Godmodder-contract-stuff:
[1x] Fred already declared he was going to fight the godmodder and clearly intended to do so. ANYWAY.
Godmodder, none of your responces to the contract-problem are valid. this is what i said last round:
"
This is the end of the godmodders actions this round; he doesn't do anything after this. shortly thereafter, CP/Charges are deleted, including the Nooblitteration charge.
the Deal terms were: "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".
He no longer possesses his Noobliteration charge, and Quinn is alive; there is no time limit stated, but the charge is gone and he can't use it. If we rollback with less then 60 cores, he doesn't necessarily get the Noobliteration charge back.
Therefor, he is now required by Contract to do the following:
1) Rollback with 60 reality cores (as fewer may not return noobliteration)
2) do it quickly, since if the peacekeepers get any, it will be impossible to comply with the contract
3) Subsequently, he must somehow retrieve yorehammer, then instakill quinn using it, mascythe, and the noobliteration charge.
In this scenario, he can't get his half-player-base-killing-antics off, because he can't stop himself from resetting and wait.
He does have one alternative. Instead of needing to comply to the above contract, we can agree on a new one. He doesn't have to agree, though, if a neutral third-party agrees my alteration is a fair exchange for the above, or that he is overall gaining, there's no reason for the contract not to alter... and he's the one who's almost in breach of contract, so he doesn't have a metaphorical leg to stand on.
Lets see... since the Rollback otherwise has the potential to kill half the players- Lets call it a 25% chance that if there's a rollback, some players will be killed. if so, the Godmodder stands to gain ~10 current health, ~5 max health, and whatever other powers eating player souls gives him, from Not rolling back. As well, if we don't change the contract, he will likely need to spend a further 3 actions to retrieve Yorehammer from Freds cage, and will regardless need to spend 15 charges on killing quinn (regardless of whether this is actually necessary, the charge must be used, and it must instakill quinn). So, by the contract as it stands, compliance will cost him around 18 Godmodder actions (17 if we assume he has some backdoor through freds cage), 10 health and 5 MHP.
I'm going to be Further generous to his viewpoint, and say that giving me control of an action is like a cost of Two actions, because instead of just losing one action, he loses and I gain, which changes the relative size of our gap of power by 2.
...Though if I give him a boost stone to activate the actions, he doesn't Lose any, so it's only like a cost of 1 per action I control.
So, I can push for him letting me control 16 boost-stone sourced actions and do 9 damage to him, or 8 non-boost-stone ones and 9 damage, right?
Wrong!
he also gained 5 MHP. also, we can transfer the power of an action and the value of 5 HP- that is, we know from this one time where he used 'yoredagger' that his actions are worth 5 GMHP. so, since the current contract would lose him 10 HP and 5MHP, we can argue me to another 2 actions (but without the letting me do damage to him free(this leaves the MHP increase untouched, and as such that covers the otherwise equality between actions gained and HP preserved).
so, 18 Boost-sourced actions or 9 non-boost-stone ones, while still letting the Godmodder have an overall profit of 1 action and 5 MHP from the trade, even if he has a backdoor through freds cage, so as you can see moniker, I really am being quiet fair.
Hm? yes, I'm talking to you. neutral third parties of narrative importance who will remember afterwards are in rather short supply, you see. hm, how do I know you're neutral? Well, aren't you supposed to be? if you aren't neutral, I suppose you'd have to be favouring the Godmodder- if you where against him, there's no way you'd give him the reality cores for a 20$ gift card, right? Right. so, moniker, how do you evaluate my reasoning? If you agree that I have taken every reasonable allowance for the Godmodders point of view, and even underestimated his odds of success (Since if he thought the odds of winning where less then 25%, i don't think he'd bother, and he seems pretty confident), then I would like to push for the Godmodder owing me 9 non-boost-stone actions, to be used on separate occasions, or if that's too much I can be more generous, and let him charge up the actions at leisure (at least 10% of actions while he still owes me any should be charging this, so he can't stall indefinitely), so that i instead use them in a group of 4 and a group of 5, each on a seperate turn, or something. I'm open to suggestions,"
My argument mentioned timing exactly...... Zero times! it's almost like you didn't hear anything I said, Godmodder. Read it again, please. the first part is me explaining that in order to comply with the "and his Noobliteration charge" condition, he must rollback with 60, do it quickly (after retrieving all peacekeeper cores), retrieve yorehammer afterwards, and then kill quinn in one attack using yorehammer-mascythe-and-noobliteration.
