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Defeat The Godmodder

ES upgrades the Engage to the Engage Plus! Or Engage+, either works. This nifty upgrade adds adaptive programming and smart material components, so similar to the Blood-Starved Beast, if its attack is involved with killing an enemy it gets an upgrade.
 
You give yourself a propeller! This lets you go faster in water! Whatever use that might be.
Mostly it was to help we avoid getting stuck of the trip through the piping took several updates, seems to be just another case of me overpowering. Oh well, I can always smack people with it!
Into the toilet you go! At last! Magical toilet exploration! You manage to squeeze through the pipes without difficulty, and a few seconds later, you exit the pipe! After a few solid seconds of falling, you splash down into a large area full of water... and very dark.

You look around. It seems you're in some kind of sewer. Now that you're out of your cell, the theme has changed again from "dark medieval" to "futuristic chrome", but... the walls are grimy, mossy, and dank. Thankfully, due to lack of use the liquid flowing through this sewer is almost completely water, but it doesn't change the fact that this place is clearly poorly maintained.

Using the light you've managed to conjure, you find a large number of tightly-packed iron bars blocking off the way forward. Through the bars, you can see a treasure chest... and there's a lever right nearby!

Behind you, the sewer stretches off into the distance... maybe. It's too dark to see how deep it goes.
Well this is a predicament. Do I pull the lever and most likely trigger whatever trap guards the treasure chest or journey into the dark sewer depths, decisions decisions.

...or I would be thinking that if I didn't just pull the lever. Sure I have no doubt this treasure chest is trapped and potentially empty but you never know if I'll find something useful. (Free Action)

Of course before I go by the opened bars I use my Player power to create this simple shape. Large enough for me to be able to crawl through, long enough to stretch across the opening the bars would leave, and somewhat sturdy. A simple item hopefully tailored perfectly to avoid being locked inside with the treasure chest when I place it where the bars used to be. (x1)
 
Free Action Focus - HOPE: I continue hoping with all my faith!

Action Focus - Pray: I continue to pray. This further increases our hope production! Maybe we can wipe out this whole dungeon with HOPE alone!
 
I dig a trench inside the mental space forcing the enemies to build a bridge in order to get past once the bridge is 100% built it is done for ever
 
Looking down at the now broken hammer I let out a sigh. 'Well bugger, We're going to need something a bit more heavy duty to bash this wall.' I rub my right arm a bit as it feels rather strained from the exertion of strength I used when trying to breakdown the wall.

'Hmm, I'll take a break until my arm no longer feels stiff.' With that I sit down on a bench and think about what to do. 'Lets see, Most everyone over here is moving into the basement at this time. Over at the B cells they are finding that the vents connect them together which may allow them to get out. Well all but B-3 at the moment. Odd that it sort of mirrors the broken walls over at our side.' I rub my mustache in thought as I wonder why that is.

Action:
Deciding to dismiss it for now I turn my mind towards DUNGEONSCAPE. 'Well while I'm resting I might as well work on the Maze some more.' With that I mentally start focusing adding to the Maze. Adding in more hallways that lead to nowhere and I work on making the maze even more confusing for enemies inside it by making it so that walls will when out of sight rise up or lower into the ground as well as making the walls self cleaning so if an enemy tries marking down which way they went before then they won't be able to do that due to the walls cleaning it off, Thus making it far more likely for the enemy to stay lost in the maze.

After that I focus on of quality of life improvements for our defenders, Unfortunately I already used a good deal of power so I opted to build a barracks with pretty comfy beds for them.

Hope/Free action:
'Things are looking up for us. The DUNGEONSCAPE is still well under control and FlamingFlapjacks is working on freeing up more of our power. Just need to hold out until then, Which I have no doubt that we will.' I think happily to myself.
 
Alright, let's do this. More hope! HOOOOPPPEEEE! I channel more hope, building defenses for the orb. Then I leap in, shoving down Shadows, and blasting apart the HOPE blocking things. My mind takes a big hit, but I soldier on, creating chains, which twirl around, locking down Shadows.
Rate of Orb deterioration slowed!
 
I spot the creature scuttling around in the dark. Well, best prepare for combat then.

I see that many of my cellmates are working on upgrading their weapons. Being that incendiaries are likely unsafe to use in such cramped underground quarters, I'll do some upgrading of my own. Firstly, I use what little player powers I have to enlarge my fork as much as I can. I clear part of the cell floor free of thatch, dab some hand sanitizer in the empty area, and light it on fire. Time for some armature blacksmithing. I heat the enlarged fork's four prongs up until they glow orange-hot, then I use lumps of stale bread as hammers and anvils to beat then into a circular shape tipped with sharp stabby points. I then alternate between heating the prongs in the fire and quenching them in the water bucket to temper and harden the metal. Lastly, I wrap some stale bread around the fork's shaft to give a better grip. I christen this new weapon the Tetradent of Stabbing!

It gives me HOPE that we can overcome the beasties in the passage.
 
The Quiet Watcher opens his eyes and tries to move, puzzled at how he was still alive. He sits up, only to find himself in a straitjacket and manacles that pinned his hands shut. He starts struggling to get out of his restraints, HOPEful about his chances of getting out of this alive.
 
/RP

"Bill... you're talking to this... voice inside your head again. Who is it and how is it contacting you?

Realizing he may have overstepped his boundaries, he steps back.

"Sorry... just curious."
 
