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Defeat The Godmodder

Breaking Bad - V
Free Action: HOPE

Main Action: Summon a cloud of electricity and attempt to jump-start the Mysterious Machinery

HOPE!

You zap a mysterious machine with electricity! It sparks for a moment, almost coming online... and then... pop! The machine kicks on, it's eyes glowing!

...Well, it's definitely a giant robot. And it appears to be combat-ready, too, equipped with a variety of gun-type weapons. But right now, it's not doing anything. Hmm.

I request that the other people knock over their buckets of endless water to help flood the jail. I grab a piece of bread and throw it to my cell mate.

Bread transferred!

Huh, there's a guard. What now?

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

What am I, Widowmaker?

You have Starsight.

Got it. One Widowmaker ult, coming up.

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

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

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

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

Free Action: I channel more DETERMINATION.

You fire the fake Weath ray in the guard's general direction! Being a robot, the guard is unmoved by your taunts.

However, you also highlight it, allowing other Players, specifically Krill13, to see it through walls!

DETERMINATION!

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

HOPE!

Well done! I recommend someone creates an outer defense that does AoE damage to all entities stopped by the Outer Defenses.

+5% extra chance for a newcoming enemy to get lost in the maze!

HOPE!

1 action: I add various delaying mechanisms to the House, such as nets, pit traps, and swamps, to further reduce the chance of enemies in there finding keys.

-20% chance of the enemies in the house finding a key each turn!

ES recalls his sword. He's always had it outside of Player stuff, and he still has it on him now. He uses his action to increase its Relevancy, allowing him to use the dedicated weapon in the future a little without actually risking it breaking or doing nothing.

You increase your sword's relevancy! It serves as a basic attack for you even if you haven't crafted a weapon for yourself!

Action:
Eyowe gives a vocal sign of affirmation to Crusher's plan through the mental connection.

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

...you know? Just in case?

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

You stabilize the Supersonic sniper, ensuring consistent performance! It looks like this thing is going to consistently take 2 turns to recharge after every shot.

Free action: I make observations on how this is going to turn out well for us.
Action 1: I take the spikes used to drive the bench into the wall from the bench, then go up into the ventilation.

UN-HOPE!

Into the ventilation you go! You also manage to yank out a WALL SPIKE, which can be used for who knows what.

I try to remove the floor part that moved after that other guy tried to destroy the bars

You shift the tile over, to find loose dirt below...

Řehoř Urist looks at the people around him. Right, there's a guard coming. Since we're all getting out of here, how about you guys set the thatch in our cells on fire so he has trouble finding us? I'd do it myself, but I'm about to be busy with this Zapbot.

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

I sure HOPE I win this.

Tetradent! Pokepokepoke! 3 damage to the Zapbot!

HOPE!

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

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

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

"Sorry to barge in! Need some help with this thing?"

Algot having removed the tile, you dig downwards, easily coming through the loose dirt, and landing in the escape tunnel! Cell A-4 is now connected to the others via the escape tunnel! All the cells, have been merged into a single "Cell Block A" section!

You burst through the ceiling, knife pointed downwards, but embarrassingly miss the Zapbot! Turns out the bot was standing one too many inches to the left.

Nope! I'm not equipped for a fight right yet!

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

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

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

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

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

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

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

Cranking my propeller I zip over to the treasure chest atop the dying waves of the sewer water, throwing myself behind the chest once I reach it with a resounding smack. Without a moment to use I open the chest up, positioning myself to be as small as possible to make use of the chest as makeshift cover. (Free Action)

You use water to push back the enemies! They won't be able to attack this turn, but they appear to be quickly recovering! You're safe for the moment, but you're just going to end up in the exact same situation next turn! Hopefully, your allies will be able to brave the sewers to help you out!

The Shadow Player gets hit by the water, but doesn't react, exact to maintain their upright-standing position.

Placing my HOPE in Urist's ability to cover me, I start digging out the dirt ceiling.

You go to dig out the dirt ceiling, then realize somebody already did it! So you dig out some zapbot circuitry instead. 2 damage!

[1] I try the player lock thing again, this time without doing arbitrarily many hope actions first, meaning i actually have an action to use on it.

AFTER doing so, I [0] HOPE, [0] OPE, [0]AGE and [0] ROPE.

The communication channel is technically godmodding energy or something very similar, but that doesn't mean you have access to it. Or a way to store godmodding energy to work with it. Or the concentrated power needed to make a lock. Or the craftsmanship skill necessary to create the lock even with the requisite materials.

You get ONE Hope action. Not more and not less. ROPE!

The quiet watcher pops his restraints open, and pockets them. They may be useful later.
He walks over to the endless bucket of water and carefully sets it on its side, facing towards the bars, HOPING that it would be helpful.

You pocket your chains, and also begin to set up your bucket to attempt to flood the prison! Same as when Eevee Shadow Bacon did it, the water comes out of the bucket at a fairly slow pace, and begins flowing towards your little bathroom, and going down the drain. This flood is still going to take a long time.

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

Action Focus - Make a Sword!: I make myself a basic, cruddy sword. It's not great, but it'll do.

HOPE!

You somehow manage to summon a sword for yourself! It isn't more or less powerful than Eternalstruggle's Relevant Sword. But hey, it's consistent and its better than nothing!

Arsenical! Hit the robot with the lantern!
1) Following Arsenical, I hammer at the robot's arm holding the baton, hoping to get him to drop it.
Charge!!!!!!!!!!

You and Arsenical TEAM ATTACK the Zapbot, dealing 3 damage! Hurrah!

I make the Blood starved beast poisonous, and the more injured it gets, the more poisonous it becomes.

I hope that our defenses will stand up to the enemies!

HOPE!

The Blood Starved Beast is now poisonous! Enemies that try to attack it will get poisoned! If you want it to poison enemies when it attacks, you'll need to make it venomous. Gotta get the terminology right.

"Oh well what do you know, I didn't need to destroy the bars. let's see what's down here..."
Free action: "I decide to help my friend in being more determined."
Action 1: I help Kyleruler by creating a shovel designed to dig this cell's floor and proceed to dig down.

As you go to dig, you fail to notice: The hole is already complete! You slip and tumble directly down onto the Dilapidated Zapbot, instantly crushing it! The robot parts scatter everywhere, as you pick your mildly injured self up.

Dilapidated zapbot defeated! Good work!

The man crawls over to where Eevee is. He says "Are you capable of taking actions which are helpful instead of an attempt at game-breaking? Sorry if that is insulting, but I have no memory of you doing anything but game break attempts."
He then begins to focus on something. His Hoodie flashes teal. THE RAGE ANGEL, finally actually appears on the battlefield, given extra rage from having it fail to occur twice in a row. The RAGE ANGEL is set to defend the core of the incredible crazy genius (Meaning I am saying this is just crazy enough to work) that is FlamingFlapjacks. Anything which strikes at it will be parried by the angels broadsword.
In practice, the Angel draws agro off of the core onto itself until it finishes its job. It will then move to defending the player cores until we manage to leave this wretched place, or is given another task. Its stats are not the best, but it will parry the first strike attempted at the thing it is defending, and has a fairly decent attack strength overall. parry basically means negate, with decent chance of taking the hit itself.
(Note, my previous version of this was a poor attempt at saying the current version. My apologies.)

RAGE ANGEL has appeared! It has no attack, but does have fair defenses, and will attempt to bodyguard key targets within the Dungeonscape!


You randomly pop into Cell B-3, and notice Daskter prepping to throw the Metal-eating acid grenade, JOEbob prepping Bubsy's hand, and other people doing other things.

Wow that was quick, for my action I attempt to force Daskter through the bars using my player power enhansed strength and rely on how none of us can die to reassemble him on the other side like pressing a sea sponge through a sieve.

For my free action I continue work on my encryption system

You try to grab Daskter, but unfortunately, you tried to do it right as he was inside a nonexistent location.

...ENCRYPTION?

(x0)HOPES AND DREAMS
(x1) Flame Purger the bars and bend them !! We must seek our FREEDOM now

HOPE! DREAM!

You start focusing on the bars properly with Flame Purger. They're heating up... you'll need either to spend another turn keeping the heat going before you can manipulate the bars, or another person with an equivalent weapon to lend you a hand!

I grab the metal-eating-acid-spitting grenade

1x I enter the ventilation system but not without setting the cells on fire afterwards.

You try to enter the ventilation system, but Cell B3 is the only cell not connected to the ventilation! Leaving you the last group of Players disconnected to the others... Instead, you end up stepping into a non-existent location temporarily (a feat that will definitely fail if anyone attempts to replicate it), which, miraculously, allows you to dodge Evonix's action! Phew!

Action: The House with Places to Search acquires a great many spikes, placed just right to do damage to those who slip

The house now has a 10% chance to kill enemies when they spend a turn inside it searching! So that... a 30% chance to find a key, a 10% chance to die, and a 60% chance to have nothing happen so far.

(Action!)(Hope Action + 1 Action)
(Hope!)
Noticing my body clock screaming at me, saying that's it's lunch time, I take some time to pick bread and water and do a small prayer for HOPE before I munched and eat.

I pause and said, "Huh, it been a while since I last ate anything to keep functioning, it actually tastes pretty decent... and somehow satisfying."

(Action 1)
Once again, I ponder and think on how to improve what I'm doing and decided, why not make the spears more durable? I eye the thatch for a bit and decided why not. To make the job easier, I break off the scratchspear's head off and cut a strip out of the thatch with it. I then use the handle of the scratchspear to wrap the thatch around and then fed the end of the thatch strip that's wrapped around scratchspear and into the scratchspear generator.

According to my mental calculations and from the minor changes to the machine, the scratchspears will be more durable instead of breaking from a single use as the new material will strengthen the core it.

I then dub the spear Scratchspear+1 and the generator Scratchspear+1 Generator.

HOPE!

The bread tastes hard and dry, but also... sustaining. Perhaps your HOPE is making the bread taste better. That and your extreme hunger from being asleep three days and not eating much during the rest of the HEXAGONAFIELD fight.

You create the Scratchspear+1 Generator, as well as upgrading your own Scratchspear! They have at least one more use each, now!

Hearing Crusher48 plan involving the guard I decide I should try and make sure the guard will not be able to call for backup, Otherwise this breakout will get complicated far sooner then I would like.

Action:
'I wish for a radio jammer to appear so we can jam the radio of the Guard that is coming our way so they will not be able to call for help!' Suddenly in a flash of red light a small radio jammer appears in my hands. Giving it a quick look over I see that it only has a small radius which covers only the building we are in. But it is big enough radius to jam the approaching guard's radio. Not to terrible sure which frequency the guard might be using I opted to set the jammer for all frequencies except for the one we the players are using at this time.

Quickly after that I hide the radio jammer under the bench that I am sitting on and wait for the guard and see if there is something else I can do to help with taking out the guard.

Hope/Free action:
Thinking back to all the defenses we have so far set up for the DUNGEONSCAPE makes me feel very hopeful that we will remain sane long enough to escape our prison and get back to killing the Godmodder.

The radio jammer manages to suppress exclusively the approaching guard's radio signal to the others! That should at least put limits on his ability to communicate.

HOPE!

---------

The guard's footsteps draw closer... next turn, he'll reach Cell A!

In the cewers beneath Cell A-1, CaptainNZZZ watches from behind the chest as the monsters pick themselves back up. He'll definitely need help to beat these enemies. It would be great if... some of his allies... were to come help him beat the enemies...

In the escape tunnel, with the Dilapidated robot dead, you explore the rest of the tunnel! It continues a fair distance forward, eventually stopping at a wall, with a trapdoor located in the ceiling. And to the side, standing in a corner... one of the Shadow Players. Getting a close look... it's entirely dark, shrouded in shadow. You can't see anything left of who they were. They're just a dark human figure...

The trapdoor doesn't seem to be locked...

----------

THE DUNGEONSCAPE:

Within the Dungeonscape, your defenses get ready for the assault!

At the trenches, the enemies build 60% of the trench bridge necessary!

Within the House with too many places to search, both enemies get unlucky, neither finding a key nor dying!

FlamingFlapjack's core attracts 2 new foes! In an INCREDIBLE burst of luck, BOTH of them trigger the 15% chance to instantly die to the traps! You thank your lucky stars for watching over you on this one. The core is almost finished charging...

----------

MAP:




Players:

CELLS BLOCK A:
Captain.cat (has rebreather)
EternalStruggle(relevant sword)
MooGoestheCow
That-Random-Guy
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Steak Knife, moderate damage+cutting)
Algot(has PB&J, giant clothespin)
Pantry containing basic cutlery (spoons/forks/knives)
Bars x 3 - totally intact! + x1 slightly weakened bars!
Extra-large toilet and piping

ESCAPE TUNNEL:
Arsenical
Ranger_Strider_
General_Urist(has scratchrope, oilflasher)(Using Tetradent - weak attack, throwable)
That(Other)OtherGuy(has pickaxe)
Bill Nye(has PB&J)
Shadow
Trapdoor leading upwards

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

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

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

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

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

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

Dark path leading deeper into sewer

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

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 15% chance to make new maze entrants get lost!
Trench: 60% bridging constructed!
Aggravating Archer: 100% health, medium defense, medium artillery-based attacking power(+30% bridging per turn)
Dark Cleric: 100% health, medium defense, minor healing/buffing power(+30% bridging per turn)

House With Too Many Places to Search (new enemies have a 50% chance to get trapped inside)(Enemies have a 30/10/60% chance to find key/die/accomplish nothing)
Medium Gobblebeast: 100% health, medium defense, medium attacking power
Annoying Archer: 100% health, minor artillery-based attacking power

2/5 house keys found!
Enemies:
None currently!
Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 160% health(160 max), major defense, major attacking power (gets stronger whenever it kills something)(enemies who hit it get poisoned)(+10% HP/turn)
Roman Legionnaire: 90% health, medium attacking power
AoE healer: 100% health, weak defense, heals all allies slightly each turn!
Bell-Ringing woman: 100% health, minor attacking power
Healix angel: 100% health, weak defenses, medium healing power
Engage-Class War Robot: 100% health, moderate attacking power
HOPE Ballistae: Dies when castle wall does, major attacking power
Defender: 100% health, medium defense, minor attacking power
Assassin: 100% health, weak defenses, major attacking power(only attacks when won't be attacked)
Rage Angel: 100% health, medium defenses (bodyguards important targets)

FlamingFlapjacks MIND core: 120% health(attempting to increase Player Power! 2/3 Done! Attracting more enemies every turn!)
Defenses: Massive HOPE Castle Wall(buffs castle wall defense attack), Roller/Flamethrower cage traps (activate to damage all enemies)
Everyone's MIND cores are fully intact.

Base Player Power: 1
 
Breaking Bad - VI
1x action: Create a light large enough to banish the darkness for one turn, while maintaining the current lighting level after.

0x action: HOPE!

HOPE!

You temporarily light up the area around you completely. You can see everything!

The area you're in has definitely been unused for some time. The walls have some peeling paint, and everything is a little grimy. However, you see a whole array of giant robots like the one you've already activated. Looking at the locked door, you see the giant overall room has a smaller room in the center of it - a control room of some kind. There's a window in the wall, too... glancing inside, you can see... a console terminal? With a keyboard, and buttons and things? Clearly, it must be some kind of control center - presumably for the robots!

And then the light goes out.

Wow, that guard is slow. I can leave the area, do stuff, and I'll still come back in time to meet him.

Action: I use mind-control on the shadow player.

More precisely, I add a MIND to the shadow player, who lacks a MIND and is thus completely unwilling and unable to resist. This MIND, essentially an alternate personality of me, should be able to at the very least harness the shadow's lingering player power. Though the shadow is significantly drained, it also doesn't have any of the mental barriers that have been applied to us due to not having a MIND to have barriers on, and thus I should be able to access all of its power.

Now, as psionics don't require line of sight, I shouldn't actually need to enter into the sewers. At worst, I'll need to highlight it's position with Starsight, before launching a psychic mission against it.

Before you give any MIND to the Shadow Player, a confirmation message pops up!

"Are you sure you want to do this? Any MIND you give to a Shadow Player has to come from your own MIND, and you can only safely split it so many ways! (That number of ways you can split it being "1" - to yourself). In addition, while this will grant you control over the Shadow, you will still only have one action between the both of you, and - this will not restore the Shadow's original personality, only add your own. Like writing on a blank save slot."

WILL YOU CONTINUE?
>YES >NO

I create a sword out of bread, infusing it with my power in the process, making it metal.

I hope that we can escape these cells alive!

You make the Bretal sword! Bread and Metal! Making the perfectly sensible name; Bretal!

HOPE!

The quiet watcher forms a small stick of dynamite and pockets it as well, before he stuffs a bed-sheet into the drain. Explosives would undoubtedly be useful later, even if it is only as a distraction.

[0] Hope Springs Eternal!

You don't have a bed sheet, but enough scratchy toilet paper more or less equates to the same thing. The water begins filling up around the drain... still pretty slowly. It'll probably be a bit before it hits the edge of your cell. Ah well. You also make a small stick of dynamite for use later.

HOPE!

ES takes a free action to quickly hold his breath and dash through the pipes and into the SEWER ENTRANCE. There, he draws his sword and uses it to cut clean through one of the Sentry Bots. His skills with the blade are quite real, and so is the weapon itself. This should do some hefty damage to the thing... he hopes.

You cleave right through with your Sword of Relevancy! But the bottom half proves it can function even without its top half! 3 damage to a sentry bot!

You are now in the sewers.

I make a sanitary scortcher but replace the hand sanitizser with water making the short surcit inator it short shoots water that gets into machines and shorts them out

You make the Short Circuinator! Its like a Sanitary Scorcher, but using a water attack instead of fire! It doesn't look like it'll be very useful against non-robotic enemies!

Action:
Eyowe takes aim at the highlighted guard far across his cell, taking into account as much as factors as possible into making this hit, such as the guard's velocity, possibility of stopping in their tracks, angling the shot as so it doesn't touch the cell bars in case they have deflecting properties. Another thing taken into account is making sure it hits a vital spot.

Y'know? All that fancy stuff?

Hope:
Eyowe hopes his teammates will appreciate what he imagines will be an explosion of robot organs as the guard explodes.

You shoot carefully. The good news? You don't have to worry about the Shadows - the holding cell is placed at a lower elevation than the regular cells surrounding it, so the attack passes through the air above the cells. Instead, it hits the guard square in the face, ensuring instant death as the sound reverberates through the circuitry, disintegrating it on a fundamental level. Excellent! The guard is defeated.

The Supersonic Shooter begins recharging...

1 action: I booby-trap the 3 remaining house keys, meaning that if an entity finds a house key, it also takes damage.

((Also, you forgot to change the 50% chance to a 55% chance.))

50% chance to a 55% chance? What do you mean?

Finding a key in the house now causes the enemy to take minor damage!

Action 1 -
Picking up some of the scattered robot parts from the escape tunnel, Kyle modifies them to put them on his knife. Not only does it now have a cool white-blue color scheme, it's became longer and much more effective at causing short circuits in robots!

Steak Knife ==> Short Circuit Sword
Attack Up!

Free Action -
Finally having a cool looking sword fills Kyle with hope.

Other Free Action -

"Uh... hello?" Kyle walks up to the Shadow Player in the tunnel, attempting to initiate some sort of dialogue with it.

You create the Short Circuit Sword! A basic, highly durable and robot-damaging sword, it's probably the most effective weapon anyone's created thus far. Creating it used about half of the parts from the dilapidated robot.

HOPE!

You approach the Shadow, and attempt to strike up a conversation. No response. You also poke it a few times. Nothing.

Getting frustrated, you glance around, and then quickly give it a good slap, and yell at it to wake up.

...

Nothing.

...Was this your intended fate?

Start making a chain of bread to knock over more buckets.

You make a long rope of twisted bread! You make sure to soften the bread a little by heating it up first. But how are you going to knock over every bucket?

Action: You know what is wrong with the Maze? It doesn't have enough spikes. One side of any wall, ceiling, or floor has spikes on it now. Seems pretty bad, but not so bad if you wall climb effectively.... But wait, didn't I just cast the Illusion Spell of Meaningless Directions, making it so all of those directions swap constantly in an illusion, but the actual reality of the spikes being there stays the same? You have no idea whether or not spikes are actually to your left, right, floor, or ceiling! Especially when your sense of direction is totally destroyed every 400 seconds, the ceiling swapping with the floor every 100 seconds, and the left and right walls being illusion-ed into swapping between 1 and 10 seconds, as what I stated from the spell. At the very least, anyone who tries to get through the maze will be injured by the time they come out, if not dead!

Free Action: HOPE!

HOPE!

The maze is now even more deadly! 20% deadly, in fact!

As you imagine more spikes appearing, you can't help but feeling there's a finite limit to this maze's deadliness. Potentially at... 50%?

