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Defeat The Godmodder

Rooms - II
FOCUS: I open the orange box.

There are more than 4 levels on the urple scale.

I open the 2nd box from the top x1-3.

The Green door is not rated Burple.

Known Ratings:
Flurple, Nurple, Durple, Smurple, Burple.
maximum ratings number:
6 (one possibly unknown rating)
best known approximation of scale:
(?)
Flurple
(?)
Nurple
(?)
Durple
(?)
Possibly: Burple.

Flurple is the most dangerous rating of the relatively known ratings. we know four of the ratings with some idea of their position (empty note doesn't sound dangerous, suggesting Burple is low on the scale).
our knowledge on individual doors says:
Red - Flurple
Blue - not Durple
Green - not Smurple.
As such, we know red is probably fairly dangerous- even if both smurple and the unknown possible rating are above it, that puts red Slightly above-average.
That said, blue also probably isn't the Safest... and green we haven't a clue because Smurple could mean anything.
At the moment, we don't have enough information.
Possible trends in Level names / level positioning: B(?)->D->F no; a B->D trend would go on to F, but it goes to N instead, and F is further so it can't just be missing knowledge.
gap from D->n is bigger then n->s, so it's unlikely to be that.
odds are decent the scale's order is randomized or something; at least, there are no clear patterns..
a theoretically possible one is that the length of the non-urple parts plays a part, since FL urple is ahead of N urple and D urple, in which case SM urple would be fairly high too... but, not enough information.

[full] red box.

The Red door is at the second highest level of danger.

The quiet watcher sits a while and begins puzzling out everything that they already had, knowing that they were racing against the clock.

As of right now, there were, at max, six levels in this urple scale. Burple seemed to be the lowest level, likely at a one, as no one had died when the green box had been opened. Of course, that might simply mean that there had been a neurotoxin hidden on the paper or in the box, but that was why he was glad he hadn't handled the blank paper or had been near the box. Durple was likely to be the next level up, though Smurple could be there instead of being higher up. Either way, above Durple was Nurple, and above that was Flurple, with a possible space for the Smurple at all of those levels due to how little was known about it. The remaining level, or even if it existed, was still unknown though, so he was working on what he had.

The red door was Flurple(4-6), and thus the highest level range in possibilities. If the levels couldn't repeat, that meant that the green door was either Durple(2-4) or Nurple(3-5), and the blue door was either Smurple(2-6) or Nurple(3-5). That meant that the green door had the best chance of being the lower level on the urple range. That leads into a different problem though, namely what that range was. Was it based on information? On Danger? On the basis of communication? Either way, what he was going to do was clear.

The quiet watcher goes to the green door, throws up a field behind him to prevent additional casualties if he was incorrect, and slowly opens the door with all three of his actions.

You approach the green door...

Mm... so far, 5 urples are found... guess more box opening is required...

I pick out the box just above the grey box and open that.

The danger level Nurple does not exist.


The Red box is open, so you open the purpleish box instead!

The Blue and Green doors are at most 2 levels apart on the danger scale.

I open the yellow-green Box near the bottom of the list.

My friends, please... think of the big picture.

---------

The Quiet Watcher approaches the Green Door, clearly intending to open it... then gets sucked in before anybody can react!

Then, the silence is broken. Somebody has warped into the room with you.

Across the room is a man dressed in black. Black hood. Black sunglasses. Black scarf, raised high enough to cover their mouth. Just looking at them fills you with dread. Have you... made a mistake with your approach here...?

On his gloves (guess what... they're black), is a white symbol that stands out. Two crossed swords.

You feel immense murderous intent.

If you stay here, you will die.

-----------

The Quiet Watcher is in some kind of odd colored room. The walls are a bright orange and red pattern. Its... a carnival tent.

On the other side of the room is a door. There's nothing in your way. But on the sides of the room... mirrors. Dozens of them, all lined up. You can see a dark reflection with the corner of your eyes... it fills him with fear. The Quiet Watcher clutches at his clothes.

On the ground is a note. Courage is hastily scribbled onto it.

CURRENT ROOM DEPTH: 1

Green Door (leads to mirror room)
Blue Door
Red Door

Table:
The Red Door is rated Flurple.
The Green door is not rated Burple.
Box
Box
Box
Box
Box
The Blue Door is not rated Durple.
Box
Box
The Blue and Green doors are at most 2 levels apart on the danger scale.
The rating Nurple is below Flurple on the scale, but above Durple.
The danger level Nurple does not exist.
The danger level of the green box is Burple.
The Red door is at the second highest level of danger.
There are more than 4 levels on the urple scale.
There are less than 7 levels on the urple scale.
My friends, please... think of the big picture.
*empty*
The green door is not rated Smurple.

