Update CXXXIV (134)
Entity Orders: I order the Space Station to halt its attack and climb as high as possible in order to escape the VACUUM CLEANER.
1x action (1 CP used also): I spread an Antimemetic Cloud of Gas, which will neutralize all memetic effects in its radius, across the HEXAGONAFIELD.
1x action (1 CP used also): I replace the wooden replica of the Godmodder with a large tube, definitely large enough to hold the entities charging at the Godmodder, both ends of which are facing towards the charging entities.
1x action: Suddenly, the Godmodder is surrounded by 20 copies of himself. The copies are indistinguishable from the ordinary Godmodder, at least to most forms of scanning or detection.
The Godmodder looks left, and so do all the copies. The Godmodder looks right, and so do all the copies. The Godmodder lashes out at one of the copies, but all the copies lash out in the exact same direction, so nothing comes of it.
This continues for a while until the Godmodder lets out an annoyed "Arrgh!" (or any noise at all, I'm not picky)
Then the copies all turn and face the Godmodder, remaining perfectly silent.
They rush at the Godmodder and grab him. Three each grab his legs, arms, and head (so that's fifteen holding him down). Two more force his jaw shut. One pulls out a needle and another pulls out thread, which they hand to the last one. This last copy stands over the Godmodder, whose muffled screams are growing louder and louder, only to reach their peak when the needle pierces his upper lip.
Working quickly, the copy sews the Godmodder's lips shut. When he has finished, all the copies, as well as the needle and thread, begin to glow with an orange light, which quickly grows to blinding. In a flash, the copies disappear, leaving most of their power to strengthen the thread and hold the Godmodder's mouth shut.
The LIVE Space Station can't go higher! The curse of repetitiveness prevents it! You already used that strategy against the Tsunami!
The antimemetic gas... helps! The memeseticness is just TOO STRONG! 15% chance to resist memetic effects granted!
The entities realize... the godmodder must have switched around the tube with himself! They swerve to avoid the tubes and end up pointing at... ah! The NEW godmodder replica immediately behind it!
The godmodder is now SILENCED. He can't cast magic spells until something is done about this!
Why am i still injured moniker?
Focus, I make the death stasis pod doesnt kill my entities.
Apologies. Your injures are healed!
You make... but how? You point at the death stasis pod, and say, "DON'T KILL MY ENTITIES"! The effectiveness of this has yet to be seen.
[1x] I take ITEM. going by the same logic that blank cards worked on back in Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker's M:tG section, it can be any item I want. going by the logic of "that'd be too overpowered", it can Temporarily be any item I want. I completely ignore any other possibilities, and as such, there ARE no other possibilities. so, I have it duplicate... Yorehammer! since it isn't actually yorehammer, not really, the cage doesn't notice it... and I "yorehammer" pierce my way through, grab fred, tell him to throw some rocks at the godmodder, and send him out. inside the cage, I pick up yorehammer for just a moment, and use the legendary weapons protection-piercing properties to apply to the rest of my actions. I suppose this does leave one of my bodies stuck in the cage, but yorehammer is literally right there, i'm already a player, and the cage can't stop me anyway because- you guessed it!- yorehammer!
[1x] First of all, the Godmodder hasn't said a word. it's all been YOU, moniker, near as I can tell. the narration hasn't been "the Godmodder explains whatever" or "the godmodder reveals that", just you talkingandtalkingandarguinganddenyingmystatements-
ahem. the following are quotes, and not actions, until the end of the spoiler.
The first action is saying that, essentially, "the Godmodder countered something. I countered the godmodders counter, and he couldn't counter my counter. LET ME GET GODMODDER ENERGY -> GODMODDER LOCK!!!!!!1!!!!!!!" the discussion above can be summarized asquote 1 - JOE
[1x] "Also I try to leach and store godmodder energy throughout, storing it in a time-slowing thing that will buy me until at least next turn to work on it. i hope."
this was located in the less-then-a-paragraph summary, so I doubt you missed it. as well, the Godmodder took damage, and didn't counter at all, aside from saying he liked the attack (which i sarcastically thank him for) and the note that sauna healingness is completely impossible to determine.