Breaking Bad - IV
Okay, it should be activating now. Wait, wait, now.

Nothing? NOTHING?

Crap.

Free Action: I decide to channel DETERMINATION, instead of HOPE. We will defeat Cybil, and I'm going to see to it that he personally dies for this. It's not a distant objective, it's a certainty.

Action: I summon an unusual item into my hand, then taunt Cybil.

"Alright, Cybil, I don't know how, but you've managed to resist my secret weapon. But that won't stop me from killing you.
"

"I've escaped countless prisons, holding facilities, and even afterlives. Your security measures are strong, but I have a number of tricks to beat them."

"For instance, although you've searched us, you weren't able to catch everything. I've hid this in a pocket dimension linked to me, one that you missed during your exhaustive search."


"It's a Weath Ray, one of the most terrifying weapons known. It's actual raw damage value is quite small, and this instance can only do a tiny amount of damage."

"However, it's impossible to block. If I know where you are, I can hit you, and all you can do is run around in circles and hope that I miss. If you aren't moving, I'll be able to scope in, aim at the base of your spine, and delete it, leaving you paralyzed from the neck down for the rest of your life."

"Luckily for you, I don't know where you are just yet. But luckily, that's not all it can do. Right now, I'm going to blow the consoles off of these doors, forcing them open!"

I look over to another cell that's visible, try to see where the door console on the cells is relative to the cell, and then use that to aim the device through the wall at the approximate position of the console. If there is no door control console, I instead fire at the lock on the cell door, and if that's also not present, I aim at what's most likely to be a weak point in the bars. Then, I pull the device's trigger, and a red beam shoots out. It has no effect.

"Luckily for you, I missed. My precognitive aiming ability isn't what it should be. But I have infinite ammo, so I'll keep firing until I land a hit!"

I continue firing every 10 seconds or so, shooting out another red beam.

(Note: I'm making ALL of this up as a diversion to troll Cybil. It's actually just an odd-shaped, chargeable, battery, that projects an illusionary red beam when its trigger is pulled. Real Weath Rays don't have a red beam, they just produce a sonic boom when in-atmosphere.)

DETERMINATION!

You begin making up a grand distraction! In the distance, you can hear large, metal feet begin to move in your general direction.

I carefully approach and open the treasure chest, wary of danger, but HOPEful of something to further our collective cause.

You open the treasure chest, as the zelda chest tune plays in the background. Inside is... IS... IS...!

A PICKAXE! You can use this to break loose dirt or stone! Or walls, albeit slowly. You and those near you can share this highly valuable tool.

In fact, you think you can see some loose dirt a bit further up in the tunnel... in the darkness... with that creature.

(1x) The Defender appears in the dungeonscape.
The high defense and minor attacking power, his main weapon is the ability to defend those who can deal much more damage than he can.
His role is to defend the ones who are vulnerable.

The Defender spawns! The weak shall be defended!

[0] I continue to AGE
[0] I also OPE. interestingly, OPE is an archaic word for Open.
[0] while I'm at it, I HOPE. [0]and I HOPE. [0]and HOPE [0]and furthermore, I HOPE, [0]HOPE, [0] HOPE, [0]HOPE, and let's not forget [0]RAGE or [0]ROPE, and white I do those, it's a good idea to [0]HOPE, since while a [0] HOPE action is utterly ineffective at providing anything but a generic "[0] HOPE!" boost, (I [0] HOPE) it's still good for a generic [0] HOPE boost. also, since infinite free actions, ([0] I HOPE) I can get as big of a [0] HOPE boost as I want, and no matter how small the [0] HOPE boost is, it ([0] HOPEfully) will scale up to something useful eventually. all I have to do is [0] HOPE, and [0] HOPEfully this will [0] OPE some [0] HOPE-radiating doors which inspire in everyone else [0] HOPE because [0] HOPEing gives a small [0] HOPE boost, which will [0] HOPEfully become stronger when i pass a certain threshold of [0] HOPE actions [0] HOPEd in a turn... i [0] HOPE.
[0]... HOPE doesn't seem like a word any more. I [0] HOPE this goes away eventually, but regardless of my [0] HOPE, it probably won't until i've stopped [0] HOPEing every 10 words... i [0] HOPE it ends sooner though, it's weird how [0] HOPE doesn't seem like those letters should fit together. [0] HOPE just... looks weird.
however, I still [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and
[0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and[0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [₀] ₕₒₚₑ ₐₙ [₀] ₕₒₚₑ ₐₙ [₀] ₕₒₚₑ ₐₙ [₀] ₕₒₚₑ ₐₙ [₀] 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[0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE and [0] HOPE
also, [0]HOPE. as you can see, there is much [0]HOPE. if I'm doing this, I'm doing it right, my friendo. buddy. chum. pal. homeslice. breadslice. dawg.
[1] OH HEY! we have player power now. and we have that godmodder-energy radiating communication channel. since we have player powers now, we can probably get by without it working that well, we can player-power contact one another... and even if that's not the case, I doubt 1 player power is enough to send the devil's channel crashing down into nothing.
so... I use this 1 player power, and some of the godmodding energy from the com-channel, to make a anti-Godmodder lock. maybe it's a small one. maybe it doesn't scale. i don't know. but I make one, and if it's area of effect is large enough to surround all the players, I use it immediately... that'll hopefully maybe protect us from MIND drain, since that's all godmodder stuff and we're surrounded by not that.