Karpinsky: 5,000/5,000 HP
JOEbob: 5,000/5,000 HP
Winkins: 5,000/5,000 HP
Ranger Strider: 5,000/5,000 HP
Cephalos Jr.: 5,000/5,000 HP
Bill Nye: 5,000/5,000 HP

[Anti-AG]???: Seemingly Invincible!

MIRROR ROOM (DEPTH: 2)
Mirrors
Exit Door

The quiet watcher: 5,000/5,000 HP
 
The quiet watcher forces himself to remain calm as he lets go of his clothes before he examines each mirror as best as he can. The definition of Courage isn't the absence of fear, after all, but standing against it despite whatever happens next.
 
"This is bullshit." ES mutters to himself. "I mean, fair's fair, we were told it was a bad idea, now we're seeing why. Should have followed my lead and finished him off earlier... now we're stuck like this."

Amelia was not taking this lying down, seeing as she was currently staring down the slowly swirling psychic blast, trapped in the bullet time field.

"Messing with the energies of the universe like this... not only creating half-living shadows, but giving them the Gift? I'm not even that religious and it smarts! God would punish you for your hubris, but he's kinda dead..."

She pauses. "So I guess I'll have to SUBSTITUTE! BECAUSE THERE SEEMS TO BE NO GOD HERE BUT ME! TAKE THIS!" With a sharp gesture, she exerts her own will on the psychic blast. The Replicas have, at best, a facsimile of a will. In a contest of pure physical might it may only make a slight difference, but in a contest of pure psychic energy it ensures they shall know only defeat.

Amelia gains control over the blast, moulding it to her will, interfacing and overcoming the psychic link with the Replica, and then sends it careening away, into one of the Boulders. If it manages to overpenetrate and destroy it (psychic energy conveniently vaporises things instead of leaving shrapnel, of course) then it's on a collision course with the second boulder.
 
3 ACTION FOCUS - GET OVER HERE: I pull out a grappling hook. "This should be good." I grab the name tag of their car with the grappling hook. I jump back onto our car and give the hook to Piono as a freebie. "Do what you must!"
 
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Ah, an eldritch abomination. It's been a while since I've fought one of these.

Focused Action: I crush C'Thun down into only three spatial dimensions, causing severe damage to it. Then, I hit it with a barrage of distortion beams, shredding it.
 
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CaptainNZZZ
General_Urist
Yo, we need one of you to help ES counter the incoming attacks and the other to mitigate/remove the zombies. Use upgrades to our vehicle if you have to.
The rest of us are coordinating something to make sure we can catch a break.

And to clarify, please do not mess with the incoming Powerups unless you've been specifically asked to, we're setting up something screwy with them.


3 ACTION FOCUS - GET OVER HERE: I pull out a grappling hook. "This should be good." I grab the name tag of their car with the grappling hook. I jump back onto our car and give the hook to Piono as a freebie. "Do what you must!"
I grab the other end of the hook from Goldhero and nod, saluting him.

3 ACTION FOCUS - SOUPSWAP TIME
I climb up to the top of our vehicle and take the other end of the grappling hook, tying, chaining, and otherwise afixing it to another hook, which I promptly hook onto the nametag of OUR vehicle. The Red Road Roller and Blue's Replica Truck have had their name tags tied to each other by this mysterious rope! To make absolutely certain that this continues to go off as best as we can make it, I cast as many "unbreaking" spells as I can on the sucker at once. These relay up the grappling hook and the whole thing, for the next couple of seconds/minutes, will be totally unbreakable or otherwise able to be interfered with by the other teams.

I step back from the rope and give Leah the thumbs up. Their turn, time to finish this gimmick up.
 