MAZE NON-YOREHAMMER-PIERCABLE-BECAUSE-I-THOUGHT-OF-THAT-WHEN-I-MADE-IT, BUT-THAT'S-ALREADY-TRUE-SO-THIS-ACTION-IS-MOSTLY-ASSORTED-MAZE-UPGRADES:
[1x]
As for the maze! The problem with everything the godmodder could try is the maze isn't Just "protecting" the cores. yes, it happens to block direct assault. but- and this was there in the first post spent making it- the maze Also will scatter all reality cores contained within to as many non-quinn players inventories as possible, as evenly as possible, if the defences are pierced Without clearing the maze properly. any form of cheating, including the use of any legendary weapon, movement faster then a certain maximum speed which, based on the established size of my maze, would make the maze take around a day or two (at least 3 turns) of active exploration to clear, clones, more then like 10 people entering at a time, luck manipulation, etcetra. for the purpose of Combat, people can move faster and use magic, but they must return to the area where they first broke the speed rule, or it will be considered cheating. Cheating also sends you to detention for iirc 1000 turns. the Cores themselves are also continually moving in a "random" manner (deterministic but ultimately impossible to predict), and they fit into only a single pixel. time-warps are blocked. anyway, all of this is stuff the maze already does (and was already said to do), so reminding the universe about it should be free. no, what I'm doing right now is a few more tweaks to the maze's structure and chalenges. first of all, BEES. I add the following list of bees, not all of which are visible on the map due to size and variety.
List of bee types courtesy of Evonix. in the not-released-to-public-in-thread-so-the-godmodder-cannot-steal-it-map, mage bees are already visible in the lower right, there is a champion directly prior to you-are-dead, and dimensional bee hives scattered around (whirl-and-pinch on hexagonal areas, interpolation:none, as well as black with 10% opacity or white with 5% opacity in the same shape.)
Secondly! Freddy Fazbears Pizza existed, right? a whole section has been added post-Ziggy in the shame of nightmare freddy,and directly afterwards people are plopped into an Ultimate non-Customized Night set. they must defeat ultimate custom night, 53/20 mode. 50/20 is the hardest official one, but this one throws in a new twist: in the prize corner, in addition to the normal plushes and the death coin (only valid on animetronics), there are 3 more buyable options: a crown, a blob of taint, and a protoss symbol. 100 for the crown [deactivates ziggy fraud], 911 for the protoss, and 11100 for the taint: buying each one will remove the selected being from your maze experience: their subdimension will no longer interact with yours, or that of anyone on your side or who would give reality cores to you. however, from then on the shop is locked if you buy any of them, so you can only buy one, and you must accumulate the coins mid-Un-CN, which is nigh-impossible. the random number generator dictating animatronic motions has been swapped to calculating increasingly high precisions of pi, and there are three wraiths joining the anamatronics (that's where the 3 comes from). the wraiths mostly move aimlessly, and are (unlike all other animotrinconcs) vulnerable to attack: however, sometimes they skip forwards up to half a nights worth of movement, and if they're in the office at the time, they will "kill" the target (in this case, sending them to the halfway point purple-maze-hexagon start, and doing heavy damage). unlike other anamatronics, they do not have preset starts, and can in fact start in the middle of the office.
Side-note, the godmodders maze-completion percentage should probably be lower by now, since I've added so many more details to the maze itself including whole sectors, and also changed parts of the first half.
RECYCLING BIN THROWER SNOWBALLER TARGETTING DELETER IS BECOME A YES OK YES GOOD:
[1x] I bend the fabric and shape of the maze, creating a single one-way interface between the goal-location and the outside. Spatial Warping is one of the few permitted fast ways Out of the maze. there are No permitted fast ways in, bar the standard, one-at-a-time entrance, and the attempt to enter in any other way is cheating, naturally. this interface opens right above the recycling-bin-thrower, and the other end gives it a clear line straight to the Deleter. this interface will remain until it either is tampered with somehow, or 5 recycling bins have passed through.
Now, this isn't part of the action, but Imma talk about random stuff! because there's no rule about flavour contents! in a hypothetical scenario where both white and non-white text are unusable, i would use images or transparent text, if i couldn't quote people just copy-paste what they said or link their posts,and in general as long as images are aloud this is all surmountable. oh, maybe link to pastebin.
