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Defeat The Godmodder

Free Action Focus - HOPE: I continue to hope, because I can.

Action Focus - Mechanical Repair: I head on over to the robot room and dig through the pile of scrap for a zapbot part. If I find one, I begin repairing the generator. If not, I just find whatever seems most useful.
 
I create seizure gas grenades: A weapon of last resort in the mindscape. This weapon works by actually damaging the mindscape that an enemy resides in by scrambling it, in operation it looks like a cloud of static. In theory the strength of the foe shouldn't matter, just it's complexity.
 
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As I wonder what to do with the rest of the mechanical parts that I had salvaged I decide to check on the DUNGEONSCAPE. Quickly I notice that presence of the Dark Manipulator. 'Oh goody. Another fucking mind controller enemy. Well it's probably go for the strongest which is Blood Starved Beast+1. What to do. Hmm, Well Dragon of Hope is already attempting to enhance the Bell Ringing Woman to disrupt mind control based attacks, So that's a good start. Well may as well help them and hopefully improve the Bell Ringing Woman enough that she can completely nullify mind control attempts or maybe break Allies out of mind control.'

Action:
Closing my eyes I focus on the Bell Ringing Woman and after a few moments I make my wish. 'I wish that the Bell Ringing Woman's Bell whenever it rings causes mind control attempts to be disrupted by it loud ringing making it impossible for mind controllers to concentrate on their attempts at mind controlling a another entity.' Suddenly the Bell Ringing Woman takes on a red hue. She looks at it curiously for a moment before ringing it again. This causes a red pulse to be emitted from the bell and the red pulse that covers the DUNGEONSCAPE.

In the ranks of the enemy the Dark Manipulator suddenly finds it harder to concentrate as their thoughts are suddenly interrupted by the loud and obnoxious ringing of a bell. The Dark Manipulator starts trying to focus again but again the bell rings and interrupts their focus making it impossible to ignore the bell ringing and making the The Dark Manipulator mind control attempts futile as they are unable to concentrate their mind enough to try and overpower the minds of others.

Free/Hope Action:

Well now that the escape has started in earnest I think we are in a good start. Sure it would have been better if the guards had remained unaware longer but half of us are out of our cells, multiple guards are dead and some of us are armed and armored and we still have a strong defense for the DUNGEONSCAPE still active. This leaves me hopeful about our chances.
 
Free Action Focus - HOPE: I continue to hope, because I can.

Action Focus - Mechanical Repair: I head on over to the robot room and dig through the pile of scrap for a zapbot part. If I find one, I begin repairing the generator. If not, I just find whatever seems most useful.

USE YUOR 2D POWERS PLEASE
 
Breaking Bad - XI

You crack open the chest... inside is... the SHADOW AGITATOR! Whenever you hold it, all Shadows in the prison are automatically and irresistibly compelled to beat the stuffing out of you. Also, it sticks to any living thing it can be attached to, so you can't throw it away - only force it on someone else!

Action 1: I attach the ropes to the Means Back Up. Then I go to the abandoned robot production facility.

Also, do we have zapbot parts on hand?

Attaching the ropes to the means back up... its 60% complete! Karpinsky shouldn't have TOO much trouble escaping now.

Currently, the Sewer gang has a helping of zapbot parts for you. Soon, you'll be able to use them to repair the generator.

ES uses the Hacksaw to cut open the bars of cell C1, allowing the others to start freeing the people of the other cells and finally letting him out of the cell system in general and into the main corridor.

C1 is now opened! This gives you a clear path to cell blocks A and B, since the guards are currently elsewhere.

I'm not exactly sure what to do... so I decide to help out the Dungeonscape!

Action: Within the dungeonscape, a new friendly thingy appears, I call him LIL' DRAINY! It looks like a big blue motorized vacuum with a long hose and silly eyes on the front. Sort of but not quite like this. It is moderately tough, but has no attack power. Instead, it can literally suck the defense off of enemy monsters, making them more vulnurable! hopefully this will make the major gobblebeast less of a problem.

Free(?) action: since i can't make HOPE anymore, I scratch that and make some more scratchROPE! I bet I can do that with my eyes closed now!

You make Lil' Drainy! He reduces enemy defense, but isn't that tough himself. Your dungeonscape allies are grateful for the assistance!

I'm going to stealth around for a bit. Stick to the shadows, hang from the ceiling with hooks made of bread.

You attach yourself to the ceiling. This is probably useful.

The quiet watcher climbs back into the vents and heads to the holding cell to rip apart that sprinkler for more parts. He also shoves his shoe into the drain to clog it afterwards, as more water would be useful.

You drop down into the Holding Cell! You'll need to expend some effort to leave...

You stuff your shoe into the drain. Its plugged up. Now the water can rise freely.

I take the generator usedto power the robot as well as some wires using them to malke the water that I shoot using the short surcuit inator be electrified


Then I climb up to C-1

You make the Short Strikinator! Striking with lightning water from a distance!