[1] I sigh. not much I can do, trapped here... like, in this particular cell. I could throw the grenade, but it might be a waste, even with catching it... I mean, with rllogic it wouldn't be, but...this world doesn't follow that. for now, I close my eyes, and mentally reach out to the blood-starved beast. hm... I have two ideas, but the first is only useful when times are calm and enemies rare. no, instead of granting it range, I focus on... hm... yes, its tail, assuming it has one. I'm assuming that. I envision it as a bear wait no I looked it up. that looks... prrrrrretty bad. anyway, now enlightened, I do indeed focus on the beasts tail. It begins to twitch, curling and moving without concious effort... the beast can control it if it wants to, of course, but the tail is almost like a seperate being, and now it regenerates- on its own, or when the beast is healed and otherwise healthy. it lengthens, and lengthens, until it has more mass then the rest of the beast put together, and when it is done, the tail will begin to twist much faster, even if the beast tries to stop it, and the fibbers, or bones, holding it together... one of them will snap. and the tail falls off, and contorts, and melds and bends and fuses and curves, until there is another beast. one ravenous for blood, naturally... less health then the original, less power, but still with any abilities it had... like the ability to reproduce.
To put it another way, the blood-starved beast will now summon another, weaker blood starved beast every so often, and this is sped up if it is healed while at full health.

[0] I OPE!

OPE!

The Blood-Starved Beast can now summon mini blood-starved beasts every other turn!

I sigh. The things I do....... I sprint up the tunnel back to the extra large toilet and piping, along with Arsenical. I dive in and start slithering through until I reach the sewer entrance.
Captain! The calvary is here! Come Arsenical! Hit em with me!
1) I strike at the Sentry bot A by throwing it into the zapbot.
Arsenical! HOPE with me!

You and Arsenical grab the remaining half of Sentry bot A, and hurl it at the dilapidated zapbot! The Sentry Bot is destroyed, and 1 damage is dealt to the dilapidated zapbot! You and Arsenical are now together in the sewers!

HOPE!!

Uh...
HOPE?

Action:
For lack of a better idea, Piono pulls out his ranch dressing blender, and begins to tinker with it.

HOPE!

You make... a better ranch dressing blender?

This surely will not be relevant in any way, shape, or form down the line.

HOPE!

I quickly rush back up to my area in the A block, and start constructing dummies out of straw that emulate the other players that belong in the cells.

HOPE!

You make some straw dummies, and set them on the benches! Phew.

You notice that the walls of the cells are still totally wrecked. The guards might notice that.

(x0) HOPE!

(x1)bar heating intensifies

HOPE!

The bars are heating... heating... HOT!

Finally! They're melted enough! Maybe, if you used the gloves... maybe... you could bend the bars and free yourself... Will you reach out and try?

Free action: Realise that I wasn't actually acheving anything with my free actions and if I want to acomplish something even in the dream world I'll need to spend a full action, later.

Full action: Create gauntlets of oger strength and/or stench

REALIZATION!

You create gauntlets of Ogre strength and stench! Your cellmates are disturbed.

I detonate the metal-eating acid grenade on the bars. Not before hiding behind the wall of bread.

Also for practical reasons I drag my cellmates behind the wall... Even Evonix.

You drag everyone behind the bread wall, and do it! Metal-eating grenade... DETONATED!

The acid flies everywhere, instantly disintegrating your bread wall! JOEbob grabs some, but even with the extra protection, a few flecks get on you. Thankfully, you manage to clean up with some generous water bucket usage, and nobody gets hurt enough to fall asleep.

The bars are disintegrated! They've been completely obliterated, and while their remnants appear to be... attempting to regenerate, they aren't getting anywhere. Wait... if the bars are attempting to regenerate, does that mean the other bars will do the same if they're damaged? Drat.

JOEbob managed to store some acid. Only enough to cut apart a hole big enough for a person to squeeze through. And if the bars regenerate, it will only last for a few moments...

Still, your bars are down! You're OFFICIALLY out of your cages. Hurrah!

Suddenly the man becomes useful in this world instead of absolutely no where. He rushes to the B1 side of the vents, and sticks the bread through the grate, careful not to fall. He holds the bread he was tossed before he tosses it into the air. It starts to fall before a small wind current catches it. His hoodie has one side change colors to a light blue. "Oof, I don't like that we can barely do this at the moment, but it is our only recourse."
Using the map as a rough guideline, the chunk off of the bread, (he tore a chunk off if you want to say he has the original part) flies through the jail, and moves just quickly enough that the guard notices when it hits him in the back of the head. Notice, as in enough to want to check if a prisoner is in the hall behind him.

The man smirks a bit, as he says "Well, at least we have demonstrated that we can be useful. Yes, and we will see if it is useful soon enough."
His hoodie's other side starts to show that yellow glow again.

HOPE

You toss a carefully aimed piece of bread! So carefully aimed, it somehow manages to hit a guard at an impossible angle! One of the guards will hold position this coming turn.

Hahaha that's what do I think! Sure fighting these enemies before me is the logical choice but so is being a AG inside as of a neutral Player and we all know what I chose there!

Flash freezing nearby sewer water into a key I lift up the freezing object and stick it into the chest's lock, promptly unlocking it. As I open the chest I slam myself to the ground in case of traps and drop the ice key into the chest before I personally reach into the chest to retrieve whatever the chest is holding. (x1)

Directing my gaze towards the nearest Sentry bot I call out to it and spew out a constant stream of insults from pretty much every source I can think of from my own imagination to Mony Python quotes. I sort of feel bad for not helping any of the Players coming down to help me so I'll just draw the focus of one of the gun equipped bots.

Considering my wetsuit and my use of the treasure chest as cover I should have a better chance of taking an attack than most other Players. Let's just hope whoever make this chest put some effort in its structure! (Free Action)

You find it... the mystical item... the item of great and ultimate power... a prisoner's best friend... the chest contained... the chest contained...!

THE HACKSAW! An item capable of cutting the bars holding you inside each cell!

This is huge! Now, uh... you still need to make it back to the others safely. Since there's water flowing down, going back the way you came in would be REALLY hard. Maybe you should look around in the sewers?

"hmmm... there is a trapdoor here... Imma pick it!"
"WAIT!! do you wanna check for traps first?"
"come on man, Like that is ever going to happen..."

Free action: I continue to hope
Action 1: I carefully try to unlock using my lockpicking skills while also making sure there are no traps around me and the trap.

HOPE!

You unlock the trapdoor, and peek through...

You can only peek up a little bit. You see a number of robots moving around, as well as 2 guards right near you! It seems this escape tunnel exits at some kind of active robot production facility. Showing your face right now without being careful would almost certainly result in detection!

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

Action Focus - I further pray! I GET MORE HOPE PRODUCTION! YEAAAAAH

HOPE!!!

A hope upgrade is achieved! The HOPE Barricade has now reached its maximum level of durability!

A: Make TP/Bread ladder
FREE: Are we trying to summon the minor deity of hope or something i mean HOPEHOPEHOPEHOPEHOPE

[x1] Leah feels like she's done enough to defend herself with, and with the information she has provided (and a bit of time spent thinking about ongoing events), she grabs more of the scratchy toilet paper-quite a bit of it, actually-and turns them into coils, as her arms leash off into tentacles to tear more bread out of the infinite bread loaf. The bread she compacts into flat rectangular shapes with two circular holes close to the edges lengthwise. Leah sticks the tightly-wound coils of TP into these holes in the bread rectangles, creating a Breadladder-a convenient tool for climbing up and down things. Refreshingly portable, if the need arises, as well. She strengthens the whole creation with her minimal player powers.

[x0] Leah still hopes for the best in all of this. Goodness knows its hard to know what's coming next...

With all this hoping going around, you'd think a minor/major deity of hope may have something to say, if they were alive at this time. Leah's minimal knowledge of the deities makes her think it'd be hard-pressed to NOT notice with so much focused hoping going on. But that's just a thought.​

HOPE!

You create the BREADLADDER! It serves as a functional ladder, for a short distance at least.

Firstly, I call out to Eevee Shadow Bacon and the Quiet Watcher. Hey, you wannabee Floodmasters! Work smarter, not harder! How about you start by blocking the drains so the water doesn't all go down them!

Next, I turn the shadow player sitting in the corner. Hey you, you alive in there? I ask. I shine the oilflasher on them, illuminating any features they have and examining them to the best of my ability.... assuming they don't just absorb all the light like vantablack.

If that didn't use up my action, I then look through the pile of Zapbot scrap for any paneling that is still somewhat sturdy, and use that to reinforce my Tetradent to make it less liable to break.

printf("%s \n", HopefulPhrases[rand()%num_phrases]);

You shine the Oilflasher right in their eyes! Wait... you didn't notice it before, because you were too distracted by the all-black body. But their eyes... don't have any pupils. ...You don't get any reaction.

You use some more dilapidated robot scrap to reinforce the Tetradent! It now has more durability, and could probably be used to jam machinery if need be. ...Not that you're likely to need that.

Free Action: I beam images of heroes doing well into people's heads.
Action 1: I go down the right path in the ventilation, but don't go down. Instead, I attach the knotted rope to the ventilation system with the spike. Then I go down.

HOPE!

You use the spike to attach the knotted rope! It looks like it extends... only a mere 20% of the way down to the chest below. Still, it'll hold your weight safely. Do you want to drop down into the Holding Cell? From this distance, there's a good chance you'll still injure yourself.

'Alright, It seems to have worked. Great!' I think to myself happily that the radio jammer seems to be working at this time. 'Hmm, Well at least two others are going to try and take out the guard when they get close. Our odds of taking them out will likely be even better if I join in. Hmm but how? I don't have access to any ranged weapons and the bars will zap one into unconscious if I tried to reach for him... But that probably goes for the guards as well!' I let out a small smile as a plan of action forms in my mind.

Action:
'Hmm, Well I think for this all I will need is a strong lasso!' I think excitedly to myself, Quickly I close my eyes and focus my small amount of power into my wish. 'I wish for a strong lasso made from 15 feet of rope!' Suddenly right beside me in a muted flash of red light a lasso made of strong rope and a red hue appears next to me. Picking it up I give it a quick examination. 'Right I think this will work. The lasso should be strong enough to withstand me pulling on it and should be non conducive so I should be safe when I use it.' I give the lasso a tug to test the strength of it and after that I move over to the left side of the cell so the guard will not be able to spot me instantly and I wait for the guard to get into range of all of us.

Hope/Free action:
I am feeling pretty hopeful about me and the others chances of subduing the incoming guard without sounding the alarm.

You summon a rather raggedly-looking lasso. You'll attempt to rope up the first guard you see!

HOPE!

(Action!)(Hope Action + 1 Action)
(Hope!)
I prepare myself to get some scratchspears cranked out, but before I get to do so, I devote some time to thinking about my entities and HOPE for a reunion.

(Action 1)
I look at the facet and wondered... can I use the running water? I create makeshift cogs with the thatch as it is the solid and easily accessible items in the cell. I also created a small waterwheel and turned on the facet in the sink.

I soon fabricate a small watermill out of the items I made and watch as the cogs move and feel a sense of minor accomplishment.

Finished with overlooking my work, I connect the end of the watermill to the Scratchspear+1 generator's crank and watch as the watermill prompts the generator to make Scratchspears.

Noticing That-Random-Guy is wanting to grab one of my spears, I somehow handed to him through some odd method to which my eyes and brain fail to compute.

HOPE!

The Scratchspear+1 Generator is now, using the power of the faucet, creating 1 Scratchspear every turn. Beautiful.

Your new production facilities are added under the PRODUCTION FACTORY area of the prison status. Whether you decide to expand this item production thing is totally up to you.
Hope Action: HOPE!!

Action: I grab one of the Scratchspears Winkins made, jump into the sewer, and proceed to use it to do horrible, horrible things to the weakest of the enemies down there

You grab a Scratchspear+1 that will be made this turn - or you would! But Winkins is in Cell Block B, and you are in Cell Block A... despite your best efforts, you still lack any good way of connecting the Cell Blocks. Still, you dash into the sewers, and make a sentry bot regret existing, dealing 2 damage to it! You are now also in the sewers.

Tazz, I think I might count as a minor deity of hope by now, since I get power with every hope we make from my temporary god of hope transformation

I look at the sphere. The sphere looks at me. Wait what. The sphere grows a arm and flips me the bird. The bird flies at me, and I scream at the top of my- I mean I kick the bird into a game of flappy bird. Bye bye. I then meditate again, reaching out into the sphere, and linking myself with all the power of hope that goes into it every time we hope. I glow with power. I raise my hand, a key materializing in my hand. I slam the key into a lock the sphere grows, then enter. Inside is the physical concept of the core not raising our player power a lot. I zap him with a beam of pure hope, and he explodes. I then zip off, and materialize a hope laser, summon a ton of lead, and a upgrader to the core! Every turn, as a free action, I can direct the upgrader to create a new upgrade for the mind core. If it can act this turn, it adds a enhancer, which will raise the amount of power the core will increase next time it buffs us.

Your MIND Core can't get upgraded any further - even if it could, it would be pointless, since it's about to finish its job! All the same, you use your action this turn charging up the MIND Core's power, to ensure everything goes smoothly...

--------

The dead guard attempts to send a radio signal to his allies, but cannot, because Captain.cat jammed his signal. However, even if his death rattle goes unheard, Cybil as well as the other guards notice that one of their own has been disconnected from the network. To ensure everything is alright, 3 guards begin moving towards Cell Block A. ...Or, 3 would, but only 2 go instead. One of them decides to hold position due to Ender_Smirk's distraction.

You have 2 turns until they arrive - this coming turn, and then at the end of the turn after that they'll arrive.

In the Sewers, the Sentrybot shoots CaptainNZZZ! Thanks to his wetsuit, the weak shot isn't enough to kill him! ...Or rather, put him to sleep. The dilapidated robot charges for Ranger_Strider, who isn't so lucky - he gets zapped, and is immediately fast asleep! You quickly slap him awake, but not before a new enemy comes to the Dungeonscape...

The production facility makes a Scratchspear.

---------

THE DUNGEONSCAPE:

Your allies prep for attack...

The enemies finally finish bridging the trench, and proceed to the front lines!

2 new enemies arrive due to FlamingFlapjack's core. Of the three enemies that arrived this turn total, 1 got caught in the maze and died immediately, 1 got caught by the House with Too Many Places to Search, and 1 managed to successfully make it to challenge your defensive line! Its a Major Gobblebeast! Meanwhile, the one who ended up in the house is a Vantablack Cleric, an upgraded version of a Dark Cleric!

Within the House with Too Many Places to Search, the 2 enemies both get lucky and find a key! However, thanks to the new traps, they take damage getting the keys. Only one more key and the House will be totally out of the enemy's hair...

---------

FlamingFlapjack's Core FINISHES! It hits 3/3 charge, and manages to unlock more of your Player Powers!

PLAYER POWER INCREASED TO 3!

This means everything your summon with Player Powers will now be slightly more powerful, and affects the damage you do to enemies! However, you'll need more HOPE, more of a chance, to be able to increase your Player Power this way again... you'll need to reach the second floor of the prison to unlock any more Player Power!

MAP:




Players:

CELLS BLOCK A:
Captain.cat (has rebreather)
MooGoestheCow
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Short circuit sword, Above average damage + electricity)
Algot(has PB&J, giant clothespin)(Short Circuiter - weak water attack)
That(Other)OtherGuy(has pickaxe)
Basic thatch dummies emulating Players
Pantry containing basic cutlery (spoons/forks/knives)
Bars x 2 - totally intact! + x1 slightly weakened bars! + x1 highly vulnerable melting bars!
Extra-large toilet and piping

ESCAPE TUNNEL:
General_Urist(has scratchrope, oilflasher)(Using Reinforced Tetradent - medium attack, throwable)
Bill Nye(has PB&J)
Shadow
Trapdoor leading upwards

PRODUCTION FACILITY/CELL B-1:
GoldHero101 (2D powers)(has basic sword)
Krill13 (has Sonic Shooter - can use sound-based attacks(Recharged in 2!))
FlamingFlapjacks
Winkins (has scratchspear+1 - high damage, two uses)
Scratchspear generator+1(use 1 action to make 2 scratchspears+1)
Auto-generation: +1 Scratchspear+1/turn
Storage: 1 Scratchspear+1
Bars - totally intact!

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

B-BLOCK HALLWAYS/CELL B-3:
RedRover1760 (boosted dodging skill)
JoeBOB(small amount of metal-eating acid)(has scratchspear - high damage, one use)
Daskter(has lightsticks, oil lantern)
Evonix(has gauntlets of ogre strength/stench)
Pionoplayer
Hallway leading towards Cell Block C
Hallway leading towards Holding Cell+Main Room
Windows looking into Holding Cell

CELL B-4:
Eevee Shadow Bacon(bread rope)
Ender_Smirk
Bars - totally intact!
One free bench
Ventilation opening (in the ceiling)

Abandoned Robot Production facility:
Karpinsky
Locked door(Command terminal inside)
Sealed exit wall
De-powered robots(One awake)

HOLDING CELL:
Cephalos Jr. (has sandpaper)(looking down in)
Means Back up: 20% finished - One rope
Chest
Mass of Shadows

SEWERS, ENTRANCE:
CaptainNZZZ (has rebreather, Hacksaw)(wearing wetsuit w/propeller crank, weak resistance to all damage, total resistance to water damage)
EternalStruggle(relevant sword)
Arsenical
Ranger_Strider_
That-Random-Guy
Shadow
Sentry bot: 3/5 HP, Bullet!A
Dilapidated zapbot: 9/10 HP, Zap!A

Dark path leading deeper into sewer

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

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
House With Too Many Places to Search (new enemies have a 50% chance to get trapped inside)(Enemies have a 30/10/60% chance to find key and take damage/die/accomplish nothing)
Medium Gobblebeast: 80% health, medium defense, medium attacking power
Annoying Archer: 60% health, minor artillery-based attacking power
Vantablack Cleric: 100% health, major defense, medium buffing/healing power

4/5 house keys found!
Enemies:
Aggravating Archer: 100% health, medium defense, medium artillery-based attacking power(+30% bridging per turn)
Dark Cleric: 100% health, medium defense, minor healing/buffing power(+30% bridging per turn)
Major Gobblebeast: 100% health, major defense, major attacking power

Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 160% health(160 max), major defense, major attacking power, Summon: 1/2 (gets stronger whenever it kills something)(enemies who hit it get poisoned)(+10% HP/turn)
Roman Legionnaire: 90% health, medium attacking power
AoE healer: 100% health, weak defense, heals all allies slightly each turn!
Bell-Ringing woman: 100% health, minor attacking power
Healix angel: 100% health, weak defenses, medium healing power
Engage-Class War Robot: 100% health, moderate attacking power
HOPE Ballistae: Dies when castle wall does, major attacking power
Defender: 100% health, medium defense, minor attacking power
Assassin: 100% health, weak defenses, major attacking power(only attacks when won't be attacked)
Rage Angel: 100% health, medium defenses (bodyguards important targets)

Defenses: Extremely Massive HOPE Castle Wall(buffs castle wall defense attack), Roller/Flamethrower cage traps (activate to damage all enemies)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
Breaking Bad - VII
[0] I OPE! OPE is an archaic way to say 'open'. so, that implies I open... something.
[1] I reach out to the blood starved beast, and focus on its tail again! this time, its tail splits into twofour! now it has twothree new tails, each identical to the first! this means it summons twicefour times as fast... or it would, if the new tails wasn't attuned to a different goal! the blood-starved beast will now summon 4x as fast, But 3/4 of those summons will stay out of the way and do their best to stay alive. because I will need them for something...
(x4 because 3x player power. )

OPE!

The Blood Starved Beast objects morally to the idea that it should use summons for a purpose other than that for which it has been created! The Blood Starved Beast isn't even your entity, why should it listen to you? It accepts the power buff, but denies your commands and won't set any summons aside!

Even if it DID set summons aside... they'd be completely useless! Because they're not-real mental projections, defending a not-real mental projection of a dungeon!

The Blood-Starved beast now summons something every turn.

ES uses his newly tripled player power to finish off the Dilapidated Zapbot in a modicum of style. He runs up to it and slashes it once, then twice, then again with his Relevant Sword. It's now quadsected with an X through its chest and at the same time decapitated. Seeing as that might still not be able to finish the thing based on the Sentry Bot he attacked, ES raises his hand and fires a small uncontrolled burst of energy in order to blow it to pieces.

5 damage to the Dilapidated zapbot! It's almost dead, but somehow, the remaining machinery is still functioning, however many pieces it may be in.

YEEHAW!
PLAYER POWER INCREASED!
I harness the power of the shadows again!
They flow into every player that is willing, increasing their power more!
Every player that agrees to this, though, will have to keep a new stat called Mind Dominance up, as the shadows try and wreck their mindscape! But as the Narration said, the Shadows still have power in them!
HOPE!
I hope for the God of Hope to hear our pleas! Hopereus, great one, save us! You are our only hope! Remember me? The one of Guns and Hope! The one who helped you attack the Godmodder, who gave you a vessel? We need your help! We have to stop the Godmodder! We're the last player group. He has the weapons. If we don't stop him now, no-one will. Save us. Please. If you're out there, hope. I can sense hopes, and we can communicate.

Unfortunately, this doesn't work... the Shadows have no power in them whatsoever. They are completely devoid.

HOPE!

Free Action: HOPE!

Main Action: I ask my activated robot to smash through the window of the control room, helping him to do so using my Player powers.

The robot trundles over to the window... slowly... slowly... wait, it's tipping over! It's - SMASH!!!

Well, it fell through the window and broke it to pieces. You manage to squeeze through the window with only minor glass cuts...