[1x] Fred already declared he was going to fight the godmodder and clearly intended to do so. ANYWAY.
Godmodder, none of your responces to the contract-problem are valid. this is what i said last round:
"
This is the end of the godmodders actions this round; he doesn't do anything after this. shortly thereafter, CP/Charges are deleted, including the Nooblitteration charge.
the Deal terms were: "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".
He no longer possesses his Noobliteration charge, and Quinn is alive; there is no time limit stated, but the charge is gone and he can't use it. If we rollback with less then 60 cores, he doesn't necessarily get the Noobliteration charge back.
Therefor, he is now required by Contract to do the following:
1) Rollback with 60 reality cores (as fewer may not return noobliteration)
2) do it quickly, since if the peacekeepers get any, it will be impossible to comply with the contract
3) Subsequently, he must somehow retrieve yorehammer, then instakill quinn using it, mascythe, and the noobliteration charge.
In this scenario, he can't get his half-player-base-killing-antics off, because he can't stop himself from resetting and wait.
He does have one alternative. Instead of needing to comply to the above contract, we can agree on a new one. He doesn't have to agree, though, if a neutral third-party agrees my alteration is a fair exchange for the above, or that he is overall gaining, there's no reason for the contract not to alter... and he's the one who's almost in breach of contract, so he doesn't have a metaphorical leg to stand on.
Lets see... since the Rollback otherwise has the potential to kill half the players- Lets call it a 25% chance that if there's a rollback, some players will be killed. if so, the Godmodder stands to gain ~10 current health, ~5 max health, and whatever other powers eating player souls gives him, from Not rolling back. As well, if we don't change the contract, he will likely need to spend a further 3 actions to retrieve Yorehammer from Freds cage, and will regardless need to spend 15 charges on killing quinn (regardless of whether this is actually necessary, the charge must be used, and it must instakill quinn). So, by the contract as it stands, compliance will cost him around 18 Godmodder actions (17 if we assume he has some backdoor through freds cage), 10 health and 5 MHP.
I'm going to be Further generous to his viewpoint, and say that giving me control of an action is like a cost of Two actions, because instead of just losing one action, he loses and I gain, which changes the relative size of our gap of power by 2.
...Though if I give him a boost stone to activate the actions, he doesn't Lose any, so it's only like a cost of 1 per action I control.
So, I can push for him letting me control 16 boost-stone sourced actions and do 9 damage to him, or 8 non-boost-stone ones and 9 damage, right?
Wrong!
he also gained 5 MHP. also, we can transfer the power of an action and the value of 5 HP- that is, we know from this one time where he used 'yoredagger' that his actions are worth 5 GMHP. so, since the current contract would lose him 10 HP and 5MHP, we can argue me to another 2 actions (but without the letting me do damage to him free(this leaves the MHP increase untouched, and as such that covers the otherwise equality between actions gained and HP preserved).
so, 18 Boost-sourced actions or 9 non-boost-stone ones, while still letting the Godmodder have an overall profit of 1 action and 5 MHP from the trade, even if he has a backdoor through freds cage, so as you can see moniker, I really am being quiet fair.
Hm? yes, I'm talking to you. neutral third parties of narrative importance who will remember afterwards are in rather short supply, you see. hm, how do I know you're neutral? Well, aren't you supposed to be? if you aren't neutral, I suppose you'd have to be favouring the Godmodder- if you where against him, there's no way you'd give him the reality cores for a 20$ gift card, right? Right. so, moniker, how do you evaluate my reasoning? If you agree that I have taken every reasonable allowance for the Godmodders point of view, and even underestimated his odds of success (Since if he thought the odds of winning where less then 25%, i don't think he'd bother, and he seems pretty confident), then I would like to push for the Godmodder owing me 9 non-boost-stone actions, to be used on separate occasions, or if that's too much I can be more generous, and let him charge up the actions at leisure (at least 10% of actions while he still owes me any should be charging this, so he can't stall indefinitely), so that i instead use them in a group of 4 and a group of 5, each on a seperate turn, or something. I'm open to suggestions,"
My argument mentioned timing exactly...... Zero times! it's almost like you didn't hear anything I said, Godmodder. Read it again, please. the first part is me explaining that in order to comply with the "and his Noobliteration charge" condition, he must rollback with 60, do it quickly (after retrieving all peacekeeper cores), retrieve yorehammer afterwards, and then kill quinn in one attack using yorehammer-mascythe-and-noobliteration.