All the robot parts are used now. Except the ones set aside for those in the abandoned facility.

Awake stranger! I shake the player that is sleeping. Arise! Now is our time to break out of here!
1) I take the hacksaw, and open up B1, and take a Scratchspear while I´m here.
Yo guys! You just got Jailbroken
Arsenical! Make me a wooden shield reinforced with iron! Make sure the metal does not touch where I would hold it!

You attempt to awaken her with a gentle shake. It isn't enough. You'll likely need to spend a full action.

B1 is open, and now connected to the rest of the hallways! Soon, all cell connections will be established.

Hey, geniuses! Loop back around and get the A block open quickly!

Action: Suddenly, the guard closest to the A block (still inside the radar jammer radius) is interrupted by shouting.

"Hey! I'm over here, guardface! You can't kill me, but I can't kill you! Wait, then why did I just-"

The guard turns around, and sees an escaped player! He immediately rushes over and zaps the player. But nothing happens. He tries again. Still, nothing happens.

"Well, as I said, you can't kill me. I'm invincible!"

As it turns out, this is just one of my teammates generating a holographic form of a player, minus actually being a player. When the guard attempts to zap the hologram, it won't react at all to being zapped or shocked, though it may react to another type of attack. In addition, I also attempt to absorb the electric energy from the guard's attacks from a distance using my Zap Absorber, because free energy is always good.

Free Action: My shadow attempts to look out into the Outer Shadow Realm. Maybe we can find an alternate escape route that doesn't involve making a deal with an absolute monster like Cybil.

You spend all your energy projecting the hologram. The guard won't move this turn!

Your free action isn't a free action.

Well if people are going to be flooding the prison it sounds like my services are required. After all, I can make infinite rebreathers:

Since I'm back in a cell with access to the infinite supplies I create enough rebreathers for everyone in Cell C-1, it'd be pretty selfish of me to just keep myself safe from drowning. (Free Action)

I finally utilize the Hacksaw for its intended purpose, cutting the cell bars securing Cell A-1. Let us no longer be bound by cells my fellow Players, let us surge forth and seek out our freedom! (x1)

A1 bars broken! That's it! All the cells are connected!

Every single cell and hallway has now been combined to a "Cell Blocks" section. All Players and resources in the cells are combined into one! This should help make things simpler.

Also, every Player now has a Rebreather, but they aren't listed in the inventory. You just have them.

I loot all the stunned guard's stuff and then squirt hand sanitizer into his eyes just to be a jerk.

The stunned guard is dead, sniped by Krill13, but that doesn't stop you from squirting sanitizer in its eyes anyways! You also sort through the pile... it looks like there's some more good weapon-building machinery and material here. It's probably good for 2 extra-strong uses. Actually, there are 2 dead guards in the cell blocks, so you have 4 uses of extra-strong building material to work with!

I make it so that the Bell Ringing Woman can disrupt and block mind control!

You give the Bell Ringing Woman weak mind control suppression powers. Enemy mind control now has an 80% chance of working - a 20% chance to fail.

I dash past the Guard moving to the suppression facility, using my dodging skills to avoid their attack, and run into C1.

Action: I tap into the Dungeonscape that I created, and extend the original communication link to the unconscious player in C1. I use the power of COMMUNICATION and all the various emotions we have to bring their Mind Core inside the Dungeonscape, to be safe from the shadows.

You attempt to extend the communication link to them...

...But it doesn't work. The communication link is hard to manipulate, as its formed primarily upon godmodding energy. But its more than that... perhaps this Player wouldn't *want* to join the communication link?

If you were to wake her, you could ask her.

Action 1 -
Using the Hacksaw, I break the bars between the halls and B1, promptly retreating back into C1 after. All areas except C2
now are interconnected, although extremely convolutedly! Moniker forgot to change my status of being in the sewers.

"Um... hello?" Kyle hands the hacksaw off and puts his sword over his back, nudging the girl to wake her up. "Hey. I'm Kyle, and these are other players. We... kinda are in the midst of a breakout and just found you after going through the sewers. Want to get out of here with us?"

Since the bars are already cut, you spend your full action nudging the girl instead. She doesn't wake. You nudge her a little harder. Nothing. You try a solid shove, then a firm slap to the face. Nothing. Things continue in this manner for some time, and as you're prepping to explode the fifth stick of dynamite under her, she finally begins to wake up...

???: Ahh... Gooooood morniiiiing...

???: Hmmmm... so nice to meet you...


She lazily gets up and looks around, reacting with complete calm to the blaring alarms and pouring water.

I escape up into the A blocks, down into the sewer, back into C1 block and then out through the broken bars and out into the main hall, where I enter MAXIMUM DEFENSE MODE!