This action is [0]HOPEfully boosted by [0] HOPE.

You HOPE so hard! So hard, that you accidentally use up all your power getting a little extra HOPE boost!

I give the Blood starved beast regeneration every turn.

I hope everyone makes it out of here alive!

HOPE!

The Blood Starved Beast is now regenerating! Slowly. +10% health per turn. But combined with all its other amazing abilities...

The man just looks annoyed now. He pulls the bench up onto his shoulder, before pushing it downward towards the ground, giving him enough momentum to grab the ledge into the vents, and then placing the Bench in his Benchkind Strife Specibar.(Reasoning for much of this comes from last turn, but was not addressed) He then turns over to look at Eevee. "Fine, find your own way up then."
He then proceeds to move over towards karpinsky, trying to see if there is a path further towards cells C1, and C2. He figures that there has to be something there. He searches around that are of the vents.

HOPE, and RAGE action (In case my not being clear in that regard was why nothing happened last turn)
He also looks into the Dungeonscape mentally, with Karpinsky being able to see that teal color shift which he seems to be doing more and more frequently. He is appalled that his Rage/Hope Angel didn't appear in the Dungeonscape. It was supposed to be there, even if he had been vague last turn as to where it came from. He then notices the Hope and Rage energy still within him. He then, his Hoodie shifting to half Purple, half Yellow summons up the creature into the Dungeonscape.
They begin to converse again, "You seem like you are feeling better, Jet. I suppose so, Smirk. I suppose your little motivational speech did eventually have some affect on me. You are still a fool though. Good, I didn't want anyone to mistake my hard work on that impression as genius or anything." He seems, even though many things went against him, happier.

You crawl to the edge of the ventilation system, above cells B1 and B2. You search tirelessly for some way, any way, to go further in thus general direction of the ventilation shafts! You don't find one, but you DO find something the people in cell B-2 missed, using your fresh aerial perspective... one The_Quiet_Watcher! Turns out he was with you, all along! Definitely! And he's here to help!

HOPE!! Keep in mind, hope actions are only worth HOPE/Whatever other thing you can think of, and can't be used to help out in the dungeonscape or anywhere else.

(Action!)(Hope Action + 1 Action)
(Hope!)
I take some time to HOPE in hopes that those enemies in the house won't find the keys and not harm anyone's mind.

(Action 1)
I look at the the the spear in hand and ponder a bit. I then nod to myself as my memories and skills before this whole player and godmodder thing finds its use here as I grab enough floor thatch to start creating a machine to create more the Scratchspear.

I finish it up by adding a hand crank on to the side of the thatch machine and then inserting the toilet paper end into the opening of the machine! Now I just need to crank it so that I can get more spears out of one action!

I sit done after that and mention to my cell that someone can probably create a ladder or rope to get into the vents and that I'll be probably staying in the cell to make more spears.

HOPE!

You create the Scratchspear generator! As long as one has access to this generator, you can make two scratchspears with only one action!

Investing in production capacity and industry? Apparently

Free action: HOPE

Main action: Drop down into the area from the left path.

HOPE!

"Left path" is so non-specific... I assume you mean in the mysterious dark room, since otherwise you would've said "holding cell", and the pathway to that room is generally left?

You drop down! It's a longer fall than you expected! Since you didn't do anything to cushion yourself, you land HARD, and black out for a few seconds. A new enemy has spawned in the Dungeonscape! The HWTMPTS fails to grab them.

You quickly recover from this minor error, and set about lighting the area as best as you can. This place is VERY dusty and grimy - its been abandoned for some time. In spite of that, there's a lot in here that looks important... you see a lot of machines that look like robots, but its too dark for you to get the complete picture of this room. Eventually, you stumble upon a locked door, as well as a sealed exit door that leads out to the main hallway.

Looking back up, the ventilation opening is a WAYS up there. You could get back up, but you'd need multiple actions to do so at your current Player power. For now, there's no easy retreat back...

Hope Action: The House With Too Many Places Too Search suddenly starts being a lot more slippery. Searching entities shall find they sometimes slip, bang their head upon one of the many pieces of furniture that require careful searching beneath and between and lose a turn being dazed and having found themselves on the floor.

Action Action: I use all of my power for this turn in aide of my Hope Action

Enemies within the house now have a 50% chance not to find a key! Because they're too busy getting bonked on all the furniture!

"So... seems like everyone is making weaponry, huh? Might as well join in."

Action 1 -
Kyle picks up one of the knives from the infinite cutlery. Although not actually useful in a combat situation, better than nothing.


Wait.... why not enhance it?

Although only having a knife to work with, Kyle realizes that there are other things too - mainly, SOUL. The knife, although still plastic, begins to take an edge. It flashes a deep red before becoming a steak knife instead of the simple butter knife it was before.

EQUIP -
Weapon -- Nothing --> Steak Knife
Attack -- 1 --> 5

You create the STEAK KNIFE! Its useful for stabbing things! And its pretty durable, too! Probably does more damage than the sanitary sizzler, at the cost of losing the burning effect. This creation can be replicated for an action, but only by people with access to the cutlery.

A: ...Let's not burn the bars on second thought. Let's make armor instead.
FREE?: Hope, Determination, Dreams, Memories, Hope again.

[x1] A 'minor' fire attack clearly wouldn't work against the bars, but perhaps a medium one?