So my best guess here for what the lack of mention represents....
is that I succeeded, but you're hoping I'll forget. or something. (this is resting on the assumption you didn't miss it, ofc)
Anyway! Godmodder energy, stored in a 1-turn-at-least time-slower! I immediately send my own player energy into the pocket space thingy, being only the second person to post and as such being extremely close to the time of retrieval, plus this is my first action. so, my player energy is brought in there, and through the combination of Player and Godmodder energy, a Player Lock is formed. that is, the kind you need to be a player to open, not the kind you need to be a godmodder for.
quote 2- Moniker
I missed it... but if I hypothetically HADN'T missed it, the result would probably have been "you TRY to leech it? You fail!". Something like that.
quote 3- JOE
[1x]well, the thing is, moniker, I didn't say "I Try" in the action. I said it in the summary, which is there to make sure you notice everything, which you apparently didn't, but anyway, summarys are oversimplifications of my action.
the actual leaching occurred under this text, which was admittedly a small digression but that's why there's a summary:
"...Fun fact! the Sauna benches, and my projection, are designed to leach away small amounts of Godmodder energy and store it in a very small pocket dimension with no room for the energy to evaporate into, and with an extremely high amount of time slowing so that it will remain intact until at least next turn, as long as it leaches any."
The Godmodder took damage during that action, which means his defences were, indeed, breached, and as such, the energy leaching should succeed- while the benches were quickly destroyed by my extra-loud singing, the singing originated from my projection, and so if that was destroyed would have stopped; hence, my projection remained intact. not being truly alive, my projection was unaffected by homeopathic death magic. as for the 'until at least next turn' thing, I actually made the lock last turn,I just need to convince you it happened before I can do anything with it, because FOR SOME REASON you're completely unwilling to do this unless backed into a corner. and even then you might not be willing, I don't know yet.
Quote 4 - Moniker
Your projections "were designed to"? But of course, JOEbob, you're ignoring that the godmodder "was designed to" not be leeched energy from! So it doesn't work.
Quote 5- JOE
[1x] yes, but the projection was designed taking into account every defense the Godmodder has, and his general structure. the projection did not exist when the godmodder was... born? godmodderiffied? raised?, so he can't have been designed taking it into account. with him setting up defences against the general case, and me against the much more specific case, taking into account every detail about it, I've very much got the advantage. and so I DO have a Godmodder Lock SO THERE.
Quote 6 - moniker
I don't understand what the first action saying. Please state it more simply, along with what exact debate you're having with the godmodder that it extends from.
Moniker misses thing. i point it out. moniker makes counter based on 'try'. i point out try was only the summary. moniker says godmodder was made to not get stolen from. I explain why thats irrelevent. moniker says he forgot what we were talking about. and that we were talking at all.
[1x]
Well, fred's safe, right? uh.... (Entity orders! Fred is to become a member of the space station, and as such defended by the gyrocopters. fred also ordered to attack godmodder)... yeah, he'll be fine.
ANYWAY! With Yorehammers power temporarily available from action 1, I find it is, in fact, quite easy to force my way into the Godmodders pocket dimension. I've been there before, after all, and he can't protect it from me! this allows me to send in some duplicate bodies, which I shall use to somehow retrieve the maze and/or undo the godmodder's corruption of the maze.
The ITEM temporarily turns into Yorehammer! "Temporarily" in this case meant .000000000001 seconds. It looks like its time transformed decreases the more powerful the thing is. Also, Curse of Repetitiveness means it can't ever turn into the same thing twice. Your third action also doesn't work because of this.
JOEbob. This debate has been very frustrating for all of us. Your projections did not steal energy from the godmodder. Your initial attempt also did not steal energy from the godmodder. "Counter-godmodding" and "debating with the QM" are two different things, and I'm afraid this has crossed the line from the former to the latter.
OOC: The reason why your initial attempts failed was because both lacked description. Stating that your projections "were designed to" and that you were "taking into account every detail about it" isn't enough. Non-specific actions automatically assume the worst, most likely to fail thing possible - such is the law put in place by the godmodder. If you want a godmodder lock, cease this debate and keep making new attempts. Also, you'll probably have significantly more success, and avoid confusion, if you maintain a 1:1 ratio of "things you're attempting to do" and "actions you're using". If you use one action to accomplish three different goals, you'll be incredibly lucky to make progress on even one of them.
What the Apex lacks in emotions and higher reasoning, it more than makes up for with tactical combat computers that can analyze if a target is a decoy made out of wood. And ES notes he very much didn't sign off on this. He'd make the computers do paperwork if that was some kind of meaningful punishment, but of course it's not so he doesn't. Instead, he orders the fleet to immediately pull away and stop ramming, and uses an action to help push it away just in case it's already on a terminal collision course.