I HOPE that someone will frickin draw the Polymerization card and fusion summon BLUE EYES ULTIMATE DRAGON already.

You duck in the area behind the Main Hall... you're in MAXIMUM DEFENSE MODE and prepared to flee if anyone sees you. The massing enemies are in between you and the exit to 2F...

I craft a Polymerization card from bread. But this isn't any normal Polymerization Card. It's a special, dakka-infused, player-powered, bread harnessing, Hope conducting card, SUPER POLYMERIZATION CARD! It's the most powerful card in existence. Now. Uh, i've never seen the show. you-ge-oh, i think it was called. ANYWAY, i use the card! The Blue Eyed Dragons glow, and merge! They become, they become....
THE!
SUPER!
DAKKA!
BREAD!
LEAD!
ASHEN!
HOPE-HARNESSING!
ULTIMATE!
BLUE!
EYES!
ULTIMATE!
DRAGON!
If i can do it with the power of it, It gains a new ability every turn, based on the adjectives until it runs out of those. It starts with: Gun: GUN. Hope: Gains power from hope! Super: Has a 25% chance to spawn Superman upon being hit. Ashen: Deals damage to people who attack it. Also gains a damage buff when attacking people who have attacked it.
I hope for the dragon to be strong!
HOPE CAN NEVER DIE! Maybe actually it can BUT H O P E
Hope Operandi --> The Will to Fight
God of hope.. I know you're out there. Please, here our plea! Hopebringer, arise! You have to hear us!
Waves of hope blaze through the Shadow Realm, sending out pure yellow flames. Cybil glances out the window to see the Shadow Realm on fire. Um. Far away, Disco-Chan prances and dances, when he hears the call of hope resonate... Maybe he should help? He thinks hard. Far...-er away um ignore that, a despondent group of Hope Acolytes hike through a desert, panting, and gazing at the smoke rising in the distance from the capital of the once-great Leria, home of the God of Hope. They don't even know if their God is alive... but hope streams through the air! They watch in amazement as it streams off into the distance... Wherever the God of Hope is, it finds him. Our last hope.

You create ULTIMATE BLUE EYES ULTIMATE DRAGON!! It's exceedingly powerful, even if it isn't snowballing! It prepares to obliterate the dungeonscape enemies!

[1] I set up that anti-dungeonscapesummoning mental defences on myself, for intentional sleep only. I still need to defend Morpheus. did I see anything interesting while I was there?

Sidenote, if i cannot remain asleep or return, I give the Blood-starved beast the power to snowball faster. specifically, he now gains more buffs the stronger the enemy he killed is, and, rarely, special abilities based on the killed enemy. even more buffs if the entity would not die without BSB
[0] HOPE's nulled? Well, Switch to something else! Like RAGE, or AGE, or OPE, or HOP! surely by using a different emotion, we'll get a new set of buffs!

You saw nothing interesting.

Hey! No conditional actions! I told you, its legal to stay asleep but you don't get another action. Otherwise, you can wake up, and do an action. The Blood-Starved Beast is soon to hit the maximum possible power level, which would make this buff buff mostly useless in any case.

I continue working on my weapon, modifying the blades so that they spin in a peculiar pattern...

More work...


You didn't need to do this. But boy, did you. Its mostly right, too!

The man sits around, annoyed that he can't do much productive, since apparently he can't search the generator for its parts supply. He knows he should probably give it one last try to check but he is JUST SO ANGRY that he hasn't been able to check for parts, or be useful. This RAGE begins to manifest in the dungeonscape. The RAGE angel begins to attain a new trait. As this is happening the man's hoodie, as per usual, glows purple. The angel then draws out a blade, and prepares to swing, as suddenly, it can attack.
(New RAGE angel trait. it can now be shifted to a RAGE form. This form is charged by rage in the same way the hope wall is charged by hope. anyone's rage can be sent to it to give it an attack bonus, allowing it to do significant damage. It loses its bodyguard effect while in this state, however, so it is not without disadvantages.)

The RAGE Angel is now buffed by RAGE power!

RAGE! The angel gains the ability to attack! Once the angel has enough rage, it'll permanently lose its bodyguarding capacity.

"well... it seems like I can't hope no longer..."
"Well... we got plans we got to do so lets get moving."
"got it."

Free action: I head into Cell blocks A
Action 1: I try to find drains that are leaking water and I try to plug them by creating the permanent plug and Plug the holes using that.

The last remaining leaking drain in the A-block is in Cell A-4. And now, its plugged with the permanent plug!

I summon to the Dungeonscape,Lord Healix himself

Lord Healix summoned! ...Surprisingly, he's not much tougher than his minion from earlier.

[A] Make Baker's Divence.

Leah feels a certain course of action may become necessary very soon, and looks at the still-sizable pile of robot scrap. And then, an idea.