...Leah then realizes she's in a massive room filled with flammable materials. All of 1 player power probably won't save her buttox from multiple 'deaths' and eventually loss of this 'MIND' quality. That's a bad idea. At the same time, the ventilation shafts now appear to be an option for her.

...Prepare, prepare, prepare. They do not have much time to waste, but the other players hustle and bustle with plenty of business. Now that she's armed, now she needs defense of some sort.

She takes out the stale bread and the thatch. The thatch is likely the most 'comfortable' thing in the room that she has an infinite quantity of, so she figures that proper application would do to make the insides of her armor (yes, she's making armor) more comfortable. The bread, the hardest thing there, is obviously the padding, pretty much only so because of her lack of any other sufficient material moldable enough, while still being the hardest thing there on account of being stale. I mean, seriously, that thing is like bendable rock.

"Operator is attempting to arm themselves. We will send over schematics for the armor over the channel when it is completed," Omniglot quips as it moves around, helping speed up the process a little by cutting up some of the bread into desirable body-covering shapes.

Leah thinks to herself, all the while... Her arms have been completely static before. Perhaps they were running off of player power? Well, they still functioned perfectly fine as regular arms even with no player power at all. She might want to consider testing this, later, when this is all over, but before they just seemed to be on auto-pilot, doing whatever they wanted (which always ended up helping Leah) with only mild prompt. Perhaps it may benefit her to learn how to actively control the arms, just in case.

She focuses... The arm of liquid cobalt crystal and the arm of hollow gold react, to her surprise, immediately-and this time, she feels what's going on, like her brain's on fire, thoroughly aware of exactly how those arms move. Not in a painful sense, though-she quickly gets to grips with her new... Feelings, and immediately tries to tap, as deep as she can.

That'd probably be a stupid idea in any other circumstance, but for this one, it's only a waste of time-she barely goes deeper than the surface before she cognizes a massive mental blockade preventing her from doing much more. She backs off, mentally, instead concentrating on what she can manipulate-which, to all present, is definitely the form of gold/cobalt tendrils, taking the bread and efficiently chopping it, creating screws, nails, and plates out of sheer bread crust as Leah sees fit, with just a few pinches of water to grease the wheels. As her main hands and Omniglot carve up the individual shapes of bread into breastplates, greaves and more, so to do the tendrils, fixating on the minor details-little rough patches, tiny problems, and otherwise keeping out of the way of Leah and Omniglot, operating deftly and without intrusion nor error.

When they're all done, Leah looks somewhat similar to a knight, if knights made armor out of bread and thatch; her face is now totally obscured, and while it is likely her design decision, only her arms (neither of which look like they'll be damaged by much of anything) remain uncovered. A set of gauntlets are attached to two hoops near the waistline, though, so anyone copying the armor would get a full set.

Leah has crafted the Baker's Dofense. To save Moniker the effort of having to type out that everyone else can craft it, and as its been the case before, any other player can copy the Baker's Dofense (or possibly a slightly lesser variation, if Leah's done like a knockout job) with one action. The Baker's Dofense is a defensive implement worn on the body as a tough armor that will make it harder for random pains to assault and KO you while in the Prison. Due to being made of bread, it's unlikely to be improved without better resources, but due to being made of bread, it does not do much to impede movement.

[x0?] Leah hopes this armor will protect her in the inevitable battles ahead, carry her straight out of this jail cell, carry her straight to the Godmodder's face, and enable her to punch it until the Godmodder, by doctor's decree, has been declared completely removed of any bodily part that could constitute a 'facial feature.' She also hopes she can see Fenix again, as little as she knew him. He seemed like a nice guy. She hoped he was the nice guy he seemed like. She hoped that Fenix wouldn't magically vanish with the death of the Godmodder as a Godmodder Construct-ontological inertia, please exist. Hopefully, it exists. Hopefully.

Hope. Leah isn't a hoping person. She's the kind to make hope by tearing it out of the ground and making it herself, metaphorically speaking. And that's what she's doing-she's taking a miserable situation, like Piono did, and turning it into, bare minimum, a last dying spit at her unconquering foe.

...She wonders what happened to him. He must be around here somewhere... Hopefully. He seemed strong, decent, reliable, a person to rally behind.​

You make the Baker's Defense, named by you! It serves as fairly functional armor against attack. Hmm... does bread conduct electricity?

HOPE!

Action 1: I create the ASSASSIN BOT in the Dungeonscape! If not targeted by the enemy it attacks, it deals double damage in a surprise assassination! If targeted by the enemy it attacks, however, it only deals a fourth of the damage.

Free Action: We can do this!

Assassin Bot summoned! With slightly modified mechanics for simplicity; it does a lot of damage but only attacks when the enemy won't target it AND will live to be able to attack it.

HOPE!

"... oops... my bad."
"well... now we know what happens when we do THAT."
"Well, I am sorry... I thought the bars wouldn't do something like that."
"... have you looked at the sign outside?"
"wait, what sign?"
I look out the bars to see a sign saying, "WARNING! touching the bars will result in shock and blackout."
"Wait THAT WASN'T THERE BEFORE!!"
"Was it? I am pretty sure that was always there..."
"Whatever..."
I look back to see the sign has now disappeared.

Free action: Despite my mistake I made, I keep on hoping. I can feel my hope getting stronger.
Action 1: I continue to concentrate on a weapon, a pickaxe that is built to weaken the jail's bars. I then proceed to hit the bars with that.