He uses his other two actions to incinerate some of the various memetic flyers lying around with bolts of lightning. No memes on his watch.
Ordnance Cruisers repair, Constructors build.
The Apex is forced to pull back! The LIVE Space Station speeds onwards...
A bunch of memetic fliers are vaporized! +25% chance to resist memetic entity-insertion!
(Action!)(3 Charges)
(1 Charge)
I grin at the sound of my entities on the phone. Suddenly I pause and realized, how can they talk if they were supposed to be in stasis right now?
"This... This is going to need some investigation..."
I quickly frown and ask Suchi if it can pass the phone to Rov as he was made to be the most observant of his surroundings.
With that I quickly ask them questions such as if they were alright, how's the situation inside the pod, and more questions such as if they can see the status of the other Players' entities, what it looks like inside the pod, and what keeps them from leaving.
(1 Charge)
I notice the fliers first, of course, since I don't have any entities at the moment, so I decided to wash away the memetic agents with RAIN! And not just any sort of rain! The clouds that had come and thinly cover the skies of the Hexagonafield, but are thick enough to hold rain, have been adjusted to wash away with ANTI-MEMETIC SOLUTION. Quickly, the solution rains down the Hexagonafield and begins to melt the fliers into an unreadable goop. Once it finishes raining, the truth is then covered in Truth Mold due to the moisture. This promptly covers the previous Truth with another truth such as "Mold can grow on things"
(1 Charge)
A dimensional doorway appears at the exact location that the Godmodder exists along all realities, opening right in the middle of him, silently, a mailman who came from the Portal services gives a letter to the cut-in-half and quietly go back where he came from. The letter opens itself and reads,
"I called in a minor favor for this to be delivered to you, anyways, do you know how hard it was to call in favors for a surprise mail delivery?! Anyways, enjoy that sweet damage" - Slightly Spiteful Player
Rov and you have a brief conversation. Apparently, the pod looks nice enough. They aren't really in stasis as much as they're in a very well-protected bunker - but they do have all the amenities. There's even free coffee in the pod. That said... there's absolutely no way for them to get out of the pod on their own. They're waiting for somebody or something to hit that release switch.
Gah! Rain! +20% more chance to resist the memeticness! The fliers are all soggy now...
1 damage! That's one attack from the doomed timeline down!
----------
AG:
The LIVE Space Station, unstopped, crashes right through the wooden godmodder replica, and into the portal behind it! The LIVE Space Station has entered Stasis!
PG:
The memetic fliers take effect... Eternalstruggle struggles eternally to make the correct decision! Will he put the Apex in stasis? WILL HE!? He needs to score a 40 or better on his Will Save roll to not put it in!
ETERNALSTRUGGLE WILL SAVE: 85/100
Eternalstruggle makes the foolish and wrong decision to leave the Apex and its fleet out of the stasis pod!
...only for the VACUUM CLEANER, left totally ignored, to suck it into the DEATH Stasis Pod ANYWAYS! Thank goodness. Now the Apex and its fleet are 100% safe. You, on the other hand...
----------
!WARNING!
There are no current [AG] or [N] entities on the field with offensive capabilities.
Players are now vulnerable to direct attack by the godmodder and his minions.
The [AG]/[N] teams need to be restored to at least 3 offensively-enabled entities, and be that way on the end of an entity phase, for Player Invulnerability to be restored.
----------
The godmodder uses his first action to complete his 2/2 charge. He doesn't use it. Yet.
Next, he pulls back, and intentionally wastes an action, staring at the Players.
It's more fun when they have time to squirm.
----------
THE HEXAGONAFIELD:
Current field effects: None
ITINERARY:
-Get your entity count up, or the godmodder will kill you!
-Defeat The Godmodder! A mathematics related method...
-Project Loaded Dice: 65/100
-Current Project objective: Hurt the godmodder! 2/4
Minor Tasks:
-Keep your entities safe from the godmodder's assault! Possibly by putting them in the D.E.A.T.H. Stasis Pod!
[N]D.E.A.T.H Stasis Pod:
Contains:
[AG - CephalosJr]Red Army Engineers+1: 10,000 x 4 HP (builds stuff)(building conscript facility, done in 3!)