MAZE NON-YOREHAMMER-PIERCABLE-BECAUSE-I-THOUGHT-OF-THAT-WHEN-I-MADE-IT, BUT-THAT'S-ALREADY-TRUE-SO-THIS-ACTION-IS-MOSTLY-ASSORTED-MAZE-UPGRADES:
[1x]
As for the maze! The problem with everything the godmodder could try is the maze isn't Just "protecting" the cores. yes, it happens to block direct assault. but- and this was there in the first post spent making it- the maze Also will scatter all reality cores contained within to as many non-quinn players inventories as possible, as evenly as possible, if the defences are pierced Without clearing the maze properly. any form of cheating, including the use of any legendary weapon, movement faster then a certain maximum speed which, based on the established size of my maze, would make the maze take around a day or two (at least 3 turns) of active exploration to clear, clones, more then like 10 people entering at a time, luck manipulation, etcetra. for the purpose of Combat, people can move faster and use magic, but they must return to the area where they first broke the speed rule, or it will be considered cheating. Cheating also sends you to detention for iirc 1000 turns. the Cores themselves are also continually moving in a "random" manner (deterministic but ultimately impossible to predict), and they fit into only a single pixel. time-warps are blocked. anyway, all of this is stuff the maze already does (and was already said to do), so reminding the universe about it should be free. no, what I'm doing right now is a few more tweaks to the maze's structure and chalenges. first of all, BEES. I add the following list of bees, not all of which are visible on the map due to size and variety.
The champion: Giant bees have a proportionally more complex minds and societies giving rise to warriors training and studying how to fight particular enemies, this one is the greatest of it's class and while it's only somewhat tougher than it's kin it is excelent at outmanuvering players, while the strength of players is tied to unpredictability in practice from a practical perspective they're much simpiler, by studying concepts such as AoE, melee, lingering, projectile, beam, homing, intelligent, dimensional, charged, variations and combinations of the above and the typically simple psycology of players this is an extraordinarily irritating enemy to fight. it also has some niche enchantments and abilities to aid it such as phasing, blink and illusions.
Irritating swarm: a huge swarm of pretty normal bees but each bee can only be damaged by attacks targeted specificaly aimed at that bee, more a delaying tactic than anything.
hive minefield: Any misstep could trigger an detonation releasing a swarm of far, far more bees than could possibly fit in such a small space.
Nega bees: Each enemy must fight their own bee clone (like an evil clone) to pass through this area.
Dimentional bees: This infestation is unseeable except for a slight hexagonal distortion in the air, these bees exist as patterns of spacetime and cannot be harmed by traditional weaponry but anything that tries to pass through them or their strange hives gets horribly mangled, even beings that can survive in exotic spaces are doomed to get hopelessly lost and confused(except if they too can think like bees), also trying to teleport near them will do horrible things to the bee but especially the teleport, seriously, it's gross.
Intelligent bees: These semi-hivemind bees although physically pretty normal they have high technology and advanced tactics, they also have also have a tendancy to preemptively rearrange the landscape in their favor.
Transcendent bees: These bees are perfectly normal aside from the fact that they are far more real than everything around them, to them all is smoke and cardboard, they fly though even the greatest defenses into which a hole is shoved into exsistance while the bee itself notices little resistance.
Terreria queen bee exists here too.
Exsplosive bees: these large bees have the unusual adaption of their warriors exploding violently with shrapnel instead of just stinging and dieing. Also their hives are metallic, heavily armored and built into cover so it can survive it's own defense strategy comfortably.
Giant bees: These bees are big, like really big, I'm talking huge, like their legs come down from the clouds and you see them peaking over the horizon, like you can build cities on them complete with mines and wars and they wont even notice. Other than that they aren't that special.
Cow bees: Emphasis on the cow, they have tiny wings but try to build hives, fly, gather food and organize themselves like bees and somehow they succeed. Just imagine a full grown bull bearing down on you through the air with tiny wings on it's back buzzing furiously.
Conceptual bees: These bees live in your mind and build hives out of thoughts and spread through conversation.
Super bees: These bees are mostly normal but some of the bees in these hives are super-bees that have their own unique powers, valiantly defending the hive from villainy and marauding monsters. Needless to say each super-bee has their own tiny capes, boots, impractical outfits, vivid color scheme, symbol, danced catch-phrase and theme song.