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"Red door is second highest. That means something is above Flurple. There isn't a Nurple door. Durple is below Nurple and blue is not durple, and green is not (probablylowest). Since Blue and Green are either 1 level or 2 levels apart, a few possibilities for what the right choice is are:
Green can't be Smurple. Smurple has a 50% chance of being the thing above Flurple, more or less, which is to say, being the worst option. So, Green has a ~50% chance of having extra reason to not be the highest thing. if the scale goes:
? Smurple
? Flurple
? Nurple (EMPTY)
? Durple
? Burple
? ???
Then Smurple(top) must be an empty slot; Flurple is occupied, nurple is empty, and if there's a not-red in smurple something has to be in nurple.
So, either nothing is in the top, the top is the unknown possible rating, or the unknown rating is between flurple and nurple. So:
Smurple (empty) ???(something or empty)
Flurple (red) Flurple (red)
Nurple (empty) Smurple (something if ??? or blue if durple is green)
Durple (green?) ...ech, I'm doing a chart. the spaces aren't even formatting right. hold on..
Burple (blue?)
??? (green or blue)"
"Now, one might wonder Why I'm not feeling hurried about this."
"Your Imminent Adversary seems quite dangerous, this I grant. But you know what else?"

"They're not [PG]. They're not [V]. They're not [SR]. They're not even [N]!"
"They are
[Anti-AG]. And one thing I'm not, haven't been, and likely never will be, is [AG]."
"I'm
[N]. [N+2], technically, but that's not for hatred of the Godmodder. I rose through the ranks of Neutrality not through fighting, not through a principled stand against him, no."
"I rose through the ranks because I occasionally tested out if I was good at Godmodder attacks for fun, and then later on because I wanted to get some Godmodding energy for experiments. I went on, what, four sidequests of my own will? five? I gave the Godmodder two legendary weapons and then spent like a month arguing about a deal I made with him? Point is, I wasn't a typical
[AG], nor [AG] to start with. I'm [N], and I won't accept any commitments that come with being [AG]. Come to think of it, why am I even here?"

"I'll tell you why! Outside is a deathtrap where I wouldn't get to act and my powers would slowly drain away with no or nearly no possibility of getting the power lock in time, because I'd have exactly none of the ingredients available. Because Outside of the Ruins I wouldn't be able to do much of anything. And because Outside the Ruins, I wouldn't have anything interesting to do, really do and not just narrate, until the end of reality."
"Inside the Ruins? Well, at least there's a logic puzzle. That's better then nothing, I guess."

"Oh, and [Anti-AG] entities can't target neutrals. I quote reality:"
[ANTI-X] - Anti-(faction) - Wants to destroy a specific faction, and won't attack any others.
"And I'm not AG, so I'm not the faction it wants to destroy, so it won't attack me."
At this point, I turn away from the figure and start scribbling combinations down on a piece of paper. Since doing that isn't an action, and I've got the time to think, I could open another box, but I respect the spirit of the challenge everyone else is facing. The hints we have now are all the hints anyone else would get, and the chalange would probably be trivial with every box opened. So. only this information, and what to do with my actions?
Simple. For the first action, [1x]I try to figure out the properties of Something, specifically using my player powers, vision, gravitational detection, free-association with probability magic, and a few other things to experimentally determine if it can do anything. For the Second,
[1x] I add some teleporter machines to my Second Body, since I only have two Something actions and therefore have an action to spare on boosting it up. Remember, the curse is only extreme item weakening, not nullity. Finally, for the third,
[1x] I set up a machine to render myself completely incapable of remembering or complaining about Something, and similarly incapable of looking under rocks in the future, if I don't figure out what Something is by the end of this round. Since Moniker had a Prophetic Dream about myself finding Something under a rock and then complaining about it some time(a few rounds but not many) before the Deleter started up, and I then signed a contract to make sure I can't complain about it unless it's worth/as useful as 8 CP or more, the only way to maintain the Temporal Stability of the universe and for his dream to be consistent is for me to, this turn, right now, find a use of/the properties of Something by the end of this round (and then complain about it.), which means I will succeed, hooray! Plus the universe will end soon so it kinda has to happen before then and stuff.





Chart I made:

Basicawow I messed up math bad there. ahem.
Basically, there are two cases listed here where a non-red Door is the worst door (because N comes after F and N is empty and blue-green need to be near so for blue or green ahead of red we need both 'free' doors there and since green can't be S there's only 2 such configurations of doors+levels.), and the rest of the time blue and green are just sorta better then red for sure basically.
blue can be better then green, when red isn't best, by 1, or 1, or 1, or 2, or 2, or 1, or 1, or 1, or 2, or 2, or 2... ok that's not how to word it, uh.
Most S can be anywhere and can't be green. so, when S is on the right, green is the worse choice if S is involved, but S can be on the left, but S only connects to D which is left so the gaps then are generally smaller anyway. DB connection has green worse and blue best, and DB is a constant arrangement. so, the combos with S in the last 3 tend to have green the worse choice ecept, like... one of them.
Without S involved, with ? involved, if ?... is, green is worse off in the first set, and the second set, and the third set, except some edge cases...
Basically, Green is More Commonly worse then blue and most/all of the equalizers require assuming the 6th urple, so its likely that the order of doors, in order of descending baddness, is:
Red,
Green,
Blue.
Green
but since there's an [Anti-AG] figure to avoid, splitting up is probably the right choice for the AG people. Myself, though, I'm not sure. do I want a bigger challenge or to finish faster? hm...
I'll decide once I see what blue is from other people going there, i guess.
 
