly Dangerous Tainted Protoss-and-Bee-Infested Maze Schoolhouse into the Grand Highly Dangerous Tainted Protoss-and-Bee-Infested Maze Schoolhouse Freddy Fazzbears Pizza by making parts of it look like Freddy Fazzbears buildings and summoning the fnaf animatronics.

I also vote to put the cores there

Maze buffed! Now, it's patrolled by Markiplier's favorite horror characters!

1 action: I open the magenta present.

1 action+8 CP: They say that laughter is the best medicine. As such, I start telling jokes to Miniboss A. Jokes about cats and monkeys! Jokes about spiders! Jokes about bees! Err... maybe that last one was too soon. Jokes about cake! After hearing all the jokes, Miniboss A laughs so hard and heals so much that it implodes into nonexistence.

1 action+13 CP: Miniboss B has low vitality but very high constitution. Looks like it's a job for one of Worm's conceptual powers! Unfortunately, Sting and Siberian rely on working collision detection, so I suppose I'll just have to call in Scrub... but I can't because of the Doomed Timeline. Well, I suppose I'll just do it myself. I denote a spherical field around Miniboss B, flex my concentration a little, and use my Type Green powers to telekinetically separate every atom in the field from each other.

(Yes, I'm aware that that's not quite how it works, but I had a flavor text idea and wanted to use it.)

You open the Magenta present... and find one REALITY CORE! It's yours now! If you don't want to hold it, find somewhere good to put it.

Thanks to your incredibly funny jokes, Miniboss A is SLAIN! They explode, and you wrench the 5 Reality Cores out of their power core! Now, you just need to decide where to put these! They'll be held in limbo for the next turn to give you some time to decide.

Miniboss B is torn to pieces! Eventually, you decide it's had enough and bring its atoms back together. Somehow, it's still alive, 4,400 HP lesser. Converting for the 98% resistance... that's 220,000 damage! Fantastic.

Well, I made the Player Vault for this... I give in my vote to put the Cores into the player vault.

(Action!)(3 Charges)
(2 Charges)
Mucking around with the Biome Creator once more, I decided to make a Radiation zone, utterly filled with Nuclear waste and a what seems to be a Radiated Bunker... The Exit might be in there along with the numerous amount of mutants, probably a good idea to get through this area quickly.
(1 Charge)
I take out my +1000A Sword and decided to turn it into a pixie. Why am I doing this? I don't know, I feel like I'm losing something I guess.

You now have a Radiation zone defending the cores! This place is seriously locked up.

You create a friendly pixie! The +1,000A sword is frankly outdated at this point, anyways. The friendly pixie can... well, it can be your friend!

Current CP: 20
__________________________________________________________

Eyowe opens the Green, Brown, and Orange presents, putting their contents into his person if said contents happen to be glitch ores or reality cores.
__________________________________________________________

Actions Done:

x3: Opening presents.

You open the Orange present, to find it completely full of lava! You put it in your pockets, just in case.

In both the green AND the brown presents... are REALITY CORES! You put the both of them in your inventory!

You now have all the Reality Cores from the presents!

Schenanigans have lesser CP cost? Oh right.

SCHENANIGAN: 3 CP if that enhances the effect, 1 otherwise. Remaining CP go into charge pool.

I activate my trap card! I reach even deeper into the realm beyond doomed timelines, find more powerful beings, and explain to/convince them that the reason for all this reaching into a realm normally protected from outsiders is Quinn's fault! Of course, they have to reach quite a ways so this isn't a autowin button, but Quinn is still going to have to put in his best efforts keeping the Peacekeepers, the mech, and himself out of the way!

Quinn reaches even more deeper into the even deeper part of the realm beyond doomed timelines, finds even MORE powerful beings, and convinces them to convince the other beings to back down!

I wince at the majority of my servitors dying, my entities really do drop like flies when a major event comes along. Maybe I should invested in real estate instead of entities.

I charge by a small amount. (x1)

Putting on a pair of insulated gloves I open the Dark present. (x1)

I point the Glitch Remover Array towards the glitched Alchemiter and pull out a portable nuclear fission reactor, quickly hooking it up with the Glitch Remover Array. While the amount of fuel the nuclear reactor contains is only enough to last the turn the additional energy should help speed up the Glitch Remover Array in removing the Glitch from the Alchemiter. (x1)

Don't be too worried. When major events happen, real estate also doesn't last long!

The Dark Present is opened, so you instead open the Black Present! ...Which, uh, makes sense. Inside the Black present is a Black box. Better not to investigate it.

The Glitch Remover Array is slightly buffed for this turn!

Focus!
Hmmm.... It would be a real shame if something bad happened to the Peacekeeper dig.....
I drain an ocean and flood the peacekeeper dig with water.

The water erodes at the stone, boosting the Peacekeeper expedition by 5%! This attack has been a complete wash...

...Or has it? The water seeps down into the ground, going lower into the dig...

..... You fucking idiots. Time for some shenanigans! If they didn't want the LIVE Space Station crashing down, they should've put more effort into that! Lucky for them I consider the Peacekeepers a bigger issue right now.

I jump/teleport/move into the deserted wreck of the LIVE Space Station, now running on the last of its emergency power, and take direct control of the few remaining thrusters. I selectively distable some of them to send the LIVE Space Station crashing down to earth on a very specific trajectory.... right towards the Slice Warrior! Surely, this lone warrior no matter how powerful cannot survive getting hit by over two thousand tons of scrap metal!

..But wait, how do you actually HIT a target that small? And what about the collision detection? Don't worry, I got that covered? Several seconds before the wreck impacts, I jump out and land next to the Slice warrior, which I quickly shoot with the SOMEWHAT PHYSICS FRIENDLY ENLARGEMENT RAY! What it does is make the Slice Warrior 10 times bigger, but due to conservation of mass his weight barely increases at all. This has three advantages: 1) since it is so much bigger but has the same amount of mass, it is now MUCH more fragile and vulnerable to getting smashed apart by a large object. 2) being so much bigger also makes it much easier for the large object (the Space Station wreck) to actually hit it. 3) By greatly enlarging the Slice Warrior's hitbox, hopefully it and that of the LIVE Space Station will overlap for multiple frames/timesteps/whatever, greatly increasing the chance of the wonky collision detection actually working.

Though there's a few glitches, the Collision Detection holds enough for the collapsing space station to completely CRUMPLE the Slice Warrior! The Slice Warrior doesn't even have a chance to get out of the way... 150,000 damage to the Slice Warrior! It's a huge hit!

With one action, I open that mysterious twelfth present that isn't in the present list, weirdly.

With my second action, I force Goku into Gary Stu, making him no longer perfect, but rather, Super Perfect. This comes with a 1000x Power multiplier, because I like even thousands heck you.

I then step up to the Sniper, politely ask him for a moment of his time, and promptly shift his sniper rifle just slightly, to throw off his aim

You open the HIDDEN PRESENT, the true final present! Congratulations on discovering the secret. Inside is a GLITCH ORE, meaning you now have all the present loot with all the presents open! You give the ore to the Anti-Glitch Blacksmith! Now, they have all three that they need.