HOPE!

You design a pickaxe, and hit the bars with all your might! The pickaxe shatters into a thousand tiny pieces! You jump back in time to not get hurt, but it looks like it barely dented the bars at all...

As you land your jump, you feel the ground shift a little under your feet. Huh?

(x0) I add a bit of DETERMINATION to the HOPE to add solidity to the structure

(x1)upgrade my Sanitary Scorcher into the Sanity Sizzler....you know....the name is not exactly the most...hopeful....I will call this particular one the "Flame Purger"

DETERMINATION!

You upgrade to the Flame Purger! It's a Sanity Sizzler, but renamed.

Free Action: I beam images into people's heads. In these images, there is an oncoming train, but you're standing back from the yellow line and have nothing to worry about.
Action 1: I return to Cell B-4, and make myself a rope of layered paper and thatch, with knots placed at 3-foot intervals.

Would someone in Cell B-4 take the spikes used to secure the bench of the bench and give me them?

You create some basic rope! This has a vast number of different uses.

HOPE??

Welp this wall breaking seems doomed... so... Arsenical! Create a lantern and follow me!
1) I make a hammer, and climb down under A-3. I march into the darkness, Arsenical lighting the way, and hit the monster hiding in the darkness!
Free) I suppose this is a good time to HOPE!

You and Arsenical venture forward! You're at the centerpoint of the tunnel, now... though its dark, Arsenical has his lantern, and you have your sanity! Looking around, you see that the tunnel goes even deeper, there's some loose dirt on the ceiling, and in front of you... is the enemy!

Action:
Work on the Supersonic Sniper does not end. This time, Eyowe is working on securing it as so no opposing force will be able to use it against him and his allies. Turns out, having a device that "instantly kills things" is not something you want to be used againdt you.

...it's probably easy to tell, but he's being paranoid right now.

Hope:
He is putting a lot of hope on this weapon.

HOPE!

You make the Supersonic Shooter impossible to turn against you. Whenever it's in the hands of an evildoer, it'll shut down automatically. Great! Of course, no matter how evil you become, you've excluded yourself from the regular evildoer tests.

ES upgrades the Engage to the Engage Plus! Or Engage+, either works. This nifty upgrade adds adaptive programming and smart material components, so similar to the Blood-Starved Beast, if its attack is involved with killing an enemy it gets an upgrade.

Thus far, the other entities have been automatically clearing out of the way so the Blood-Starved Beast can kill-steal. But now, it's no longer necessary! The Blood-Starved Beast now has Engage+! This is going to be the buffest starving beast ever.

Mostly it was to help we avoid getting stuck of the trip through the piping took several updates, seems to be just another case of me overpowering. Oh well, I can always smack people with it!

Well this is a predicament. Do I pull the lever and most likely trigger whatever trap guards the treasure chest or journey into the dark sewer depths, decisions decisions.

...or I would be thinking that if I didn't just pull the lever. Sure I have no doubt this treasure chest is trapped and potentially empty but you never know if I'll find something useful. (Free Action)

Of course before I go by the opened bars I use my Player power to create this simple shape. Large enough for me to be able to crawl through, long enough to stretch across the opening the bars would leave, and somewhat sturdy. A simple item hopefully tailored perfectly to avoid being locked inside with the treasure chest when I place it where the bars used to be. (x1)

You flip the lever to release the bars, walk over, and set down a thing to ensure the bars don't just lock back up!

...Only, the bars aren't really your concern. Several pairs of glowing eyes stare at you from the darkness...

Free Action Focus - HOPE: I continue hoping with all my faith!

Action Focus - Pray: I continue to pray. This further increases our hope production! Maybe we can wipe out this whole dungeon with HOPE alone!

HOPE!

DELUSION! Oh, sorry, that was just what you got for thinking hope alone would be enough. HOPE!

I dig a trench inside the mental space forcing the enemies to build a bridge in order to get past once the bridge is 100% built it is done for ever

You dig a trench! New enemies will need to build a bridge to get across! Ultimately, though, this can only ever delay newcomers...

Looking down at the now broken hammer I let out a sigh. 'Well bugger, We're going to need something a bit more heavy duty to bash this wall.' I rub my right arm a bit as it feels rather strained from the exertion of strength I used when trying to breakdown the wall.

'Hmm, I'll take a break until my arm no longer feels stiff.' With that I sit down on a bench and think about what to do. 'Lets see, Most everyone over here is moving into the basement at this time. Over at the B cells they are finding that the vents connect them together which may allow them to get out. Well all but B-3 at the moment. Odd that it sort of mirrors the broken walls over at our side.' I rub my mustache in thought as I wonder why that is.

Action:
Deciding to dismiss it for now I turn my mind towards DUNGEONSCAPE. 'Well while I'm resting I might as well work on the Maze some more.' With that I mentally start focusing adding to the Maze. Adding in more hallways that lead to nowhere and I work on making the maze even more confusing for enemies inside it by making it so that walls will when out of sight rise up or lower into the ground as well as making the walls self cleaning so if an enemy tries marking down which way they went before then they won't be able to do that due to the walls cleaning it off, Thus making it far more likely for the enemy to stay lost in the maze.

After that I focus on of quality of life improvements for our defenders, Unfortunately I already used a good deal of power so I opted to build a barracks with pretty comfy beds for them.