Metamorphic bees: These bees adapt rapidly to whatever environment and pressures they're put under, however you try to kill them all a few strains of queens will rebuild stronger.
Slime bees: These bees don't fly but instead bounce along the ground. their hives form transparent domes on the ground with entances around the edges, they pop back into shape no matter how you try to squish them. they'r very round and have :3 faces, think slime rancher, instead of nectar they painlessly melt through flesh and drink bile from lymph nodes.
Bee prime: Not really a mini-boss but this is the first and greatest queen, the primordial bee to which all other bees are merely pale reflections of her divine perfection. To stand before her is to know your insignificance compared to bee-kind.
Negative bees: bee shaped areas where there's one bee less than no bees yet these areas act like normal bees in reverse, if something comes in contact with one outside normal negative bee activities it'll die(live?) and destroy a bee shaped portion of the object in the process.
Mage bees: These bees mold eldrich sigils into their combes and collect raw mana rather than honey, at a buzz years of layered arcane might can be channeled at a foe.
Not bee: It looks like a bee bot is actually something far more terrible that's been feeding off the bees in the area unnoticed for years and has gained immense power.
Bone bees: These bees start their hives in the still living and slowly eat them from the inside out, after months of slow weakening the bees cannot prolong the life of their host any longer with so mcuh missing and the host imbraces death, over more months the hive grows to fill the rest of the rib cage and eats the bones clean, when that is done they summon the shade of their host into it's old body to animate it once more and command it to carry them forth and harvest more raw materials.
Counterconceptual bees: No being but themselves can comprehend their exsistance and even as passers by die from stings they still insist that they're perfectly fine as they cannot become aware of the cause.
Relitivistic bees: These bees are native to the astoroid belt and when collecting necter regularly zip to and from planets, which takes moments at the speeds and energies they work at, anyone between them and their destination naturally has problems.
Bee bees: These bee searms can come together to form giant bees in times of danger, in addition each bee is themselves made of smaller bees.
Irritating swarm: a huge swarm of pretty normal bees but each bee can only be damaged by attacks targeted specificaly aimed at that bee, more a delaying tactic than anything.
hive minefield: Any misstep could trigger an detonation releasing a swarm of far, far more bees than could possibly fit in such a small space.
Nega bees: Each enemy must fight their own bee clone (like an evil clone) to pass through this area.
Dimentional bees: This infestation is unseeable except for a slight hexagonal distortion in the air, these bees exist as patterns of spacetime and cannot be harmed by traditional weaponry but anything that tries to pass through them or their strange hives gets horribly mangled, even beings that can survive in exotic spaces are doomed to get hopelessly lost and confused(except if they too can think like bees), also trying to teleport near them will do horrible things to the bee but especially the teleport, seriously, it's gross.
Intelligent bees: These semi-hivemind bees although physically pretty normal they have high technology and advanced tactics, they also have also have a tendancy to preemptively rearrange the landscape in their favor.
Transcendent bees: These bees are perfectly normal aside from the fact that they are far more real than everything around them, to them all is smoke and cardboard, they fly though even the greatest defenses into which a hole is shoved into exsistance while the bee itself notices little resistance.
Terreria queen bee exists here too.
Exsplosive bees: these large bees have the unusual adaption of their warriors exploding violently with shrapnel instead of just stinging and dieing. Also their hives are metallic, heavily armored and built into cover so it can survive it's own defense strategy comfortably.
Giant bees: These bees are big, like really big, I'm talking huge, like their legs come down from the clouds and you see them peaking over the horizon, like you can build cities on them complete with mines and wars and they wont even notice. Other than that they aren't that special.
Cow bees: Emphasis on the cow, they have tiny wings but try to build hives, fly, gather food and organize themselves like bees and somehow they succeed. Just imagine a full grown bull bearing down on you through the air with tiny wings on it's back buzzing furiously.
Conceptual bees: These bees live in your mind and build hives out of thoughts and spread through conversation.
Super bees: These bees are mostly normal but some of the bees in these hives are super-bees that have their own unique powers, valiantly defending the hive from villainy and marauding monsters. Needless to say each super-bee has their own tiny capes, boots, impractical outfits, vivid color scheme, symbol, danced catch-phrase and theme song.