[AG - GoldHero101]The Destroyer: 130,000/130,000 HP, 20,000 x 2A(won't attack CaptainNZZZ)
[AG - Daskter]Tassadar: 365,000/365,000 HP, 20,000 x 4A (30% dodge rate)(protected from 1 attack...?)(Totem of Life Unended - when entity dies, puts them into "unended" mode, where HP decays by 50% until healing surpasses it)(secret power, activating in 6!)
The Sapper: 150,000/150,000 HP (can build new simple structures)(Adding bunkers outside of keep, done in 5!)
Fortress: 120,000 HP
Healbot Mk.1: 60,000/60,000 HP, +12,000A (inside Keep)
[AG - Crusher]Janus: 150,000/150,000 HP, Unlock Evolution: 2/10, Unlock Ability!A (needs manual special charging)
[AG - Arsenical]Scoville Reaver: 56,000/130,000 HP, 60,000A (A S/B/D ignorant)(+26,000 HP/turn)(conversion resistance)(protected from 4 attack)
[AG - Karpinsky]Edgardo: 75,000/75,000 HP, 9 SP (A S/B/D ignorant)(each SP worth 7,000A, all used on command)(+1 SP/turn)
[AG - CompTIA]LIVE Space Station(has emergency thrusters - saves from one deadly attack!)(Enhanced Production capacity)(Point defense - 12% chance to null attacks)(protected from 4 attack)
Protective Forcefield: Blocks first 9,000 HP of damage each turn!
Weaponry array: Machine guns: 1,000 x 40A
Ship AI panel(current AI: CompTIA)
Quadcopter deployer: +2 quadcopter/turn
Quadcopters: 1,000 x 22 HP, 500 x 22A (guarding LIVE Space Station)
Space engineers: 100 x 960 HP (+50 engineers/turn)(x4 production capacity)
Status effect clearer(clearing status effects from Space Station)
Containment tractor beam: Currently not holding any entities!
Stunted Nexus(protected from 1 attack)(-5% traps)
[N - CaptainNZZZ]Rotaz: 20,000/20,000 HP(engineer)(+5% accuracy)(15% dodge rate)(immune to teenage rebellion)(resistant to status effects)(protected from 1 attack)(1 attack redirector)(Dimensional and Space Emergency Button)
Magitek servitor factory: 45,000/45,000 HP, +9,000A, +1 Servitor/turn (2 attack redirector)(+5% accuracy)(40% dodge rate)(immune to teenage rebellion)(resistant to status effects)
Servitors: 2,000 x 16, 1,000 x 16A(+5% accuracy)(+15% dodge rate)(immune to teenage rebellion)(resistant to status effects)(1 attack redirector)
[N - JOEbob]Death-elite engineer: 1,000 HP (-1 turn on production pack)(building evolving entity, done in 1!)(scheduled to build space engineer cloner, will take 6)
Prism Deployer: 20,000 HP (+1 Prism/turn)
Prism: 5,000 x 2HP
Mysterious Farmers: 40,000 x 7 HP, Special: New evolving entity, ready in 1! (controlling evolving entities)(protected from 1 attack)
Devolver: 200,000/200,000 HP, 50,000A (devolves in 1!)
Builder Builder: 200,000/200,000 + 60,000 HP (+1 Builder per turn)(protected by The Cup)
Builder: 3,000 x 6 HP (Helping Death-elite engineer)
[N - Winkins]Bunny Baron: 8,000 HP, shield bun summon: 0/2 (20% dodge rate)
Bun prince/princess: 10,000 x 2 HP, 12,000 x 2A, bun knight summon: 0/2 (50% dodge rate)
Bun knights: 26,000 x 7 HP, 7,500 x 7A (10% dodge rate)
Shield buns: 5,000 x 3 HP (20% dodge rate)
Sushi: 200,000 HP, 25,000A (protected from 2 attack)(Bodyguarding all Winkins entities!)
Fortified Rice Monastery(Gives +10,000 HP/turn, -5,000 damage from all attacks, and +5,000A to Winkins-owned entities)(tended by Farmer Contractors, Lightward Mages)(needs to be killed in one hit)
Specials: Rice Feast - 3/4, Rice Torrent - 0/4
[N - EternalStruggle]Apex Fleet: TA: 78,000
The Apex: 190,500/370,000 HP, 25,000 x 2A (-7,000 damage from all attacks)(Fleet Beacon - x1 attack frigate/turn, x1 Ordnance cruiser/update multiple of 3, x1 Spectral Lord/update multiple of 5, x1 Overseer/update multiple of 7)
Attack frigates: 1,000 x 13 HP, 1,000 x 13A (10% dodge rate)
Ordnance cruiser: 2,500 x 4 HP, 2,500 x 4A(can attack or heal)
Spectral Lord: 8,000 x 3 HP, 4/4 charge, 5,000A (currently charging)
Overseer: 5,000 x 3 HP (summons 1 attack drone and 1 constructor drone/turn)(protected from 2 attack)
Attack drone: 1 x 18 HP, 500 x 18A
Constructor drone: 400 x 22 HP (working on Fortifier Tripod, done in 3!)