Gary Stu rejects your modification. There is no such thing as x1000 perfect, or even x2 perfect, or even x1.000001 perfect. Gary Stu is ultimate perfection just as he is. He has achieved complete confidence and self-assurance, and utter happiness in his life. Aren't you jealous of him? You should be.

The Sniper needs to take a moment to recharge his aim...

I think we should probably store our cores in different locations, so that if one area is attacked and destroyed, we don't lose all of our cores.

I then create 3 turrets to attack the Peacekeepers using 2 actions.
I then charge my last action.

Also, my Anti-Glitch shield was a forcefield, that surrounded me in a bubble shaped energy field that protects against glitches...

The godmodder bribes your turrets with lubricating oil. They're on his side now!

It was... a forcefield? Okay... I guess that counts... you have an anti-glitch FORCEFIELD now.

I vote to place the Reality Cores into the player vault.

I then focus on digging in the Player Excavation deepening the dig site. Using the power of the force to crack sandstone and then levitate the stone out of the way of the others who are digging which quickly speeds up to process of digging for the others. (3 CP)

You lift up a good 4% of the excavation's sandstone, staying at a safe distance.

I have a small revelation concerning that of mini boss A.

'Since it has negative health, it must count as Undead, right? Because if you put it this way, when healing the undead, we are putting health back to it, and attacking it would only hinder its body but not the thing that's actually keeping it together in a more metaphysical sense. But because it functions only with negative health, it would work much less when healed than simply hitting it hard enough, and to simply revive it would count as restoring all health that is equal or less than zero, thereby 'killing' it.' I thought, not picturing any logical fallacies with it.

so I use 3CP in creating [Grenade de Renaissance], a grenade that could revive any non-player Entity when they have health equal to or lesser than that of zero health.

Throwing it with all my might, The grenade soars through the air, glowing softly with yellow light, landing neatly on the mini boss. It engulfs everything nearby the mini boss with a powerful burst of yellow and white.

I use up all my actions to charge my CP. I also vote for this 'Player vault' for storing the Reality cores

You create Grenade de Renaissance! Unfortunately... miniboss A is currently dead! The_Two_Eternities reached them first. Maybe you could find a different use for the grenade, though?

I receive 4 CP from Piono and with 1 action use it to create a Paradox field over the place where we are keeping our reality cores,now if a PG or Peacekeeper force tries to enter they will find that the maze will have illusions placed everywhere which may or may not be temporarily real as the Mazes of other Universes overlap this one,the field will always make the maze more difficult or of similar difficulty.I also move my personal items into a bag that i place in a corner of the vault to prevent them from being deleted.

(1 action) I take the absorbed Bad Luck and squeeze a bit carefully onto a single Paradox Void Card then i toss the Card into the Player Excavation area and utilize Ping() at a distance to set off all the traps in the area which all hits the Bad-Luck Paradox Void Card, i then teleport it back to my hand,free from the various traps and keep it for something later if it survives

(1 action) I then promptly engage in shenanigans,firstly the deleter is a Computer Worm on the Hexagonal field right ?? I then create a Huge Recycling Bin and then Cover the Deleter with it, now it is in the shadows,after a quick Duel with it that i win due to the deleter unable to play it, i then toss it into the Shadow Realm of the Recycling Bin here it will be subjected to endless agony of Recycling Bins and having its code being recycled into other projects an having its main code being permanently deleted when i throw the Recycling Bin into a Recycling Bin and again with feeling before converting the Recycled Deleter to a Hexagonal programming code in C++,a Piano Auto-responder and a Cheesecake and Tea simulator before tossing the individual programs back into the Recycling Bin for Massive Damage,i then engage in Cybernetic Warfare with the Deleter in which i send ~ATH Code of an endless chain of Cybernetic Hydrogen Bombs dropping with another 2 being dropped onto the Deleter with each "death" of a H bomb, i then engage my personal crew of Engineers and Physical Sciences and non-standard Variations thereof Researchers and construct a CYBERNETIC MAGICAL SCIENCY BIG FIREWALL around the Deleter while its being distracted deleting the H Bombs in the shape of a Recycling Bin i then engage in another car due with it online under 42 Proxies and another Deck and win again and thus sending the Deleter to the CYBERNETIC SHADOW REALM which is like the Shadow Realm but a trillion times worse for Code-based entities like the Deleter as it is based of a Computer Virus,its full of the Undertale Cancer,Homestuck Cancer , in fact it is full of the most cancerous parts of all Fandoms and now they are invading the Deleter's Code while it is also slowly being recycled into Quantum Code bits, I then SUPLEX the entire CYBERNETIC SHADOW REALM into the original Recycling Bin with Billions of anti-worm ad anti-virus software all Lv 9001+ that will attack the Deleter with their own recycling-based attacks when it gets out

The maze now has the Paradoxical adjective! You didn't need Piono's CP for it, though.

The Bad-Luck Paradox Void Card absolutely does NOT survive. But it DOES trigger a majority of the traps and make the Sandstone zone much safer!

The Deleter manages to Delete your Recycling Bin attack, but not before you deal a FANTASTIC 2,000,000 damage to it!

tCP: 6 + 2

Ah, of course. The gap of doom.

1 ACTION FOCUS: GET DA ORE - I place a minecart installed with bridge and rail creation, which, with my pushing, goes all the way to the ore. Of course, I pick it up in a small bag.

I have an idea on how I can slay the Deleter, but I'm going to need some time. And CP. A lot of it. What could counter the Deleter? A Creator, of course. It would require a LUDICROUS amount of CP, but I could summon the human world's creators as one being to help us. Here's hoping there is enough time to save us...

Sending a minecart so the turrets won't fire at you? Good enough, I suppose. The minecart retrieves the Glitch Ore, barely, and you manage to rope it back in! +1 Glitch Ore! You hand it over to the Anti-Glitch Blacksmith. You'll be able to search for another one when your excavation has passed 50%.

Seeing as the collision detection still functions normally for me, I begin to question just and what is even going on with reality anymore as the world begins to break.

Focus - STEAL FROM QUINN MORE.
Assuming I'm still in combat with Quinn and in the cockpit (it's quite roomy,) I conduct a triple attack on Quinn and his mech at the same time, somehow!


I continue to teleport obtained reality cores to the Player Grounds, while at the same time pointing out that the Deleter has at the same time, deleted its own special since it's an entity...

The Deleter is immune to its own deletions, and absolutely immune to Glitch infection! It would never be hurt.

Quinn makes sure to forcefully eject all Players from his cockpit when he's done nullifying their steal attempts. However, that doesn't mean you can't punch his mech a bunch in frustration. So you do that! 50,000 damage to Quinn's mech!

Orange let's out a panicked beep as Miniboss B trundles onto the field. I give his readout a small smile before gathering up my Power. "Don't worry about that, oddly ridiculous Bosses like him show up all the time." I glance at the thing through the exterior cameras."Though he does look like a particular pain to deal with...." I begin to gather up my Power to teleport away again, only to be met with a disappointed whir from Orange.

I give the Mech a smile. "I know we haven't gotten to spend much time together, but how about I spend the whole of next Turn with you. Promise." The A.I seems to be contented with that, so I quickly make my get away.

"I really need to stop getting attached to these things." Is the first thing to leave my mouth as I reappear in front of Miniboss B.

Focus: Arcane Sin!