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Action 1:
I open my jaw horrifyingly wide, to the point that it's wider than I am tall. I use my horrific gaping maw to dig the trench (or somehow repair the wall if the trench is dug).

Action 2:
With the trench dirt still in my mouth, I violently expel it at the adamantium golem as a projectile.

Action 3:
I glare at a wall angrily until it starts to reassemble itself.
 
CaptainNZZZ
General_Urist
Yo, we need one of you to help ES counter the incoming attacks and the other to mitigate/remove the zombies. Use upgrades to our vehicle if you have to.
The rest of us are coordinating something to make sure we can catch a break.


/post in progress
Countering!

FOCUS

So, here comes a Mega Boulder, caught in a Bullet Time Field.

Firstly, TRG bends the fabric of probability, and turns two different Trousers of Time into 3-legged intersecting messes, to temporarily summon a Reactor, with attendant energy and metal. He uses that to very quickly build a small structure around it, the main feature of which is a number of Moonshot Portals. Due to the nature of bullet time, and so on, the portals cannot directly intersect, but they can be moved to where the Mega Boulder is going to be. The Boulder flies in at great speed, and . . .

TRG could just fire it out of a portal pointed the other way. But that'd be uncreative, vulnerable to the Curse of Repetition, and a waste of certain unique tricks available to Players and Reactor users.

Firstly, the Mega Boulder gets fed into a 'Particle Accelerator' . . . the wrong way around, effectively trapping in a infinite loop of heading upward. It takes a few moments, but with a good few minutes of cutscene time (and the space between the portals containing a slowing field and having high air pressure), it slows right down.

Now, what happened during that cut-scene time? Firstly, TRG builds a second 'particle accelerator', with no atmosphere inside to slow things down, enhanced downward gravity, a set of lasers to heat up the Boulder, and a transmutation induction device to turn parts of it to very heavy osmium. Then, he duplicates that setup several times, and links it all up duplication matrices. Finally, a gun-barrel shaped lattice of magic, metal, and a single portal at one end is created, to give the various heated super-speed part-osmium Mega Boulders a few temporary enchantments related to reduced air resistance, homing, holiness, and so on.

Then the Mega Boulder finally runs out of momentum, and switches direction. A lot of very complicated portal switching, activation, deactivation later (as well as quickly manifesting or returning any parts of the contraption that have ceased to have use), the following flies out of the 'gun-barrel' at the Zombies: 255 (1+1*2+1*4+1*8+1*16+1*32+1*64+1*128) heated super-speed part-osmium holy homing Mega Boulders.

So. You tell me. What happens to the Zombies?
 
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/strategy null

People in the Rooms area, to translate JOE's nonsense:
Green and Blue are both lower than Red most likely, and Blue has a decent chance of being less dangerous than either of the others doors.
From my own analysis, the note that says "think of the big picture" means that you guys should probably split between Green and Blue.
 
With the other players pulling off a switcheroo of epic and successfully guaranteed proportions, I decide to grab the powerups for us. But how? Last time we got one, but Valla stole it back with three Actions...

Well, first things first, gotta get those powerups. Thinking quickly, I create a throne. A familiar throne. What throne?

The throne for the King of the Hill! In fact, it's shaped just like the replacement character! The powerups conspire for a moment and then, of their own free will leap into the throne, allowing us to collect them and realize themselves as the reincarnation of the original - not Verraad/Godmodder - King of the Hill. May his rule be just and his actions be profitable during his short stay on our team.

In the meantime, I realized the perfect switch. Mostly the second it leapt away, I created a real life green screen with pre-loaded special effects, had it depict me kicking the Blue Powerup away, and sent a ULTRA +10 PLAYER FOOLING FAKE POWERUP (Blue Team Edition) flying in the same trajectory that the special effects version of the powerup did. Specifically, this ULTRA +10 PLAYER FOOLING FAKE POWERUP (Blue Team Edition), lands in front of Valla. I swear and berate myself to sell the illusion as the Green Screen feels awkward and just poofs out of this race to go play checkers with a flying carpet.