Engineering depot: 4,000 x 2HP (+2 Constructors/turn)
GoldHero101(2CP, Has Greatsword, Self damage ticket)
Krill13(10CP)
JOEbob(22CP, nice bed, infinite charmzard energy, 4 Boost Stones, 1 Cleansed (?) Multiplier Orb, Sub-par godmod lock, Something)
Player inventory:
Ultimate Orb of Shielding(+1 attack shield to everything on field)
Orb of Resurrection (Revives one dead allied entity at full strength)
True Multiplier Orbs x 3
Godmodding Vol. 1
Dragonballs x 7(made from Melodic transmitter x 2, Charge Stone x 5)(can be combined to make one wish!)
[AG - GoldHero101]The Destroyer: 130,000/130,000 HP, 20,000 x 2A(won't attack CaptainNZZZ)
[AG - Daskter]Tassadar: 365,000/365,000 HP, 20,000 x 4A (30% dodge rate)(protected from 1 attack...?)(Totem of Life Unended - when entity dies, puts them into "unended" mode, where HP decays by 50% until healing surpasses it)(secret power, activating in 6!)
The Sapper: 150,000/150,000 HP (can build new simple structures)(Adding bunkers outside of keep, done in 5!)
Fortress: 120,000 HP
Healbot Mk.1: 60,000/60,000 HP, +12,000A (inside Keep)
[AG - Crusher]Janus: 150,000/150,000 HP, Unlock Evolution: 2/10, Unlock Ability!A (needs manual special charging)
[AG - Arsenical]Scoville Reaver: 56,000/130,000 HP, 60,000A (A S/B/D ignorant)(+26,000 HP/turn)(conversion resistance)(protected from 4 attack)
[AG - Karpinsky]Edgardo: 75,000/75,000 HP, 9 SP (A S/B/D ignorant)(each SP worth 7,000A, all used on command)(+1 SP/turn)
[AG - CompTIA]LIVE Space Station(has emergency thrusters - saves from one deadly attack!)(Enhanced Production capacity)(Point defense - 12% chance to null attacks)(protected from 4 attack)
Protective Forcefield: Blocks first 9,000 HP of damage each turn!
Weaponry array: Machine guns: 1,000 x 40A
Ship AI panel(current AI: CompTIA)
Quadcopter deployer: +2 quadcopter/turn
Quadcopters: 1,000 x 22 HP, 500 x 22A (guarding LIVE Space Station)
Space engineers: 100 x 960 HP (+50 engineers/turn)(x4 production capacity)
Status effect clearer(clearing status effects from Space Station)
Containment tractor beam: Currently not holding any entities!
Stunted Nexus(protected from 1 attack)(-5% traps)
[N - CaptainNZZZ]Rotaz: 20,000/20,000 HP(engineer)(+5% accuracy)(15% dodge rate)(immune to teenage rebellion)(resistant to status effects)(protected from 1 attack)(1 attack redirector)(Dimensional and Space Emergency Button)
Magitek servitor factory: 45,000/45,000 HP, +9,000A, +1 Servitor/turn (2 attack redirector)(+5% accuracy)(40% dodge rate)(immune to teenage rebellion)(resistant to status effects)
Servitors: 2,000 x 16, 1,000 x 16A(+5% accuracy)(+15% dodge rate)(immune to teenage rebellion)(resistant to status effects)(1 attack redirector)
[N - JOEbob]Death-elite engineer: 1,000 HP (-1 turn on production pack)(building evolving entity, done in 1!)(scheduled to build space engineer cloner, will take 6)
Prism Deployer: 20,000 HP (+1 Prism/turn)
Prism: 5,000 x 2HP
Mysterious Farmers: 40,000 x 7 HP, Special: New evolving entity, ready in 1! (controlling evolving entities)(protected from 1 attack)
Devolver: 200,000/200,000 HP, 50,000A (devolves in 1!)
