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Defeat The Godmodder

I go into B1 jump up go through the went to B4 and destroy those bars to so we can go around to
 
Next up, Eyowe takes some resources from a guardbot corpse, takes out the Tough String, brings everything to the forge, and crafts a certain device.

This device, made in the shape and size of a ring that would fit on one of Eyowe's fingers, seems to have the function of housing a majority of the Tough String in it, leaving a small piece exposed outside. This string is loosely attached to the ring with the exception that one end of it is actually connected somewhere inside. In other words, one can simply pull the exposed end piece of the string with barely any force behind and the rest will follow, but not completely falling off because of how it the other end is connected inside. However, a "trigger" mechanism is installed within the ring, activated simply when the wearer wills it to. When activated, the ring would then pull the string all the way back in to its least "exposing" state. It's similar to a leash.
 
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Leah leaves the Abandoned Robot Production Facility for the vents with an action. I don't think much else is to be said, other than Leah thinks her well-protected self is now suited to take on a variety of enemies.
 
Free Action Focus - HOPE: I hope because I can.

Action Focus - FLEXTAPE!: I grab some flextape from my hammerspace and throw it on to hold the water back. NOW THAT'S A LOT A DAMAGE, BUT I CAN REPAIR IT USING ONLY FLEXTAPE! (except... it actually works? Okay.)
 
I run into the forge, and combine the pickaxe and scratchwhip into some kind of chain sickle, which I attach my trans-spatial battery too, providing it with some amount of electrification.

Also, I agree to the Cult action, if it hasn't been disintigrated yet.
 
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On the off chance that the Cult Action still exists, I vote for it to (since the cult action isn't a player, and so would still have the full power of us pre-drainenning) reach into the dungeonscape and flood all our troops with player energy... especially the Blood-starved beast! the blood-starved beast, if the cult action exists, gets the equivalent of 5,000 actions of non-stop upgrading poured right into itself, removing any limits it may have had and increasing its health and attack at least twentyfold! alternativelyitjustbuffseveryplayerentityinthedungeonscapeanddebuffsenemies.
 
'Hmm, Seem to be distracting the Dark Manipulator a bit for right now... Still not enough. What else can I toss their way to distract them. Hmm' I rub my mustache as I think. 'Hmm, Need something loud and generally considered annoying. Hmm. Oh I know! German Yodeling!'

Action:
Closing my eyes I focus again on the DUNGEONSCAPE and start the creation of a the Yodeler. 'Right mostly normal human body but with increased lung capacity and a extra durable voice box. Next his outfit, A nice alpine lederhosen with the iconic hat. Don't forget the feather and finally the pièce de résistance a microphone.' Finally the Yodeler finishes taking form. Looking around the Yodeler looks over the field and feels a intense urge to start yodeling to someone to gift their life with the magically experience of listening to endless yodeling. Soon the Yodeler eyes fall upon the Dark Manipulator, The old sorcerer does not seem to be doing anything at the moment thus the Sorcerer would obviously love to listen to some yodeling!

As the Dark Manipulator manages to work through some of the incessant bell ringing and is preparing to turn the tide when suddenly they hear yodeling, Very loud yodeling. Looking around for the source of this new irritation The Dark Manipulator quickly spots the Yodeler standing on top of the hope castle's wall dancing and yodeling through a microphone.

Letting out a deep groan of anger the Dark Maniputlator tries to ignore it but the off key natural of the yodeling combined with the still unceasing ringing of that infernal bell makes it impossible and slowly starts to give the Dark manipulator a migraine. Soon the Dark Manipulator starts ripping pages out of their book and starts stuffing the torn pages into their ears in a utterly ineffective attempt to block out the cacophony of noise.


Free action:
I decide it's time to leave the sewers and go into Cell room C1. It takes a little bit of maneuvering to fit through but I make it after a second attempt.
 
(Action!)
I wake myself into a awareness and notice that a turn has gone by!

Seeing the water peaking from the other cell, I get around to utilizing my mechanical specialty and made a mobile thatch platform due to my familiarity with the material.

I quickly toss on top of the platform the forge, the Scratchspear+1 generator, the sink that was powering the generator (Which is somehow still working when disconnected from the pipelines) and pilot the thatch machine to an area that's less likely to be flooded. After all that, I proceed to lay down rather tired from the work I've done.
 