Leah quickly frisks the Big Pile of Robot Scrap for more metal, specifically metal that would hold up well under pressure while still being lightweight. Her arms coil the metal into cylinders, and her convenient makeshift flamethrower doubles as a convenient makeshift welding tool to weld the cylinders together as she scraps together more metal from the pile. Player powers and her arms, as well as Omniglot, modify the metal into an odd liquid form, which proceeds to slip along the Baker's Dofence (not Defense) that she wears to add to it, though not much-specifically, she's adding an otherwise-airtight helmet (minus the visor) and two sets of tubes.

Omniglot fetches the glass from the broken window, and Leah's arms touch them with player power, molding them into a singular, clear visor, which slots itself nicely into Leah's helmet, leaving only two holes-breathing tubes. Shaving off some of the plastics from the wire covering in the giant robot, and player-powering into existence some more, she eventually gets to a point where she has two big tubes that connect to the back-sufficient for breathing. She actually unplugs them from the helmet for now-she doesn't NEED to breathe through them, yet. At the same time, she also manipulates more plastic from the robot as well as sheer player power to manipulate the plastic into a rebreather, directly in the helmet.

Her next course of action is to modify her cylinders, adding in a bunch of mechanical bits that, in its simplest terms, serve to make the two cylinders into serviceable makeshift air tanks of a relatively durable nature. Her arms proceed to fill the tubes with oxygen (somehow) as she gets about to manipulating more of the wire covering from the robot to wrap around the Baker's Dofence-a measure against water soaking the bread into uselessness. Perhaps you can see where this is going now.

Leah finalizes her creation a bit generically-she takes a few last bits of metal from the scrap heap, leaving it in a potentially-still-existent-but-possibly-not state, and warps it into small metal studs, which she puts into the outer coating of plastic in her armor, while her arms and Omniglot finish up the air tanks and rebreathing system.

When its said and done, Leah now possesses the upgraded Baker's Divence. Its regular defensive qualities may not have improved too much over the original, but it now allows her to not worry about drowning while underwater. It also gives her bonus protection against electric and water-based damage; Electric due to the outer coating now being mostly plastic, and Water due to the nature of the suit as a double armor and diving suit.

"Operator. Armor system named 'Baker's Divence' is operational," Omniglot quips.

Leah would hope some more but she feels like its just a bad meme at this point.​

You make the Baker's Divence! It's probably the closest thing there is to power armor, providing good defense against a variety of damage types!

Free action: RAGE

Action: I climb back up with the Lightning Handbars, then with the help of my shockmaul, one of the infinite sources of flammable hand sanitizer is tossed into one of the burrning pools in the robot factory. Never shall it cease

RAGE!

You make the fire flare up ever more! The guards scramble to extinguish the new flames, not noticing you in their distraction...

...welp. Back to the Knife-buffing life for Eyowe, the Forge still being utilized for this.

For now, Eyowe focuses on making a string. But not just any normal, can-be-cut-by-a-knife string of course. No, Eyowe's making a string that's very hard to break.

You make the Tough String! Its the toughest string any of you have seen in some time.

Free Action Focus - HOPE: I continue to hope, because I can.

Action Focus - Mechanical Repair: I head on over to the robot room and dig through the pile of scrap for a zapbot part. If I find one, I begin repairing the generator. If not, I just find whatever seems most useful.

Instead of digging through the pile of scrap, you take the pre-prepared zapbot parts from the group freshly returned from the sewers! By "take", I mean "some Player drops it into the robot facility for you, avoiding the need for you to use an action out of pure convenience."

Now, the robot generator is repaired! However, it can't start working until the command terminal accepts you as its masters.

I create seizure gas grenades: A weapon of last resort in the mindscape. This weapon works by actually damaging the mindscape that an enemy resides in by scrambling it, in operation it looks like a cloud of static. In theory the strength of the foe shouldn't matter, just it's complexity.

You place a seizure gas grenade in the mindscape. You can make more with one action. Seizure gas grenades can be used to deal massive damage to one enemy on command, but using too many of them will adversely affect the mindscape.

As I wonder what to do with the rest of the mechanical parts that I had salvaged I decide to check on the DUNGEONSCAPE. Quickly I notice that presence of the Dark Manipulator. 'Oh goody. Another fucking mind controller enemy. Well it's probably go for the strongest which is Blood Starved Beast+1. What to do. Hmm, Well Dragon of Hope is already attempting to enhance the Bell Ringing Woman to disrupt mind control based attacks, So that's a good start. Well may as well help them and hopefully improve the Bell Ringing Woman enough that she can completely nullify mind control attempts or maybe break Allies out of mind control.'

Action:
Closing my eyes I focus on the Bell Ringing Woman and after a few moments I make my wish. 'I wish that the Bell Ringing Woman's Bell whenever it rings causes mind control attempts to be disrupted by it loud ringing making it impossible for mind controllers to concentrate on their attempts at mind controlling a another entity.' Suddenly the Bell Ringing Woman takes on a red hue. She looks at it curiously for a moment before ringing it again. This causes a red pulse to be emitted from the bell and the red pulse that covers the DUNGEONSCAPE.