Inside is the command terminal. The flickering light from the robot's eyes ensures you can clearly see the giant "power" button. You give it a good press, and the old command terminal comes on...

Welcome to "SUPER AWESOME SUPPRESSION TERMINAL, Branch I"

It appears that this terminal has been left unused for "$*@*$*" years. Setting up a new console configuration may be necessary.

If you would like to set up a completely new console configuration, press "Enter".

If you would like to log in from an old account, press "Ctrl".


You look and see you have a large keyboard in front of you. Very nice. Why, and this control room even has an old leather chair to sit in.

Getting confirmation from Moniker, Kyle looks at the new weapon in his hands. Most powerful one yet, huh?
Kyle begins to believe in his
HOPE that the Players stand a chance.

Action 1 -
Kyle runs over to the other side of the A-Block
, goes down the surprisingly large toilet, and ends up in the sewers with other players! He stares down the Zapbot...

It stares back, rather confused.

". . ."

". . ."

"This isn't going to accomplish anything, is it?

Realizing he won't get anywhere with that, he just slices at it with the Short-Circuit Sword, dealing a critical amount of damage.

Better Map -


Critical amount of damage dealt! Zapbot DESTROYED!

That is once again, a very nice map. I wish I could make maps that nice... without expending a significantly larger amount of time and effort on them than I currently do...

HOPE

I continue working on the ranch dressing blender, increasing the rotational speed of the blades and modifying their motion slightly to do... something, it shall be clear soon.

HOPE!

Ranch dressing blender work continues?

Free Action: I confirm my intent to inject a fragment of my MIND into the shadow. The shadow's original personality is irrelevant. At this phase, it is nothing more than a body of energy.

My MIND has dealt with worse, and in fact has already developed several alternate personalities, all willing and ready to inhabit this new body (and no, they aren't my associates, they're different). If I do it right, I might not even need to actually split my MIND, instead just developing an alternate personality known as Omega inside the shadow while the rest of me stays inside my MIND.


Free Action 2: My Starsight on the (now-dead) guard should have been enough to gather technical details, such as the guard's weaponry and its power source.

Free Action 3: DETERMINATION

Action: I help CaptainNZZZ get the Hacksaw up to the main cell block, so that we can cut the bars open.

To do this, I use all of my player powers to create a small portal, between my current position and the sewers area. With the new increase in player powers, it should now be large enough to transfer a hacksaw, if quick enough.

"Alright, CaptainNZZZ, I've marked the position the portal will appear at. In 5 seconds, the portal will appear, and you will need to throw the hacksaw through it, like a dart. If it starts spinning in the air, it might not make it through the portal. Can you do that?"

After CaptainNZZZ does that, I grab the hacksaw using a bit of telekinesis (before it stabs someone), then hand it off to someone who still has an action so they can saw through the bars.

You insert about... one-third of your MIND into the Shadow, making it strong enough to just barely function!

As you do so, you feel... less, somehow.

With a Shadow under your control, you can now be present in two places at once! However, you can still only take one action per turn. You have two avatars for yourself, but you can only use one every turn!

No, it shouldn't have been.

You attempt to make a portal! But... instead of coming out inside the Sewers, the portal just comes out in a wall! Your powers are significantly stronger, but still not enough for easy instantaneous transporation... you could probably do it up to 2 cell-lengths away now, but with the sewers you have vertical distance to consider, too...

With my new powers and freedom, I exit out of my cell.

1x. I start building a battery source. It's connected to the some of the intact bars, and it starts leeching off the electricity from the bars.

You begin construction of a battery source. You're about as far as a good way of drawing the power. Now you'll need somewhere to store it...

Well that's good, my glorious quest into the sewer has not been in vain. Given the prison setting the Hacksaw is more precious than gold, more legendary than the Holy Grail. I do have to wonder why it was in a treasure chest in the sewers though...oh well that's a question for another time.

Gah the pain!

I guess it's fortunate I overprepared for this sewer expedition since otherwise the Dungeonscape would be under even greater threat. Hail the mighty power of a wetsuit!



Well well well. You know Sentrybot I don't appreciate you shooting little old me, I may have spouted enough insults to blow up a skyscraper if I had my full Player power but shooting me is totally uncalled for.

Diving into the sewer water I crank my propeller and rapidly close the distance between me and the Sentrybot. While the Sentrybot attempts to reorient its gun at my I give it no time to react and thrust my still spinning propeller at it.

Before the propeller blades, painstakingly handcrafted out of bread, hit the Sentrybot I force my Player Power into them and they change. The blades suddenly curve and narrow to a more normal propeller appearance and shine brightly as I use my power to protect and hold the propeller together in preparation for the impact. This propeller will survive...the Sentrybot less so.

The propeller plunges into the Sentrybot's chest as I crank as hard as I can, the blades cleanly slicing through the bot's metallic form. I swing the propeller back and forth, up and down. One second the Sentrybot's left arm is being chopped up, the next its glowing eyes are being sliced out of its head. I only finally stop swinging and cranking when the Sentrybot is a shredded mess of what it once was. (x1)

With Crusher48 opening a portal I immediately toss the Hacksaw through before it can collapse, those still up in the cells are going to need bar cutting power more than I do. (Free Action)


The video... beautiful.

You brutally eviscerate the Sentrybot, killing it instantly! No more enemies alive. For now.

You wait for Crusher's portal, but it never comes... dang.

With the enemies cleared out, you'll need to set your sights on moving forwards...

HOPE!

I take the infinite scratchy toilet paper and drape it over any damages in the walls. I use drops of water to "paint" generic, inspiring words over the "paper" on the walls, making them look like totally inconspicuous posters created in an attempt to fight off insanity.
I also use breadsticks to recreate the bars between the cells. They are, of course, much easier to break than the originals.

You create Breadstick bars and paper walls!

Even if this SOMEHOW fools the guards, there's still that corpse of a guardbot lying outside.

[A] Drop Ladder into Abandoned Robot Facility.
[FREE?] HOPE IS A FUNNY THING.

[x1] Leah has prepared enough-she gets going and moves to the Abandoned Robot Facility. Taking her Breadladder, she deploys it into the Abandoned Robot Facility. If there is a reasonable way for her to leave the facility via the ladder, she will then drop down and join Karpinsky.

[x0] Leah hopes that this endeavor has worthwhile value.​

HOPE!

You drop the Breadladder down into the facility. It seems that, combined with the increased Player Power, the breadladder will allow you to drop down safely, and leave the facility as well - but until you can establish something better, you'll have to spend 1 action every time you want to leave.

You are now in the Abandoned robot facility!

I make some bread paper and use my player power to create som pens that I use to draw a blue eyes white dragon causing a real blue eyes to appear in the dungeonscape

Somehow, this works! Blue Eyes White Dragon has appeared in the Dungeonscape!

The quiet watcher takes some scratchy toilet paper, and climbs into the ventilation system. He knows what he can do now to get further.

Hope fills his veins!

HOPE! You are now in the ventilation, carrying a fresh mountain of scratchy toilet paper. What will you do?

I create a forge, that can make all weapons metal, and increase durability and attack power.

I hope we can make it past the 2nd floor.

You join Winkins in Cell B-1, and add a forge to your Production Facility. It's stocked with all the basic tools, and can be used to upgrade weapons somewhat easier than just working on your own.

HOPE!

I HOPE EVEN HARDER. HOPE WITH ME ARSENICAL!!!!!
Arsenical, kill any guard left alive after they start hitting them. If none live, then follow me!

1) I advance further into the sewers. hoisting a lantern to light the darkness!

HOPE! Arsenical doesn't look very hopeful, though...

The sewers are clear and clean of enemies, in the first part at least. You and Arsenical forge onwards... The sewers start to grow thinner as you go, and it isn't long before you round a corner.

Eventually, you hit the midway point of the sewer, whereupon you encounter... MORE ENEMIES. Great. This time, there's another dilapidated zapbot, along with something tougher... some sort of... guard fish? In the water. You'll definitely need to kill them before moving on!

Looking around, in addition to the sewer's regular continuation (leading, of course, off into darkness), you also see a side-path... it appears to be the end-point of the flowing water, and there's... light at the end? You might want to check that out...

The man looks around. He realizes there is a way to get robot based backup. His hoodie turns blue before he suddenly appears to have evaporated. A gust of wind flies straight through the vents until it reaches the abandoned robot facility. It moves carefully through, avoiding knocking down the ladder, and arrives in the room with Karpinsky and possibly Leah. He suddenly forms back into his normal state, laughing, "Now that is more like it. Now lets see what we can do about that window."
He walks over to the window, making sure to not get in the robot's way if it is helping. He then has his hoodie glow black on one side, and suddenly, the glass of the frame shrinks a bit. not a ton, but just enough to remove it from the frame without incident allowing someone to get in if they squeeze through.

You clear out the broken glass from the frame. Now its perfectly safe for anyone to use the command terminal, no squeezing required!

for(i = 1; i,<=10; i++)
printf("HOPE ");

I thank Bill Nye for his warning about the amount of robots in the room above us. We'll need to clear that out, hopefully our tripped player powers have also improved our construction capability.

I return to the cellblock, thankful that we still have some times before the guards come. I gather up a large amount of breadcrust and toilet paper, and glue it together to create something of a large sheet. I form this sheet into a large bag/balloon like thing, and use my player powers to make it semi-waterproof. I then go over to the Hand Sanitizer dispenser and fill up the paperbread receptacle with hand sanitizer until it is almost taut. I then tie the opening shut.... and use my tetradent to poke four smaller holes in a line on a different part of the balloon/bag/thing.

I call this creation the Firegel Squeezebag. All it does it that it sprays very flammable hand all over the place if it is squeezed. I have PLANS.

HOPE! Is that Java I see?

You make the Firegel squeezebag! This is definitely a very safe thing to be carrying with you.

(x1) Flame-proof Dragon Scales+Heat Retardation Gloves....I improve the Gloves just a bit as I use them to try to bend the Bars away

(0) DETERMINATION

You manage to bend the bars a little! They're cooling down fast, and already trying to regenerate... you can slip through if you do it RIGHT THIS SECOND! Will you do it? You won't be able to go back right away!

DETERMINATION!

Action: I gain a improvised club by the simple measure of tearing away the largest solid portion of any remaining enemies, thus doing damage and gaining the means for more damage. If they're already dead, I see about integrating parts the zappy bit of the zap bot and plastic (non-conductive) parts of the robots to gain a Improvised Shockmaul

You tinker a little, and create the Improvised Shockmaul! Extra damage against robots! And fair damage in general! Neat.

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

Action Focus - MORE HOPE!: I continue praying EVEN FURTHER BEYOND! This is nutty, I'm gonna cause a Calamity of Light at this rate!

HOPE! HOPE! HOPE! Careful of the World of Light sending giant yellow instant-death beams at you!

Free action: I hope more

Action 1: I run back to the cell A and I concentrate very hard to create an illusion to fool the guards into thinking nothing is wrong.

HOPE!

You boost TOG's own setup by making it ILLUSIFIED! Working together, the cells almost look... convincing. Doesn't fix the guardbot corpse outside, though.

1 action: I add missile launchers to the Engage-Class War Robot, boosting its attack.

Engage-class war robot attack boosted!

Action:
As I am sitting on the Bench I feel a increase in my player power. 'Well that feels better, Still not like it once was but still better.' I decide seeing that it looks like we will be fighting soon to craft myself a padded armor suit, First I make the base of the suit much like the wet-suit that was made earlier but instead of focusing on protection from water I decide to pad it with layers of floor thatch and bread which will hopefully provide better defense from attacks then the wet-suit. While it may not be great in terms of defense it is still better then nothing.

'I wish for a sow needle and some string to sow with.'
Suddenly in a red flash of light a a sowing needle and a coil of string appear in my hands. Quickly I grab the needed materials and start working on the padded armor suit.

Hope/Free action:
As I work on the Padded armor suit I feel pretty hopeful as our escape is going well. Already some of our comrades have taken down the bars to their cells and the battle for the DUNGEONSCAPE is still going in our favor.

You make the Prison-Style Straitjacket! Its just a normal padded suit, but it needed a good name. It gives a fair amount of defense! You equip it.

HOPE!

Boo yah.

I summon a wooden pole and a ninja outfit.

Wooden pole and ninja outfit equipped! The wooden pole is a very simple and ineffective weapon, but it could be shaped into something greater. Same for the ninja outfit, which is at this moment entirely cosmetic.

Action:
Satisfied with the glorious execution of shooting a guard bot way across his cell, Eyowe begins crafting another weapon.

The weapon he now aims to make is a considerably sharp knife that, when thrown, would return to his hand after it lands. He also aims to make it aerodynamic as so he can flourish it around with style. As it turns out, he plans to kill his enemies with both style and the sheer damage of being stabbed. Or sliced. Or having their hand be cut off.

Hope:
Well, things are looking up right now, so yeah, some hope's good.

You begin to make a really sharp knife! You create... the REALLY SHARP KNIFE! It doesn't do anything special at the moment.

This knife is going to need to be really special, to work on the exclusively robotic force protecting this place.

HOPE!

(Action!)(Hope Action + 1 Action)
(Hope!)
Grinning at how things are starting to ramp up, I take a look at our shared mindscape and noticed House with Too Many Places to Search. Seeing as they're almost finished with it, I HOPE in hopes of delaying them further.

(Action 1)
I decided to finally give a hand in creating Scratchspears and get to it! crouching to reach the crank I've set up on the generator, I whirl the crank through the power of mechanical energy by solidifying it around my hand which resonates with the very being of the crank. In that few seconds of me whirling it, it spun as quickly as could, without damaging the rest of the machinery, and I let go not to have my hands whacked. Idly, I sat down and watch as the crank run with the mechanical energy no longer surrounding my hand but the crank.

HOPE!

Crankcrankcrankcrankcrankcrank

+2 Scratchspear+1s!

-----------

In the sewers, the Dilapidated zapbot and Guard Fish prepare to strike... Ranger_Strider and Arsenical prepare to fight back!

Up above, the guards continue advancing. They don't bother scanning Cell A-4, they're in too much of a hurry. Next turn, they'll arrive!

-----------

THE DUNGEONSCAPE:

All your allies assault the enemies together! The Aggravating Archer is slain, and the Dark Cleric is dropped to a mere 5% health! The Blood-Starved Beast upgrades its attack power to the second-highest level, and summons a new weak minion.

The enemy Major Gobblebeast crushes the Assassin, killing it instantly! The Dark Cleric heals themselves, bringing back 30% of their HP.

In the House with Too Many Places to Search, the first two enemies within get unlucky and find nothing... but the Vantablack cleric manages to procure the last key! The outer defenses are totally stripped away, and all three enemies advance to the main room of the Dungeonscape. Looks like the fight is heating up.

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

MAP:




Players:

CELLS BLOCK A:
Captain.cat (has rebreather)(wearing Prison-style straitjacket - medium defense)
MooGoestheCow
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Short circuit sword, Above average damage + electricity)
Algot(has PB&J, giant clothespin)(Short Circuiter - weak water attack)
That(Other)OtherGuy(has pickaxe)
Illusified basic thatch dummies emulating Players, Bread bars and TP poster walls
Pantry containing basic cutlery (spoons/forks/knives)
Bars x 2 - totally intact! + x1 slightly weakened bars! + x1 hole leading to outside - Paradoxdragonpaci may cross!
Extra-large toilet and piping

ESCAPE TUNNEL:
General_Urist(has scratchrope, oilflasher, firegel squeezebag)(Using Reinforced Tetradent - medium attack, throwable)
Bill Nye(has PB&J)
Shadow(agent of Crusher48!)
Trapdoor leading upwards

PRODUCTION FACILITY/CELL B-1:
GoldHero101 (2D powers)(has basic sword)
Krill13 (has Sonic Shooter - can use sound-based attacks(Recharged in 1!))(has really sharp knife)
FlamingFlapjacks
Winkins (has scratchspear+1 - high damage, two uses)
Dragon of Hope?!?(has bretal sword)
Scratchspear generator+1(use 1 action to make 2 scratchspears+1)
Auto-generation: +1 Scratchspear+1/turn
Storage: 4 Scratchspear+1
Forge(use to upgrade weapons easier)
Bars - totally intact!

CELL B-2:
The_Two_Eternities(has bread paper)
The_Quiet_Watcher(has chains, small stick of dynamite)
Bars - totally intact!

B-BLOCK HALLWAYS/CELL B-3:
RedRover1760 (boosted dodging skill)(has wooden pole, ninja outfit)
JoeBOB(small amount of metal-eating acid)(has scratchspear - high damage, one use)
Daskter(has lightsticks, oil lantern)
Evonix(has gauntlets of ogre strength/stench)
Pionoplayer
Hallway leading towards Cell Block C
Hallway leading towards Holding Cell+Main Room
Windows looking into Holding Cell

CELL B-4:
Eevee Shadow Bacon(bread rope)
Bars - totally intact!
One free bench
Ventilation opening (in the ceiling)

Abandoned Robot Production facility:
Karpinsky
The_Nonexistent_Tazz (has Sanity Sizzler, medium fire attack)(wearing Baker's defense, medium defense)
Ender_Smirk
Breadladder(use 1 action to leave the facility)
Locked door w/broken window
Command terminal: Awaiting input!
Sealed exit wall
De-powered robots(One awake)

HOLDING CELL:
Cephalos Jr. (has sandpaper)(looking down in)
Means Back up: 20% finished - One rope
Chest
Mass of Shadows

SEWERS, ENTRANCE+Midpoint:
CaptainNZZZ (has rebreather, Hacksaw)(wearing wetsuit w/propeller crank, weak resistance to all damage, total resistance to water damage)
EternalStruggle(relevant sword)
Arsenical
Ranger_Strider_
That-Random-Guy(has improved shockmaul - medium damage, extra damage to robots)
Shadow
Dilapidated Zapbot: 10/10 HP, Zap!A
Guard fish: 15/15 HP, Chomp!A

Dark path leading deeper into sewer
Side path leading to ???

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

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
Medium Gobblebeast: 80% health, medium defense, medium attacking power
Annoying Archer: 60% health, minor artillery-based attacking power
Vantablack Cleric: 90% health, major defense, medium buffing/healing power
Dark Cleric: 35% health, medium defense, minor healing/buffing power
Major Gobblebeast: 97% health, major defense, major attacking power

Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 160% health(160 max), major defense, massive attacking power, +1 minor beast/turn (gets stronger whenever it kills something)(enemies who hit it get poisoned)(+10% HP/turn)
Minor beast: 100% health, weak defense, weak attacking power
Roman Legionnaire: 100% health, medium attacking power
AoE healer: 100% health, weak defense, heals all allies slightly each turn!
Bell-Ringing woman: 100% health, minor attacking power
Healix angel: 100% health, weak defenses, medium healing power
Engage-Class War Robot: 100% health, major attacking power
HOPE Ballistae: Dies when castle wall does, major attacking power
Defender: 100% health, medium defense, minor attacking power
Rage Angel: 100% health, medium defenses (bodyguards important targets)
Blue Eyes White Dragon: 100% health, medium attacking power

Defenses: Extremely Massive HOPE Castle Wall(buffs castle wall defense attack), Roller/Flamethrower cage traps (activate to damage all enemies)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
Breaking Bad - VIII
I try and squeeze my way out of the cell.

You approach paradoxdragonpaci's hole - but before you get there, he shoves you out of the way! It's HIS hole.

Action: I create a rope out of infinite bread mixed with a bit of player power, and feed it down the toilet until it reaches the sewer area where my shadow is.

Free Action: The shadow climbs the rope to move back to the main cell block area with the hacksaw (which should be passed off to it), as it was defined that moving between areas that have a viable movement path between them is a free action.

Free Action: DETERMINATION

You sent your Shadow down to the sewers? Well, whether you did or didn't, moving there is a free action anyways.

You create a very, very long rope of bread. However, the pipes may not be terribly long but they are still terribly wet. The rope is made of bread, and however old and hard it may be, it just isn't enough to hold up long-term. The rope comes apart completely only seconds after the hacksaw is attached to it, and the hacksaw falls into the water, forcing somebody to fish it out and put it back in CaptainNZZZ's inventory. Not a bad concept, but lazy execution.

I make it so that if a Minor Beast kills something, it upgrades the Blood Starved Beast.

Done. The Blood-Starved Beast does have a finite number of upgrades it can acquire, however.

Damn, missed it again

I make a device to stop, corrupt, redirect or even harness the bar's regeneration, endless metal could be usefull, perhaps a few mini portal rings around each bar that occasionally deactivate momentarily thus cutting the bar segments, all the ends of the portals open into a box nearby so it'll gradually fill with rods of possibly cursed metal. Alternatively I could irradiate it to give the growing metal cancer, actually why not both?

Free action: SPITE
The greatest motivator.

You create a nondescript mechanism to harness bar-power! Its the portals. They're slowly accumulating little segments of bars.

SPITE??

Arsenical!.... Uhh.... I don't know, cut that fish into sushi.... I don't have anything better to offer... the only thing we can do is HOPE!
1) Suspension! I use the Force to hold the guard fish in the air, away from the water so it should be stuck! probably. Maybe. Definitely.

HOPE!