Metamorphic bees: These bees adapt rapidly to whatever environment and pressures they're put under, however you try to kill them all a few strains of queens will rebuild stronger.
Slime bees: These bees don't fly but instead bounce along the ground. their hives form transparent domes on the ground with entances around the edges, they pop back into shape no matter how you try to squish them. they'r very round and have :3 faces, think slime rancher, instead of nectar they painlessly melt through flesh and drink bile from lymph nodes.
Bee prime: Not really a mini-boss but this is the first and greatest queen, the primordial bee to which all other bees are merely pale reflections of her divine perfection. To stand before her is to know your insignificance compared to bee-kind.
Negative bees: bee shaped areas where there's one bee less than no bees yet these areas act like normal bees in reverse, if something comes in contact with one outside normal negative bee activities it'll die(live?) and destroy a bee shaped portion of the object in the process.
Mage bees: These bees mold eldrich sigils into their combes and collect raw mana rather than honey, at a buzz years of layered arcane might can be channeled at a foe.
Not bee: It looks like a bee bot is actually something far more terrible that's been feeding off the bees in the area unnoticed for years and has gained immense power.
Bone bees: These bees start their hives in the still living and slowly eat them from the inside out, after months of slow weakening the bees cannot prolong the life of their host any longer with so mcuh missing and the host imbraces death, over more months the hive grows to fill the rest of the rib cage and eats the bones clean, when that is done they summon the shade of their host into it's old body to animate it once more and command it to carry them forth and harvest more raw materials.
Counterconceptual bees: No being but themselves can comprehend their exsistance and even as passers by die from stings they still insist that they're perfectly fine as they cannot become aware of the cause.
Relitivistic bees: These bees are native to the astoroid belt and when collecting necter regularly zip to and from planets, which takes moments at the speeds and energies they work at, anyone between them and their destination naturally has problems.
Bee bees: These bee searms can come together to form giant bees in times of danger, in addition each bee is themselves made of smaller bees.
Secondly! Freddy Fazbears Pizza existed, right? a whole section has been added post-Ziggy in the shame of nightmare freddy,and directly afterwards people are plopped into an Ultimate non-Customized Night set. they must defeat ultimate custom night, 53/20 mode. 50/20 is the hardest official one, but this one throws in a new twist: in the prize corner, in addition to the normal plushes and the death coin (only valid on animetronics), there are 3 more buyable options: a crown, a blob of taint, and a protoss symbol. 100 for the crown [deactivates ziggy fraud], 911 for the protoss, and 11100 for the taint: buying each one will remove the selected being from your maze experience: their subdimension will no longer interact with yours, or that of anyone on your side or who would give reality cores to you. however, from then on the shop is locked if you buy any of them, so you can only buy one, and you must accumulate the coins mid-Un-CN, which is nigh-impossible. the random number generator dictating animatronic motions has been swapped to calculating increasingly high precisions of pi, and there are three wraiths joining the anamatronics (that's where the 3 comes from). the wraiths mostly move aimlessly, and are (unlike all other animotrinconcs) vulnerable to attack: however, sometimes they skip forwards up to half a nights worth of movement, and if they're in the office at the time, they will "kill" the target (in this case, sending them to the halfway point purple-maze-hexagon start, and doing heavy damage). unlike other anamatronics, they do not have preset starts, and can in fact start in the middle of the office.
Side-note, the godmodders maze-completion percentage should probably be lower by now, since I've added so many more details to the maze itself including whole sectors, and also changed parts of the first half.
RECYCLING BIN THROWER SNOWBALLER TARGETTING DELETER IS BECOME A YES OK YES GOOD:
[1x] I bend the fabric and shape of the maze, creating a single one-way interface between the goal-location and the outside. Spatial Warping is one of the few permitted fast ways Out of the maze. there are No permitted fast ways in, bar the standard, one-at-a-time entrance, and the attempt to enter in any other way is cheating, naturally. this interface opens right above the recycling-bin-thrower, and the other end gives it a clear line straight to the Deleter. this interface will remain until it either is tampered with somehow, or 5 recycling bins have passed through.
Now, this isn't part of the action, but Imma talk about random stuff! because there's no rule about flavour contents! in a hypothetical scenario where both white and non-white text are unusable, i would use images or transparent text, if i couldn't quote people just copy-paste what they said or link their posts,and in general as long as images are aloud this is all surmountable. oh, maybe link to pastebin.
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