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Free action: Last turn, I used the handbars to leave the sewer. Reality seems to disagree. I use my legs such that regardless, I have climbed from the sewers

Action: If EternalStruggle has not fully killed that Guardbot, I do so. If Eternalstruggle has succeeded, I attack the other Guardbot in the hallways by sticking my head just around the corner, throwing 2 Scratchspears at it, and ducking back really quickly before it can turn around and see me
 
After creating some powerfull yet limited dream devices I should make something more general:
The Scorn Ray is a turret mounted device on a large tower giving line of sight to anything on the battlefield, this device projects the essence of derision and mockery at the target, over time eroding it's belief in it's own abilities which in a dream realm is everything, applying stacking debuffs across the board and eventually turning even the toughest of monsters into blubbering messes, indeed given even more time it can cause monsters to fade away on it's own but is best used to soften up a particular target for others. It can only have one target at a time and gets more effective as long as it's focused, any player can refocus it as a free action and it'll automatically refocus to a random monster if it's target is slain. To start it off I think I'll use my free action to set it to target the major gobble-beast.
 
Breaking Bad - XII
OOC: Hey everyone, I'm entering finals week, so updates might not come out as often as normal. Also, I have a week-long vacation with family coming up where I won't be able to post at all, but that's not for a few more weeks yet.

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?

You reach the rope, but - ah! One of the Shadows grabbed onto your legs...

Another Shadow grabs onto that Shadow's legs, and so on, until they're making a chain of Shadows to the ground mass, all attempting to pull you down! You're feeling a lot of leg strain! Quick, think of something to shake them off!

1 action: I add electro-shields to the Engage-Class War Robot, boosting its defense.

Engage-Class War Robot has grown even stronger. Defense increased! Its really ready for war now.

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.

20! HIT! COMBO! 20 hits reduce the guard to BELOW AVERAGE CONDITION! The guard is now beginning to malfunction...

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.

You know, there's a knotted rope hanging in.
Also I feel like doing that.

The generator is already completely repaired! You begin adding to it anyways, using some of the scrap. You lay the groundwork for improvement - making the generator even better! Its still not going to do anything for you until you get the Wifi thing for the terminal.

[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.

You try to go back to sleep to see Morpheus, but one of your allies slaps you as you're attempting to drift off. No sleeping on the job! Can't afford to make the Dungeonscape fight harder than it needs to be!

Even if you were sleeping the whole time, then you still can't do this because you'd need an action.

I then amp up the blender's rotational speed, to absurd amounts. Anything put into it will likely be ejected at high speeds.

More blender. More.

I start to head down the hall, keeping to the shadows.

You make it to the path leading to the currently-on-fire suppressive force base. Hmm... your main route to the enemy base is through the trapdoor, but you can also enter this way... maybe a distraction could be on the table?

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.

You create the Popper! It can be replicated by other Players, but only if they also have the requisite materials... 2 dynamite sticks and 1 sprinkler components! It can be used to blow up any regular locked door or gate in your way. If you attempt to use it on a door that it can't blow up, it'll stop automatically so it doesn't get wasted.

Looking for nearby doors, you see the cell gate preventing easy entrance and exit into the holding cell. That's the only door that hasn't been hacksawed to pieces yet - that and the gate leading to the abandoned robot facility. You could use it on one of those, or save it in case more doors show up later.

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.

Valla: Mmm...

I believe... 1 serving left? You make the Zap Chestpiece! It defends pretty well against electricity, and other things!

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!

You drag the guard against the cell bars! This turns out to be even more effective than you envisioned - the guard immediately begins sparking and acting up! You've sent him straight from GOOD to BELOW AVERAGE condition! Another good attack or two can take him down!

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.

RAGE! You make the Shock Railgun! Its a ranged electric attack weapon! It currently has enough electricity ammunition for exactly one shot.

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

Scratchspear!

You manage to dodge the guards, who are busy dealing with Players attacking them/fire, and your aim is true!

A sprinkler is busted! The rate of fire elimination is slowed.

I take one of the scratchspears and create a rather flimsy shield out of guardbot materials.

You now have a Scratchspear+1! Using some of the guardbot materials, you create the Guard Ward! It can really help protect against the enemy shock batons by keeping them at a distance!

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.

All robots are now powered up and on-line.

The Shadow-Fi password is still needed, unless you plan to hack them.

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.

You wake up from a dark corner of a dark cell. Your journey will not end here!

Checking around the room, you manage to find a slip of paper... on it, you see a large collection of letters and numbers...