You hold the Guard Fish in the air! It flops around violently and manages to get back in the water, but it takes 4 suffocation damage! Arsenical also attacks for 3 more damage!


HOPE!

Initiating new console config. Restarting. Please wait.

The machine turns off for a moment, then flickers on again. After a bit of loading...

Please enter the follow parameters, in order, pressing 'Enter' after each entry.

1:New Username
2:New Password
3:Guardbot Group Identifier
4:Shadow-Realm-Fi IP Address and Password
5: Preference for Black or White Background


...You don't know what all of these things are. But that doesn't mean the information is impossible to get.

The quiet watcher crawls to the point where the ventilation is directly over the hallway, and climbs out quietly, heading for the place in front of the second floor stairwell. He hopes that this next step of his plan will work.

You climb to where the ventilation is over the Hallway... but, this ventilation shaft is entirely embedded into the ceiling, and has no hatches or anything to descend with! It can only be exited at its designated exit points.

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

Action Focus - MORE HOPE!: I continue praying EVEN FURTHER BEYOND! HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA! MORE PRODUCTION BOIIIIS!

HOPE! HOPE!

I jump into the sewers


meanwhile exodia obliterates the guardbots

Before you attempt to summon Exodia, you stop. There's no way you could attack from a distance strong enough to remotely hurt them - but you WOULD alert them to your escape attempt in full.

That said, you're definitely in the sewers now.

1 action: I strap more armor plating to the Engage-Class War Robot, improving its defenses.

The Engage-Class War Robot is stronger now!

ES notes that although TRG has already take the shockmaul from the Zapbot, in a sense at least, there's more than one way to get electricity from machines. He turns instead to the ruined Sentrybots, raises his sword high, and draws in power from the reactors of the fallen robots. This kickstarts his relevant sword's special runes, and returns it to its former glory! Well, mostly. The Relevant Sword has become the Lightning Sword! It generally does some lightning-element damage on top of its regular damage, and also allows him to cast basic lightning spells such as Thunderbolt and Lightning Cage. Or more accurately, considering his player powers, cast them with greater effectiveness.

He then moves to the midway point of the Sewers, preparing to attack next turn.

You combine some more robot parts to make the LIGHTNING SWORD! The Lightning Sword deals better damage than your regular sword, and also, lightning!

There's only a few robot parts left.

Action:
Ah, but of course the knife needs to be made special. Eyowe, concurring with that thought, works on making the knife special. How, you may ask? By infusing it with raw STYLE. With STYLE, one can cut anything.

That's how that works, right?

Hope:
Eyowe hopes...with style.

You make your knife the STYLE knife. Now it has... style. Whatever that means.

HOPE! STYLE?

Let's make one last modification to our 'disguise' here shall we?

I'm not sure if I can hide that guardbot corpse, but I'll try my damned best! I gather up a huge amount of bread, scratchpaper, and floor thatch, and haphazardly throw it together into into small-ish piles. I randomly RIP AND TEAR into contents of random piles, and then I randomly splash water onto them. Such that I now have a bunch of half-torn, half-soggy piles of refuse.

I proceed to quickly toss all of this junk out through the cell walls onto the guardbot corpse until it is completely buried, and then I toll the remainder haphazardly into the general area nearby the bot-hiding pile. What I'm trying to do here is make it look like the prisoners failed several sanity checks and started throwing gigantic piles of random garbage into the hallway thanks to their madness. If it's clearly just the prisoners gone bonkers, they're not going to bother checking for a guardbot corpse will they?

also, HOPE EPOH HOPE EPOH

You pile tons of random garbage over the Guardbot corpse!

You look around. A very weak illusory wall aiding toilet-paper posters, thatch dummies, and a giant pile of trash outside your cell.

It's the perfect disguise.

HOPE! New HOPE upgrade unlocked! The HOPE wall now regenerates health!

You feel like you have a LOT of hope. Like, seriously, its getting old by now. You have one more HOPE upgrade to unlock, then you'll be maxed out.

Hmmm, the propeller assault was quite successful all things considered but, ya know, I have a feeling I need a proper weapon. I have the crank powered propeller for water mobility and the wetsuit for protection yet I lack any aquatic themed weaponry. My gaze falls upon the bot wreckage before me, a thin smile appearing on my rebreather obscured face.

Collecting a fairly intact tube from the destroyed Zapbot's interior I use it as a base for my speargun. A classic weapon for a diver the speargun uses tension built up to propel a 'spear' through both air and water. The scrap metal proves handy in terms of its base structure and trigger while I summon up some bands made of rubber for the tension based power. The projectiles are the easiest to create, decent sized and shaped pieces of metal that in my opinion really tie the handcrafted appearance of the speargun together. I'd prefer to use some of that unlimited bread but sadly the sewer lacks such a wonderful material.

Unfortunately due to the amount of power I've managed to fit into it the speargun can only fire every other turn but such is the limitations of my current Player Power, I can only reload so quickly. (x1)

As I spent my energy crafting a proper weapon I leave my fellow Players to get zapped and eaten hang back until I can be useful in battle.

You create the Speargun! It could also be referred to as a sort of Harpoon Rifle. It does fantastic damage, but a full action must be spent reloading it!

[0] movement is free, right? I walk over to the hallway outside C1.
[1] I create a mental cloaking field. as long as I have the chance to prime it before going to sleep And my sleep is proper sleep, fewer dungeonscape entities will appear. this is due to a combination of multiple factors. firstly, the priming is to save on energy, secondly, the field works by the same principals that allow player energy to ward off godmodder soul-transfer-to-here-ness : it wards off encroaching energy ... I'm not actually sure how it works, but it does. as well, proper sleep is different from knocked-uncouncious-ness in speed, safety, duration, and the resulting mental state- when knocked unconscious, one does not dream. or think much, if I recall. since sleep occurs more gradually, its onset would project itself more weakly, allowing the second stage of the field- cloaking- to be more effective. a thin layer of player energy surrounds my body as it goes to sleep,and intercepts all interactions (bar the communication channel) between my body and the outside world. then, it replaces them with approximately what would occur were I awake, but lying on the ground with my eyes closed and snoring slightly. this prevents whatever generates the dungeonscape monsters noticing my sleep. the priming also needs to be immediately prior to sleep because otherwise, the system might adapt- this way, there is less time for circumvention or inconsistencies being noticed. as well, I give this entire system a weak intelligent- not from my MIND, but the same way entities are intelligent- allowing it to gradually adapt (another reason why the slow onset of sleep is necessary as opposed to suddenly unconscious).

non-flavourful summary: I mek so if i go slep willingly, not summon as much dungeonscape.

You try to go over to the Hallway outside C1, but - guards! As you round the corner, you're forced to pull back before 2 of them, right outside C-2, see you! Them, plus the other guard that Ender_Smirk made hold position, are currently the only guards in the C-block hallway. You haven't checked the other hallway yet.

They'll have to be dealt with somehow...

[1] I create a mental cloaking field. as long as I have the chance to prime it before going to sleep And my sleep is proper sleep, fewer dungeonscape entities will appear. this is due to a combination of multiple factors. firstly, the priming is to save on energy, secondly, the field works by the same principals(principles) that allow player energy to ward off godmodder soul-transfer-to-here-ness(What does this mean? Are you saying that Player Powers prevent the godmodder from soul voring you at any moment, and this is somehow equivalent? That makes no sense.) : it wards off encroaching energy ... I'm not actually sure how it works, but it does. as well, proper sleep is different from knocked-uncouncious(unconscious)-ness in speed, safety, duration, and the resulting mental state- when knocked unconscious, one does not dream. or think much, if I recall. since sleep occurs more gradually, its onset would project itself more weakly, allowing the second stage of the field- cloaking- to be more effective(this is more words than you need to say "sleep is different from getting knocked out, this field only works when I sleep). a thin layer of player energy surrounds my body as it goes to sleep,and(add a space after commas) intercepts all interactions (bar the communication channel) between my body and the outside world. then, it replaces them with approximately what would occur were I awake, but lying on the ground with my eyes closed and snoring slightly. this prevents whatever generates the dungeonscape monsters noticing my sleep. the priming also needs to be immediately prior to sleep because otherwise, the system might adapt- this way, there is less time for circumvention or inconsistencies being noticed. as well, I give this entire system a weak intelligent- not from my MIND, but the same way entities are intelligent- allowing it to gradually adapt (another reason why the slow onset of sleep is necessary as opposed to suddenly unconscious).

Typos and other errors within the post have been marked. It should be noted that whatever minor humor value the typos may have, the loss of comprehensible-ness they add to the post more than overcomes it. Please use proper grammar in your text dumps.

Since reality had to spend extra time correcting this post, it will not bother processing the action (and this will continue to be the case every time in the future reality has to play English Teacher). However, this would be a corrected version of this post:

"I create a mental cloaking field. As long as I take an action to prime it before I sleep - not getting knocked unconscious, sleeping - it will work. It works on the basics of Player magics, and also because sleep is different from getting knocked unconscious. The system will also adapt and grow over time, like a snowballing entity."

It should be noted that while the above post is significantly better written, it would still fail at least in part, as it is lacks creativity, and is merely description. JOEbob, your original post also lacks creativity, and is merely description.

The non-flavorful summary also suffers from typo problems, and makes the mistake of implying that because it is not a flavorful summary, the original action was in fact flavorful, when it was not. Description is not flavor text.

Action 1: I imbue my Ninja Outfit with the Concept of Stealth, and also quickly paint the wooden pole blue, so it blends better with my outfit.

Free Action: I walk over to the corner of the hallway and peak in the direction of 2F stealthily.

Your ninja outfit is now STEALTHY!

You head over to the side opposite JOEbob headed, and see... 2 more guards! They're the only 2 guards in this hallway, but they're definitely blocking you from advancing. Dang. Finally you get past the bars, but you barely get anywhere new...

It occurs to you that Cybil likely has some form of video surveillance. Why hasn't he noticed you yet?

I throw some thatch over the guard corpse outside until its covered in a massive pile.

I also try and combine bread, thatch and scratchy paper to create some sort of scratchy whip. Scratchier than a whip already is, that is.

HOPE that my SMOKE AND MIRRORS trick works!

You toss a little more thatch onto the pile already made. Now it's even more trashy.

You make a scratchwhip. Right now, it's rather basic, but it does have some uses. Like whipping people.

HOPE!

I rewire the blender so that the flood of ranch dressing it unleashes can maintain a steady stream. The ranch dressing blender should now be able to conjure up an endless amount of ranch dressing. This is key to my master plan.

You now have an endless amount of ranch dressing! ...Good??

The man walks towards the robot builder. He checks if the robot builder still has charge running through them. He then begins to attempt to repair it. He yells "Karpinsky, please do the hacking, I will try to repair the Robot builder if anything isn't working, and I will upgrade it if I can't repair it. I hope to utilize the robots to break us the rest of the way out of here."
OOC: (What, they can't all be overcomplicated.)

You check the robot generator. It looks like its missing some electrical parts. Parts that could potentially be salvaged from one of the Dilapidated zapbots! You start the groundwork for repairs, patching up what you can, tying up loose wires that still have all their parts... it's better, but you need more parts.

Free Action: I generate and share reassuring memes, increasing HOPE.
Action 1: I go back to Cell B-4 and make another rope of scratchy toilet paper and thatch. It is also knotted.

HOPE!

You make... A SECOND ROPE! Hurrah!

Free action: I hope
Action 1: I concentrate to make the cells even more like nothing is wrong.

HOPE!

You concentrate... the illusion grows stronger...!

Kyle moves to the middle of the sewer system, sword at the ready.

"More of you guys, huh? Well, all the more robot parts for us, I guess. Let's do this!"

Kyle, with superior initiative roll compared to the fish, strikes directly at it and electrocutes the water around it!

He
hopes that Pokemon rules work here, hence making it deal double damage due to electric being super effective on water.

(Seriously, if this isn't super effective I will eat my shoe. )

Better Map -
Coming later, or not at all. Maybe.

The electricity runs through the water, forcing your companions to step back! The fish is electrocuted for 5 damage!

'Hmm would like to get a weapon first but it looks like we are out of time. Well before I go.' I look towards the radio jammer that is hidden under the bench and I focus my still diminished power into my wish.

Action:
'I wish for the radio jammer range and power to be increased!' Suddenly the radio jammer takes on a red tint as energy goes into it's circuitry and empowers it's processors to be even more effective at jamming incoming and outgoing radio signals and it also increases it's coverage. 'Well Hopefully this will buy us another turn or 2 before the alarm can be sounded.' I think to myself.

Free action:
Now having hopefully delayed the alarm being sounded for just another few turns I secure the rebreather over my mouth and dive into the Extra-large toilet with extra-large piping and start heading down into the sewer.


(Sorry that this is not much, Pretty busy with Thanksgiving. I hope you all have a happy one even if you don't live in the States.)

The radio jammer is now also jamming the signals of any guards who are outside your cell!

You are now in the sewers.

I also am busy with thanksgiving! Hope you have a happy holiday, captain.cat.

Hm, damn. Welp.
I harness some player power, and hope! I then grab all the materials for a flamethrower, upgrade my flamethrower, upgrade it again, and grab a scratchspear, which I reinforce to be immune to burning, then set it on fire, using player power to make it eternally burn, and merge it and the flamethrower. Then I summon some lead with my Gun Powers, and reinforce the whole thing. I then create a giant amount of lead, and use the forge to merge it with bread to create Leadstick Alloy! I add it to my weapon, and then create a overly complex transformation and reality twisting system in the weapon. I brandish my new weapon, testing it out. The Ashen Loafsaber/Hoper of Cinders created! It can swap between flamethrower (which in turn can transform into any form of gun, except they pew fire), and flaming Loafsaber forms! It can also fire grappling hooks, reverse gravity through bread physics, create armor and shields, melt anything, and a ton of other things!
If I can after doing that, I brandish the Loafsaber, send a array of flames everywhere, and shout to the guards.
Hey guards! Going somewhere? Cause you look like you could use some help! Namely, very, very, hot help.
I send flames leaping everywhere, carefully avoiding everything the players have made, and strike a battling pose. The flames blast around the robots, making them register me as a threat.
Hey look at me! A player who is foolishly attacking you, and you could easily knock out due to his powerlessness! In fact, why don't you knock him out, since the Godmodder gets closer to winning and stronger while the players are knocked out!
Let's go.
STRIDE! (hopefully)

HOPE!

You create the Loafsaber! You write down all the things it can do on the side. (Note: It can't actually do a lot of the things you said it can do)

What it definitely can do is... ACT AS A FLAMING LOAFSABER! The only robots right now to kill with it are in the sewers - are you sure you're ready to head down there with them? Don't worry, joining the fight is a free action.

Leah...

...I'm not in the mood for formatting right now.

Leah moves into the room where Karpinsky is just so she doesn't get mauled. Like, right next to him.

You stare over Karpinsky's shoulder at the computer screen...

(Action!)(Hope Action + 1 Action)
(Hope!)
I hope for our mind entities to pummel the intruders that decided to waltz into the dungeonscape.

(Action 1)
I pick up two extra scratchspears and head towards the new forge that popped up. Taking out my own spear, work begins as I hammer and do much paperwork and bending to create a Scratchtrident!

(Lazy post due to winter rolling in early)

HOPE!

You create the Scratchtrident! Wait, hold on, that name is really similar... lets make something new! You make... the SCRATCHSLAYER! Its a better version of the Scratchspear+1s!

I thwack the dilapidated zapbot a great many times, making careful use of the shock part of my shockmaul to screw up it's electronics.

THWACK. THWACK. THWACK.

6 damage.

----------

Within the sewers, the Guardfish and Zapbot aren't dead! The guardfish leaps up, chomps Algot, and then flip-flaps right back into the water! In its home element, the Guardfish begins going around and around, faster and faster! Blood fills the water as Algot's terrified screams rip through the sewers, and before long, you can only see red, flying teeth, and pain! Eventually, the Guardfish relents, leaving the torn bits and pieces of Algot to float elsewhere.

Luckily, Algot had a PB&J sandwich, so he ate that in time to save himself!

Meanwhile, the Dilapidated Zapbot shocked CaptainNZZZ, knocking him out for a few moments. The Dungeonscape is going to get a new enemy.

----------

The two guard robots finally reach the cells. They look in. Everyone gives a winning, innocent smile. The thatch dummies are barely holding up. The scratchy toilet paper is so thin its see-through. But the robots are only robots. They don't immediately detect anything amiss.

What they do know of is that one of their number is missing. They don't see him now, so their programming activates: They will wait at his last known location for him to appear.

The guards are now watching you, and the trash pile, from outside your cell. Careful.

----------

THE DUNGEONSCAPE:

The Blood-Starved Beast, Roman Legionnare, and Minor Beast tear the Medium Gobblebeast to shreds! The Engage-Class War Robot destroys the Annoying Archer, while everyone else beats the Vantablack cleric down to 47% health!

The Dark Cleric and Vantablack cleric each buff the Major Gobblebeast, bringing its defense to the highest level possible, and attack to the second-highest level possible! The Major Gobblebeast then crushes the AoE healer in one hit!

A new enemy arrives. It's a Death Summoner. They summon new foes! The maze fails to kill them.

---------

MAP:




Players:

CELLS BLOCK A:
MooGoestheCow
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Short circuit sword, Above average damage + electricity)
That(Other)OtherGuy(has pickaxe, scratchwhip)
Illusified basic thatch dummies emulating Players, Bread bars and TP poster walls, Pile of trash over Guardbot corpse
Pantry containing basic cutlery (spoons/forks/knives)
Bars x 2 - totally intact! + x1 slightly weakened bars! + x1 hole leading to outside - Paradoxdragonpaci may cross!
Extra-large toilet and piping

ESCAPE TUNNEL:
General_Urist(has scratchrope, oilflasher, firegel squeezebag)(Using Reinforced Tetradent - medium attack, throwable)
Bill Nye(has PB&J)
Trapdoor leading upwards

PRODUCTION FACILITY/CELL B-1:
GoldHero101 (2D powers)(has basic sword)
Krill13 (has Sonic Shooter - can use sound-based attacks(2/2 Charge))(has really sharp style knife)
FlamingFlapjacks(has flaming loafsaber)
Winkins (has scratchspear+1 - high damage, two uses)
Dragon of Hope?!?(has bretal sword)
Scratchspear generator+1(use 1 action to make 2 scratchspears+1)
Auto-generation: +1 Scratchspear+1/turn
Storage: 4 Scratchspear+1
Forge(use to upgrade weapons easier)
Bars - totally intact!

CELL B-2:
The_Two_Eternities(has bread paper)
The_Quiet_Watcher(has chains, small stick of dynamite)
Bars - totally intact!

B-BLOCK HALLWAYS/CELL B-3:
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)
Evonix(has gauntlets of ogre strength/stench)
Pionoplayer
Mechanism to harness bar-power
Hallway leading towards Cell Block C
Hallway leading towards Holding Cell+Main Room
Windows looking into Holding Cell

CELL B-4:
Eevee Shadow Bacon(bread rope)
Bars - totally intact!
One free bench
Ventilation opening (in the ceiling)

Abandoned Robot Production facility:
Karpinsky
The_Nonexistent_Tazz (has Sanity Sizzler, medium fire attack)(wearing Baker's defense, medium defense)
Ender_Smirk
Breadladder(use 1 action to leave the facility)
Locked door w/broken window
Command terminal: Awaiting input!
Sealed exit wall
De-powered robots(One awake)
Broken-down generator(repair groundwork laid - needs zapbot parts)

HOLDING CELL:
Cephalos Jr. (has sandpaper, Second rope)(looking down in)
Means Back up: 20% finished - One rope
Chest
Mass of Shadows

SEWERS, ENTRANCE+Midpoint:
CaptainNZZZ (has rebreather, Hacksaw)(Equipped with Speargun - great damage, 1/1 charge)(wearing wetsuit w/propeller crank, weak resistance to all damage, total resistance to water damage)
EternalStruggle(lightning sword)
Captain.cat (has rebreather)(wearing Prison-style straitjacket - medium defense)
Arsenical
Ranger_Strider_
That-Random-Guy(has improved shockmaul - medium damage, extra damage to robots)
Algot(giant clothespin)(Short Circuiter - weak water attack)
Shadow
Shadow(agent of Crusher48!)
Dilapidated Zapbot: 4/10 HP, Zap!A
Guard fish: 3/15 HP, Chomp!A

Dark path leading deeper into sewer
Side path leading to ???

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

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
Vantablack Cleric: 47% health, major defense, medium buffing/healing power
Dark Cleric: 30% health, medium defense, minor healing/buffing power
Major Gobblebeast: 95% health, extremely massive defense, massive attacking power
Death summoner: 100% health, medium defense, summons 1 Minor Gobblebeast every turn!

Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 180% health(180 max), major 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 2: 100 x 2% health, weak defenses, weak attacking power x 2
Roman Legionnaire: 100% health, medium attacking power
Bell-Ringing woman: 100% health, minor attacking power
Healix angel: 100% health, weak defenses, medium healing power
Engage-Class War Robot: 100% health, medium defenses, major attacking power
HOPE Ballistae: Dies when castle wall does, major attacking power
Defender: 100% health, medium defense, minor attacking power
Rage Angel: 100% health, medium defenses (bodyguards important targets)
Blue Eyes White Dragon: 100% health, medium attacking power

Defenses: Extremely Massive HOPE Castle Wall(buffs castle wall defenses attack)(Regenerating), Roller/Flamethrower cage traps (activate to damage all enemies)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
Last edited:
Breaking Bad - IX
ES walks forward, and slashes the Zapbot in half. With his new Lightning Sword and their upgraded Player Power, there's no way it survives. Even so, just to make sure he stabs it in the primary computer system while it's down, because it pays to double tap.