In the ranks of the enemy the Dark Manipulator suddenly finds it harder to concentrate as their thoughts are suddenly interrupted by the loud and obnoxious ringing of a bell. The Dark Manipulator starts trying to focus again but again the bell rings and interrupts their focus making it impossible to ignore the bell ringing and making the The Dark Manipulator mind control attempts futile as they are unable to concentrate their mind enough to try and overpower the minds of others.

Free/Hope Action:

Well now that the escape has started in earnest I think we are in a good start. Sure it would have been better if the guards had remained unaware longer but half of us are out of our cells, multiple guards are dead and some of us are armed and armored and we still have a strong defense for the DUNGEONSCAPE still active. This leaves me hopeful about our chances.

The Bell-ringing woman's disruption power is made much stronger! Now, enemy mind control attempts only have a 60% chance to succeed! Hurrah! The Dark Manipulator puts their hands over their ears. Why won't she stop??

-----------

With enough bars removed from the cells, all cell resources and Players are now pooled in the list below. Right now, every area in the prison can be moved to as a free action by anyone, unless you're in the holding cell or abandoned facility. Then you need to spend an action attempting to leave if you want to get out.

In the center of the holding cell, all the Shadows turn and stare at Karpinsky. Both him and the_quiet_watcher sense EXTREME hostility. Karpinsky needs to leave. Now.

In the Pro-Godmodder Robot Production Facility, 4 new guards enter, but thanks to That_Random_Guy, the fire is still going strong with extra hand sanitizer! Still, all together and with extra help from the sprinklers, they begin pushing it back. The fire is reduced to 80%!

Outside the A-block cell, the moving guard stops... distracted by something... specifically, a Crusher hologram. Now's your chance to ambush and kill it, if you so desire.

The girl in Cell C-1...

???: Hmm... hello everyone. My name is... hmm... Valla.

Valla: I guess now is as good a time as any to *yawn* break out.


She says that, but then stays in Cell C-1.

The water level in the prison rises! Most of the cells with plugged drains are on the verge of having the water run into the hallway. It occurs to you that once you plug the B-1 drain, the forge/other production stuff there might be made inaccessible by the water. Perhaps you should seek a way to pack it up?

--------

THE DUNGEONSCAPE:

The Blood-Starved Beast, all the minor beasts, and the Roman Legionnare tackle the Dark Summoner, killing it finally! The Blood-Starved Beast upgrades to the highest level of defense possible. At least, the highest level possible for allies. The Engage-class War Robot nukes a minor gobblebeast, and the melee soldier, defender, rage angel, and HOPE Ballistae take out another minor gobblebeast, albeit rather inefficiently. Lord Healix maxes out the Roman legionnare's health. Ultimate Blue Eyes Ultimate Dragon attacks the Major Gobblebeast, lowering its health by 40%, while Lil Drainy drains the defense of the Dark Manipulator to minor!

The Major Gobblebeast strikes the Roman Legionnare, dealing 75% damage. The Dark Manipulator prepares to attempt a mind control...

--------

MAP:





(The green dot on the map represents the person who is holding the Shadow Agitator - right now, Karpinsky. The Shadows will all try to reach this person's location.)

Finally, all the Players are connected and together! You can move as one!

Itinerary:
-Activate the abandoned robot facility! You need to find an IP address for the command terminal.
-Find some way to stop the PG Suppression Facility!
-Plug drains to help the potential flood spread?
-Break through the Main Hall fortifications to reach 2F!
-Fortify the Dungeonscape!

Players:

CELL BLOCKS:
MooGoestheCow
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48(has Zap Absorber)
GoldHero101 (2D powers)(has basic sword)
Krill13 (has Sonic Shooter - can use sound-based attacks(1/2 Charge))(has really really sharp style knife, Tough String)
FlamingFlapjacks(has flaming loafsaber)
Winkins (has chain scratchslayer - high damage, good range)
Dragon of Hope?!?(has bretal sword)
The_Two_Eternities(has bread paper)
RedRover1760 (boosted dodging skill)(has wooden pole, stealthy ninja outfit)
JoeBOB(small amount of metal-eating acid)(has scratchspear - high damage, one use)
Daskter(has lightsticks, oil lantern, shock bread)
Evonix(has gauntlets of ogre strength/stench)(wearing Curse Armor, hurts attackers)
Pionoplayer(has ranch dressing drencher)
barbedwireqtip
Eevee Shadow Bacon(bread rope)(on ceiling)
CaptainNZZZ (has rebreather, Hacksaw)(Equipped with Speargun - great damage, 1/1 charge)(wearing plastic protector w/propeller crank, moderate resistance to all damage, total resistance to aquatic damage)
EternalStruggle(lightning sword)
Arsenical
Ranger_Strider_
Algot(giant clothespin)(Short Strikinater - medium water/electric attack)
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Short circuit sword, Above average damage + electricity)
Valla
CELL RESOURCES:
Illusified basic thatch dummies emulating Players, Bread bars and TP poster walls, Pile of trash over Guardbot corpse, Electric mechanism
Pantry containing basic cutlery (spoons/forks/knives)
Scratchspear generator+1(use 1 action to make 2 scratchspears+1)
Auto-generation: +1 Scratchspear+1/turn
Storage: 6 Scratchspear+1
Forge(use to upgrade weapons easier)
Mechanism to harness bar-power
Windows looking into Holding Cell
Cell C-1 (unexamined)
Drains x 4 - draining sprinkler water to sewers!
Infinite breadsticks, infinite water, infinite floor thatch, benches, a toilet and sink, infinite hand sanitizer, infinite scratchy toilet paper, x4 guardbot materials
ENEMIES:
Guard: Average condition (moving to PG Suppression bot production facility)
Guard: Good condition (distracted)