================================

The Tragedy of Alastair Dragovich(part 3)

Alright then. Let's continue.

Alastair, upon finding himself in this unfamiliar Reality before him, began to wander. Wherever he went, haunted by his failures, he would relentlessly help everyone he could. Mundane as saving kittens from trees, as monumental as talking a dragon down from slaughtering a nation, to something in between, like helping a village recover from an impossible winter.

It was never enough. He felt the burden of, to his mind, all of existence being destroyed. At the very least it was the existence he know about, though that had been drastically little. But he needed to do more - be more. He needed to make up for his sins.

So when he heard of another Godmodder on a rampage, he did not stop for a single second to consider any method of approach or a better alternative. He went to confront the Godmodder.

Unfortunately for him, that Godmodder happened to be the most dangerous Godmodder known - Verraad.

Yes. Alastair Dragovich and Verraad had fought before. Verraad, in his all consuming ego and greed, does not remember because to him all his victims are beneath notice. Alastair does not remember.... well, I just told you, didn't I?

Alastair did not win the first time.
 
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2 actions: Plow through the zombies? OK then! I attack a gigantic armored snowplow thingy (one of those wedge-shaped/cowcatcher ones) to the front of the road roller to allow it to plow more efficiently. Just in case its status a a road roller is't enough to steamroll some zombies.

1 action: I attach a whole bunch of rubber sealant to various parts of the crew compartment, to make sure there's no risk of aerosolized zombie stuff or whatever getting inside and infecting people.

1 action: Plow through the zombies? OK then! I attack a gigantic armored snowplow thingy (one of those wedge-shaped ones) to the front of the road roller to allow it to plow more efficiently. Just in case its status a a road roller is't enough to steamroll some zombies.

1 action: Fuck no, I ain't letting the Blues get more people! I'm removing that reinforcement booster from the equation, because it's not like it'll be much help for us with our actual unique personalities! With that, I proceed to duel wield RPG-7s (one rocket launcher in each hand), and in quick sucession fire both of them at the reinforcement booster! Even if it doesn't destroy the booster, the power of the blast should push it somewhere that the blues cannot collect it.

1 action: Let's try messing with their control. I take out a crossbow and try to shoot out some tires on Blue team's replica truck.
 
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1 action: Plow through the zombies? OK then! I attack a gigantic armored snowplow thingy (one of those wedge-shaped ones) to the front of the road roller to allow it to plow more efficiently. Just in case its status a a road roller is't enough to steamroll some zombies.

1 action: Fuck no, I ain't letting the Blues get more people! I'm removing that reinforcement booster from the equation, because it's not like it'll be much help for us with our actual unique personalities! With that, I proceed to duel wield RPG-7s (one rocket launcher in each hand), and in quick sucession fire both of them at the reinforcement booster! Even if it doesn't destroy the booster, the power of the blast should push it somewhere that the blues cannot collect it.

1 action: Let's try messing with their control. I take out a crossbow and try to shoot out some tires on Blue team's replica truck.
urist. Would you mind. Looking at the post I mentioned you in?
We kinda need to work together. Not scramble about separately like idiots.
/strategy null
 
I immediately spot the forces coming into the power generator and cry out. "Can somebody reinforce that line? I would if I could, but I'm stuck prepping for a big one."

With that said, I get on with what needs doing. If the trench still needs more digging, I will put one action into it, if no, then just put it into my other idea.

With all of my power, I sink it into making enhancing my shield. The cold seems to sink into it somehow. And as I look further( atomic level) the bonds between atoms seem to be reinforcing one another to a whole mother level of strength, making it very hard for anybody to get through it.
 
I grab the other end of the hook from Goldhero and nod, saluting him.

3 ACTION FOCUS - SOUPSWAP TIME
I climb up to the top of our vehicle and take the other end of the grappling hook, tying, chaining, and otherwise afixing it to another hook, which I promptly hook onto the nametag of OUR vehicle. The Red Road Roller and Blue's Replica Truck have had their name tags tied to each other by this mysterious rope! To make absolutely certain that this continues to go off as best as we can make it, I cast as many "unbreaking" spells as I can on the sucker at once. These relay up the grappling hook and the whole thing, for the next couple of seconds/minutes, will be totally unbreakable or otherwise able to be interfered with by the other teams.

I step back from the rope and give Leah the thumbs up. Their turn, time to finish this gimmick up.