The dilapidated zapbot does indeed not survive. Your extra poke ensures it. Now you have a lot of spare parts on your hands...

I join the fighting!
I dash at the bots, slashing their attacks back at them! I do a spin, leap to the side, and arc my blade to the side, cutting one's head off! Then, I swap to Flamethrower mode and blast a bot directly in their sensors! It swaps back to Loafsaber mode, leap into the air, and preform a
SUPER
BREADSTICK
SLASHING
FINISHER!
The super dumb caps and anime power of that enhances my power as I slam into the ground, spinning my blade around, and slamming it into the floor, sending fire everywhere, ripping chunks off the bots, and burning them backwards, burning their sensors and weapons. I then whip up w breadhook from breadsticks and lead, and rip their weapons from them, and store them in my inventories.
HOPE!
God of hope! Are you are out there? Please! We need you! If the godmodder conquers everyone, no one will have any hope left! We're hoping for you! I'm sorry for the cliche.. but....
You're our only hope.
I know you can hear us. Please! we can fight the Godmodder!
H O P E

HOPE!

You sit there, imagining what you WOULD do, were there any fighting to join... ah, yes...

(You're in Cell Block B! The sewers are currently connected only to Cell Block A.)

(You can totally copy/paste that flavor text to re-use it, though.)
Hope action: HOPE

Action: I use the parts on the ground from various dead zap bots to make my shockmaul even zappier and so on.

HOPE! REALLY LOUDLY!

You tinker with your shockmaul, making it the Shockmaul+1! It's not slightly better in vaguely defined ways.

Arsenical! Shank the fish again! Hope some more with me!
1) Everything should probably be dead. I explore the side path.
Onwards comrades! Push on! also: HOPE!

Arsenical dives into the water and does as you command. Fish dead! Everything! Dead! HOPE!

Into the side path you go...

You progress down the path until eventually, you see the light... wait! A light implies that it's white, or yellow. But no... somehow, this light is... black, almost.

There's a small hole for the water to dump out of. Out of... into where? You dive through, fall down...

...And end up landing on some kind of drain, water continuing to trickle onto your head. Getting up and looking around, you see... nothing.

You're outside the prison. Behind you, you can see the whole of Cybil's complex. But other than that, no matter which direction you look in... nothing is there.

There is nothing for you out here.

I grab paradoxdragonpaci by his legs and throw him through a wall.

Paradoxdragonpaci is hesitating too much! Dangit! You need to get out of this prison, pronto, and he's not even using the opportunity you created! Paradoxdragonpaci resists your throw, acting innocent, and you're forced to stop.

Well, you still have a moment before the bars regenerate. SOMEBODY should go if paradox won't. But who? Decide!

"Might be able to pull this off. We will check if I can get the generator running Karp', anything else besides that, identifier, was it, that you want us to check on?"
The man begins looking through the de-powered robots, seeing if A: any of them have parts which fit the description of the missing parts, if so, B: if those parts exist in any of the robots which likely won't work anymore even if power is restored, and regardless of the first two C: if there is an identifier for their group of guardbots printed anywhere on them.

If yes to A, then he collects those parts from the closest robot/s to the description B, before attempting to replace any parts for the generator he can. If A wasn't true he instead attempts to figure out where the raw materials for the generator came from so he can see if he can jury-rig something up from that.

If C was true he informs Karpinsky as soon as he is certain it is the group number.

You thoroughly search the deactivated bots, the lack of light making it a little harder, but not impossible.

It seems like A: None have the precise parts you need, but the dilapidated zapbots definitely do, B: All will work once you can get that command terminal to work for you, and C: on the back on each robot, you can see some numbers... "A5-100", "A5-101", "A5-102", etc.

Free action: I continue to hope, hoping that we will win.
"Hey, you sound better!"
"Yeah. I think I had a case of 'Mobile-itis'"
"oh. that sucks..."
"yeah I know"

Action 1: I concentrate even harder on the illusion. THIS HAS TO WORK!!

HOPE!

The illusion solidifies an itsy bit more! The guards will surely never notice.

I make it so that my Bell Ringing Woman can summon soldiers! Some of these soldiers will be ranged, so if the ranged soldiers get summoned, the will automatically go to the top of the wall! The melee soldiers she summons, will go straight to the battlefield.

I hope we can fight off the enemies in our Dungeonscape!

HOPE!

The bell-ringing woman now summons a new randomly melee/ranged soldier every third turn!

The quiet watcher makes more dynamite, and starts noting where they should be planted to blast the bars out of the wall. self-repairing walls and bars are all right, so long as they aren't separated, and blasting the bar anchor-points out of the walls would certainly separate them enough that they wouldn't be able to keep them in.

You begin prepping to blow off the bars to your cell. Seems like you'll need a fair bit more dynamite to ensure your success, but its definitely not impossible!

Free action: I sneak over to the C cells:

Action: I carefully roll a smoke gernade that I apparently have for no reason that is timed to go off when JOEbobob moves. Then I sneak away.

A smoke grenade will go off whenever JOEbob attempts to move over to the C-cells!

...ugh, that hurt. All my wetsuit managed to do was slightly reduce the amount of convulsing the electrical charge caused, my wetsuit is going to need reinforced if it's to properly protect me.

Fortunately EternalStruggle just wrecked the Zapbot, more materials for me!

I pick myself out of the water and shift through the Zapbot's damaged body looking for handy resources. Some rubber tubing here, some plastic there. It's not much but it's certainly better than just relying on such limited Player Power to conjure up materials and improve my wetsuit.

I place the plastic pieces mostly around the torso section of my wetsuit, securing the plastic by wrapping rubber tubing around my body and limbs then tying knots to keep it all in place. The leftover rubber tubing is lightly layered over the thinnest sections of the wetsuit to somewhat make up for those weakpoints. It's rather uncomfortable to secure these additions so tightly onto my body but I'll get used to it and avoiding adding too much bulk onto my reinforced wetsuit is rather important should I have to fit in tight spaces. Perhaps now I can avoid being one shot. (x1)

You create the plastic protector! A symbol of choking fish everywhere and the defilement of earth's oceans, it protects you from more than just water! Now all damage from anything aquatic is neutralized, plus more normal protection!

You probably have only about 2 helpings of robot parts left for crafting in the sewers. Don't squander them, especially since you might still need a helping for the robot generator!

((Sorry, I completely forgot.))

[1] I go back to the cell and get a lot of bread. you see
, bread is made of:
  • 225g (1 ½ Cups) Strong plain white flour or plain wholemeal flour
  • 1 level teaspoon salt
  • 1 level teaspoon sugar
  • 15g (1 level tbspoon) soft tub margarine
  • 1 sachet (6g) easy blend dried yeast or fast action easy blend dried yeast
  • 150 ml (2/3 cup) water
flour can explode. Bread is mostly flour, so while there's no description I can find on how to turn bread into flour, I think that's because you almost never need flour more then bread.
I crush the bread and take a lot of the resulting flour. Putting a large (many-person sized) pile of flour near the corner, just out of sight, I envelope it in a weak field to direct most of it away from the B cells. A medium distance away, I spread more flour on the ground. Then, I set off the main pile.
BOOM! flour explosions obscure the air a lot, and they're something that could be made without player powers - the extra flour scattered on the floor past the corner supports this*.
Under the cover of flour filling the air, I sneak past the Guards to the C-cells. Also, if I see a weakpoint on the guards to attack for MASSIVE DAMAGE and I think it'll down the guard in one hit, I throw the Scratchspear at it.

rephrasing for clarity: I turn bread into flour, which maybe possible. Flour is explosive. I arrange flour to look like boom came from the B3 cell. then I set off the explosion and sneak off to see the C-cells under the cover of flour-explosion. snipe guards if can snipe guards.

*like if it was from in the cells, it would be everywhere not just the C-hallway.

[0] if I am knocked unconcious by the guards, I stick around in morpheus dreamrealm, if possible.

You make it look like, somehow, a flour-based explosion managed to blow off the bars.

Then... BOOM! Your fake explosion and the smoke grenade go off.

But of course, noise would attract the attention of the guards more than anything! They immediately begin dashing towards the cell to see what's going on... results at the end of the turn!

Okay, I know what to do.
I start by taking a ton of silverware and shredding it into little slivers of silver. I create wiring out of silver and scratchy toiletpaper wrappings. I wet some and coil it, creating a more efficient wiring that could hypothetically be used in a generator.
I then create a small, hydroelectric generator using bread and any leftover utensils. The Spoons specifically are used for the little paddle thingies the water hits to spin the turbine, which I place in the sink along with the coil. When I turn on the tap, we will have infinite electricity being generated in the coil.
Next step, I continue the wiring even further, creating a long strand of (thick) wiring connected from the coil, and which splits off into two separate wires with silverware attached to the ends.
I head up to the bars and slide the ends of the wires over so that both robots are connected via the silverware to the wires to the generator. I do so mostly stealthily.
I then casually swagger over to the sink, and turn it on. Since time is an illusion, I leave the generator running for as impossibly long as can be compressed into one round without anything bad happened. A massive amount of electricity flows into both guardbots, obliterating them both.


Seeing everything come together like this fills me with HOPE!

HOPE!

You carefully reach through the bread bars, and clip your wires onto the guardbots. At first, nothing happens. But then, seconds later... still nothing happens. The guardbots unclip the wires, and turn to look at you. Their stare screams "mess with us again and get zapped". A spoon-based hydroelectric generator run on a sink seems to be unable to generate quite enough power to overload them...

HOPE

I work on increasing the flow of the ranch dressing blender. Instead of just sort of pouring it out, it now sprays it out, something like a hose.

HOPE!

Even more work on the ranch dressing generator! Clearly this is something obscenely important relevant and amazing.

Action: We need to get the hacksaw up to the main cell block, or we're never escaping. I build a second rope out of bread, but this time I reinforce it by wrapping toilet paper around it to absorb the water. I lower it down into the sewers.

Free Action: The shadow makes another attempt to get up to the main cell block with the Hacksaw, using a combination of the rope and minecraft physics (which lets anyone swim up waterfalls or against currents, albeit very slowly).

Free Action 2: We need more DETERMINATION. HOPE isn't going to cut it.

Free Action 3: I examine the guards, trying to figure out what their weapons are.

DETERMINATION!

Free actions 1 and 3 aren't free actions.

You make a reinforced breadrope, and lower it down into the sewers! But even with toilet paper, the water still washes it away before you can get them up to the ceiling. These ropes are very long, and very flimsy... old bread and toilet paper just aren't good materials for this. Even real rope doesn't like to get soggy.

...It's time. What I'm about to do might by monumentally stupid, but with the Guardbots watching the cells I can't exactly go back up there to do much.

I go over to the trap door leading into the Suppressive Forces Base, and open it just a tiiiny bit, hoping the guards there won't notice.

Then I take the Firegel Squeezebag and carefully move it into position such that the small openings I cut into it are lined up with the gap between the trap door and the floor. Once it's positioned juuuust right, I squeeze down on it really hard, and the small holes serve as nozzles to squirt hand sanitizer all over the suppressive forces base. Ideally a significant amount of it should land on the generators, but I only have so much control. Either way, a large part of everything should now be very suddenly covered in a bunch of extremely flammable alcohol-based gel. Of course, there is no way the robots aren't going to notice this....

Hello there you goddamn basFWOOOM!

Just as the robots begin to react I throw the trap door wiiide open and hurl a couple handfuls of flaming thatch into the base, (hopefully) setting the entire gel-covered room ablaze. Before the !!robots!! manage to mount any response I drop back down and slink off into the middle of the 'escape' tunnel.

Your action will happen at the end of the turn...

Free Action: I give reassuring prepared speeches, increasing HOPE. Through the private comms channel, of course.
Action 1: I add the rope to the Means Back up using a very uncreative method: carefully timed climbing down, knotting the rope on at the end, and then climbing back up.

HOPE!

Means Back Up extended! Now you're 40% of the way down to the chest. You can drop down safely, but its still going to take an action of effort to get back up from the holding cell...

I blast the sap bot with my short surcuit inator if it is dead I instead grabits batery and check it for infinitenes

The battery has 0 infinitenes.

Free Action Focus - HOPE: SO! MUCH! HOPE! HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Action Focus - MORE HOPE!: I continue praying EVEN MOAR FURTHER BEYOND SUPER SAIYAN GOD SUPER SAIYAN HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

HOPE HOPE HOPE HOPE!!!!!!!!

(Almost there... you can feel it... you're on the verge of hitting the very maximum HOPE you can have...!)

I channel my bafflement as to what's going on into creating the wonderus cardboard box of denial in the dreamscape, anyone who puts their dreamself in it will be unable to be targeted by the enemies but will also be unable to think about or do anything about them until they get out, the perfect defense for the problem avoider.

You create the wonderus cardboard box! It can be used to make one person invulnerable, but only as long as they sacrifice one action! One caveat: It can't be used by its own creator!

I Hope and resist the throw while continuing to act innocent

You HOPE!, and resist the throw! Escaping right now might be a bad idea due to the guards... but you don't want to waste your hard work...

A: Scrap an inactive robot for parts.
FREE?: HOPE.

[x1] Leah looks around the badly-lit room she is in. It is filled with non-working robots and a non-functioning generator. Karpinsky is working on rebooting the place, but she figures that a few eggs may have to be broken to make this omlette work.

Leah sizes up one of the robots in the corner, preferrably an untouched one. As it is untouched, Leah scrambles up to it, and immediately begins taking it apart, piece-by-piece, carefully unscrewing and un-nailing every component she can. Omniglot and her arms, with razor-like precision, aid her endeavor by removing wires and sorting out screws and bolts and plates of metal as well as wiring and anything and everything else of use. And thus she goes, creating a neat, but large pile of scrap as she works on the robot.

"Ensuring memorization of robotic form for future attack calculation," Omniglot quirps.

What could she use this for? Well, components, for a start-she could fix the generator over there with what she gets. Better armor/weapons, for another; a stronger flamethrower or an electric alternative could be very powerful, and having legitimate metal for Baker's Dofence (not Defense. Dofence.) would probably make her feel many, many times more safe. However, her precision-based methods also open up the simple idea of just reconstructing the robot from scratch afterwards. This also opens up the idea of being able to figure out weakpoints in this particular type of robot, enabling her to attack them with greater force than usual.

Eventually, she finds herself done, a pile of robot scrap on the floor and hopefully knew crafting materials and knowledge in her possession.

[x0?] Leah hopes her endeavors here will eventaully lead to some fruit.​

HOPE!

The de-powered robots lack the specific components you need for the generator! That said, they could still be used for other things, and there's plenty of them.

Pile of robot scrap x 1 added to the dark room!

1x Using the Power of BREAD! I store the electricity within Breads.

You make the Shock Bread! Like shock troops, but bread instead. It's added to your inventory!

Finally making my way through the pipes I drop into the sewer and stick the landing.

'Alright, Made it.' I think to myself as I stand up and look around. 'Probably smells foul, Thankfully the Rebreather seems to be keeping the smell at bay.' I look down the tunnel as I muse to myself. As I do so I hear the clash of battle occurring further down the tunnel. 'Well I guess the others are down there.' Nodding to myself I hurry on over to join up with my fellow escapees.

As I turn the corner I spy my comrades and see that they are fighting what looks to be a humanoid robot and a robot fish with razor sharp teeth. I can tell by looking at the pair that they have already taken a beaten and look to be on their last legs or flipper in the fish's case.

Seeing someone is already going for the Humanoid robot I opt to attack the fish.

Action:
As I approach the Guard fish quickly turns towards me and dives under the water. Despite the murky water I figure that the fish will be attempting to lunge at me in a second or tw- as if right on cue the Guard fish lunges out of the water right for me. Quick I manage to side step and the fish misses me by a few inches and sails over my head. As the fish hits the ground I turn and grab it by the tail fin, The gloves of the Prison-style straitjacket mostly protects my hands as I grip the tail from it's sharp edges.

With that I hoist the fish into the air above my head and then slam it down into the stone fool at my feet, And then I rise it up again and then slam it into the ground once one. I continue doing this until the Guard Fish either dies or escapes from my grasp.

The guard fish is dead! Instead, you withdraw its corpse from the water, and deconstruct it. It has less parts than either dilapidated zapbot, but its not nothing. You now have 3 "servings" of dilapidated robot/guardfish parts for crafting use and whatnot!

Action:
Eyowe continues bettering the knife, except this time, with the help of the Forge. For now, he's just doing some basic "Make the knife sharper and more durable" stuff.

Hope:
Eyowe does some Basic Hope-ing .

With the power of the forge, the knife grows stronger... Extra knife damage!

HOPE!

Kyle is pleased at the destruction of PG forces, but also wonders why theyou all have such low HP. Is it just the meta or is the Godmodder merely toying with us?

He
hopes it's just the meta.

Assuming everything is dead, Kyle moves onwards while messing with the Guard Fish's teeth, hoping to make the blade just that much stronger.

HOPE! META!

You push onwards, to the next part of the sewer...

Up ahead, you finally find its end. There's a pipe, sticking out of the wall... no water is coming through it, unlike the extra-large piping you used to enter this place. This pipe probably leads up to a cell! You just have to find a way to scale the pipe, and you'll have a consistent way out of the sewers!

Actually, why is so much water coming from the extra-large piping? Its not like your constantly flushing the toilet... maybe it's from this place's godmodder-powered ability to generate infinite amounts of low-quality basic materials.

Not much for me to do right now in the Robot Room.

Action: Reenter the vents, head to the Shadow Holding Pen.

Free Action: HOPE!

HOPE!

Up into the vents you go! Now that you're above the Holding Pen, what would you like to do?

Wow, I uh, sure did pick a bad time to join.

I uh, join in somewhere, and uh, do something.

Welcome! Let me roll with random.org, and pick a cell to put you in... you are in... CELL B-3! Again! Wow! How lucky.

Cell B-3 is the only one without bars right now, letting you leave to potentially get to the rest of the prison, but it also doesn't have access to the ventilation systems, or anything else. Beware of guards when wandering outside your cell, and reference the poorly-drawn map to see where you can go...

(Action!)(Hope Action + 1 Action)
(Hope!)
I HOPE for the continuation of our mind's safety.

(Action 1)
Happy with the creation of my Scratchslayer, I get to finally use the weapon and direct my focus on detaching the bench off the wall. Holding the Scratchslayer's serrated edge, which I added, next to the implements that are holding the bench to the wall and proceed to vibrate the trident. Due to the vibration, I effectively made the Scratchslayer to act as a Saw, which with its scratchiness, easily scratches the chains and bracket holding the bench to the wall.

HOPE!

Your production finally makes a task easier, and the bench is quickly brought down. Why, it looks like you could even get the other benches as a free action now that you've done it so easily once. The benches aren't listed in your inventory, but you definitely do have them. Do as you please with your benches!

1 action: I add buzzsaws, acid sprays, and martial arts moves to the increasing arsenal of the Engage-Class War Robot.

The Engage-Class War Robot now has EVEN MORE attacking power! Its totally crazy!

----------

Within the prison... a lot happens at once.

First, JOEbob's flour explosion goes off, at about the same time as Redrover's smoke grenade. The noise immediately alerts both sets of guards, and they begin moving towards Cell B-3. JOEbob presses against a wall and hides within the smoke, the guards moving straight through the smoke, about to miss him...

At that exact moment, General_Urist spreads the Flamegel Squeezebag everywhere, and lights it on fire! Immediately, a massive fire breaks out in the PG robot production facility! The guards immediately activate their fire extinguishers, but there's too much fire for just the 2 guards present! The other guards begin moving towards the fire, as the smoke floats up... and hits the smoke detectors.

BEEP! BEEP! BEEP! BEEP!

The sound of the fire alarm blares throughout the entire prison.

At the top floor, Cybil starts awake. Crusher's story was so boring, he was put to sleep... until now, that is. Now alerted, he checks the cameras. Your illusions are no match for him, and he sees what's happening easily - even if he can't quite believe it.

Above all of you, the prison intercom crackles...

Cybil: Players! PLAYERS!

Cybil: I don't know what you're doing. I don't know how you're doing it.

Cybil: But I can tell you right now; it won't work.

Cybil: All of you are in violation of Prison Rule #1! You've done bad! And now, you're going to GET ZAPPED!

Cybil: My suppression robots are going to swarm the prison, and - don't even try to fight them! You don't stand a chance. They have so much sleep-based weaponry, the only way you could counter them is if you somehow had your own bot army!

Cybil: When the suppression bots come by, ANYONE found outside of their cells, or to have damaged cells, will be put to sleep THREE TIMES!

Cybil: Keep yourselves under control, or I'll keep you under control!

Cybil finishes his speech, leans back, and smiles. Finally. Some entertainment. He jabs a button...