Hope/Free action:
'Things are looking up for us. The DUNGEONSCAPE is still well under control and FlamingFlapjacks is working on freeing up more of our power. Just need to hold out until then, Which I have no doubt that we will.' I think happily to myself.

The maze has been somewhat upgraded! Now, there's a 10% chance new entrants to the dungeon will get lost in the maze, permanently eliminating them! Also, the defenders appreciate having beds, though considering the whole "sleep is death" thing, maybe its a smidge tasteless.

Alright, let's do this. More hope! HOOOOPPPEEEE! I channel more hope, building defenses for the orb. Then I leap in, shoving down Shadows, and blasting apart the HOPE blocking things. My mind takes a big hit, but I soldier on, creating chains, which twirl around, locking down Shadows.
Rate of Orb deterioration slowed!

HOPE! The Orb now has slightly better defenses! It's at 120% health!

I spot the creature scuttling around in the dark. Well, best prepare for combat then.

I see that many of my cellmates are working on upgrading their weapons. Being that incendiaries are likely unsafe to use in such cramped underground quarters, I'll do some upgrading of my own. Firstly, I use what little player powers I have to enlarge my fork as much as I can. I clear part of the cell floor free of thatch, dab some hand sanitizer in the empty area, and light it on fire. Time for some armature blacksmithing. I heat the enlarged fork's four prongs up until they glow orange-hot, then I use lumps of stale bread as hammers and anvils to beat then into a circular shape tipped with sharp stabby points. I then alternate between heating the prongs in the fire and quenching them in the water bucket to temper and harden the metal. Lastly, I wrap some stale bread around the fork's shaft to give a better grip. I christen this new weapon the Tetradent of Stabbing!

It gives me HOPE that we can overcome the beasties in the passage.

You create the TETRADENT OF STABBING! It looks like it does less damage than the Scratchspear, but it's more durable - and it, too, can be thrown! Attack from a distance with this delightful trident thing!

As usual, allies can replicate this as long as they have access to forks.

HOPE! That's it! You have enough hope! The HOPE wall now automatically upgrades the attack of stuff put on it, like ballistae!

The Quiet Watcher opens his eyes and tries to move, puzzled at how he was still alive. He sits up, only to find himself in a straitjacket and manacles that pinned his hands shut. He starts struggling to get out of his restraints, HOPEful about his chances of getting out of this alive.

HOPE!

Ah, how could you forget yourself? You finally wake up, a little later than the others, ready and waiting to return to the land of the living!

Currently, you're in Cell B-2. You have access to the ventilation system for getting around - that's the little grey lines on the map.

---------

Those in the combo-cell of A1, 2, and 3, hear the steps of a guard draw near. Crusher's firing is luring the guard over! The guard will arrive 2 turns from now.

In the tunnel beneath Cells A-3, A-4, and beneath who knows what else, Ranger_Strider finds himself staring down the face of some old robot. At one point, it was gleaming white, but a long time in this tunnel has made it look brown and dirty. At some point, this thing was likely sent down into the tunnel. It's clearly half-broken, probably too half-broken to communicate with any larger prison network... but it still wants to adhere to its original purpose. It begins creeping towards Ranger_Strider, waving a baton that still manages to crackle with electricity... one hit from that thing will put you right to sleep!

Meanwhile, within the sewers, CaptainNZZZ is facing a much worse dillema. He has no less than three enemies to deal with, and he's all alone. In addition to another old, damp robot, he's also dealing with two sentry robots. The sentry robots have small guns that look like they pack a punch, but the guns are still weaker than the dilapidated robot's baton.

Out of the corner eye, CaptainNZZZ spies... is that a Shadow Player? No time to examine it closely right now...

----------

THE DUNGEONSCAPE:

Karpinsky's fall attracted an aggravating archer! They're like annoying archers, but stronger!

All your allies focus their fire on the Medium Gobblebeast, managing to slay it! The Road Runner finishes charging its insta-kill attack, and uses it on the new Aggravating Archer, slaying it! For now, the area immediately in front of your defenses is cleared!

FlamingFlapjacks orb attracts 2 new enemies to the field... another Dark Cleric, and an Aggravating Archer! They manage to get through the maze, but get stopped by the trench! Within the House with Too Many Places to Search, both of the enemies inside get lucky and find a key!

The defenses outside of your main line of allies are now so tough, they deserve their own section... "Outer Defenses"! This will classify all defenses that can delay or stop enemies before they get anywhere near you!

-----------

You've already managed to fight a fairly large number of foes in the Dungeonscape. You've cleared the easy initial waves, but now, they're going to start getting tougher. HOPE you're prepared enough.

MAP:



Players:

CELLS A-1/2/3:
Captain.cat (has rebreather)
EternalStruggle
MooGoestheCow
That-Random-Guy
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48
Bars x 3 - totally intact!
Extra-large toilet and piping

ESCAPE TUNNEL ENTRANCE:
That(Other)OtherGuy(has pickaxe)
General_Urist(has scratchrope, oilflasher)(Using Tetradent - weak attack, throwable)

ESCAPE TUNNEL MIDPOINT:
Arsenical
Ranger_Strider_
Dilapidated zapbot: 10/10 HP, Zap!A
Loose dirt in ceiling
Path leading into darkness

CELL A-4:
Bill Nye(has PB&J)
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Steak Knife, moderate damage+cutting)
Algot(has PB&J, giant clothespin)
Bars - slightly weakened!
Pantry containing basic cutlery (spoons/forks/knives)

CELL B-1:
GoldHero101 (2D powers)
Krill13 (has Sonic Shooter - can use sound-based attacks)
FlamingFlapjacks
Winkins (has scratchspear - high damage, one use)
Scratchspear generator(use 1 action to make 2 scratchspears)
Bars - totally intact!