[aleph+bet+gimel] Leah nods at Piono and GoldStar and readies herself for her switcheroo. "Omniglot!"

"Readying linguistic metatransitioning protocols," Omniglot hums, as his frame glows a serene green. At the same time, the rope that Piono and Goldstar have switched the nametags on glows a similar color. Leah flies up to the rope and grabs it with both of her arms, which morph to give Leah a surefire grip. And then, she starts swinging herself around on it-looping around and around, somehow flinging herself to and fro along the cable! With each rotation she flies a bit further forwards (or back) and each time she goes to and fro the Red Road Roller and Blue Replica Truck, each time touching the vehicle-but only that-before leaving to return to the other vehicle. It almost looks like she's not acutally doing anything of value other than showing off...

...Well, to anyone other than the not-replica players of Green Team, who clearly see what's going on. For each touch, Leah's created the ghastly image of a letter, while simultaniously trading the previous letter off to the other vehicle, if any. To the green team, the ghastly letters feel of raw identity and targeting properties; the very essence of the names of both vehicles is being transferred and altered, one letter at a time, all at a surprisingly fast rate.

Leah soon hops right off the tether, causing it to explode in a shower of terrible explosion gifs, confetti and question marks, just in time to see the fruit of her work-by some inexplicable powers, though the two vehicles are otherwise untouched, the vehicles have swapped names entirely! The Green Team's Vehicle is now called and known as 'Replica Truck,' while the Blue Team's vehicle is called and known as 'Red Road Roller.'

This combination of actions is pretty useless on its own, natch. However, the helpful announcer gave word that if Green Team collected either (or both) of the 'obstacles' that were lined up for the Red or Blue teams, the Red Road Roller would instantly explode.

Rather handy, then, that the Green Team's vehicle is not the Red Road Roller; its now the Replica Truck. The Blue Team, though riding the same vehicle before Leah's action as they were, are now riding a vehicle named 'Red Road Roller.'

Hope they came prepared for abrupt conceptual explosion application.

Leah's story will have to continue elsewhen, alas! She spent all her concentration on this now-completed combo action.
 
I see the other defenders placing a fair deal of effort into digging the Trench and it should hopefully be finished very soon. Just then I hear Gnich calling out the enemies near the power generator. 'Yeah I better get over there otherwise we might find ourselves fighting blind.' I think to myself as I assess the situation. Quickly I move onto the teleporter that would take me to the Darkness 2 and I press the button the cause the teleporter to activate. Suddenly I feel a little bit of energy drain from me as I feel myself suddenly moved to a different location. (1 CP)

'Okay here we are.' I think to myself as I look around the field and see the Dark Archer and General. 'Okay I won't be able to do enough damage to kill the General immediately and I don't think I can get the Archer in range while at the same time still have enough to then take them out. So in lieu of a better option I'll give a attack shield to the Power Generator as to prevent the archer from damaging it and then attempt to take out the archer next turn.' I mentally plan out.

Closing my eyes I focus my energy into my wish. 'I wish for attack shield to appear as to protect the Power Generator from damage!' Suddenly in a burst of red light a red translucent bubble appears over the Power Generator. The bubble I can tell is fairly firm and should be able to hold off an attack. 'Okay, good.' I think to myself. (2 CP)
 
That's certainly a lot of zombies before us. It's like someone decided to just start stealing zombies from some major zombie genre and just dump them all over the track. Hmmm, given their sudden appearance, they're probably from the Walking Dead. Those hordes always do have the magical ability to suddenly appear out of nowhere...

Anyway, onto the issue of punching out way through this undead mess. As a semi-regular user of undead entities, I am aware of both the advantages and disadvantages of using undead beings. They might not need substance or rest, but they suffer from a notable issue as a horde. The power of giant, heavily modified vehicles with terrible cg explosions! From Dawn of the Dead to the Resident Evil 3 movie, this truth rings out loudly.

Currently, the vehicle we currently have isn't too bad. There's a gigantic wedge stuck on the front, anti-gravity, and spinning blades. Not enough but it's still something. Something that soon will become even greater!

Leaving the issue of modifying the vehicle itself to other, I focus on offensive capabilities. Even ignoring the importance of offense for punching through a zombie horde according to movies, dead or damaged zombies are a fair bit easier to get past with an anti-gravity vehicle.