In each of the cells, and in the hallways, and in the holding cell, sprinklers pop out of the ceiling. They immediately begin dumping water at all points of the prison, including the robot production facilities! The abandoned facility is spared, but the limited amount of flamegel in the main production facility limits the fire's spread - it'll be put out soon enough! The water doesn't begin a proper flood, thanks to the fact that all ten of the main cells as well as the holding cell have a working drain. But if enough drains were plugged up... then the sprinklers could generate more water than could be drained in time...

For JOEbob, the water is bad news. It immediately clears away the smoke and flour, and JOEbob is caught by the guards red-handed. He gets zapped, knocked out (though he stays asleep), and dragged back to the barless Cell B-3. A new enemy appears in the Dungeonscape.

----------

THE DUNGEONSCAPE:

The Blood-Starved beast, its minor beasts, and the roman legionnare team up and take down the Vantablack cleric! The Engage-class war robot and Bell-ringing woman take out its Dark Cleric assistant! The HOPE Ballistae, Blue Eyes White Dragon, and Defender attempt to attack the Major Gobblebeast, but can only do a smidgen of damage against its super-buffed defenses...

The buffed Major Gobblebeast uses its high attacking power to crush the Healix Angel to dust! The Death summoner brings in a new minor gobblebeast!

The new enemy coming in is another Vantablack cleric... but, lucky for you, it gets lost in your outer maze and eventually dies of starvation!

---------

At this moment, the majority of the prison guards are busy dealing with the fire - the fire preventing Cybil's suppression robot army from moving out! But the fire won't last forever. Right now's your best chance to put a plan into action!

MAP:



Players:

CELLS BLOCK A:
MooGoestheCow
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48
That(Other)OtherGuy(has pickaxe, scratchwhip)
Illusified basic thatch dummies emulating Players, Bread bars and TP poster walls, Pile of trash over Guardbot corpse
Pantry containing basic cutlery (spoons/forks/knives)
Bars x 2 - totally intact! + x1 slightly weakened bars! + x1 hole leading to outside - Paradoxdragonpaci may cross!
Extra-large toilet and piping
Drains x 4 - draining sprinkler water to sewers!

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

PRODUCTION FACILITY/CELL B-1:
GoldHero101 (2D powers)(has basic sword)
Krill13 (has Sonic Shooter - can use sound-based attacks(2/2 Charge))(has really really sharp style knife)
FlamingFlapjacks(has flaming loafsaber)
Winkins (has scratchspear+1 - high damage, two uses)
Dragon of Hope?!?(has bretal sword)
Scratchspear generator+1(use 1 action to make 2 scratchspears+1)
Auto-generation: +1 Scratchspear+1/turn
Storage: 4 Scratchspear+1
Forge(use to upgrade weapons easier)
Bars - totally intact!
Drain x 1 - draining water to sewers!

CELL B-2:
The_Two_Eternities(has bread paper)
The_Quiet_Watcher(has chains, small stick of dynamite)
Bars - totally intact!
Drain x 1 - draining water to sewers!

B-BLOCK HALLWAYS/CELL B-3:
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)
Pionoplayer
barbedwireqtip
Mechanism to harness bar-power
Hallway leading towards Cell Block C
Hallway leading towards Holding Cell+Main Room
Windows looking into Holding Cell
Drain x 1 - draining water to sewers!

CELL B-4:
Eevee Shadow Bacon(bread rope)
Bars - totally intact!
One free bench
Ventilation opening (in the ceiling)
Drain x 1 - draining water to sewers!

Abandoned Robot Production facility:
Karpinsky
The_Nonexistent_Tazz (has Sanity Sizzler, medium fire attack)(wearing Baker's defense, medium defense)
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)
Giant pile of robot scrap x 1
Broken-down generator(repair groundwork laid - needs zapbot parts)

Suppression robot production facility:
Two guards(attempting to extinguish fire!)
Eight activated PG suppression robots
Command center room (one guard inside)
Spreading fire: 100% strength (+10%/turn)(-20% from sprinklers)

HOLDING CELL:
Cephalos Jr. (has sandpaper, Second rope)(looking down in)
Means Back up: 40% finished - Two rope
Chest
Mass of Shadows
Drain x 1 - draining water to sewers!

SEWERS, ENTRANCE+Midpoint:
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)
Captain.cat (has rebreather)(wearing Prison-style straitjacket - medium defense)
Arsenical
Ranger_Strider_
That-Random-Guy(has improved shockmaul+1 - medium damage, extra damage to robots)
Algot(giant clothespin)(Short Circuiter - weak water attack)
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Short circuit sword, Above average damage + electricity)
Shadow
Shadow(agent of Crusher48!)
Piping leading upwards - needs a way to traverse!
Side path leading to the Outer Shadow Realm

All cells have these materials:
Infinite breadsticks, infinite water, infinite floor thatch, wall-attached benches, a toilet and sink, infinite hand sanitizer, and infinite scratchy toilet paper
!Fire-extinguishing water dumping from the ceiling sprinklers!

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
Major Gobblebeast: 79% health, extremely massive defense, massive attacking power
Death summoner: 95% health, medium defense, summons 1 Minor Gobblebeast every turn!
Minor Gobblebeast: 100% health, minor attacking power

Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 180% health(180 max), 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 3: 100 x 3% health, weak defenses, weak attacking power x 3
Roman Legionnaire: 100% health, medium attacking power
Bell-Ringing woman: 100% health, minor attacking power, 1/2 Summon (randomly melee/ranged soldier)
Engage-Class War Robot: 100% health, medium defenses, massive attacking power
HOPE Ballistae: Dies when castle wall does, major attacking power
Defender: 100% health, medium defense, minor attacking power
Rage Angel: 100% health, medium defenses (bodyguards important targets)
Blue Eyes White Dragon: 100% health, medium attacking power

Defenses: Extremely Massive HOPE Castle Wall(buffs castle wall defenses attack)(Regenerating), Roller/Flamethrower cage traps (activate to damage all enemies)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
Last edited:
Breaking Bad - X
Free Action: I distribute cognitive enhancers, enhancing HOPE.
Action 1: I go back to Cell B-4 and make another rope.

Let's try to get that robot army from the abandoned facility active.

HOPE!

Another rope! Another! You'll get this task complete no matter what! In fact, all this rope-making has gotten you so good at it, you just go right ahead and make 3 ropes.

Uhhhhh. Note this for later. Come on Arsenical let's be off!
1) I climb into C1 and plug the drain with bread and chewing gum I create.
Arsenical! Create some plastic we can use to cover this...
HOPE!

HOPE!

You try to climb up the drain with Arsenical, but the pipe is still slippery... with no way to scale it, you end up awkwardly sliding back down.

ES ponders his situation for a moment, before deciding that the best way forward is creating a traversal method with lightning. Well, there was one spell he knew to that effect, it was a bit unusual but it checked out.

He raised his sword, muttered the requisite Words of Power, and modified lightning bolts violently struck the pipe horizontally. Although they looked all crackly and twisty like electricity sometimes is (not actual lightning bolts mind you,) they were in fact perfectly solid and anchored. They could be used as reliable handholds by those who wished to ascend up the piping.

Anyone who doesn't have some specific goal they're working towards, consider adding to our Dungeonscape forces please. We're beginning to face stiff opposition, and if Cybil effectively carries out his threats then we'll face much worse very soon.

You make... LIGHTNING HANDBARS! The next climbers will succeed. Ranger_Strider and Arsenical head up first.

Alright, I'm done with trying to screw around with rope made out of bread. Let's do something else.

Free Action: Hey, Cybil! I've implanted every member of my time with electricity-absorbing batteries! Now only will your zapbots not work, but they'll also give us the energy we need to send a high-velocity round straight through your head. So, call off your suppression bots, or I'll call off your head. (this isn't actually true yet, but it might make Cybil sweat.)


Action: I pull out my fake Weath Ray, which is also an unusual-shaped battery, and upgrade it into a Zap Absorber that can absorb electricity from sources such as zapping attacks, preventing it from harming me while storing it in the battery. It might also be able to absorb electricity from other sources, like an active robot's power core. If I get a high result on this crafting check, of course.

You yell out to Cybil! ...But nobody responded.

You make the Zap Absorber! It can absorb electricity, but you have to make sure to specifically use it... it's too weak, or rather, too not-upgraded, to do it on its own!

/infonull
Required Stuff to activate Bot Army Terminal
1: New Username [just pick one]
2: New Password [also just pick one]
3: Guardbot Group Identifier [A5]
4: Shadow-Realm-Fi IP Address and Password
5: Preference for Black or White Background [Black? I think black.]

4 remains unknown. Also, the generator needs zapbot parts.
/endnull

That said, I jump down into the Holding Pen, using my player powers to cushion my fall.

HOPE!

HOPE!

You make a giant cushion to ensure no harm comes to you, and - plop! You're in the holding pen.

...It's very crowded in here. Amongst the Shadows, you feel choked... they are packed VERY tight. They're all eerily silent - but the beeping of the fire alarm keeps you on-task.

Right. You can see a giant, locked door leading to the intersection between A-block, B-block, and the exit to the next floor. You've also landed right next to the chest that attracted you here in the first place. That, and - there's a drain nearby, ensuring this little holding cell doesn't flood.

Right now, the Shadows aren't giving you any trouble. What's your next move?

I crawl through the bars. Screw whatever Paradoxdragonpaci is planning, he's took to long and he lost his chance.

Through the bars you go! You are now ready to go... wherever! The bars finally complete their regeneration behind you, in a way that seems almost... exasperated.

You quickly duck to the side, as a guard passes you. Right now, you're behind all the patrols, since they've all moved in the direction of the burning facility. You could definitely get to C-block from here easily...

Hmmm...

I cast HASTE, which speeds up my personal time, making everything to be slower for me.

Free action: I walk stealthily all the way to 2F, ready to dodge if I get discovered at any time, now the Guards abandoned their positions guarding the 2F hallway so no one can get through, and instead decided to try responding to other things.

You speed yourself up with Player Power, and attempt to move to the 2F staircase! You manage to dodge past the guards in the hallway, but when you reach the main room, you see...

...A large number of enemies. All standing careful guard, preventing you from ascending any higher. And they're prepared for you. Despite your speed-up, you get shot to pieces with several tranquilizers.

You awaken in your cell, not quite sure how you got back there. A new enemy is going to come into the Dungeonscape - but you mark the intel you've received on the map.

The quiet watcher makes more dynamite before he climbs up to the sprinkler and rips key components out for use in other things. It will be perfect for making the really exotic explosives later.

You acquire SPRINKLER COMPONENTS! Without its components, the sprinkler is basically just dumping gallons of water onto the floor.

(Also, as you said earlier, the B2 drain is now plugged.)

Defender defends Bell-Ringing woman, he is suppose to defend.

I move to the abandoned robot facility, and I check if I can power the Robots through the power of BREAD!

The Defender apologizes for forgetting his orders, and will do as you say.

You can't go to the abandoned robot facility, since Cell B-3 and the other B-cells aren't connected! Once CaptainNZZZ and the Hacksaw Gang arrive, that will probably change. But if you HAD been able to go, this is probably what would have happened:

"You drop into the Abandoned Robot Facility. After lots of experimentation, you come to the unfortunate conclusion that no matter how many baguettes you stuff into the circuitry, they alone won't make the robots work for you."

I move my homemade turbine over to the drain to increase efficiency. I also connect it to a trans-spacial battery, which exists simultaneously with the turbine and in my inventory via higher-dimensional space. I then RUN into the failed escape tunnel, and HOPE like hell!

HOPE!

You're take shelter in the failed escape tunnel. Actually, a lot of water is going into this place. It's filling up kinda fast, actually. ...It might be liable to collapse at this rate...

After all my tinkering, the first stage of my blender is complete. It now unleashes a powerful jetstream of ranch dressing at the target, knocking them off balance. It doesn't actually deal any damage, but it should be good for disrupting enemy attackers.

You create the Ranch Dressing Drencher! Its a highly effective... ranch-dressing drencher.

Free Action Focus - HOPE: SO! MUCH! HOPE! HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Action Focus - MORE HOPE!: I continue praying EVEN MOAR FURTHER BEYOND! HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

HOPE! HOPE! HOOOOOOPE!!

I'm still asleep, as stated in the update. since i'm asleep, I arrive at the God of Dreams' dream realm. unless there's some ridiculously obvious other thing I should do instead...
[1] I give the God of Dreams an Attack Shield.

[0] I recall a dream i had last night (read: a few nights ago in real life): I was in a sort-of harry potter setting(umbradge was there) , there was magic and everyone-within-10-feet-of-everyone crossings (ignored them and it worked) and blah (chalkboard chatrooms) blah blah (also, tricking someone into drinking love potions)... the most Interesting thing (i think i can exploit) was that I percieved (saw?) reality explicitly(it was talked about) differently from everyone else. at one point, where everyone else saw solid cement (asphalt?), I saw a smooth(flat) surface of water(if water was opaque), disturbed near a car tiaier... tire*. a car tire (grey and mine). anyway it was frozen(but still liquid) with ripples as if the car had gently drifted(driven) its way there, skimming the surface of the water, and the water had frozen( in place) once the car arrived. this allowed me to detect (notice) some weirdness nobody else noticed. don't know what came of it (it might have been a tracking device). what's the point of this action(how'm i gonna exploit it)? well, I'm in (connected to?) the land of dreams (and pink puffy fluffy wuffy(???) clouds!). might as well try something to do with dreams(like this). it makes sense, don't it?
[[[[[[[[The many bracket-things are attempts to imitate The God of Dreams(aka Morpheus)'s talking-quirk (the thing where he has additional context or thoughts in brackets) since I'm in the land of dreams (hopefully). if I've overdone it(annoyingly so), please inform me, and I'll tone it (them) down.]]]]]]]]

Hearing about other people's dreams is the most boring thing in the world. The god of dreams immediately falls asleep, but he accepts your attack shield.

You wake up.

I upgrade the Bell Ringing Woman's summon rate, so that a soldier is summoned every turn.

I hope that nothing will get past us!

The Bell Ringing Woman's summoning power is upgraded! Its not strong enough to do it every turn, but rather, every other turn. Still, that's great!

HOPE!

I fashion an improvised club out of breadsticks, and wait for a guard to pass so I could hit them in the back of the head with it or something like that.

You make the BreadCrusher! It's an intimidating name for an unintimidating weapon. As a matter of fact, there's a guard passing by Cell B3 right now, so... BOP! You slam the BreadCrusher over the guard's head, temporarily stunning them. Their compatriot moves on without them. You have a guard, but they'll only be stunned for 1 turn. What do you do?

The BreadCrusher fails to maintain shape and falls apart, having been used once.

"...uh oh..."
"I think we are in trouble."
"what do I do?"
"I think doing something for the dungeonscape will help."
"alright."

Free action: I HOPE FURTHER!!

Action 1: I think It is time to finally help the dungeonscape. I THINK ITS TIME TO CREATE MY FIRST ENTITY!!! I create the Entity, "Blue-Eyes White Dragon"

You create the Blue Eyes White Dragon! Normally, this would totally trigger the curse of repetitiveness. But you have a plan in mind, and that alleviates the curse for a moment...

HOPE!

That's it! That's enough! No more HOPE! You! Are! MAXED OUT!

With a maxed-out HOPE, you get 2 upgrades! First, the HOPE wall now buffs the attack of the stuff on it twice, rather than once! Second, the HOPE wall now has HOPE thorns, which hurt enemies that attack it!

However, you can't get any more HOPE! Future HOPE actions are useless!

I hope incredibly hard! Come on God of Hope, we need you more then ever! You could power our bots!
I craft a figurine of a Blue Eyes White Dragon, then smash it! Through bread maykks and voodoo, a Blue Eyes White Dragon appears in the mindscape!

A third Blue Eyes White Dragon appears! You have enough... you just need to give the order...

A: Improve Sanitary Sizzler via Giant Robot parts
FREE: Hope

[x1] And thus, the game was afoot.

"Operator and all present Allies: Cybil has been alerted. We cannot do much more, so we must prepare for the inevitable conflict," Omniglot quips to all in the abandoned facility. Leah nods and takes a look at the giant robot parts. Certainly they could be useful?

Leah uses her player powers, arms, and Omniglot to take the well-disassembled giant robot pieces, and in swift motion fold, convert and otherwise manipulate the metal into placing itself into the Sanitary Sizzler that Leah has, replacing most of the weak (but heavily reinforced) bread with actual material of value enhanced with player power, which is bound to be far more useful. She can't do much to upgrade the fire-starting substance itself, but the presence of a frame that is markedly more fireproof than bread is leagues more beneficial than not. She also takes this time to sharpen a particular but otherwise useless piece of metal and hone it into a fine and proper bayonet, giving the Sanitary Sizzler a means of attack outside of its fire.

Leah has upgraded her Sanitary Sizzler into the Serious Sizzler! It's metallic frame and sharp bayonet makes it so much more serious than before. This mildly strengthens the preexisting fire damage AND should also give her an actual non-fire based attack in the form of the bayonet.

[x0] With all the chaos that has just been unleashed in the main cells, Leah readies her flamethrower and hopes that she has enough power to defeat the trials ahead.​

You make the Serious Sizzler! Its damage is split between fire and standard bashing. Highly useful in a great variety of combat situations!

The man runs over to the room which holds the terminal for the room, punching in the identifier of A5 for this robot group.
He then, if he has the time, attempts to ascertain where the parts for these bots come from for the generator. If he knows where, then he might just be able to jury rig a solution to the parts problem which should work long enough for the permanent zapbot parts to arrive.
His hoodie glow teal again, something which most people recognize as him using whatever telepathy trick he has been utilizing, since it hasn't felt like the Lucifer gift connection. The people in the Sewer hear very strongly, "Keep some zapbot parts for me, get through C1 or C2, get through the guards to B1, and get me those parts. Urist hopefully can get far enough into the other robot factory to figure out the IP address, and the rest shouldn't be half as bad, but I need those parts so we can outnumber the bots with enough planning. So please, safely, break through everything between you and me that you have to."

You beam your message to the sewer people, and also ensure A5 is freshly entered into the computer. You will make this work... you will!

"Hmm... let's see if this works here."

Walking up to the pipe, he places a pile of parts down next to it & pulls out a bucket of green paint from seemingly nowhere. Taking a bit of time, it perfectly resembles a Warp Pipe from the Mario games, so he tries entering it that way and using Nintendo logic to get up to cell C.

Somehow, it works perfectly. You're in Cell C-1 now!

'Well the stealth portion of this escape is now truly over with. Well best make myself a weapon to help in our escape.'

Action:
Looking over the various bit and pieces of the guard fish I was able to salvage I try to figure out a good weapon to make out of it. 'Hmm, Well. This bit of metal is pretty bendy. I got a bunch of sharp teeth from the fish. Hmm. I think I got an idea of to make this work.' I start twisting bits of metal and as I do so I interweave the fish teeth in with the metal making sure to have them point outward.

After a bit of work they are intertwined with one another and I have created a pair of crude but seemingly effective knuckle dusters with teeth. 'Okay good. This should hopefully spell a bad day for whoever is on the receiving end of this!' I think to myself as I put on my creation and give a few experimental punches with them.

You create the knuckle biters! A highly effective weapon, its only limitation is that it only works with fisticuff-based combat!

2 servings of parts left.

I use the cursed metal chunks to make some mildly powered armor that can burn attackers, I'm protected from that effect by a layer of bread and toilet paper composite(also to act as insulation agensed heat and electricity and act as normal padding against being knocked around), the powered aspect of the armor isn't much, just a few strategicaly placed pistons so I'm not significantly encumbered by it. To power it I upgrade and use the moterised hand sanitizer I made earlier. I do leave room for upgrades though.

You create Curse Armor! It hurts enemies that attack you, but due to being cursed, provides little real protection from those attacks.

Hmmm, it seems now is as good of a time as any to put my lovely sewer expedition on hold. Before me lies a dry pipe leading up to C1, a previously unexplored cell within the prison. Sure it'll still be a downgrade from sewer diving but hopefully it'll still be a worthwhile addition to my prison adventures.

Of course as those up above will need the remaining helpings of robot parts for the robot generator I gather as much of the parts as I can carry with my hands free and finally turn my attention towards going up the pipe.

Once again I temporarily reinforce the structure of my crank driven propeller but unlike last time I go one step further and speed up the rotation of the propeller's blades immensely, a unseen force amplifying the power of my cranking. And with all this speed I aim myself into the pipe as the propeller spins so fast it begins to lift me off of the ground, boosted as I kick myself up further into the air and just keep cranking.

Honestly I probably look pretty ridiculous, someone cranking as fast as they possibly can with the moving propeller blades managing to achieve enough lift to send them up and up a dry sewer pipe. Good thing my appearance doesn't really matter, the results on the other hand do. (x1)

You take a helping of robot parts with you. There's 1 helping left in the sewers to use, and the other Players in Cell Block B can use your helping as soon as a connection is established.

You get the standard... uh... how does one type it? "Goonk Goonk Goonk"? Well, its the classic sound from the Mario games, but either way you successfully make it up the pipe. You are now in Cell C-1!