The usual light show that starts off my Actions is absent this time, instead of focusing the Power outwards I force it deep into myself. It flows through my veins and settles in my long untouched reserves of Magic, the advice of Winkins dances in my head as I bolster my magic strength far above what it should be. I've used spells and magic before, but my normal rituals have been long forgotten in favor of my more powerful Player Powers. But this situation is perfect for one of the more...condemned of rituals.

With a sound akin to that of a jackhammer runes are brought into existence around me, spiraling out from me like the arms of the galaxy. With a wet tearing sound my chest splits itself open, exposing my ribs and, more importantly, my still beating heart. Power dances along it's pulsating flesh as it desperately attempts to fuel my body, needless to say it has it's work cut out for it. I utter a creative string of curses directed at the forces that demand the subject be awake for this as I bring into existence a hollow ivory tube. A low hiss of pain leaves my lips as I slowly work the blunt straw into the meaty flesh of my pounding heart, Power quickly starting to help siphon the blood through the straw.

The Power fueled stream of blood that ensues is more akin to a water hose than what the heart normally bleeds out. But thankfully the pressure it comes out at is a blindspot, otherwise filling the Runes around me would be a far more arduous process. A few minuets later and I've success fully drained my body and my body of curse words. Body more akin to a mummy and heart looking like a prune I forcefully prevent my natural Player regeneration. Before willing sparks of electricity to my shriveled hands.

"Damm demons and their details." Is what I try to say, but as the words tumble past my shriveled tongue it comes out closer to "Ann eon an eir eailh." Shakingly my hands meet my heart, arks of electricity forcing the still thing to vainly pump. Or more accurately spasm, but logic gives way to poetry in these situations.

The key struck beams of light are projected from the rune, and slowly a cloudy pink energy overtakes them. Steeped in corruption the hot pink demonic runes swirl around me, before finally settling into a circular pattern in front of me. Power keeps me moving as I strike the appropriate pose, a pink demonic light flutters to my mouth, allowing me to shout the needed words. "Bleeding Heart Skill; Friendship Cannon!"

The runes spin like a demented carousel as light gathers between them, with a smile and a wink fueled by demonic power-(I really need to punch whatever wrote these.)-pink and white unholy energy is sent streaking towards Miniboss B, and then the world is bathed in rainbow light.

I wretch as I fall to my knees, refocusing the last remnants of my Power for the Turn to regenerating. And thankfully I'm back to my average self in no time. Staggering to my feet I look upon the fruits of my labor.

Miniboss B is struggling against the Ritual, his magical resistance fighting off even that powerful Ritual. Gotta seal the deal then. Slowly I approach the spasming creature. "Hey big guy." Hateful red eyes turn to me. I back off a few steps. "Don't worry, I'm not here to hurt you. I'm your friend." Pink flashes behind his eyes as the Ritual's grasp tightens, Miniboss B visibly calming.

"That's right B, can I call you B? As your friend I'm here to help you..." Here goes nothing. "...so you gotta give me those Reality Cores you're gaurding." B lets out a low growl as those words leave my lips, tensing himself to strike. "Hold up, hear your friend out, okay?" The miniboss settles himself down, though by the way he's watching me I can tell he's ready to knock my head off.

"I know that the Godmodder said to guard them, and that they're giving you power, but those things are a noose around your neck buddy."- I jut a finger towards the Peackeepers. "I know you're a tough son of a bitch, but those guys have spent hundreds of Turns building up, and they won't stop until they pry those Reality Cores from your corpse." I then wave my hand over the AG side of the field. "Then there's them, the Players, the people who can bend reality around their pinky. They want those Cores to save their lives and get back to the people they care about. And it wouldn't matter if you had a billion HP, they've taken down worse before."- I reach out my hand, calmly stroking B's iron hide. "I don't want you to die, give the Reality Cores to me peacefully and you can live out your life. You can have that family you always wanted." Relying a little on the suggestion part of the Ritual, but in for a penny in for a pound.

"Please, trust your friend." I wait for B's response, hoping that Orange can handle himself for a Turn.


You look into Miniboss B's... eyes? Maybe it has them, maybe it doesn't. At any rate, you can see a lot of emotions running through the beast. Fear. Pain. Anger. Put there by the godmodder. But you've given it a new emotion... is it... hope...?

Miniboss B stops struggling for a moment...

...When the godmodder comes crashing in! He flies over and slams the DISCIPLINARY HAMMER into Miniboss B's face! No consorting with the enemy! BAD Miniboss B! Bad! 500 damage to Miniboss B!

Somewhat reluctantly, Miniboss B resumes its stance against you.

Action 1: I get out a console and join Crusher's speedrun of Steal Quinn's Gun. I proceed to distract Quinn's anti-theft devices, run around his mech's sensors, and generally make a nuisance of myself that Quinn will have to clear out before he can stop Crusher.
Action 2: I give the Red Army Engineers hard hats and safety gear.
Action 3, 1 CP from Piono: I extract some narrative force from Gary Stu.
Entity Orders: I write a speech that convinces the Red Army Engineers to go take on the expedition. They get together their safety gear, scout bots, and mining tools, and proceed to go remove some traps.

The mech tries to shoot you, but due to the... oddly glitchy collision detection, it ends up shooting itself as you run around for 18,000 damage!

The Red Army engineers have safety gear, which grants them slightly increased HP! The Red Army Engineers are now helping with the expedition.

You don't need extra CP to extract narrative force. In fact, you barely needed an action. Gary Stu just gives you a small bit of his narrative force. It doesn't affect him at all, since he has infinity narrative force, along with basically every other potentially positive narrative concept you could possibly conceive of.

I tell moniker it is about time to update the thread and ask him how his auto response system works

Hey! Don't badger me for updates! They come when they come. I'm a terribly busy person. I have so many youtube videos to catch up on, it isn't even funny. Just for that, I'm not even going to answer the second question.

-------

Cloak surrounds the Peacekeeper medics with an electromagnetically-powered field! Before they can react, the Peacekeeper medics are totally trapped! They can't act this turn.

Cloak: Everyone! We need to deal with these medics, or they'll definitely heal Quinn's mech!

Quinn's 1st action: Quinn recycles Crusher's Recycling Bin. Thanks to its incredibly low starting HP and lack of defenses, it dies instantly.

Quinn's 2nd action: Quinn speaks.

Quinn: Open... SESAME!

...Why did he say that? Wait, hold on, he was speaking at... the backup terminal you were using for the Project Charge? It looks like it will be unlocked next turn! He must have guessed the secret password.

Quinn's 3rd action: Quinn summons a massive gust of wind from a distance! It blows forward and... hits the 2389r29!U!UE!!**!E into the Sapper! That means the Sa12e9!((!))!)!))!)8↨↨

AG:

The Scoville Reaper and Tassadar strike at Killer Instinct, dealing 140,000 damage! The Healbot heals Tassadar for 12,000 HP. The Space Laser Rifle engineers team up with the new Oldbot to launch an assault of beams and destruction at the Slice Warrior! Many of their attacks miss, but of course, there's 610 Space Engineers, so 61 of their attacks land! That's 12,200 damage! The Oldbot's attack misses.