MzQzNTMxMmUzNjM3MzIyZTMwMzAzMDJlMzAzMDMw

64 Hex

It looks like a sort of key that you'd have to decrypt for some crappy ARG game thing. If you don't care to bother decrypting it yourself, you can use your limited Player powers to brute force it.

(OOC: Welcome back! It's always good to see old Players return. If you have any questions, feel free to ask!)

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.

You create the Random Upgrader! Problem: The DUNGEONSCAPE currently lacks stats to upgrade! You'll need to create stats to upgrade, too!

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.

RAGE!

You exit the abandoned facility, and look down at Karpinsky struggling to escape the grip of the Shadows! He's out of your reach, but you reach your hand down, ready to pull him up once he gets close enough...

(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

RAGE!

You engage STEALTH MODE! You're now SLIGHTLY LESS VISIBLE!

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.

It seems there's some confusion. Some Players want to increase the water level by plugging drains, while you're trying to lower it. Knowing that this would work against the efforts of some other players, are you sure you want to do it? If yes, you can do this action for free next turn, while still doing your normal action, but if no, then it won't go through.

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)

Cell C-2's bars are removed! There's nothing in there... except, of course, for one Xerath.

I go into B1 jump up go through the went to B4 and destroy those bars to so we can go around to

B4 bars destroyed! Now if guard movements mean you need to go around, you can. A fellow Player congratulates you for your excellent foresight.

Next up, Eyowe takes some resources from a guardbot corpse, takes out the Tough String, brings everything to the forge, and crafts a certain device.

This device, made in the shape and size of a ring that would fit on one of Eyowe's fingers, seems to have the function of housing a majority of the Tough String in it, leaving a small piece exposed outside. This string is loosely attached to the ring with the exception that one end of it is actually connected somewhere inside. In other words, one can simply pull the exposed end piece of the string with barely any force behind and the rest will follow, but not completely falling off because of how it the other end is connected inside. However, a "trigger" mechanism is installed within the ring, activated simply when the wearer wills it to. When activated, the ring would then pull the string all the way back in to its least "exposing" state. It's similar to a leash.

You create the Pullring! It has a complicated design indicating some manner of higher function, but nobody knows what it is yet.

Leah leaves the Abandoned Robot Production Facility for the vents with an action. I don't think much else is to be said, other than Leah thinks her well-protected self is now suited to take on a variety of enemies.

You're back in the vents! Alastair Dragovich is alone in the facility.

Free Action Focus - HOPE: I hope because I can.

Action Focus - FLEXTAPE!: I grab some flextape from my hammerspace and throw it on to hold the water back. NOW THAT'S A LOT A DAMAGE, BUT I CAN REPAIR IT USING ONLY FLEXTAPE! (except... it actually works? Okay.)

Tape can't hold back water! ...Is what a wimp what would say. But any true flextape user knows that if your problem isn't solved by flex tape... YOU JUST AREN'T USING ENOUGH!

You have FLEXTAPE! You can tape up an area on the map to temporarily prevent water from advancing through it! Where would you like to tape?

I run into the forge, and combine the pickaxe and scratchwhip into some kind of chain sickle, which I attach my trans-spatial battery too, providing it with some amount of electrification.

Also, I agree to the Cult action, if it hasn't been disintigrated yet.

You make the Chain Electroscythe! Its a pretty good weapon!

Your name's been auto-changed! You are now listed as The Ego.

On the off chance that the Cult Action still exists...

It doesn't. Even when you're alive again, it won't exist.

'Hmm, Seem to be distracting the Dark Manipulator a bit for right now... Still not enough. What else can I toss their way to distract them. Hmm' I rub my mustache as I think. 'Hmm, Need something loud and generally considered annoying. Hmm. Oh I know! German Yodeling!'

Action:
Closing my eyes I focus again on the DUNGEONSCAPE and start the creation of a the Yodeler. 'Right mostly normal human body but with increased lung capacity and a extra durable voice box. Next his outfit, A nice alpine lederhosen with the iconic hat. Don't forget the feather and finally the pièce de résistance a microphone.' Finally the Yodeler finishes taking form. Looking around the Yodeler looks over the field and feels a intense urge to start yodeling to someone to gift their life with the magically experience of listening to endless yodeling. Soon the Yodeler eyes fall upon the Dark Manipulator, The old sorcerer does not seem to be doing anything at the moment thus the Sorcerer would obviously love to listen to some yodeling!