ESCAPE TUNNEL:
General_Urist(has scratchrope, oilflasher)(Using Reinforced Tetradent - medium attack, throwable)
Bill Nye(has PB&J)
Trapdoor leading to Suppression Robot Production Facility

ABANDONED ROBOT PRODUCTION FACILITY:
The_Nonexistent_Tazz (has Serious Sizzler, good fire attack+bayonet attack)(wearing Baker's divence, good defense, extra defense against water and electricity)
Ender_Smirk
Breadladder(use 1 action to leave the facility)
Locked door w/broken window
Command terminal: Awaiting input!
Sealed exit wall
7 De-powered robots(One awake)
Big pile of robot scrap x 1
Repaired Generator

SUPPRESSION ROBOT PRODUCTION FACILITY:
Six guards: Four good + two average condition(attempting to extinguish fire!)
Five activated PG suppression robots
Command center room (one guard inside)
Spreading fire: 80% strength (+10%/turn)(-20% from sprinklers)

HOLDING CELL:
Cephalos Jr. (has sandpaper)(looking down in)
Karpinsky(holding Shadow Agitator - all Shadows want to attack him, can only be removed from inventory by giving it away)
The_Quiet_Watcher(has chains, small stick of dynamite x 2, sprinkler components)
Means Back up: 60% finished - Three rope
Mass of Shadows(going for Karpinsky!)

SEWERS:
That-Random-Guy(has improved shockmaul+1 - medium damage, extra damage to robots)
Captain.cat (has rebreather)(Knucklebiters equipped - strong fist-based attack)(wearing Prison-style straitjacket - medium defense)
Shadow
Shadow(agent of Crusher48!)
Piping leading upwards - needs a way to traverse!
Side path leading to the Outer Shadow Realm

MAIN HALL:
Enemies (need to be scouted)
That(Other)OtherGuy(has pickaxe, scratchwhip)(DEFENSE MODE)
Stairway to 2F (guarded by all enemies!)

!There is fire-extinguishing water dumping from the ceiling sprinklers!
You'd estimate the prison is about 4% flooded right now.

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
Major Gobblebeast: 58% health, major defenses, major attacking power
Dark Manipulator: 95% health, 1/1 Mind Control (60% chance to succeed)

Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 200% health(200 max), extremely massive defense, massive attacking power, +1 minor beast/turn (gets stronger whenever it or its minions kills something)(enemies who hit it get poisoned)(+10% HP/turn)
Minor beast x 5: 100 x 5% health, weak defenses, weak attacking power x 5
Roman Legionnaire: 25% health, medium attacking power
Bell-Ringing woman: 100% health, minor attacking power, 1/1 Summon (randomly melee/ranged soldier)(suppressing 40% of mind control)(guarded by Defender!)
Melee soldier x 1: 100 x 1% health, weak defenses, weak attacking power x 1
Engage-Class War Robot: 100% health, medium defenses, extremely massive attacking power
Defender: 100% health, medium defense, minor attacking power
Rage Angel: 100% health, medium defenses, minor attacking power (bodyguards important targets)
Guardian statue: 100% health, reduces damage against all allies!
HOPE Ballistae: Dies when castle wall does, major attacking power
Ultimate Blue Eyes Ultimate Dragon: 150% health(150 max), massive attack, massive defense
Lil' Drainy: 100% health, reduces enemy defense
Lord Healix: 100% health, medium healing ability

Defenses: Extremely Massive HOPE Castle Wall(buffs castle wall defenses attack x 2)(Regenerating)(Hurts enemies that attack it), Roller/Flamethrower cage traps (activate to damage all enemies), Seizure gas grenade x 1 (use to deal massive damage to one enemy, damages mindscape when used)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
Free action: gorillagorillagorilla

Actual Action: Jump out of the reach of the Shadows, then jump again using Player Powers to reach the hanging rope and climb into the vents.