Edgardo expends both all his HP and all his CP in one final SACRIFICIAL ULTIMATE STRIKE! Using the powers of determination, he rises up... and flies right at Quinn's mech, slamming into it full-force, and launching an explosion of PURE DETERMINATION once inside! Quinn's mech is torn apart from the inside out! 150,000 damage! Edgardo is of course slain in the explosion.

The Anti-Glitch Blacksmith takes the 4 Glitch Ore you managed to gather this turn, and uses 3 of it to upgrade the Glitch Containment Facility! It is now IRON status. Within, you can now hold 1 of your glitched entities, keeping it safe while you work to remove the glitching somehow, or at the very least keeping it away from everything else while you try to kill them.

The Player Grounds, with their amazing mazes+zones defense, take in all 5 cores you've been holding so far! That leaves 5 in the Player Grounds, and 4 in various Player Inventories. Good job pulling ahead of the Peacekeepers in cores!

The D%%%%stroyer &@!E!IDNDK@NJ@JKN@#KJ@JF@K 100,000 damage to the Sniper! The K()P2r2R@R@@++++++++++++---------- Nothing happens at all!

Gary Stu realizes that this is his chance to truly help the AG team! He leaps down into the Excavation pit, digs you .01% of the way down further, and finds a treasure chest! It's full of gold, jewels, loot... the AG team's financial problems that they definitely had are all fully solved! All thanks to Gary Stu!

PG:

The Sniper WANTS to take out an important enemy target. But no. He has to re-adjust his aiming because SOMEBODY interrupted it. Thanks a lot!

The godmodder, seeing the Slice Warrior weakened, spies an opportunity. The godmodder uses his attack, DEATH'S CHAINS! The Slice Warrior suddenly sees chains rising out of the ground around them! They try to move, but the chains are orders of magnitude faster and more determined than they are. The Slice Warrior is easily bound up and rooted in place - completely nullifying their dodge rate! The Space Marines then fire at the 0% dodge rate Slice Warrior, slaying it! The first Peacekeeper miniboss is slain.

Killer Instinct splits their two attacks between Tassadar and the Scoville Reaper. Tassadar eats the 90,000 damage, but the Scoville Reaper is slain! Don't worry, all these entities will revive... hopefully.

The Leaping Mechtiger and Turrets attack the Peacekeeper's Death-Elite medics, killing 7 of them!

The godmodder begins a new charge... a fresh wave of foes for next turn...

N:

On the Peacekeeper side of the Great Excavation, the remaining Death-Elite engineers begin digging. However, there's only a precious few of them left, so even with the weaker stone being the only thing obstructing them, they only dig down 10%! On the AG side of ther excavation, AG directs the Red Army engineers to work on getting down lower. Nobody gets hurt, since many traps were destroyed. They dig down 4% more of the way!

The Glitch Remover Array activates! With the power of a nuclear reactor by its side, it blasts forward and covers the Alchemiter in glitch-removing light! The Alchemiter's glitchiness is significantly reduced!

The Peacekeepers prepare to fire... only to see something big approaching... it's a spaceship... no, a bird... no, wait, definitely a spaceship! It's THE APEX, plus its entire fleet, minus the glitched fri%#@tes! Every Peacekeeper soldier is forced to duck for cover as the explosion of a massive crash engulfs Quinn's mech...

500,000 damage to Quinn's mecha! Quinn's mecha destroyed! Apex Fleet destroyed!

The rubble of the Apex and Quinn's mecha lies on the field, scattered around. The Peacekeepers stare. The crown jewel of their forces... destroyed? What will they rally around now?

But in the center, Quinn stands, as strong as ever. He reaches out to the seemingly ruined control panel... finds a small glass container over a big red button labeled "for emergencies". He flips up the glass, summons a hammer, and smashes the button down with all his might!

Immediately, the ruins of Quinn's mech begin shaking... glowing... rising... the metal reshapes itself, even using some of the Apex's own components to grow stronger! Quinn's mecha's secret ability has been activated: TRY AGAIN!

Immediately, Quinn's mecha reforms itself. Only... bigger, stronger, and MUCH badder! Meet... QUINN'S UNSEALED MECHA! Towering over the field, glowing blue and lime green, and filled with even more cannons than before!

Quinn is once again in the cockpit...

Quinn: Peacekeepers! Friends! These are the secret additions to the robot that the engineers worked so hard on. Finally, I have a chance to unveil them, and use them in their full glory!

Quinn: This is our true power! We have the power to keep the peace, and an opportunity to slay the hated godmodder!

Quinn: Now! Let us SEIZE THE DAY! To VICTORY, brothers!


The rest of the Peacekeepers cheer, and get ready to strike! The poor Junk Mecha gets ready for the fight of its likely-short life...

The Death-Elite medics are trapped by Cloak's electromagnetic field and can't act!

The True Riflemen mow down the godmodder's space Marines, killing 10 of them! The Death-Elite Commandos attack the Sniper, dealing 180,000 damage!

-------

You notice something sticking out of the godmodder's pocket... are those... Reality Cores! Definitely! Of course he'd be carrying some! New challenge: Damage the godmodder so he fumbles and drops his cores! He's holding 5 cores, so you'll need to deal 5 damage. The damage you deal will be undone, of course, but... maybe you could repeat the same attacks you used? Presumably, any defenses the godmodder puts in place against your attacks will also be reset by the rollback.

The Anti-Deleter Base finds something important... something VERY important... it is... a Deleter entry point! That's right... with the Anti-Deleter Base's help, you'll be teleported inside the Deleter. You have no idea what you're going to find in there... so, you're going to take a turn to prepare and decide who is going to head onto the mini-sidequest within the Deleter. This sidequest isn't nearly as big as Infiltration, so I'd say 7-8 Players is an appropriate party size. Of course, you could probably definitely get away with a few more or a few less.

-------

The Deleter: Selecting Deletion Priority.... selected. HIGH-PRIORITY deletion.

The Deleter: Randomly deleting...... PLAYERS: NEUTRALADDER.

The Deleter: DELETED. Deletion priorities adjusted.

The Deleter: Searching for new potential infection vectors... found! Added to priority list.


No more Neutraladder!? Without the Neutraladder, Players can now act AG/PG as they please without invoking negative consequences! No more possibility of Force-AGing people!

The Deleter activates DELETE FASTER! Now it can delete 2 things every turn instead of 1! Better hurry up yourselves.

A fresh 150 death-elite engineers arrive, and get assigned to work on the Excavation. 100 True Commandos also arrive, and begin prepping to join the expedition inside the Deleter. 10 Death-elite commandos arrive to replenish the Peacekeepers offensive forces.

--------

Three figures approach the field...

Cera: And... yes, yes... things are going massively wrong.

Ash: I told you we should have come as soon as it started.

Cloak: You three. Do you need a status report?

Jamie: Don't worry, we saw this whole Glitch thing start on our own field-monitors. We know the basics! We're ready to start!

Cera: ...But we don't know the specifics. What's happening RIGHT NOW?

Cloak: The PGs and Peacekeepers are currently fighting each other, while we try to get as many Reality Cores as we can, and the Peacekeepers interrupt us at every turn. Right now, we need to damage the godmodder, excavate some ruins, invade the Deleter's insides, destroy Quinn's 3 million HP mech and as many of his other forces as we can, and try to survive the Deleter in general.