CELL B-2:
The_Nonexistent_Tazz (has Sanity Sizzler, medium fire attack)(wearing Baker's defense, medium defense)
The_Two_Eternities(has bread paper)
Dragon of Hope?!?
The_Quiet_Watcher
Bars - totally intact!

CELL B-3:
RedRover1760 (boosted dodging skill)
JoeBOB(prepping to grab with Bubsy's hand)(has scratchspear - high damage, one use)
Daskter(has lightsticks, oil lantern)
Evonix
Bars - totally intact!
Wall of Bread
Abandoned metal-eating-acid-spitting grenade

CELL B-4:
Eevee Shadow Bacon
Ender_Smirk
Cephalos Jr. (has sandpaper, rope)
Bars - totally intact!
One free bench
Ventilation opening (in the ceiling)

???:
Karpinsky
Oppressive darkness(preventing full picture)
Locked door
Sealed exit wall
Mysterious Machinery

SEWERS, ENTRANCE:
CaptainNZZZ (has rebreather)(wearing wetsuit w/propeller crank, weak resistance to all damage, total resistance to water damage)
Chest
Shadow
Sentry bot: 5/5 HP, Bullet!A
Sentry bot: 5/5 HP, Bullet!A
Dilapidated zapbot: 10/10 HP, Zap!A

Dark path leading deeper into sewer

All cells have these materials:
Infinite breadsticks, infinite water, infinite floor thatch, wall-attached benches, a toilet and sink, infinite hand sanitizer, and infinite scratchy toilet paper

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 10% chance to make new maze entrants get lost!
Trench: 0% bridging constructed!
Aggravating Archer: 100% health, medium defense, medium artillery-based attacking power(+30% bridging per turn)
Dark Cleric: 100% health, medium defense, minor healing/buffing power(+30% bridging per turn)

House With Too Many Places to Search (new enemies have a 50% chance to get trapped inside)
Medium Gobblebeast: 100% health, medium defense, medium attacking power (50% chance of finding +1 key every turn!)
Annoying Archer: 100% health, minor artillery-based attacking power (50% chance of finding +1 key every turn!

2/5 house keys found!
Enemies:
None currently!
Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 160% health(160 max), major defense, major attacking power (gets stronger whenever it kills something)(+10% HP/turn)
Roman Legionnaire: 30% health, medium attacking power
AoE healer: 100% health, weak defense, heals all allies slightly each turn!
Bell-Ringing woman: 100% health, minor attacking power
Healix angel: 100% health, weak defenses, medium healing power
Engage-Class War Robot: 100% health, moderate attacking power
HOPE Ballistae: Dies when castle wall does, major attacking power
Defender: 100% health, medium defense, minor attacking power
Assassin: 100% health, weak defenses, major attacking power(only attacks when won't be attacked)

FlamingFlapjacks MIND core: 100% health(attempting to increase Player Power! 1/3 Done! Attracting more enemies every turn!)
Defenses: Massive HOPE Castle Wall(buffs castle wall defense attack), Roller/Flamethrower cage traps (activate to damage all enemies)
Everyone's MIND cores are fully intact.

Base Player Power: 1
 
I request that the other people knock over their buckets of endless water to help flood the jail. I grab a piece of bread and throw it to my cell mate.
 
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Huh, there's a guard. What now?

We have a teammate with a gun that can supposedly instantly kill through walls. He just needs to know where the target is.

What am I, Widowmaker?

You have Starsight.

Got it. One Widowmaker ult, coming up.

Action: I generate an impotent telekinetic field out to a hundred feet of range. It's not powerful enough to actually do anythng, but I don't need to do anything with it. As telekinesis is basically touching and manipulating objects from afar, channeling telekinesis allows me to essentially "feel" the nature of the objects I touch with it. Thus, I now know the physical location of the guard, as well as the composition of the guard's body and equipment (to the point where I can probably figure out what weapons he's equipped with). This may also uncover hidden rooms that happen to be near my cell, and maybe if I can reach long enough I can sense what's in the C-cells.

I then exploit the telepathic comms network to send the guard's location data to every other Player, highlighting him in red for everyone's convenience.

Then, to get him to approach faster, I use my fake!Weath Ray to fire a red beam into his face, taunting him with "Ha! I just deleted the memories of your childhood! I know where you are, you don't have anywhere to run, come over here and surrender your weapons, or I'll eliminate the rest of your memory."

Krill13, I've marked the target. I'll give you a cue as soon as he moves next to our cell doors, and then you need to snipe him.

Free Action: I channel more DETERMINATION.
 
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Action 1: I enhance the maze with the magic spell of The Illusion Spell of Meaningless Directions! This makes so that the Maze gains illusions that makes the right side of the Maze become the left side of the Maze, and switches back every (random from 1 to 10 seconds), so you can't just right hand rule this maze, you'll get lost! Every 100 seconds up and down is switched, and finally West, East, North, and South suddenly swap randomly every 400 seconds! There is no way you will ever keep a sense of direction, and will get endlessly lost in the maze in the Dungeonscape! It hurts trying to figure it out from just thinking about it, in reality people won't stand a chance!