As the Dark Manipulator manages to work through some of the incessant bell ringing and is preparing to turn the tide when suddenly they hear yodeling, Very loud yodeling. Looking around for the source of this new irritation The Dark Manipulator quickly spots the Yodeler standing on top of the hope castle's wall dancing and yodeling through a microphone.

Letting out a deep groan of anger the Dark Maniputlator tries to ignore it but the off key natural of the yodeling combined with the still unceasing ringing of that infernal bell makes it impossible and slowly starts to give the Dark manipulator a migraine. Soon the Dark Manipulator starts ripping pages out of their book and starts stuffing the torn pages into their ears in a utterly ineffective attempt to block out the cacophony of noise.


Free action:
I decide it's time to leave the sewers and go into Cell room C1. It takes a little bit of maneuvering to fit through but I make it after a second attempt.

YODELEEEEEEEEEEEEEEEEEEEEE

All hypnosis attempts by the enemy now have a mere, pathetic, 40% chance of success!

(Action!)
I wake myself into a awareness and notice that a turn has gone by!

Seeing the water peaking from the other cell, I get around to utilizing my mechanical specialty and made a mobile thatch platform due to my familiarity with the material.

I quickly toss on top of the platform the forge, the Scratchspear+1 generator, the sink that was powering the generator (Which is somehow still working when disconnected from the pipelines) and pilot the thatch machine to an area that's less likely to be flooded. After all that, I proceed to lay down rather tired from the work I've done.

Your production machine is now no longer located in cell B-1. It's now located in "an area that's less likely to be flooded". This location is totally non-descript, but no matter what, you'll still have access to your production!

(Don't ask where it is. Not even you are totally sure.)

Free action: Last turn, I used the handbars to leave the sewer. Reality seems to disagree. I use my legs such that regardless, I have climbed from the sewers

Action: If EternalStruggle has not fully killed that Guardbot, I do so. If Eternalstruggle has succeeded, I attack the other Guardbot in the hallways by sticking my head just around the corner, throwing 2 Scratchspears at it, and ducking back really quickly before it can turn around and see me

Moving to and fro is a free action, so don't worry too much... you attack the below-average condition guardbot by slamming scratchspears into it! Its now in VERY POOR CONDITION! One good attack will take it out, but careful, it could potentially be a threat!

After creating some powerfull yet limited dream devices I should make something more general:
The Scorn Ray is a turret mounted device on a large tower giving line of sight to anything on the battlefield, this device projects the essence of derision and mockery at the target, over time eroding it's belief in it's own abilities which in a dream realm is everything, applying stacking debuffs across the board and eventually turning even the toughest of monsters into blubbering messes, indeed given even more time it can cause monsters to fade away on it's own but is best used to soften up a particular target for others. It can only have one target at a time and gets more effective as long as it's focused, any player can refocus it as a free action and it'll automatically refocus to a random monster if it's target is slain. To start it off I think I'll use my free action to set it to target the major gobble-beast.

Scorn ray created! It deals a very small amount of damage to a designated target, but it needs to be manually targeted - its automatic setting doesn't work! Its advantage is its the only entity Players can directly control right now in the DUNGEONSCAPE.

----------

The fire in the facility continues... with a sprinkler disabled, the guards have even more on their hands. One guard is consumed entirely by the fire, his parts burnt to a crisp! The fire is ultimately reduced to 40%. Soon, it'll be out entirely.

The guards in the hallways... the Very Poor condition one, its radio too damaged to work, lurches towards Eternalstruggle... finish it!

Meanwhile, the below average condition guard tries (and fails) to radio for help (radio jammer field!). At the same time, it pulls away from the bars, and begins heading to thrash those in the A-cells... Take care of him!

The water in the prison rises... 7% flooded. The water will never get deep unless all the drains are plugged.

Xerath sits in Cell C-2...

Xerath: ...


Valla lazily strolls out into the hallway, and stretches properly before looking around.

----------

DUNGEONSCAPE:

Your allies all use... XTREME MAJOR GOBBLEBEAST AND DARK MANIPULATOR DESTRUCTION! The incredibly specific special attack works perfectly, clearing the Dungeonscape of enemies!