Jamie: Things are as crazy as usual! Let's dive right in, come on!

Jamie rushes off...

Ash: Cera, this feels... different.

Cera: ...Yeah. I think our help is needed more than ever.

Cera: Right now, let's handle what we can.

Cloak: Watch out for Quinn, and the collision detection. It isn't working quite right.

--------

THE HEXAGONAFIELD:
Current field effects: Containment field(slowing spread of Glitch), Arriving Peacekeepers(more Peacekeeper units every turn)

ITINERARY:
-Stop the Deleter!
-Prevent the Glitch from spreading! Collect glitch ore to build the containment facility, and use the Glitch Remover Array to remove glitches!
-Get all 60 Reality Cores for yourself! Currently: 5 Reality Cores in Quinn's inventory, 1 Reality core in ThatOther(Other)Guy's belly, 7 cores in the Great Expedition, 5 cores in Miniboss B, 5 cores in Player Vault, 4 cores in various Player inventories, 5 cores in the godmodder's inventory, 10 cores inside the Deleter
-Stop the Peacekeepers!
-Prep for the expedition inside the Deleter!

REALITY CORE COUNTER:
Godmodder: 0000000000000000000000000000000000000000000000 (46 cores)
Peacekeepers: 00000 (5 cores)
Players: 000000000 (9 cores)


[AG]THE DELETER: 9,999,999,999,999,999,999,998,000,000/9,999,999,999,999,999,999,998,000,000 HP (Boss)
Specials: Delete Faster (0/4), Projecting containment field!
Currently deletes 2 things per turn
DELETION PRIORITY SCHEDULE:
Current deletion odds:
High-priority: 14%
Med-priority: 76%
Low-priority: 10%

High-priority:
Entities: Alignment System
Entities: HP bars
Entities: Attack power
Entities: Player ownership
Entities: Naming scheme
Game engine: Floating-point error autocorrection
Physics Engine: Collision Detection Beta

Medium-priority:
Players: Player Invulnerability
Players: Player Injury system
Text engine: All white text
Text engine: All non-white text
GUI: Player quotes
GUI: Itinerary
GUI: Player list
Game engine: CP/charges
Game engine: Faction turns
Glitch Containment Field

Low-priority:
Game engine: Entities(at least two more entity-related things need to be deleted first)
Moniker
GUI: Hexagonafield
Players: 3rd action

Null-priority(deleted last):
Players
Godmodders

CURRENT GLITCH STATUS:
Entities affected: 5
Current infection power: 13%(reduced by containment field!)
Current glitchiness: 17%(reduced by containment field)

Cloak - CP: 4
Ash - CP: 0
Jamie - CP: 0
Cera - CP: 0

[AG - Daskter]Tassadar: 75,000/365,000 HP, 20,000 x 4A
$#@@@_____EEEEEEEEEEEEEEEEEEEEEEE (GLITCHED)
Keep: 60,000 HP
Healbot Mk.1: 60,000 HP, +12,000A

[AG - GoldHero101]Th3 De5troger53t3er: !$!*$!$!/$!$!Y$!$& HP, !$U!U$ x ((GLITCHED)

[AG - CephalosJr]Red Army Engineers+1: 15,000 x 4 HP

[AG - General_Urist]Space Laser Rifle Space Engineers: 200 x 610 HP, 200 x 610A, Directive: Attack Peacekeepers!

[AG - DragonofHope]Peacekeeper-holding minions: 5,000 x 3 HP (eating all Peacekeeper attacks!)

[AG]Gary Stu: 1/1 HP (literally perfect)

[AG]Oldbot: 60,000/60,000 HP, 15,000A

[AG]Player Grounds
Current defenses: Nevermelt tundra, Lava Land, Sea Abyss, SPAAAAAACEEEE, Radiation-Ensconced Zone, Defensive Turret
Player Vault: Holding 5 reality cores
Grand Highly Dangerous Tainticled Paradoxical Protoss-and-Bee-and-Criminal-Infested Dead-Entity-Absorbing Maze Schoolhouse Freddy Fazbear's Pizza You are Dead, currently holding 0 reality cores, 60% explored by godmodder, 0% explored by Peacekeepers
Anti-Deleter Base, finding Deleter entry point in 1!

[AG]Anti-Glitch Blacksmith, needs 2 more glitch ore for upgrade
Glitched entity containment facility, currently holding 0 of 1 entities!

[N - EternalStruggle]wgegewgck f%%%%: []}} x [ HP, ||||| x ^A (GLITCHED)

[N - CaptainNZZZ]Magitek servitor factory: 45,000/45,000 HP, +9,000A, +1 Servitor/turn
Servitors: 2,000 x 7, 1,000 x 7A

[N]Alchem#**#*: 1@@@00/10@@00 HP (GLITCHED)

[N]Glitch Remover Array: 300,000/300,000 HP, removes glitches! Currently no target

THE GREAT EXCAVATION:
Player Excavation currently at SANDSTONE LEVEL(safer), 40.01% of the way to the bottom! Elise/Red Army Engineers helping!
Peacekeeper Excavation currently at GROUND LEVEL, 12% of the way to the bottom!

Quinn, Peacekeeper Commander - CP: 0 (holding 5 Reality Cores!)(Has One-shot cannon), Within mecha!
[P - Quinn]Quinn's Mecha: 3,000,000/3,000,000 HP, 150,000 x 5A
[AG - Spicy_Serious]Junk Mech: 100% intact! Harassing Quinn's Mecha! 10% chance to dodge attacks!

[P]True Riflemen: 4,500 x 46 HP, 2,100x46A, Directive: Destroy enemies!

[P]Death-Elite medics: 14,500 x 30 HP, +4,000 x 30A, Directive: Heal Peacekeepers!

[P]Death-Elite engineers: 1,000 x 177 HP, Directive: Excavate!

[P]
Death-Elite Commandos: 14,500 x 40 HP, 6,000 x 40A, Directive: Destroy enemies!

[P]True Commandos: 9,500 x 100A, 3,500 x 100A, Directive: Join the expedition inside the Deleter!

[PG]Killer Instinct: 160,000/300,000 HP, 90,000 x 2A

[PG]Sniper: 120,000/500,000 HP, 1/1 attack charge, 1,000,000A

[PG]Space Marine Squad: 10,000 x 15 HP, 10,000 x 15A

[PG]Leaping Mechtiger: 150,000/150,000 HP, 30,000 x 2A

[PG]Turrets: 10,000 x 3 HP, 10,000 x 3A

[PG]Miniboss B: 5,100/10,000 HP, StatusEffects!A (98% resistance to all damage)(holding 5 Reality Cores!)