Builder Builder: 200,000/200,000 + 60,000 HP (+1 Builder per turn)(protected by The Cup)
Builder: 3,000 x 6 HP (Helping Death-elite engineer)
[N - Winkins]Bunny Baron: 8,000 HP, shield bun summon: 0/2 (20% dodge rate)
Bun prince/princess: 10,000 x 2 HP, 12,000 x 2A, bun knight summon: 0/2 (50% dodge rate)
Bun knights: 26,000 x 7 HP, 7,500 x 7A (10% dodge rate)
Shield buns: 5,000 x 3 HP (20% dodge rate)
Sushi: 200,000 HP, 25,000A (protected from 2 attack)(Bodyguarding all Winkins entities!)
Fortified Rice Monastery(Gives +10,000 HP/turn, -5,000 damage from all attacks, and +5,000A to Winkins-owned entities)(tended by Farmer Contractors, Lightward Mages)(needs to be killed in one hit)
Specials: Rice Feast - 3/4, Rice Torrent - 0/4
[N - EternalStruggle]Apex Fleet: TA: 78,000
The Apex: 190,500/370,000 HP, 25,000 x 2A (-7,000 damage from all attacks)(Fleet Beacon - x1 attack frigate/turn, x1 Ordnance cruiser/update multiple of 3, x1 Spectral Lord/update multiple of 5, x1 Overseer/update multiple of 7)
Attack frigates: 1,000 x 13 HP, 1,000 x 13A (10% dodge rate)
Ordnance cruiser: 2,500 x 4 HP, 2,500 x 4A(can attack or heal)
Spectral Lord: 8,000 x 3 HP, 4/4 charge, 5,000A (currently charging)
Overseer: 5,000 x 3 HP (summons 1 attack drone and 1 constructor drone/turn)(protected from 2 attack)
Attack drone: 1 x 18 HP, 500 x 18A
Constructor drone: 400 x 22 HP (working on Fortifier Tripod, done in 3!)
Engineering depot: 4,000 x 2HP (+2 Constructors/turn)
GoldHero101(2CP, Has Greatsword, Self damage ticket)
Krill13(10CP)
JOEbob(22CP, nice bed, infinite charmzard energy, 4 Boost Stones, 1 Cleansed (?) Multiplier Orb, Sub-par godmod lock, Something)
Player inventory:
Ultimate Orb of Shielding(+1 attack shield to everything on field)
Orb of Resurrection (Revives one dead allied entity at full strength)
True Multiplier Orbs x 3
Godmodding Vol. 1
Dragonballs x 7(made from Melodic transmitter x 2, Charge Stone x 5)(can be combined to make one wish!)
[AG]PLAYERS: (!CURRENTLY VULNERABLE!)
[N]EternalStruggle
[N+2]JoeBOB
Daskter
[N+2]Winkins
Karpinsky
MooGoestheCow
[PG]VACUUM CLEANER (moves stuff to DEATH Stasis Pod every turn!)
[PG]Godmodder: 88/301 HP(Status-Effect Boost buff ticket, Double Rainbow ticket x3)(Repository Charge: 10/10)(Charge: 2/2)(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))(SILENCED)
Player info:
[N]EternalStruggle - CP: 0 (Increased HP)(protected from 1 attack)
[N+2]JoeBOB - CP: 2(Cult of the Cube)
Daskter - CP: 7 (has Giant Pile of Starcraft Scrap, Boosted Evolve Hunters)
[N+2]Winkins - CP: 2(+1,000A Iron sword, 10,000 damage token, 1 Multiplier Stone, 1 Multiplier Orb)
Karpinsky - CP: 2
MooGoestheCow - CP: 6
Player Inventory:
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: 7/20)
Wishful Whammy(random effects attack)(non-combinable)
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)
Desperation Shield(Leaves one Player at mortally wounded if they would otherwise die)
ITEM
[N+2]JoeBOB - CP: 2(Cult of the Cube)
Daskter - CP: 7 (has Giant Pile of Starcraft Scrap, Boosted Evolve Hunters)
[N+2]Winkins - CP: 2(+1,000A Iron sword, 10,000 damage token, 1 Multiplier Stone, 1 Multiplier Orb)
Karpinsky - CP: 2
MooGoestheCow - CP: 6
Player Inventory:
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: 7/20)
Wishful Whammy(random effects attack)(non-combinable)
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)
Desperation Shield(Leaves one Player at mortally wounded if they would otherwise die)
ITEM