----------

MAP:




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)(STEALTH MODE)
Crusher48(has Shock Railgun, 1 ammunition)
GoldHero101 (2D powers)(has basic sword, flextape)
Krill13 (has Sonic Shooter - can use sound-based attacks(2/2 Charge))(has really really sharp style knife, Pullring)
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)
The_Nonexistent_Tazz (has Serious Sizzler, good fire attack+bayonet attack)(wearing Baker's divence, good defense, extra defense against water and electricity)
That-Random-Guy(has improved shockmaul+1 - medium damage, extra damage to robots)(has two 2/3 use Scratchspear+1s
Captain.cat (has rebreather)(Knucklebiters equipped - strong fist-based attack)(wearing Prison-style straitjacket - medium defense)
barbedwireqtip(has Scratchspear+1)(Using Guard Ward, can deflect guard attacks)
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)(Shock Chestpiece, good defense against electricity)
Valla
Xerath
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)
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, x1 guardbot materials, x1 zapbot materials
ENEMIES:
Guard: Very poor condition (moving to PG Suppression bot production facility)
Guard: Below-Average 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:
Alastair Dragovich
Breadladder(use 1 action to leave the facility)
Locked door w/broken window
Command terminal: Awaiting input!
Sealed exit wall
7 Powered robots
Medium pile of robot scrap x 1
Repaired Generator(groundwork laid for improvement - needs large amount of robot scrap+more work)

SUPPRESSION ROBOT PRODUCTION FACILITY:
Five guards: three good + two average condition(attempting to extinguish fire!)
Five activated PG suppression robots
Command center room (one guard inside)
Spreading fire: 40% strength (+10%/turn)(-15% from sprinklers)

HOLDING CELL:
Cephalos Jr. (has sandpaper)(looking down in)
Ender_Smirk (looking down in - holding rope)
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, Popper - explodes one door, stops automatically if won't work)
Means Back up: 60% finished - Three rope
Mass of Shadows(going for Karpinsky!)

SEWERS:
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)
The Ego(has Chain Electroscythe, strong electric attack)(DEFENSE MODE)
Stairway to 2F (guarded by all enemies!)

PRODUCTION:
Scratchspear generator+1(use 1 action to make 2 scratchspears+1)
Auto-generation: +1 Scratchspear+1/turn
Storage: 3 Scratchspear+1
Forge(use to upgrade weapons easier)

!There is fire-extinguishing water dumping from the ceiling sprinklers!
You'd estimate the prison is about 7% flooded right now.

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
None currently!
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 6: 100 x 6% health, weak defenses, weak attacking power x 6
Roman Legionnaire: 75% health, medium attacking power
Bell-Ringing woman: 100% health, minor attacking power, 0/1 Summon (randomly melee/ranged soldier)(suppressing 40% of mind control)(guarded by Defender!)
Melee soldier x 2: 100 x 2% health, weak defenses, weak attacking power x 1
Engage-Class War Robot: 100% health, major 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
Scorn ray: 100% health, weak attack (can be manually retargeted)(no current target!)

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), 60% mind control resistance
Random stat upgrader(no stats to upgrade)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
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Free Action: It takes me a few minutes. While I was somewhat familiar with the 64 bit encryption, the hex stumped me. Still, I used what I could remember and the sequence of symbols, comparing results to what I knew an IP address looked like...

451.672.000.000

It wasn't what I recognized from a normal IP, but then again, Shadow IPs were a different beast altogether. The power of COMPUTER PROGRAMMING courses through my veins instead of Fear for a bit.

Action: I use the IP to begin the hacking and co-opting process for the abandoned robot facility. Time to put my computer skills to good use!
 
The man says, "Gotta work faster than usual. That's for sure." He pulls out a chunk of bread, and his hoodie turns red. The bread is suddenly incredibly stale. He then throws it directly at where the face of the shadow holding Karpinsky would be. His shirt turns a dark blue as he makes the throw, and it turns a light blue as a gust of wind makes the bread fly true, straight at the shadow, staggering it just enough that Karpinsky should be able to shake free and climb up towards him. His RAGE flares up at both Karpinsky, for just randomly grabbing into the box, and at the shadows for attacking him.
 
I grab the hacksaw and open up C2.

Xerath! Get up! This is the now to get the hell out of here! Your daughter is also alive my dude! It's going to be all good once we escape!

Free: Hope.
 
The quiet watcher throws his chains at the shadow holding onto Karpinski hard to dislodge it, before carefully setting the Popper against the Holding cell door without arming it. A horde of shadows swarming out of the cell would be an excellent distraction, but one that couldn't be done if they caught Karpinski in the cell.
 