[PG]Godmodder: 100/301 HP(Status-Effect Boost buff ticket, Double Rainbow ticket x3)(Noobliteration Charge: 14/15)(Charge: 1/2)(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))(holding 5 reality cores, drops 1 per point of damage)

Player info:
Captain.cat - CP: 5(1 Boost Stone)(protected from 1 attack)
MooGoestheCow - CP: 0 (protected from 1 attack)
CaptainNZZZ - CP: 8 (Entity Loyalty Punch Card - redeems one disloyal entity, Overpowering Poison, Remnant crypt energy, EMP, Power Cell)(2 attack redirector)
EternalStruggle - CP: 0 (Increased HP)(protected from 1 attack)
The_Two_Eternities - CP: 8 (holding 1 Reality Core)
That-Random-Guy - CP: 29(Echolocation)(protected from 1 attack)(King of the Hill - x2 actions, takes x2 damage!)
Arsenical - CP: 5(2 posts in debt!)
JoeBOB - CP: 3 (Cult of the Cube)(has nice bed, infinite charmzard energy, Boost Stones, 1 Cleansed (?) Multiplier Orb, Something)(1 Residual Somno power)
Ranger_Strider_ - CP: 0
Daskter - CP: 0 (Boosted Evolve Hunters)(holding 1 Reality Core)
Pionoplayer - CP: 61(has Ornate Ring, Mirror)(protected from 1 attack), Save Point: None
Winkins - CP: 0(friendly pixie, 10,000 damage token, 1 Multiplier Stone, 1 Multiplier Orb)
Paradoxdragonpaci - CP: 0(hexagonaherbs, 7 Homestuck Aspect vials(Life/Void/Mind/Blood/Doom gone), Vial of Aspects(12 power), BUFFNESS)(Sound Purity stops glitching)
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: 12(Has Bost stone, Tactician Soul in a Bottle, 2 Boost Stones, Scanner Cannon)
Dragon of Hope?!? - CP: 1(Espionage ghost)(Anti-Glitch forcefield)
Karpinsky - CP: 9
General_Urist - CP: 0
That(Other)OtherGuy - CP: 50(Has Player knife, +10,000 HP sword, Old Control Panel(red, green buttons), Delicious cake)
Spicy Serious - CP: 0 (Has Preserving Jar w/Sheriff gear)
Bill Nye - CP: 4 (has super sharp gold sword - 1 power left, burny iron sword - 1 power left)
Kyleruler - CP: 0 (2 Cross Swords, 1/3 power left in each, 30/30 Mana)(Immune to Deletion effects)
Algot - CP: 5 (1 attack converter)
GoldHero101 - CP: 6 (Has Greatsword, Self damage ticket)
Krill13 - CP: 20 (Has Eyowean Greatsword, 2 1-power uses left, Godmodder Protection Suit)(holding 2 Reality Cores)
Cephalos Jr. - CP: 0 (has pocket reactor(3 power), Narrative force)
SophiaLT16 - CP: 7
Ban the Fairy King - CP: 0
FlamingFlapjacks - CP: 5 (has Anti-Glitch armor)
Trifling Epithet - CP: 0(Has Minor Enemy Healing Ticket, S. Generator (gives 18.5 + 1.5[updates since 103] shields when activated), Complete map of the HEXAGONAFIELD)
Woobydoobydoo - CP: 0
MrDanger2nd - CP: 3 (has Grenade de Renaisance, revives dead entity below 0 HP)
Evonix - CP: 3(Has super bee defense field, Bee Relativity Pistol)

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, Economy-Melting Bank Note
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
Ring with United States of America Smash(3 uses left)
Celestial Guidance(2 uses left)
Magical Obliteration(1 use left)
 
I volunteer for the Expedition. I'm not much use here anyway...
I prepare some travel packs and put on my anti-glitch armor.
Before I go, I ask the other players for some help with what I'm about to do. Namely, teleporting the Player Grounds to a pocket dimension so it's safe. Regardless of whether I got help, I begin. And hopefully finish. Depends on how long this takes
Chargio
 
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ES sighs yet again, but resolves that there's no reason to give up that easily. He FOCUSES, hopes that Professor Jones will be summoned by someone else, and summons a large amount of armoured excavation drones. These insectoid machines are armed with ultradiamondoid tipped turbo-drills, high power laser cutters, thunderhammers, small nuclear explosives, and much more in the way of extreme earthmoving equipment. Programmed to work alongside the other excavators, they dig down as fast as they can, trundling forward with their steady hexapedal forms. Regular traps like arrows or spears would shatter on their reinforced hull, impairing traps like pits and quicksand could be dealt with by powerful jump jets, and deadlier traps...

Well, they were extremely expendable. Just send in more.
 
1x I add a Death Trap to the Player Grounds, adding a bunch more functions inside. It's now a death-trap, filled with trap, that will slay any who tries in traverse the keep, and if there's somebody who can some how beat the traps then Steel barriers coursing with electricity will lock down the entire Keep keeping anybody inside trapped.

5x We're running out of entities... Everybody keeps throwing them away. I charge up.

Orders: Tassadar attacks the True Commandos.
Healbots Directive, heal any allied AG entites.
 
RP: Wait a minute. I suspect Quinn is messing with the Deleter's deletion system. He attacked the Recycling Bin without even flinching, as if he knew that the Neutraladder was about to go down!

Either that, or he just has divination shenanigans that somehow don't take an action. Piono, can you try scanning the Deleter to see what it's deletion plans are?

Free Action: I begin invoking the Dragonballs, to make a desperate wish. We need to stall the entity field. I wish that all entities on the field freeze until the end of the next update, doing absolutely nothing to impact the field in any way. I may need support on this to ensure the wish goes through, however.

Action 1: Okay, Quinn. I get that you're against us, but spawnkilling an entity is a dick move! Seriously! Especially given that you were willing to risk dropping on the neutraladder just to kill my entity. For that, you're going to die.

I pull out my trump card, the Supernova-class superfighter. Or, more precisely, I pull its condensed form out of hammerspace, then activate it, causing the craft to materialize around me.

For those of you not in the know, the Supernova is most likely the strongest fighter-class vessel in any fiction, ever (while, almost any). With its internal spatial expansion, each craft is essentially a mini-TARDIS, with a massive amount of internal space available for weapons and reactor power. And with its super-powerful omnidirectional gravity drive and incredibly skilled psionic pilot (aka me), it's nearly impossible to hit.

Now, unfortunately, the Weath Ray shot I'm counting on to take Quinn down might be blocked by the mech's bulk. It can penetrate a lot of matter, but the mech has a lot of health. I'll need to wear it down, and that will take about twenty turns. I don't have that kind of time.

So, I flyover Quinn's mech, and activate a temporal bubble, stopping time for the rest of the field while the Supernova and Quinn's mech engage in a duel. Then, I turn on the Supernova's twin rotary fusion lances, and begin unleashing a devastating pounding on his mech. Naturally, he moves to counterattack, but nothing he can do is going to touch me. The Supernova has an easier time dodging an attack the more damage it does, and with Quinn's mech having 5 attacks dealing 150000 damage each, they're going to be too powerful to land a hit on it. Not that it couldn't take the hits anyways, since it also has plenty of reactor power to spare for a really strong shield.

Quinn himself won't be able to do much either. Sure, he might be able to try and attack it, but his one-shot gun will not be able to land a shot due to how overpowered it is, Combine that with the fact that during each turn of the duel, I can also spend three actions to counter his actions, and he's unlikely to be able to stop me from wearing his mech down in the time bubble.

And once that happens, it's game over for him. A single Weath Ray shot, perfectly aimed through the use of precognition and incredible reflexes, will obliterate him. Sure, he's invulnerable, but the Weath Ray teleports every subatomic particle in his body to a separate location in existence. Since existence in this case is limited to the Hexagonafield, he'll still exist in the field like any other immortal being, but it should take quite a bit of time to reform.