After quickly giving the robot cyclists shotguns and forward facing armored wedges, I move onto the main vehicle. On the top of the vehicle I create 'Generic Zombie Movie Protagonist #378' and supply the rugged looking survivor with the ultimate weapon: homemade explosives. With the power of cgi based explosions, these homemade explosives are perfect for the task of getting us through the zombie horde. Surprisingly powerful, inexplicably unable to damage anything that's not a zombie, and repeatable, they'll be far more effective than just creating 'Generic Zombie Movie Protagonist #378' and giving them something like machine gun.

...oh, and I guess the side mounted flamethrowers I just added to the main vehicle will also be handy. (x3)
 
3x: The MTF operative frantically builds the Ancient Wall. Bricks, then mortar, then bricks, then mortar, then...

"Is anyone else a little worried about that statue? Like... what's inside of it that's so good? Or so bad?"
 
Right seeing as I have no choice but to go forward due to big bad baddie over him, I bodily launch myself at the blue door to get away from the big bad baddie.
 
Defense - III
C'thun? I turn one of C'thun's worshippers into... Cthulhu!

The worshippers immediately switch the target of their worship into the newly awakened Cthulhu! Except, it isn't really Cthulhu... its just a toy Cthulhu plushie! C'thun then smites the followers for their ignorance!

1x I quickly put down the 1,000HP Blackwolf with a rock.

2x A concentrated field of landmines appear in the path of the mysterious [Anti-AG] forcing him to take a detour, for even if he bulldozes right into the minefields, the explosion and damage is enough to slow him down.

Blackwolf mercy-nomercy-killed!

The Anti-AG unit curves a little, trying to move around the minefields! +.5 turns until they arrive!

x3 Action:
Eyowe, using the power of remote homophony, turns the Seraph into Syrup, which he then drops to the ground instead of eating it. How wasteful.

Seraph slain! Somebody should probably pick up that syrup. Assuming they can find it in the darkness.

Ah, an eldritch abomination. It's been a while since I've fought one of these.

Focused Action: I crush C'Thun down into only three spatial dimensions, causing severe damage to it. Then, I hit it with a barrage of distortion beams, shredding it.

35,000 damage! C'Thun quickly expands back into their original four-dimensional proportions.

Action 1:
I open my jaw horrifyingly wide, to the point that it's wider than I am tall. I use my horrific gaping maw to dig the trench (or somehow repair the wall if the trench is dug).

Action 2:
With the trench dirt still in my mouth, I violently expel it at the adamantium golem as a projectile.

Action 3:
I glare at a wall angrily until it starts to reassemble itself.

NOM NOM NOM +12% digging!

1,500 damage to the adamantium golem!

+11% wall!

(x3)Trench Clearing via use of Explosions Experiment 1,2 and 3 is a go

Ancient Trench complete!

Now, every time an enemy attacks you, they take 1,000 damage! This trench upgrade should help keep low-tier enemies from building up!

It occurs to you that you could possibly upgrade the trench with spikes (or other damaging things) to make it deal even more damage.

I immediately spot the forces coming into the power generator and cry out. "Can somebody reinforce that line? I would if I could, but I'm stuck prepping for a big one."

With that said, I get on with what needs doing. If the trench still needs more digging, I will put one action into it, if no, then just put it into my other idea.

With all of my power, I sink it into making enhancing my shield. The cold seems to sink into it somehow. And as I look further( atomic level) the bonds between atoms seem to be reinforcing one another to a whole mother level of strength, making it very hard for anybody to get through it.

You create the Protective Shield! Its worth 2 attack shields. Currently, you have it equipped on yourself.

I see the other defenders placing a fair deal of effort into digging the Trench and it should hopefully be finished very soon. Just then I hear Gnich calling out the enemies near the power generator. 'Yeah I better get over there otherwise we might find ourselves fighting blind.' I think to myself as I assess the situation. Quickly I move onto the teleporter that would take me to the Darkness 2 and I press the button the cause the teleporter to activate. Suddenly I feel a little bit of energy drain from me as I feel myself suddenly moved to a different location. (1 CP)

'Okay here we are.' I think to myself as I look around the field and see the Dark Archer and General. 'Okay I won't be able to do enough damage to kill the General immediately and I don't think I can get the Archer in range while at the same time still have enough to then take them out. So in lieu of a better option I'll give a attack shield to the Power Generator as to prevent the archer from damaging it and then attempt to take out the archer next turn.' I mentally plan out.