I Focus on the dungeon scape and decide to add portals in the maze the destinations of witch swap randomly but are always in the maze

More portals make the maze even more absurd! Chance of stopping new enemies has increased to 25%

I separate from the others to explore the Outer Shadow Realm. Nothing seems like a decent crafting ingredient/shenanigans fuel. If this doesn't require my action, I use any leftover robot parts to improve the spikiness (AKA base damage) of my Shockmaul before leaving

You set out into the Shadow Realm and begin walking. You see nothing around you but blackness. As you continue walking outwards, and the prison grows smaller behind you, you see... eyes, in the darkness...

You end up turning around and retreating. Going out further could only be detrimental. There is nothing out there, only emptiness, and... whatever those eyes were.

Actually, looking back at the prison, you saw a small extra-bright thing flitting about up near the upper levels. Huh.

...Whoops.

as sirens blare all over the place and the Warden's voice rings out, I realize I might have made a mistake. Shame that the Base had sprinklers, but hopefully even if the fire does go out the equipment will be too damaged to work effectively! Oh well. time to rattle this town!

I scamper back up into cellblock A1/A2/A3. Sure the robots are watching, but their radios are jammed and the Warden knows what we're up to anyway. Time for my objective: CLOG ALL DRAINS!

I gather up a large amount of scratchy toilet paper and bits of bread. I also gather up a few handfulls of straw and rubble from the fallen walls. I mix all of this refuse up into a big pile that I kneed and crush into something slighly mushy. I then take three large batches of equal size of this... conglomerate, and each one I use to bury one of the cellblock's drains. I stomp down hard on the piles to make sure they form a watertight seal and that the drains are well and truly CLOGGED.

Why did I go through the trouble of using multiple different materials for this? Toilet paper and crushed bread are highly maleable and compress nicely into a single solid plug when dampened, but there's a risk of them dissolving and coming apart when they get too heavily waterlogged. Straw and rock rubble meanwhile can persist for long time under water, but are not so great at creating a solid seal without careful work. By COMBINING the two materials however I create a composite with the best properties of both, the ultimate cheap scrap materiel long-lasting drainclogger!

(Since I have 3 player power now, I hope that means I can clog 3 drains at once.)

I HOPE to see a rising water level soon.

A1: Clogged!
A2: Clogged!
A3: Clogged!

(Action!)(Hope Action + 1 Action)
(Hope!)
I continue to give a prayer of HOPE for our triumph.

(Action 1)
Hearing guards that may come into view any second now, I quickly take the chain that was connected to the bench and start adding it to my Scratchslayer. A few more mechanism was added it so I can make it so that I can retract the chain back to me.

I decided to test my weapon out and managed to pull it off.

Happy with what I managed to accomplished, I prepare my Scratchslayer and wait in a good position to skewer both Guards at the same thrust and ready to pull my weapon back.

You create the Chain-Scratchslayer! And, ah! That animation! GBA Fire Emblem! The MEMORIES! Ah! Beautiful!

You drop into B2, wait, and... SKEWER!

The Guard gets hit by the Scratchslayer, and is reduced from good condition to average condition! But, oh, now its mad...

It reaches out with its shock baton and stuns you, dropping you to the ground! You black out for the usual amount of time, summoning another dungeonscape enemy before waking up... Still, the guard is definitely worse off now.

Action:
Should Winkins manage to properly skewer both guards, Eyowe will line up a shot with the Supersonic Sniper, aiming to take down both guards in one use of the weapon.

If Winkins misses one of the guards, Eyowe will instead aim for any of the two that wasn't skewered.

Hope:
Hope~

You aim for the stunned guard, as its an easy target! One shot, and... bam!

Another supersonic shot travels, and another guard is slain. That leaves... like... 6 guards wandering the cell blocks, one of which is half-dead.

(0x) Hope!!
(1x) I summon a Guardian Statue to the Dreamscape to protect others....

A guardian statue appears in the Dreamscape! As long as its alive, damage against all allies is slightly reduced!

1 action: I add ELECTRIC DEATH RAYS to the Engage-Class War Robot, which improves its attack power even further.

The Engage Class War Robot's attack is now MAXED OUT!

----------

Across the cell blocks, the guards continue their sprint. Krill13 took out one guard, and Winkins damaged another (though they got hurt in the process). The guards are all only a turn or two away from the burning facility!

The sprinklers and guards already in the facility do their best to extinguish the fire, their automatic extinguisher-spraying functions coating the area in fire-retardant coating. But then another big puddle of flamegel gets hit, and the flame flares up again! 2 of the suppression facility's robots are destroyed, and the fire remains at 100%!

A few cells have covered drains, now. Immediately, the issues with the prison's infrastructure begin to become apparent. The water begins pooling quite quickly. At this rate, it won't be long before it escapes the cells.

Arsenical, Ranger_Strider, and the others finally appear in Cell C-1. Once the bars to this cell are cut, the hacksaw can be used to cut other cell bars apart, too. It'll take one action to cut one set of bars, but everyone who can reach the Player with the hacksaw can use it right away - no need for complicated trade chains. Arsenical covers up Cell C-1's drain.

But more importantly... inside Cell C-1. There's a Player sleeping. Clearly not a Shadow, as their form is maintained, and they aren't a completely opaque black color. Its... definitely a girl. Colored short-cut hair, wearing dark-colored clothes. She's sound asleep, seemingly not bothered by the fire alarms and pouring sprinklers. Do you want to try to wake her?

----------

THE DUNGEONSCAPE:

All allies team up on the Major Gobblebeast! ULTIMATE DEFENSE-DESTROYING STRIKE! The Major Gobblebeast is DEFEATED, but every attacking ally uses their action! Your summoner allies do their summon!

The enemy minor gobblebeast attacks the roman legionnare, removing 40% of its health! The Death Summoner brings in a new Minor Gobblebeast!

Two new enemies appear... another Major Gobblebeast and a Dark Manipulator! Neither gets lost in the maze this time! Beware... the Death Manipulator can mind-control allies!

----------

MAP:



The powers of your maxed-out HOPE lead you to true unity... in these troubling times, communication is necessary! A new list has appeared; your objectives, as well as the players that have access to them! It is... the Itinerary!

Itinerary:
-Activate the abandoned robot facility! (Cells B1, B2, B4)
-Use the Hacksaw to cut the cell bars! (Everyone in the sewers/Cell C-1)
-Find some way to stop the PG Suppression Facility! (A-block Cells, those outside cells)
-Plug drains to help the potential flood spread? (All Players)
-Fortify the Dungeonscape! (All Players)

Players:

CELLS BLOCK A:
MooGoestheCow
Paradoxdragonpaci (has Flame Purger, medium fire attack)(fire retardation gloves equipped)
Crusher48(has Zap Absorber)
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)
Bars x 3 - totally intact! + x1 slightly weakened bars!
Extra-large toilet and piping
Drains x 4 - draining sprinkler water to sewers!

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

PRODUCTION FACILITY/CELL B-1:
GoldHero101 (2D powers)(has basic sword)
Krill13 (has Sonic Shooter - can use sound-based attacks(1/2 Charge))(has really really sharp style knife)
FlamingFlapjacks(has flaming loafsaber)
Winkins (has chain scratchslayer - high damage, good range)
Dragon of Hope?!?(has bretal sword)
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)
Bars - totally intact!
Drain x 1 - draining water to sewers!

CELL B-2:
The_Two_Eternities(has bread paper)
The_Quiet_Watcher(has chains, small stick of dynamite x 2, sprinkler components)
Bars - totally intact!
Water level is shallow

B-BLOCK HALLWAYS/CELL B-3:
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
Mechanism to harness bar-power
Hallway leading towards Cell Block C
Hallway leading towards Holding Cell+Main Room
Windows looking into Holding Cell
Drain x 1 - draining water to sewers!
Guard: Average condition (moving to PG Suppression bot production facility)

CELL B-4:
Eevee Shadow Bacon(bread rope)
Bars - totally intact!
One free bench
Ventilation opening (in the ceiling)
Drain x 1 - draining water to sewers!

Abandoned Robot Production facility:
Karpinsky
The_Nonexistent_Tazz (has Serious Sizzler, good fire attack+bayonet attack)(wearing Baker's defense, medium defense)
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
Broken-down generator(repair groundwork laid - needs zapbot parts)

Suppression robot production facility:
Two guards: Good condition(attempting to extinguish fire!)
Six activated PG suppression robots
Command center room (one guard inside)
Spreading fire: 100% strength (+10%/turn)(-20% from sprinklers)

HOLDING CELL:
Cephalos Jr. (has sandpaper, rope x 3)(looking down in)
Means Back up: 40% finished - Two rope
Chest
Mass of Shadows
Drain x 1 - draining water to sewers!

SEWERS, ENTRANCE+Midpoint:
That-Random-Guy(has improved shockmaul+1 - medium damage, extra damage to robots)
Algot(giant clothespin)(Short Circuiter - weak water attack)
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Short circuit sword, Above average damage + electricity)
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

CELL C-1:
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_
??? (sound asleep)

All cells have these materials:
Infinite breadsticks, infinite water, infinite floor thatch, wall-attached benches, a toilet and sink, infinite hand sanitizer, and infinite scratchy toilet paper
!Fire-extinguishing water dumping from the ceiling sprinklers!

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
Death summoner: 90% health, medium defense, summons 1 Minor Gobblebeast every turn!
Minor Gobblebeast: 90% health, minor attacking power
Minor Gobblebeast: 100% health, minor attacking power
Major Gobblebeast: 100% health, major defenses, major attacking power
Dark Manipulator: 100% health, medium defenses, 0/1 Mind Control

Allies:
Burning Sun: 100% health, (small damage to all enemies every turn)
Blood Starved Beast+1: 200% health(200 max), 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 4: 100 x 4% health, weak defenses, weak attacking power x 4
Roman Legionnaire: 60% health, medium attacking power
Bell-Ringing woman: 100% health, minor attacking power, 0/1 Summon (randomly melee/ranged soldier)(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 (bodyguards important targets)

Guardian statue: 100% health, reduces damage against all allies!
HOPE Ballistae: Dies when castle wall does, major attacking power
Blue Eyes White Dragon: 100% health, medium attacking power
Blue Eyes White Dragon: 100% health, medium attacking power
Blue Eyes White Dragon: 100% health, medium attacking power

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)
Everyone's MIND cores are fully intact.

Base Player Power: 3
 
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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
 
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
 
Last edited:
Breaking Bad - XIII
Action 1: I smack the shadows away from Karpinsky using an uncreative and simple mix of climbing and hitting hard. Then I go back to cell blocks.

You climb down, kick a Shadow, and climb back up! The Shadows grip has been loosened.

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!

You put in all the requisite information, since everything else is already in the computer. Now, as a free action, you can decide: What do you want your new username and password to be? And do you prefer a black or white background when using the terminal?

(x0)WONK
(x1)I stealth behind the Guard and then FALCON PWANCH it in the head

WONK???

The guard doesn't notice you! The FALCON PWANCH is extra effective! The below-average condition bot is DESTROYED! He drops x2 guard materials!

Head toward the tables, but stay on the ceiling.

The tables? Where? Where are the tables? Well, you don't know where they are, but you head in that direction anyways!

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.

RAGE! The Rage Angel gets a boost to its power!

Since the bread is ALREADY incredibly stale, it becomes DOUBLE STALE, and turns into a crouton! The Crouton slams the Shadow so hard, he has no choice but to let go!

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.

C2 is open, so you make sure to give Xerath your message...

Xerath: ...She's okay? Not imprisoned? Or otherwise incapacitated, while technically still being alive?

Xerath: ...Alright. I can keep going. For a little while, at least.

Xerath: ...I guess I should have known this ending would be too dark.

Xerath: Let's get out of here.


Xerath is now going to assist in the escape!

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.

The chains hit the next Shadow down, who was also grabbing for Karpinsky's leg! Karpinsky is totally free, and ready to leap back up!

The popper's all set up...

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.

You leap back into the ventilation system! You're safe from the Shadows, at least for the moment...

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.

Which chokepoint? You have to identify the specific chokepoint on the map. You could choose a cell, a specific entrance/exit, the middle of a hallway... the possibilities are limitless - meaning, less limited than normal!

Action: I use by ShockMaul to ShockMurderSliceConcussRize the weakest remaining guard outside the Suppression Robot Room Room

The Shockmaul crushes the already very-poor-condition guardbot! He drops 2 more guardbot materials. The hallways are free and clean of guardbots, for now!

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.

Xerath: ...I still have my telepathic link. She's definitely alive.

Xerath: I guess I can't afford to wait around any longer. I did sleep once, but since then, I've been awake for... well, I don't know how long. A day or two at least. If I don't get a nap soon, I'll go insane even without the MIND drain.


Xerath attempts to establish a connection to your Dungeonscape! ...But fails. The dungeonscape and your whole mind-link thing doesn't seem very keen on letting in new players. This means Xerath and Valla are without powers for the time being.

Valla: Oh, that sounds great...

Valla: Apologies for my lack of enthusiasm. You see, I had a LONG nap.

Valla: My strategy for beating the Dungeonscape was pretty simple. The MIND drain only happens once per rest, and isn't affected by how long you rest for.

Valla: So, if I just make myself sleep for an infinite amount of time, I can only get MIND drained once!

Valla: But now I'm awake. And what great timing, too.


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.

Flex-plug! You thought the drains were unpluggable, but you plugged them with Flex-plug! You ensure all B-side cells are plugged, plugging 3 drains! That just leaves the C-2 drain.

[A] Analzying the Shadow Agitator for upgradeability/other not-immediately-obvious things.

"The operator is sending a request to not harm Valla or Xerath; she has an idea," Omniglot states via the communications channel, as Leah squeezes through the vents, unintentionally running into the escaping Karpinsky in the process as they move towards Valla's location.

"The operator wishes to briefly analyze the Shadow Agitator. She has another idea," Omniglot states as Leah approaches Karpinsky, eyeing up the Shadow Agitator. She doesn't touch it directly and her arms don't do anything-rather, Omniglot himself scans the device with some kind of high-tech laser. The intent, of course, is to get out of it any information that eyeballing it before did not instantly make apparent.

She also stares at Valla, a look of concern on Leah's face.​

You analyze the Shadow Agitator! You find several things:

1: It can't be destroyed. Not with the materials and power currently available to you.
2: It can only be applied to living things, of which there are ONLY Players to apply it to down here.
3: If you somehow manage to get around its magnetic clinginess and remove it from your person, it will come back like a boomerang. It can even do this through walls.

With the Pullring made, Eyowe enters the last step to finishing this whole knifework thing, still utilizing the Forge for this.

Eyowe punctures a tiny hole through the knife's handle. He tugs the exposed piece of the string from the Pullring and inserts it through the punctured hole several times. Though only a negligent fraction of the string's entire length was used, Eyowe made sure it's very well attached to the knife.

Eyowe equips the Pullring on a finger from his dominant hand and wields the knife in that same hand. With that, version 1.0 of his second weapon is available for use. Of course, a name is required for such a fancy weapon as this. As such, Eyowe dubs it "Butterfly."

Now what is "Butterfly" exactly? Well, it's a really stylish and really sharp knife attached to a certain Pullring. Eyowe can freely fling the knife at a fair distance and, in a single thought thanks to the Pullring, pull it back to his hand. Of course, Eyowe practices veeery advanced knife-handling, so he won't end up cutting himself with the knife.

You create Butterfly! A powerful knife that can be used to attack at any distance! Infinite durability, too! This is a highly effective weapon. You'll probably have some opportunities to use it later.

1 action: I pour water onto the Burning Sun. Since it's a sun, it uses the water as fuel and grows even hotter, increasing the passive damage it deals.

The burning sun now deals slightly more damage to the enemies every turn! It is now the FUELED SUN!

Kyle, seeming much more confident now that he has protection, runs to the corner of the main room and peeks around the corner, hoping to get some information about it before charging head on.

He does of course relay this info to the others...

"Karpinsky! Try sticking that thing to a guard and see what happens!"

You carefully, CAREFULLY scout the enemies... their stats have all been added to the itinerary below! You can see two pieces of cover the Players could potentially hide behind, as well as something hanging from the ceiling. There's so many enemies, you'll definitely want to fight with all the Players together, as well as any extra backup you can muster.

I make it so the Dungeonscape has a chance to half the health of an random enemy,

You focus and say "Dungeonscape! Halve the health of random enemies!" Nothing happens.

(What mechanism could the Dungeonscape itself potentially use? You'll need at least a little flavor text for something like that.)

If I can I use a free action to conjure up a screw driver. This doe nothing jet but is a totally necesary part of my plan


then I go to the radio jammed guard and shoot it with the short strike inator

The guards are dead, so you make an extra strong screwdriver instead!

If either of the damaged Guardbots are alive at this point, ES casts Thunderbolt and destroys them from a distance. Combined with other attacks, that should be both of them down.

The guardbots are dead, so you electrify their dead piles of parts. Just as extra vengeance.

"[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?"
(2 rounds ago)
which is why I was resleepen! besides,
dungeonscape killed everything so they'd have been fine.
[1]so I do the thing I said I do last round with the dreaming and morpheusiffication. the dungeonscape is doing fine. "and technically, the BSB hasn't reached full power yet, only almost, so i'm Helping them!"

[0] also before that I tell Xerath that Crusher does not, in fact, have any sources, and he's just incredibly confident in his own "logic". as far as we Actually know, alice could be completely fine and the godmodder's completely focused on the gods (We do know the Godmodder's hunting down the gods). on that note, Xerath, that last move in the sealed duel was so Dumb! was your smartest move when the Godmodder sent a wave of antimatter at you literally "RUN HEADFIRST INTO THE DEUF"? I mean REALLY. now go and be smart for one yes? YES!

You can't do anything to or with Morpheus. You don't have any actions, and your allies won't let you go back to sleep if you wake up to get more.

Let's keep this fire going, shall we?

Since I'm still in the now-flooding 'escape' tunnel, I gather up a bunch of sticky mud and mix it together with some thatch and bread. I now have a rather mediocre adhesive.
I once again go over to the trap door to the Supressive Forces Base, and burst through it suddenly! Inside, I locate the sprinklers that are reducing the fire and splatter them with huge globs of mud glue, thus clogging them and reducing their ability to put out the fire!

You hurl gobs, and plug a few more sprinklers! The guards are still struggling, but now the fire is ever harder to deal with!

...wait Xerath is still around? Impressive, I would have thought he'd have faded into a Shadow already!

Hmmm what now? My epic sewer adventure is over and we've Hacksawed basically everything we could from what I can tell.

Oh well when in doubt clog the drain. In Cell C-2 I collect tons of toilet paper and bread and just stuff the poor little drain. Then I create a small hill worth of floor thatch on top of it to guarantee it's successfully clogged. Let the prison become an ocean! (x1)

The last prison drain is clogged. The flood is coming!

I de-DEFEND and enter ATTACK MODE instead by absolutely slaughtering the blue square in front of the hall in front of the hall with the enemies in front of the door to 2F.

HOPE this works!

You enter ATTACK MODE! You slaughter the Tranq sniper, dealing 4 damage! Him and his allies then shoot you a bunch, and you end up knocked out back in your cell.

Dungeonscape enemy time! Careful entering enemy-filled enemies without backup.

Seeing that the Scorn Ray does not yet live up to my ambitions of gradually debuffing any foe it's pointed at into impotence I... do nothing to it for now, instead seeing more immediate problems I work on upgrading my suit to function underwater such as waterproofing it, adding a re-breather and a alternate source of power that can operate without air in the form of a player power battery that can be recharged with a free action of the wearer. Although I can't swim well in it it's dense enough that one can just walk along the bottom.
Free action: descend into the sewer.

You upgrade your suit! Now it works fine in water, and can be recharged easier! You also dive into the sewers, which is actually less wet than the rest of the prison right about now.

I add a feeder mechanism to the top of the blender thing, I can now feed things in. Just to make sure it works, I put in a loaf of the infinite bread, and turn it on. The jet spray of ranch dressing is then accompanied by a blast of dangerously high-speed bread slices. But I'm not quite done with the upgrade.

Your ranch dressing blender is just absurd at this point. When it gets used, its going to be great.

(Action!)
I look around where this supposed "an area that's less likely to be flooded" which results in my mind going blank and erasing the excessive amount of information to boot it back up.

Shaking my head and regaining consciousness, I fearfully try not to pay attention to where the production area is and take out the Benches I've been collecting with the help of my Scratchslayer. Accessing the forge, I begin to play around with ideas on what I could make with the benches I've... "Liberate" and quickly figure out what I want to make. With just the benches, I use the tools from the Forge and imbue my Player power into the benches to enhance certain properties.

Eventually, after a few mishaps, I create a wooden great tower shield from the creation of multiple benches that have been fused and molded together and immediately name it the Benched Shield. Grinning, My intentions in the creation of this shield are to lessen damage along with "Benching" (Read: Stun) attackers.

You create the TOWER SHIELD! Its a highly effective defensive tool, and you can use it to "Bash" enemies - which won't deal any damage, but will stun them!

Free action:

Deciding it best not to let the signal jammer be damaged or destroyed in the flooding I hurry over to cell-block A and pick up the signal jammer from under the bench. Fortunately the water had not gotten high enough to getting into the electronics of the machine.

Carrying the signal jammer out of the cell-bock and the increasing pool of water I decide next that I should use come more of the scrap I got form the Guard fish and use it to upgrade my armor.