HOPE!

Well done! I recommend someone creates an outer defense that does AoE damage to all entities stopped by the Outer Defenses.
 
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ES recalls his sword. He's always had it outside of Player stuff, and he still has it on him now. He uses his action to increase its Relevancy, allowing him to use the dedicated weapon in the future a little without actually risking it breaking or doing nothing.
 
Action:
Eyowe gives a vocal sign of affirmation to Crusher's plan through the mental connection.

Eyowe stabilizes the Supersonic Sniper, making it so that using it does not break it or weaken it, not even a bit.

...you know? Just in case?

Hope:
He is REALLY putting a lot of hope on this thing.
 
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Free action: I make observations on how this is going to turn out well for us.
Action 1: I take the spikes used to drive the bench into the wall from the bench, then go up into the ventilation.
 
I try to remove the floor part that moved after that other guy tried to destroy the bars
 
Řehoř Urist looks at the people around him. Right, there's a guard coming. Since we're all getting out of here, how about you guys set the thatch in our cells on fire so he has trouble finding us? I'd do it myself, but I'm about to be busy with this Zapbot.

Time to go on the offensive! I cover up the Oilflasher's light with my hand, and run towards the Dilapidated Zapbot! When I get close I uncover the light and shine it directly into the Zapbot's already-blurry-from-age optics. While the Zapbot is blinded by the light and unable to aim his baton, I locate some gaps in the decaying outer plating and shove the Tetradent into that weakpoint.

I sure HOPE I win this.
 
Weapon in hand, Kyle feels reassured. At least now, he's armed.
"Time to find a way outta this place... isn't there an escape tunnel beneath this cell?"

Action 1-
Kyle summons a pickaxe and begins to dig downwards, soon intercepting the escape tunnel beneath Cell
A4. From the other's view...

A young boy in a Star Wars tee bursts through the loose dirt and stabs a knife directly into the dilapidated bot beneath him. Although now covered in dirt, he whips the knife out and stands next to the players.

"Sorry to barge in! Need some help with this thing?"
 
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You flip the lever to release the bars, walk over, and set down a thing to ensure the bars don't just lock back up!

...Only, the bars aren't really your concern. Several pairs of glowing eyes stare at you from the darkness...
Nope! I'm not equipped for a fight right yet!
Meanwhile, within the sewers, CaptainNZZZ is facing a much worse dillema. He has no less than three enemies to deal with, and he's all alone. In addition to another old, damp robot, he's also dealing with two sentry robots. The sentry robots have small guns that look like they pack a punch, but the guns are still weaker than the dilapidated robot's baton.

Out of the corner eye, CaptainNZZZ spies... is that a Shadow Player? No time to examine it closely right now...

SEWERS, ENTRANCE:
CaptainNZZZ (has rebreather)(wearing wetsuit w/propeller crank, weak resistance to all damage, total resistance to water damage)
Chest
Shadow
Sentry bot: 5/5 HP, Bullet!A
Sentry bot: 5/5 HP, Bullet!A
Dilapidated zapbot: 10/10 HP, Zap!A

Dark path leading deeper into sewer
Gah this is what I get for trying to be the loner, trapped in the sewer with a bunch of killer robots. This would be easy to deal with if the Temporal Guardian wasn't being a dick with the timing of its return but sadly I personally must deal with this mess.

Closing the bars with me inside and taking cover could be an emergency option if nothing else works but it's a truly desperate action. The bots could just pull the lever and I'd be lucky to have bought myself an update or so to cobble something together.

Other thing directly fighting that leaves me with communicating with that nearby Shadow Player or hoping the chest has something good in it. Well since I've already bothered to clear my path to the treasure chest I'll try that first, cue disappointment in 10.

First I need to slow those bots down if I want to last one enough to open that chest.

I slam my left palm into the sewer water at my feet I let out a pulse of Player Power. A weak pathetic shadow of its former self up still hopefully enough. I mean how much power does it really take to create waves?

And then the water erupts at my feet. I'd spawned as much water as I could right in front of me and that sudden increase of mass and pressure now follow a basic principle of water as the water seeks to reach unoccupied space. A nice AoE wave to sent everyone off their feet and somewhat batter them...maybe. Hopefully even if they aren't their guns and baton of sleep inducing zaps are affected by water such as the electrical charge dissipating into the water that now drips from it.

"I'll apologize for the wet feet hopefully friendly Shadowy Player if I make it out of this!" I shout, my voice distorted by my rebreather, as the upset water sends me backwards. Fortunately my equipment protects me from water damage since I can't afford to put any energy into making sure I'm unaffected by my actions. (x1)

Cranking my propeller I zip over to the treasure chest atop the dying waves of the sewer water, throwing myself behind the chest once I reach it with a resounding smack. Without a moment to use I open the chest up, positioning myself to be as small as possible to make use of the chest as makeshift cover. (Free Action)
 
[1] I try the player lock thing again, this time without doing arbitrarily many hope actions first, meaning i actually have an action to use on it.

AFTER doing so, I [0] HOPE, [0] OPE, [0]AGE and [0] ROPE.
 
The quiet watcher pops his restraints open, and pockets them. They may be useful later.
He walks over to the endless bucket of water and carefully sets it on its side, facing towards the bars, HOPING that it would be helpful.
 
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