Anyone feel like using Valla as a sacrificial pawn?
 
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ES uses a free action to run behind the Average Condition Guard, which can't hear him due to the noise of the sprinklers and the alarms, and slices him to pieces with his extra effective Lightning Sword, using his Player Power to successfully execute a full 20-hit combo.
 
Action 1: I request that the people who have zapbot parts pass me some. If they do, I go start repairing the generator in the abandoned robot production facility with them.
Free action: gorillagorillagorilla

Actual Action: Jump out of the reach of the Shadows, then jump again using Player Powers to reach the vents.

Anyone feel like using Valla as a sacrificial pawn?
You know, there's a knotted rope hanging in.
Also I feel like doing that.
 
[1]I go back to sleep and ask Morpheus how things're going (like the war(and peace) ), while creating an anti-detection(invisibility) effect which consists of making 3 rock-like clumps of puffy clouds (thats what i've got on hand, my man), then using the self-illusion-transformy(disguise?) thing from Naruto... uh, Henge(why), to make one of them look (and feel) like Morpheus, another look like (shame it's not behave) an attack shield, and a third looking like some kind of bunker (use your imaaaaginattiiooooon) as I might be able to make with like 10 turns of acting with 3 player power (dramatic, yet useless) [without providing any actual defence. its an illusion(henge), remember? not that it's likely to matter (and this world isn't made of matter!)- 30 player power won't hold off the Godmodder (real or fake) for even 0.0003 of a second, i bet(no, i don't). which is why the ruse(DISTACTION) might work: the Godmodder might not notice a 0.0003 (tiny) second or less difference.] I then Henge(HNNNNGH. grunt of effort!) the Good of Dreams to look like a small(but not too small), rock-like clump of puffy pink (like cotton candy! i like cotton candy icecream more then the candy itself) clouds . He's(good of dreams) hiding his divine energy, right (I sure hope so)? that should help too (meaning make success remotely possible).

summary: 4 illusions to make Morpheus look like small rock-clump of clouds and to make some nearby clumps of clouds look like morpheus in a 30-playerpower fortress with an attack shield.
again, if bracketing is too much, ask and I'll tone it down.
 
The quiet watcher starts tinkering with the sprinkler components and the dynamite to create the POPPER, an explosive that is made to blast open gates, doors, and walls, while being ineffective against soft targets. He lines it up against the eastern door, unwilling to get into the vents now that Karpinski went into them, and taking care to not to touch any of the shadows.
 
Kyle sits down and begins to talk to the girl.

"... um... hey. Sorry for waking you up, but we kinda are in the middle of a breakout and this room might be flooded soon. You may want to move with us."

Kyle uses his action to begin building a chest piece out of Zapbot parts from the sewer, soon dashing directly past Valla in order to use the Forge and make it that much stronger. After he's done, it's meant just to provide some defense and also cancel out residual damage from using electricity in the water by absorbing any electrons headed towards him.

 
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Time to take out that distracted guard!

I tie a length of scratchrope to the shaft of my Tetradent of Stabbing. I then throw the tetradent like a harpoon through one of the still-intact sets of cell bats to impale the Distracted Guard out side of cellblock A! Once I have him hooked, I use the scratchrope to pull the Tetradent back... and keep fulling, pressing the Guard against the damage-dealing cell bars!
 
Time to rush the guardbot and bring it down.

Wait. There's an open route to access the guardbots that were destroyed earlier. Operation SHADEBREAKER is now possible.

I don't get it. What's the point of there being five of us (six if you count Omega controlling the Shadow) if we can only take one action as a whole?

I get the feeling we aren't supposed to question that. Although, maybe if you rejoin the shadow you can cooperate with it on an action and gain extra power.

Free Action: The shadow rejoins us, and supports our actions. We can't take 2 actions, but maybe we can leverage the shadow's power to take additional moves.

Free Action 2: I channel RAGE to buff the RAGE angel, and also boost concentration. Apparently I have this odd thing where I get more focused as I gather more rage.

Action: Now that we have access to advanced guardbot materials, it's time to construct our ultimate weapon: the Shadebreaker. The Shadebreaker, at least when fully realized, is a rifle-sized railgun of incredible power. I'd say it stands a pretty good shot of deleting Cybil in his command center on the other side of the facility, if we have a spotter for it.

Under normal circumstances, with my full matter fabrication capability and assembly tech, I could probably fabricate it in under a minute. The good news is, though a full-strength Shadebreaker isn't actually that much better than a standard action in the main battle, a weapon with its yield would probably be strong enough to make mincemeat out of the remaining defenders in this prison.

However, the bad news is that the raw materials aren't quite up to snuff. Still, even a weak railgun would probably be a massive improvement over our current weaponry.