Free Action: RAGE

Main Action: I shake off any remaining shadows by zapping them with an electric glove that I've totally had on the whole time, then discarding it at great speed onto the lead shadow's face. I then enter the vents.
 
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Free Action Focus - HOPE: I hope because I can.

Action Focus - Use FLEXTAPE!: I grab my FLEXTAPE and use it on the choke point for water. Gotta hold it back as long as I can.
 
So, the railgun's got just enough charge for one shot. I can't get much more out of our existing power infrastructure, and I don't think it's a powerful enough shot to obliterate this prison.

Free Action: I send a telepathic message to Xerath.

Xerath, how long have you been here? More precisely, how many times have you slept? We'll need your help to escape. From my sources, Alice is under siege, with the Godmodder desperately attempting to grab Yoreshield. She can protect herself for now, but the Godmodder's running a game of attrition, attempting to constantly assail her until she is left unable to continue due to sleep deprivation. If you work with us, we might be able to reach her and save her in time.

Your first course of business should be connecting to our collective psychic defense grid, the Dungeonscape. You also have 3 player power, which is plenty for right now.

I also tell Valla about the dungeonscape. Once we get these players into the dungeonscape, we may be able to perform emergency medical action on their MIND cores to restore them.


Action: We need more power for the railgun. The good news is that the railgun's core is built around the Zap Absorber, so I should still be able to harness that drain power with a bit of modification. I take some extra guardbot components, integrate them with the Zap Absorber core, and assemble the Drain Matrix. Think D.va's defense matrix, except instead of deleting projectiles it sucks electricity out of everything in the field to charge the railgun. It might take some time to fully drain a group of guards, but it should at least weaken them.

Once that's done, I point it at the nearest lights, in an attempt to tap into the prison's electrical grid. I suspect we'll need a lot of charge to make a shot powerful enough to decapitate Xerath from here.
 
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So, the railgun's got just enough charge for one shot. I can't get much more out of our existing power infrastructure, and I don't think it's a powerful enough shot to obliterate this prison.

Free Action: I send a telepathic message to Xerath.

Would you happen to know a potential IP address for a guardbot command terminal? Or are you just going to sit there skulking? Because right now, I've got a plan, and though the Godmodder is currently second-priority to blowing Cybil's head out and devouring his soul for raw materials, He'll face his end soon after. Your help would be much appreciated, especially given that based on our known intel, Alice is under siege. She can hold out for quite some time with Yoreshield, but the Godmodder's attempting to wear her down, and as soon as she runs out of stamina and is forced to sleep, she'll be dead.


Action: We need more power for the railgun. The good news is that the railgun's core is built around the Zap Absorber, so I should still be able to harness that drain power with a bit of modification. I take some extra guardbot components, integrate them with the Zap Absorber core, and assemble the Drain Matrix. Think D.va's defense matrix, except instead of deleting projectiles it sucks electricity out of everything in the field to charge the railgun. It might take some time to fully drain a group of guards, but it should at least weaken them.

Once that's done, I point it at the nearest lights, in an attempt to tap into the prison's electrical grid. I suspect we'll need a lot of charge to make a shot powerful enough to decapitate Xerath from here.
Uhhh.... /Null
You wake up from a dark corner of a dark cell. Your journey will not end here!

Checking around the room, you manage to find a slip of paper... on it, you see a large collection of letters and numbers...

MzQzNTMxMmUzNjM3MzIyZTMwMzAzMDJlMzAzMDMw

64 Hex

It looks like a sort of key that you'd have to decrypt for some crappy ARG game thing. If you don't care to bother decrypting it yourself, you can use your limited Player powers to brute force it.

(OOC: Welcome back! It's always good to see old Players return. If you have any questions, feel free to ask!)
Free Action: It takes me a few minutes. While I was somewhat familiar with the 64 bit encryption, the hex stumped me. Still, I used what I could remember and the sequence of symbols, comparing results to what I knew an IP address looked like...

451.672.000.000

It wasn't what I recognized from a normal IP, but then again, Shadow IPs were a different beast altogether. The power of COMPUTER PROGRAMMING courses through my veins instead of Fear for a bit.

Action: I use the IP to begin the hacking and co-opting process for the abandoned robot facility. Time to put my computer skills to good use!
 
oh... nvm then I will not do the black hole thing.

Free action: I go back to the cell area
Action 1: I get a Flex-plug and I Plug the holes efficiently using that.
 
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