So, when the time bubble ends, Quinn's mech is down, and Quinn himself is now a mix of subatomic particles across the Hexagonafield. Although, Quinn's mech begins to reform, as I don't have nearly enough CP to nullify the OP scale to actually kill it. Or even really do much to it at all.


Action 2: I jam the Deleter into Fred's cage through the grabby arm port, causing it to either die from infinite pain or get stuck in there and be unable to affect the outside.

Action 3: I use telekinesis to launch a glitched entity into Quinn's mech to glitch it out.
 
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With my complete map of the HEXAGONFIELD, I, of course, know the most efficient way to get to the bottom of the excavation, and begin helping out to do so.

The second before the sniper pulls his trigger, I snatch his rifle, spin around in a circle, and shoot Miniboss B with my 360 Yes Scope synergy, as, of course, the sniper rifle has a scope.

I spawn a single demon to distract some Space Marines, which they of course can't resist destroying, its their number one priority after all.
 
I flip a golden drachma if it lands with the picture of zeus' face up the godmodder takes one dammage, if it lands with the picture of empire states building up the godmodder looses the infinileaf clover, if it lands on its side we flip again, if it never lands with one of the two godmodder effecting sides up the godmodder dies instantly and no matter what the effect applies this turn
 
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Looking across the battlefield at Gary Stu and the Space Marine Squad something doesn't seem right to me. Something about the Space Marine Squad not following Gary Stu just seems wrong.

Moving over to the nearest Space Marine I wipe away at his armor's outer layer of paint and see blue hidden under it. Moving over one of the armor's outsized cauldron and peeling away at the obscuring layers of fresh paint I discover the truth. They aren't just Space Marines, they're Ultramarines!

Watching their helmeted heads look at me in confusion I rush over to Gary Stu and gift him a unique set of gear. I grin once Gary Stu puts it on, while the gear can do nothing to Gary Stu's abilities the effect as the Space Marine Squad looks at Gary Stu is clear.

For as the Space Marine Squad looks on Gary Stu they see Cato Sicarius, leader of the Ultramarines 2nd Company and a Gary Stu amongst the Gary Stu chapter. Filled with utter wonder and awe at such a massive level it's as if a certain writer was writing they realize Gary Stu has pretty much all the same traits as Cato Sicarius the Space Marine Squad look around in shame. What are they doing on the PG side, they must convert to the AG side at once to properly follow Matt Ward written Cato Sicarius Gary Stu. (x3)

I direct the Glitch Remover Array at the Alchemiter.

On my entity side of things I order the Magitek servitor factory to heal Tassadar.
 
1. I summon up Indiana Jones! Nazi shooting badass archaeologist extraordinaire! Please help the player expedition! Reality is at stake!
2/3. I fume at the apparent uselessness of my ocean flooding the Peacekeeper dig site. I pour millions of liters of concrete into the Peacekeeper dig to make up for my mistakes.
 
I use Supreme Examination on Quinn's revived mech, because if there's even a chance of it having a weakness, it's worth going for.

I use Supreme Examination on the Deleter to inform us onw hat we will find inside.

I use Challenge Determination on the Godmodder's pocket.
 
I am joining the Infiltration. I'm probably not gonne get many chances to go on a sidequest owning to the need to babysit the Space Station. might as well have fun right now.

EDIT: Do we get a round of actions before joining? Well then, time to mess with the Peacekeepers.

I look over to the Peacekeeper's digsite, which is now eroded and soggy thanks to Ranger_Strider's antics. What a mess... WAIT. I have an idea. What I am about to do would normally have a non-zero chance of annihilating the entire planetary biosphere within days, but since this timeline is doomed that's not a severe concern. With that I take out a carefully sealed box containing Ice-Nine. Ice-Nine is an alternate form of water that freezes not at 0 Celsius, but rather at 45.8 celsius. More insidiously, if Ice-Nine comes into contact with regular water, all that water is almost instantly converted into Ice-Nine. This usually results in said water almost instantly freezing solid, since most water (such as from, say, oceans) is 'safely' below 45 C. Those properties in mind...

I open the box, rush into the bottom of the Peacekeeper dig, and slam several chunks of Ice-9 into the soggy ground. I then abscond the heck out of there as all the groundwater formally of Ranger's ocean freezes solid from turning into Ice-Nine. For one thing, this will make the ground harder, and tougher for the Peacekeepers to dig through. Even better, it will force the Peacekeepers to work more slowly and with inconvenient protective gear in order to avoid letting Ice-Nine come into contact with water on their bodies which would mean instant death.
 
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[0x] If the godmodder Had accepted the Maze map in This reality- not some prediction- I wouldn't have made it be misleading. also, some person thought i should offer him this deal so I will:
Deal terms: I hand him the boost stone, he uses its power to unlock Fred's cage, collect Yorehammer, then use Yorehammer with Mascythe and his Noobliteration charge to instakill Quinn
In exchange for this, he gets Yorehammer, and gets Quinn out of the fight
[x0] I ask Jamie ash and cera why they don't have any CP, and if whatever they where working on can be used to help here (don't worry about wasting it, it'll be rolled back)
[1x] "Grand Highly Dangerous Tainticled Paradoxical Protoss-and-Bee-and-Criminal-Infested Dead-Entity-Absorbing Maze Schoolhouse Freddy Fazbear's Pizza You are Dead"
Let's add pretentious after 'grand', and "Crawler" to the infested section. why, you ask? The Pretentiousness comes from the pretentious baby. what pretentious baby? he came from a game called 'destroy Tarhalindur' or something like that. Tarhalindur was like. super pretentious. the maze has a bunch of titles, so pretentious. as for crawler, that comes from the infestation of tainted crawlers that starts competing for space in the maze, even getting its own mini-section for the broodmother. Lastly, I add "multi-dimensional" to the area before 'paradoxical', since Bees are already their own dimension, and I now apply this to every hostile being within the maze, including- and especially- Ziggy Fraud. the whole maze-schoolhouse-pizzaplace-paradox-protossbase is its own dimension, and every time of hostile is a sub-dimension.
this takes advantage of the chalange-advice from piono.
[1x] I Use Delete Faster! stolen via Mirror Asterisk!
Hm? how did I du dat when it deleted specials? well...
The Deleter: Randomly deleting...... ENTITIES: SPECIALS
it's ENTITIES: SPECIALS . what am I?
speak up...
yep. a Player! not an entity! since I'm not an entity, I still have Delete Faster, and I still get to Delete 1 thing every turn. now...
OOC "MonikerToday at 11:58 AM
Its a special someone who isn't immune to deletion took from an entity
Player specials don't exist"
see, thing is, it didn't delete "specials" or "entity specials". it deleted Entities: Specials. that is, specifically the parts of Entities that can use Specials; after all, Entities: special thingies beside names doesn't stop the maze from having a completion percentage, since the Maze isn't an entity, even if it functions somewhat-similarly to an entity. I mean, clearly reality can still handle the idea of specials, since the deleter has one, and it can still handle extra-things-besides-names since quinns mech did.... How did that happen? its an entity... anyway, since it doesn't affect Quinns mech, why would it affect a player? (i just looked back, and what happened with the mech as it Disappeared (the thing-beside-name), but remained in effect. hence, since this happened with the mech, even if the special disappeared, that apparently doesn't mean it stops working.)
also, no, not as an action. if it where an Action, the deleter would have had to choose between [delete faster] and deleting something this turn. since it did both, it must be a free action to delete things. oh sure, the special might be a free action too, but its described as letting the deleter delete 1 more thing a turn, not as giving the deleter an extra action.