Closing my eyes I focus my energy into my wish. 'I wish for attack shield to appear as to protect the Power Generator from damage!' Suddenly in a burst of red light a red translucent bubble appears over the Power Generator. The bubble I can tell is fairly firm and should be able to hold off an attack. 'Okay, good.' I think to myself. (2 CP)

You warp to The Darkness II, and summon an attack shield! The generator is protected!

3x: The MTF operative frantically builds the Ancient Wall. Bricks, then mortar, then bricks, then mortar, then...

"Is anyone else a little worried about that statue? Like... what's inside of it that's so good? Or so bad?"

Ancient Wall complete!

The Ancient Wall has 20,000 HP! Also, all healing directed towards the Wall will be doubled! The wall remains on the field even at 0 HP, and can continue to be repaired. So long as it has HP, it will provide complete protection from enemy attacks!

------------

AG:

The Deprecated Robot stabs a Black Wolf for 1,000 damage!

V:

The injured Black Wolf rushes up and bites the Wall, dealing 2,000 damage, but on the way back trips into the Trench and dies!

The Adamantium Golem and Dark Infantryman attack the Wall, dealing 3,000 damage! C'thun lends them support with their paranoiac stare for 4,000 more damage, but the trench somehow deals 10,000 damage to them as well!

Over on the Darkness II side, the Dark Archer shoots at the power generator, but is blocked by the attack shield! Meanwhile, the Dark General summons a Black Wolf!

N:

The enemy continues to approach... you've delayed them a little, but they're getting closer...!

---------

From the black appears another Dark infantryman, and TWO Dark Generals! Look out!

Meanwhile, on the Darkness II side, another Dark Archer appears, along with this turn's "familiar" enemy - the Cyber Dragon! Still ready to use Bide!

THE DARKNESS:

Endless Blackness (more enemies every turn!)

[Anti-AG]??? (1.5 turns away)

[V]Dark General: 10,000 HP (summons a Black Wolf every turn!)
[V]Dark General: 10,000 HP (summons a Black Wolf every turn!)

[V]Adamantium Golem: 500 HP, 2,000A (miniboss!)

[V]C'thun: 55,000/100,000 HP(takes x10 damage), 4,000A (deathly touch)(paranoic stare)

[V]Dark Infantryman: 1,000 HP, 1,000 x Infantrymen!A (attack multiplies by number of infantrymen alive on field)
[V]Dark Infantryman: 2,000 HP, 1,000 x Infantrymen!A (attack multiplies by number of infantrymen alive on field)

Electric Light(allows you to see enemies!)
Electric Light(allows you to see enemies!)
Electric Light(allows you to see enemies!)


Ancient Trench: Ready! Deals 1,000 damage to attackers! Spike Upgrade: 0% complete!

Ancient Wall: 11,000/20,000 HP (protects everything)(x2 healing)
Ancient Wall: 0% repaired!

Ancient Forcefield Generator: Use once to completely protect Godmodder Statue!

[AG]Deprecated Robot: 3,000 HP, 1,000A (stronger if zombified)(can't be zombified by Players)(???)

[N]Godmodder Statue: 13,500 HP (DEFEND!)

Teleporter (Use one action to teleport to The Darkness II)

[AG]DanganMachin: 5,000/5,000 HP
[AG]Crusher: 5,000/5,000 HP
[AG]ExoSkeletal: 5,000/5,000 HP
[AG]DragonOfHope: 5,000/5,000 HP
[AG]Daskter: 5,000/5,000 HP
[AG]Eyowe: 5,000/5,000 HP
[AG]ParadoxDragonPaci: 5,000/5,000 HP
[AG]Gnich: 5,000/5,000 HP (next attack does triple damage, plus inflicts effects on nearby enemies!)(Protector Shield, protects from 2 attacks)
[AG]Strider: 5,000/5,000 HP

THE DARKNESS II:

[V]Cyber Dragon: 11,000/11,000 (uses bide)

[V]Dark Archer: 2,000 HP, 4,000A (too far away to attack!)
[V]Dark Archer: 2,000 HP, 4,000A (too far away to attack!)

[V]Dark General: 10,000 HP (summons a Black Wolf every turn!)
[V]Black Wolf: 3,000 HP, 2,000A

Electric Light(allows you to see enemies!)

Ancient Wall: 0% repaired!

Shield generator: Grants recharging 2,000 HP shield to Power generator!

Teleporter (Use one action to teleport to The Darkness)

[N]Power Generator: 10,000 + 2,000 HP (powering electric lights!)(protected from 1 attack)

[AG]Captain.cat: 5,000/5,000 HP (protected from 1 attack)
 
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