So, let's run through the checklist.

Power Source: A standard Shadebreaker design is built around magical lightning. Magical lightning, though only moderately effective as a direct attack, carries a massive amount of energy, in the millions of Joules. But right now, we don't have the power to make a lightning direct attack, much less an arcane device that generates massive amounts of power to utilize.

Or do we? The guards in this facility were utilizing electric shock weaponry that was powerful enough to cause outright knockouts, and given that we can't actually die in this area, it's probably cranked up a lot higher than the non-lethal level to make absolutely sure none of the Players were the sort of peak-human hardcases that could just tank the electricity and not care. Such a supply of electricity requires power sources.

I find the power supplies for the shock batons of the guard, and integrate them into the Zap Absorber. This should massively increase the rate at which the Zap Absorber gains electricity, and power up its massive battery capacity to enough to fire railgun bursts.

Barrel: The most important part of the railgun is the rails. They need to be made out of some sort of highly conductive surface, such as the remaining length of the guards' shock batons. With a bit of modification, I attach the remainder of the shock batons above and below the central Zap Absorber module, and then do some tinkering to connect the Zap Absorber core to the rails. Lastly, I add a second trigger to the Zap Absorber. While the first trigger will still fire off the fake "weath ray" effect (also useful to line up shots), the second trigger will channel energy from the Shadebreaker's battery into the rail.

Payload: Now, we need to have a payload for the railgun to fire, something with high electrical and magnetic conductivity. Normally the Shadebreaker would simply use magic to materialize iron bolts inside itself to fire, but that would take magical energy we don't have.

For now, I take several pieces of conductive metal from the guardbot corpses and fashion them into bullets that can be loaded into the Shadebreaker's barrel and fired. Unfortunately the reload is pretty slow, but it's the best I've got right now.

I suspect this project will take a while to fully realize, though. It might even take multiple actions.
 
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Free: I take a Scratchspear
1) I run to the Suppressive force base, throw my Scratchspear at one of the Sprinkler systems, and then run away.
Also Free: HOPEEE
 
I move to the abandoned robot facility and see if I can power up the robots with shock bread. After fixing all of the components a couple of shockbreads is used to jump-start the robots.
 
A trembling form, somewhere in the cell block area, is curled up tight in a ball.

It's completely consumed by fear.

It was struck by it quite some time ago. It never recovered, lost to its senses until the worst had already happened and its soul consumed by evil. And now its only way out was enslavement to the evil it hated the most beyond all rationality.

This despair held it completely.

But then... there was
hope.

Everyone's efforts at fueling this fledgling emotion brought it to great heights, the mutual connections between everyone traveled down the atrophied bond and into the man. And that's when his heart, reinvigorated by
Hope asked him a question.

'What do you fear more? Oblivion for yourself and so many people who don't deserve it? Or the punishment from taking a chance to end this monstrosity before anyone else has to suffer?'

The man's head, in who knows how long, tilts up slightly, viewing the Itinerary.

Most of the tasks seemed impossible enough. There was only one suited for his base human skill level. But did he want to?

Could he afford not to?

Free Action: Channeling Fear into Motivating Fear!

Action: Right. Before I get wrapped up in setup tasks, I need to find the IP Address or we are all fucked. Best first guess - check the room with the terminal in it. Maybe someone wrote it down somewhere. Or maybe there was a clue as to who or what had the IP. Fear pushing me forward instead of holding me back, I run full tilt into the room without a word and began my search, leaving no stone unturned or angle unobserved until I find what I need.
 
I create the random upgraded in the Dungeonscape! Basically, it randomly upgrades a stat in the Dungeonscape, including things like summon rate, poison, and heal! So basically, it can also upgrade mind control. It can also downgrade the stats of an enemy.
 
The man seems annoyed that he didn't get to fix the robot generator himself, his RAGE continues to boil. He then dissolves into air again, gets to the top of the breadladder, and continues to move as far as he can before the turn ends, going towards the vent Karpinsky is under. If he somehow can do something, he uses the ridiculous logic of this world to make scratchy rope out of scratchy toilet paper, and tries to tie it onto the end of the rope to give Karpinsky more room. Second bit only if somehow his dissolving bit allows him to bypass the ladder's weakness.
 
(0x) Contrasting yet Complimentary Aspects of Hope and Rage swirl.....
(1x)I enagage Stealth Mode through creation of gear,that through Technobabbly ways involving Quantum Reflection of Light and Metamaterials,allow me to become invisible
 
On boy... Here comes mobile-itis again...

Action 1: I create a black hole designed to capture water and erase them from existence so I use that on the cells to try to lower the water level.
 
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Hmmm I wonder if the second cell in C Block has anything notable contained within it not on the map...well currently I don't have anything especially critical at the moment. Thus I aggressively apply the Hacksaw to the bars of Cell C-2 and search the cell for anything of value. (x1)
 
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