[1piono-sourced CP] If i have indeed gained the deletion power, I accept Quinns offer to meet up in his mech and talk about stuff. however, I keep the deletion ability on a hair trigger, aiming for Him if it looks like he's:
deinventorizing the one-shot gun
aiming the one-shot gun
looking a bit too often at the one-shot gun
making overt threats about the one-shot gun
etc about the one-shot gun
if I have not gained the Deletion power, I point out to reality that my logic is flawless and i should have gained it, then add some Zerg to the maze using bits left over from the Nexus, since i didn't burn the infestation, only peel it off. the Zerg are incapable of sensing the (tainted) protoss present, of course,and the protoss, them. they swarm in massive amounts, only to be absorbed by the Taint. the taint has already absorbed the protoss, of course, and fuses the two. this will result in one of two things:
Tainted Xel'Naga, meaning I have energy sorta-gods at my disposal in massive numbers, Or...
Tainted Hybrid (or, false Xel'Naga). now, how strong will these be? let's see how much it'll amplify them.
Zerg Hydralisks are the most similar-looking Zerg to the Hybrid Reavers that I've seen. since hybrid reavers are zerg-based, we can assume this is part of the reaver. Hydralisks have 80 base health.
Hybrid Reavers, on the other hand, have 1000 health. or 2000 on hard mode.
Hydralisks do 12 damage, both in melee and ranged.
Hybrid Reavers have 48 melee damage,50 ranged, and a special ability that does 100 damage and heals them by 50% of the damage they did.
but what about the protoss being consumed? well, protoss form a smaller portion of the reavers, so lets halve all their numbers. a Zealot is a protoss with the smallest amount of tech-n'-stuff, and has 150 hp counting shields and 8 attack. shields are obviously mechanized, so 100, and some of that's armor, so lets say 60, halved, zerg+protoss is 110 health with 16 attack, while the reaver you could make with that has 1000 health and ~50 attack + ranged abilities + 100-damage-and-healing every so often. this means the fusion, overall, grants a roughly x10 to health and a roughly x3 or x4 to attack.
The maze, if this is the part of the action that happens, is now Protoss-and-Zerg-and-Hybrid-infested. and all of it's tainted, so its boosted more.
[1x+2 personal CP] the maze gains a recycling bin thrower device. it is located in the end of the maze, making it defended from enemy attack. it can throw recycling bins at things. the recycling bins are full of self-replicating nanobots, and they deal 10,000 damage to the target before modifiers. half the damage they deal is stored in them as Nanobotcount. then, they return to the recycling bin thrower, and make it stronger with nanobots (nanobotcount can be converted at a 1:1 ratio to thrower health, or at a... attack-per-charge is 1/3 of health-per-charge, so at a 3:1 ratio for increase in bin damage. this is their default behaviour- however, the nanobots can make other things too. it can throw 1 bin a turn. it will target the deleter. since it throws things and is part of the maze, it is not curse-o-repetativeness'd. it is currently ordered to target the deleter.
[x0] moniker, you should make backups of every part of reality (IE: collision detection beta) so you can bring it back. this will stall the deleter indefinitely.
 
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I reach so deep into the realms outside the doomed timeline that you can not reach further and pull WD. Gaster into this timeline. He instantly gets to work by swapping delete faster for delete slower an ability that once used halves the amount of things the deleter can delete per turn
 
Not even bothering with words to describe Quinn's Mech, I decide to use my MP...

Magic Barrage (2 Actions + 3 CP from Piono + 30 MP)

As the world's mechanics begin to break, I take the opportunity to substitute in my own - and believe me, this'll be flashy.

I begin to channel the raw energy of the world as a bright blue spell circle draws itself at my feet, quickly turning teal, then green, and so on through every single color of the rainbow imaginable. Runes begin to gather around my wrists, and even the sky turns dark. An impending sense of dread fills both mechs and Quinn as suddenly, dozens of meteors begin to fall from the sky and smash into oblivion around the area of the mechs and I.


"Quinn, I can't let you proceed with your current path. Sure, it will defeat the godmodder, but it will also KILL everyone here! Hence, I WILL stop you!" The runes and spell circle grow and spin faster, as an incredibly large meteor slams directly into the hull and cockpit of the mech, throwing everyone back and most likely annilhilating everything in the immediate area, including the runes as I leave them behind.

Action 3 - Sidequest Join!
Using the blast from my magic energy, I launch directly into the Deleter's weak point and join the side quest.




 
I join the mini quest bringing all of pionoplayers stuff if he allows me to and wearing the bat suit
 
With the world falling apart at the seams, Arsenical decides to volunteer to enter the Deleter!
Can't be any worse than outside, can it?

Actions 1-5: What Could Go Wrong?
However, before heading off into the wild unknown, some sort of weapon would be needed in these trying times!
Arsenical stared at both the Redirifle and the Wishful Whammy. Which would be better for this situation? We may need to redirect attacks... But the Whammy isn't the worst damage dealer...

Well, nothing else to do other than use them both!
Calling forth the mystical substance of duct tape, the player assembled the guns in such a way that pulling one trigger would also set off the other trigger, creating a WEAPON FOR THE AGES!
... Hopefully.
 
I use 3 actions to increase the Junk Mechs dodge chance, since that's pretty much the only thing standing in Quinns way. I then use my charge to bribe my turrets with even more lubricating oil!
 
3 actions+8 CP from me+6 CP from Piono: As I reassemble the atoms of Miniboss B to allow its corpse to give up its 5 Reality Cores, I discover with shock that what stands before me is not a shattered husk of an entity, but a battered miniboss above half health. Then, the Godmodder whacks it with a hammer like some twisted game of whack-a-mole.

Deliberately misinterpreting the situation, I conjure my own hammer and... wait a second, how am I going to hit Miniboss B with the collision detection malfunctioning? I solve this problem by making the hammer a psychic hammer that does psychic damage psychic-ally if it touches the inside of a head. That way, (because I'm aiming for the head because it's whack-a-mole) if the collision detection works Miniboss B is dealt blunt damage and if it doesn't work Miniboss B is dealt psychic damage.

I then bludgeon Miniboss B's head over and over. 5 points! 13! 42! And, yes! 9001!

EDIT: Also, I store the 5 Reality Cores from Miniboss A and the 1 Reality Core from the magenta present in the G. H. D. T. P. P.-a.-B.-a.-C.-I. D.-E.-A. Maze S. F.F.'sP. Y.a.D.

(Grand Highly Dangerous Tainticled Paradoxical Protoss-and-Bee-and-Criminal-Infested Dead-Entity-Absorbing Maze Schoolhouse Freddy Fazbear's Pizza You are Dead

G. H. D. T. P. P.-a.-B.-a.-C.-I. D.-E.-A. Maze S. F.F.'sP. Y.a.D.)
 
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