Action:

Going over to a dry spot in the Cell's C1 and C2 I start working on the Prison-style straitjacket using scrap from the fish to toughen up it's protective abilities. Mostly by sewing on the tough hide of the guard fish onto the Straitjacket chest area making it even tougher to harm me while wearing the Prison-style straitjacket.

You upgrade the prison style straitjacket, and put the Radio Jammer in your inventory! As long as you're carrying it, it won't jam radios - it needs to be set down to work.

The prison-style straitjacker is now the Future-style straitjacket! Significantly improved defense!

I take the bread ladder to leave the facility.

You are no longer in the robot facility. You can move about the cells again!

----------

The guards continue to put out the fire. For some reason, a bunch of their sprinklers appear to have gotten all muddy, making the work harder! They reduce the fire to 10%. If it weren't for those sprinklers, they would have finished this turn... In the flames, one of the new suppression bot generators takes damage.

Above the holding cell, Karpinsky's made it into the vents! But the Shadows are still clinging to the rope, climbing on each other's backs to reach him! The rope wobbles, struggling under the weight...

Everyone tells Valla and Xerath about the current situation, to make sure they're completely updated. Xerath, unsure what objectives he can contribute to, moves to the hallway near the PG bot Suppression Facility.

Xerath: The godmodder didn't tell me a lot about this place. That said, this facility is dangerous. We need to strike and take out what we can before it gets fully up and running!

Valla, meanwhile, is more focused on herself. She climbs back down, and heads into the sewers. Suddenly, you've all lost track of her.

The intercom crackles.

Cybil: Attention all Players. Please stop destroying my guards.

Cybil: It makes me really sad when Players keep trying to destroy my guards, because it means I have to break out the torture devices.

Cybil: And brutally torture them.


----------

THE DUNGEONSCAPE:

The dungeonscape is empty... but wait! Not anymore! A new enemy arrives; a Vantablack cleric! They easily navigate the maze outside the dungeon.

You can't help but feel as though the Dungeonscape seems less scary than it once did. The dark corners less dark, the swarming enemies less numerous... As if Cybil has a finite amount of mental attacks to throw at your defenses. Perhaps you've cleared about... half of them. Still, the latter half will inevitably be worse than the former.

-----------

The water in the prison rises ever further! All of the cells are at least partially underwater, and a lot of water is starting to pool into the hallway now, too.

MAP:




Itinerary:
-Activate the abandoned robot facility! You just need to finish setup...
-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 butterfly, strong attack at any distance)
FlamingFlapjacks(has flaming loafsaber)
Winkins (has chain scratchslayer - high damage, good range)(has Tower Shield - great defenses, can bash enemies to stun them)
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)
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 Future-style straitjacket - good 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)
Cephalos Jr. (has sandpaper)
The Ego(has Chain Electroscythe, strong electric attack)(DEFENSE MODE)
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
Infinite breadsticks, infinite water, infinite floor thatch, benches, a toilet and sink, infinite hand sanitizer, infinite scratchy toilet paper, x5 guardbot materials

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: 10% strength (+10%/turn)(-10% from sprinklers)

HOLDING CELL:
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!)
Evonix(has gauntlets of ogre strength/stench)(wearing Curse Armor, hurts attackers and works underwater)
Piping leading upwards - needs a way to traverse!
Side path leading to the Outer Shadow Realm

MAIN HALL:
Tranq Sniper: 14,996/15,000 HP, Snipe x 2!A (Shoots tranquilizers with 100% accuracy)(Detector)(Miniboss)
Suppression bot x 3: 100% intact
Guard: Good condition
Guard: Good condition
Guard: Good condition
Elite zapbot: 40/40 HP, Shock!A
Elite zapbot: 40/40 HP, Shock!A
Elite zapbot: 40/40 HP, Shock!A
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 11% flooded right now.

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Enemies:
Vantablack Cleric: 100% health, major defenses, medium healing/buffing power
Allies:
Fueled Sun: 100% health, (minor 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 7: 100 x 7% health, weak defenses, weak attacking power x 7
Roman Legionnaire: 75% 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 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
 
Breaking Bad - XIV
Alright, Cybil's now going to get murderized. Bastard.

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.

You add a Drain Matrix to your railgun. It can absorb energy from a short distance away!

Your bottom action is not a free action. Even if it was, it would fail, because the sleek electrical ceiling lighting is too high to reach.

ES takes one of the piles of Guardbot wreckage. He throws out the damaged components and low quality scrap, grabs a few of the more interesting parts, draws energy from the reactor core, adjusts the morphic resonance...

There. His lightning sword is now the Artefact Blade! It has even more lightning options, such as movement via lightning, does more damage (both elemental and physical), and even projects an electromagnetic forcefield that reduces damage dealt to ES. What a marvellous piece of equipment!

You create the Artefact blade! But as you're designing it, you realize you're going to have to choose... do you want to be able to have your weapon do more damage? Or project a field that protects you? Its one or the other.

"Booyah! Let's get these things online and on our side! But first..."

Feee Action 1: I crack my knuckles and smile mischieviously. Username? GodmodderIsALoser Password? Pl4y3rzRul3! Background Color? ...I toggle it just to make sure the text can still be read with both before choosing the black/readable background color.

Action: Briefly resisting the urge to taunt Cybil back, I get to work co-opting all of these repowered robots- thanks guys! - to our side, reprogramming their variables so that they target the guards of the facility. Double and triple checking my code to make sure no programming errors were made, I set the robots loose!

Only to then remember that the place was flooding. Shit.

"Hey! Could someone waterproof the robots I just co-opted so the flood doesn't make all of this work I invested in them useless!?" (EDIT) After a few seconds thought, I add. "And the computer stuff keeping these robots operating too! That needs to be waterproofed!"

Free Action(?): The power of Computer Programming fills me with Determination.

You activate everything, ensure all the settings are set... and... you're online, baby!

The robots whirr to life, along with the generator. You now have a small army of bots, with more generated each turn, to act as a buffer protecting you from the numerous large forces of enemies within the prison! As long as someone is that the terminal managing them, they'll do as you order. That said, maybe you could make something allowing remote control of the robots...

Robots of all types can work in shallow water, but not deep water. Thankfully, you still have a little while before anywhere will be in deep water.

You spy another feature of the terminal: Opening the door leading from the abandoned facility to the hallways outside the cell blocks! You no longer need an action to exit the abandoned robot facility!

Hmmm. You all bring more parts as needed. I'll keep the fire going.... Maybe someone start making Napalm?
1) I take some hand sanitizer, and transmute it to alcohol in its bottle. I attach a rag to it, light it up with a lighter I magic into existence, and then... Molotov Out!
I throw it at the suppression robot production facility.

The fire flares back up to 20%! One of the guards finally sees the trapdoor, and begins to investigate as his comrades scramble to deal with the fire...

1 action: I add a brightly lit room to the amazing maze. The room itself contains a maze of tables with cake and pizza on them. The exit, however, is blocked by stacks of cake and pizza, which you have to eat to proceed. However... the stacks of food contain a weakening potion, reducing the initial health of all enemies.
(Why do you have to eat the food? Because of CUTSCENE POWER! Forcing a suboptimal result to occur since uhhhhh nineteen forty-seven.)

Free action: I grab a Scratchspear+1. I might need it.

There's enough food to fill 3 enemies! The next 3 enemies to enter will only have 70% health if they reach your front lines.

I keeping going where ever I going. Hopefully there's a distra,tion I can use to help the group.

Somehow, you end up on the ceiling of the PG suppression facility room. You take a good look around: The fire is mostly extinguished, and even with Ranger_Strider's help its still going to be totally dealt with by the end of this turn. However, there's one guard you didn't see before, in the control room. He's controlling the PG Suppression robots, and trying to ensure as few as possible are lost to the fire. If you could take the one in the control room out, the enemy might lose control of their own army...

number of people who said ye:
alastair dragovich, piono, captaincat, kyleruler, TOG, karpinsky,and (I think) spicyserious (might have been agreeing.).
number of people who said no:
uhhhhhh.... nobody so far.

if i can do the thing,
[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 would 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 though) clouds . He's(good of dreams) hiding his divine energy, right (I sure hope so)? That should help too (meaning make success remotely possible ( I mean if I radiated radio waves that translated to 'over here', I'm not sure how I would hide.).

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.

[0] oh, and I ask morpheus if there's anywhere else i can connect to in similar manner

Alright, since you have consent, you may go to sleep. A new dungeonscape enemy appears!

You create a "bunch of stuff" to protect Morpheus with. Its all a generic protection. Morpheus is very tired and drained from providing you access to your Player powers, and doesn't respond to your initial questions. To the last, he simply says "not that I know of".

I grab a scratchspear from production get a set of robot parts and use the forge to combine them into a metalspear and then attach it to my shortsapinator using my screwdriver to create a new weapon

You create... A NEW WEAPON! Its stronger than your old weapon!

The quiet watcher pulls a tiny pocket knife from somewhere, and throws it at the rope, aiming to cut it enough that the weight of all the shadows would make it tear and separate, trapping them in the holding cell until the Popper was blown and the doors were opened. Then he begins the hardest part of this plan. The waiting.

You cut the rope! The Shadows all fall back down... Karpinsky's bought a few moments.

I look at the Shadow Agitator.

Main Action: I investigate it thoroughly in an attempt to determine
1. How it's agitating the Shadows
2. Whether it can be disabled.

Free Action: RAGE

The Shadow Agitator can't be disabled, and you haven't the faintest clue how it works. As far as you can tell, it's just a black rock labeled "Shadow Agitator". It may have been created by Cybil or the godmodder to better control the Shadows.

At any rate, you should probably keep moving. The Shadows are going to relentlessly pursue anything that holds the Shadow Agitator, and will use all possible avenues of movement to do so.

RAGE!

I move just outside the suppression robot production base, and start throwing in flaming shock bread into the base.

You throw flaming baguettes at the guards! One of them turns, stomps all over the flaming bread, and begins heading your way... oh no.

Action:

Crafting Start:

Total Materials: Improved Shockmaul, Slightly Used Scratchspears, 1x Guardbot materials, much of my shirt, lots of toilet paper, Player-Power-based (and guardbot harvested) adhesives.

This will involve some processing. For starters, I remake the Guardbot Materials into a electricity absorbent shield, plus insulated (toilet paper) wire running out of it and interwoven through my shirt, over to my other hand, plus some extra for future use. Electricity is kept (by toilet paper) from conducting through the shield (and the shield is strapped to my arm) through a more fabric based strap.

Thusly, I have a decent sized shield that can conduct electric attacks, typically to whatever I'll assemble to attack with in my right hand

You make some guardbot materials into the Zapguard! This is a shield that can block and absorb electric attacks! It's a small amount effective at blocking other types of attacks, as well.

You know what I really need right now? More weapon power. Sure assembling a sidearm or seems logical...but so does just straight up upgrading the Speargun. 'Keep all your eggs in one basket' as the saying goes.

Thus I focus all my efforts on improving my Speargun. Fortunately not only are there guardbot materials to use, one grouping should do nicely, but there's also something I didn't have access to in the sewer, the Forge in Production.

And so I get to work, melting down scrap metal to reinforce the Speargun's frame, using synthetic materials to allow for more tension, and even a hidden compartment to store snacks built into the enlarged handle. Truly the Mjolnir equivalent for aquatic themed depowered Players. (x1)

With that done I make sure to perform my requirements of life. Eating, drinking, and disposing of waste products. Man Player powers made things so much easier. (Free Action)

You make the Spearnir! Its like the Speargun. But better! Specifically, it can now store 2 charges for shots, and your reloading actions restore 2 charges as well. You're almost out of guardbot parts, actually...

Despite the blaring alarms, flood, and explosions, you make sure to take a moment for self-care. You are now HEALTHY. This may or may not have any effect on anything.

The man says "Karpinsky, would you be willing to let me take the agitator once you finish examining it. I have an idea, but I don't want anyone else hurt in the process. It is either genius or suicidally idiotic, I could use an assist from the guy making all of the new explosives too. We intend to sneak into the suppression robot plant, and then have one of you blow a hole in the wall so the Shadows can try to mob me. I will barely avoid them, making certain they deal maximum damage to the Guardbots."
He then proceeds to pull a scratchspear out of wherever they are. He also looks at Xerath, and mulls over what he know of the man. This makes his RAGE boil even more, directly at the Godmodder.
OOC: I am fine with Joe sleeping. He said to state an OK in the OOC thread if we are good with his plan, and like Valla said, only one monster will spawn while he does this tops. Unless moniker decides he auto wakes up every five minutes.

You take a Scratchspear for yourself! RAGE!

I create a rebreather.

I HOPE DESPERATELY that I don't get knocked out again. *shudders*

+1 rebreather! Making them is a free action, though...

Actually, lets say that every Player now has an auto-rebreather. Everyone can breathe underwater now! Hurrah!

I finally finish the second tier of upgrade, by tinkering with the blades.
Now, not only does the blender unleash a stunning spray of ranch dressing, but I can now feed bread loaves into it to make it fire sharpened slices of bread at things at extremely high velocities.

Your ranch dressing blender work continues... All your eggs in one basket, indeed.

"well... We are doing good."
"Yep. Now... we need to help keep the fire going, but how?"
"...! I got an idea, let me take control of your body real quick!"
"wait wha-"

#########################################################################

Ahh, there we go... now let's see my Idea come to life

Action 1: I help give Determination to the fire to help encourage them to keep burning and to let their passion shine.

"Ahh there we go... ok you can have your body back now."

#########################################################

"... ... ... I need a minute. Alone."

DETERMINATION makes the fire burn hotter! One of the guards is nearly consumed...

I make it so that the Dungeonscape can be affected by emotions and that those emotions will create status effects, for example, fear decreases the damage that enemies can do, love heals all allies, hope upgrades defense, anger upgrades attack, and so on. The Random Upgrader will be able to upgrade the effects of the emotions, along with other things the Dungeonscape does.

The Dungeonscape now has the capacity for emotions! However, it has yet to possess specific emotions. Which emotion will you give to the dungeonscape first?

Leah hits up the sewers in pursuit of Valla, attempting to locate her current location.

"Miss Valla, it is terribly unwise to leave the group at this time. Do you have a reason for attempting to depart from our position?" Omniglot quips. "Oh, apologies, we have not introduced ourselves-this unit is designated as Omniglot, and its master unit is designated to me as the Operator, also known as Leah."

Leah gives Valla a wave...

You find Valla midway through the Sewers. She's fully awake now, and she looks a little annoyed at you catching up to her.

Valla: ...Do you know who I am?

Valla: We're not allies, we're-


Valla let some sharpness creep into her voice. But she realizes it, takes a breath, and starts again, this time with a different tone.

Valla: We're working together on a temporary basis. I have my own plans, and I'm afraid I can't have normies tagging along. Sorry, not sorry.

Valla turns around and keeps moving.

Immediately, Kyle ducks back behind the cover and grasps his sword. Due to a lack of ideas, he looks through his Inventory, now that things are actually there.


He looks back at the field, realizing that he's actually decently equipped compared to a few of the others. Although it might be a bit weak compared to his old equipment, he feels more secure.

Soon realizing that he can do something more useful, he begins expirementing with more Zapbot Parts. Applying it to the sword he's created while using the Forge, the electricity changes from the slight yellow it was before to a stronger, more solid teal color, while the blade also gets sharper and ever more deadly, yet durable.

The Short-Circuit Sword has been upgraded to the Battery Blade!

Summary -
Forge + Zapbot Parts x1 + Short Circuit Sword = Battery Blade (upped damage, mainly)

Map - (The game of 1-UP'ing Moniker's map continues.)
Also those 2 guards in the hallway aren't there, forgot to remove them.

Dangit... I feel so 1-upped... I would use your maps, really I would, but I lack any advanced drawing tools, so I couldn't add onto this properly...

Since no zapbot parts are available, you instead use the remaining allied suppresion bot parts from the pile of scrap to make the Battery Blade! It has better damage! You're all ready to kill things.

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

Action Focus - Use FLEXTAPE!: I grab my FLEXTAPE and use it on the hallway choke point. We best get up to the 2nd floor...

The Hallway chokepoint... which one? Where on the map specifically do you want to tape? The way leading to the main hall? The intersection between the hallway covering A/B block and the hallway leading from the holding cell/main hall?

Since this is the second time this confusion has happened, when you do use your flex-tape, it'll be a free action.

You know what would go well with Eyowe's Wall-Phasing One-shotting Sonic Shooter? Yep! X-Ray Goggles!

Using the Forge and some Guardbot materials, Eyowe gets to crafting just that. Well, this specific one will allow him to see through an adjustable amount of layers.

You make X-ray goggles, the dream of perverts. Unfortunately, it automatically sees through flesh, so you can't really use it for that purpose.

All the guardbot parts have been used.

(x0)WONK
(x1)In the Dungeonscape,the 2 WONKs combine with the Fueled Sun to give it a pair of eyes,and as THE SUN IS A DUEDLY LAZER,they allow it to fire laser beams

The Fueled Sun is now the WONK sun! Its attacks are stronger now!

I am willing to let Joebob do this as well.

Free action:

As I step out a puddle of water I nearly trip over the pile of trash. 'Whoops need to watch my step.' I think to myself before remembering what is under all that trash. 'Well maybe It would be good to dig it out for parts.' Quickly I un-bury the dead Guardbot and then grab the deceased by their legs and start dragging them to the ABANDONED ROBOT PRODUCTION FACILITY. I Decide that for right now it is best to get some more forces on our side I go over to where Alastair Dragovich is at.

As I go I take a cup and fill it up with water that is pooling all around to drink.

It takes some work getting inside with the dead Guardbot but I manage to pull it off. When I get to the ABANDONED ROBOT PRODUCTION FACILITY I let go of the legs of the dead Guardbot and see that Alastair Dragovich is wanting to waterproof the machinery and computers that are important to making the ROBOT PRODUCTION FACILITY work.

Action:

I focus my energy into my wish. 'I wish for waterproof insulation to be applied to the Repaired Generator, Command terminal and the robots inside the ABANDONED ROBOT PRODUCTION FACILITY.' After a few seconds and suddenly a red flash of light engulfs the facility before then turning into a dull red glow. Looking around I see over Repaired Generator, Command terminal and the robots there is a red translucent energy encasing them. I stick my left hand into a robot that is covered in the energy and it passes the translucent layer without a problem. I let out a hum before taking out the cup of water I got earlier and pour about a third of it over a the robot that is encased by the energy.

Before my eyes I see the water slide off the encasing energy and onto the ground without even touching the robot underneath it. 'Well. this seems to be working.' I think to myself.

You move the dead, parts-stripped husk of the guardbot around... only the things that can't be used to acquire better weaponry and items are left.

A gentle red, translucent energy appears over the generator and terminal, providing weak protection against water. Shallow water won't harm the equipment. This isn't enough to withstand the torrent that will eventually wash over everything, however...

Yes, keep that fire going! You know what? Instead of just fanning it directly, I'll reduce their ability to put it out!

I jumo up into the Supressive Forces Base, grab one of the average-condition guards as they're grabbing a fire extinghuisher, an pull him down with me through the trap door! Once we're both down in the Escape Tunnel I use my Scratchrope to tie the guard up real good so he can't fuck us all up.

You drag the guard approaching the trapdoor down into the tunnel! However, as you tie your scratchrope around the guard, he flops over into the shallow water, weakening the rope enough for him to burst out of it! The guard rears up over your head...

And suddenly, Cultist.

Where did he come from? Why is he here all of a sudden? Why wasn't he around for so long? Why did no one question his absence? Why is no one going to ask these questions? Why are there so many of them? Well it's best to just roll with these weird going-ons on this battlefield. Or, prison now he supposes. An almost refreshing change of scenery if it wan't for the whole 'belonging to the Godmodder' bit.

Water is now solidly pooled around his feet as he takes stock of the current situation, and while they seem to be screwed things are actually looking up as far as he's concerned. "Do what you will Joe, the defenses in the...Dungeonscape-thing, should hold out against whatever you bring in. I'll throw in some reinforcements though, can't be too careful with matters of the mind." Is the message broadcast over the Player Communication System, before Spicy turns his mind towards the Dungeonscape.

[x1] In his line of work, the mind came under fire often, and often the best thing for it-(besides alcohol and selective amnesia)-was prayer. FAITH was the strongest shield against such troubles, and the disheveled man shifted through his memories for the most powerful instances of FAITH he could muster. And he found one in the Chorus of Lux, their voices reverberating and sailing across the cathedral in beautiful harmony. Spicy grasped that memory tightly, willing with Player Powers and...will, to manifest into the Dungeonscape an Ally much like those from before, powered by the emotions that course through the minds of the Players! He solidified his FAITH, FAITH that this was no more than a speed bump along the path to Unholy retribution for the Godmodder, FAITH that this is how things were meant to be. After all, if they didn't come here then Valla and Xerath would be nothing more than fuel for the Godmodder...now?

A cocky smile begins to play across Spicy's face, now there'd be another shot, for every single one of them, to kick that bastard's teeth in and make him feel every ounce of pain he deserves before his soul is sent to meet the Unholy Architects.

With a final prayer of thanks to the Dark Masters, the Chorus of FAITH enters the 'Scape! A small collection of humanoids cloaked in billowing white robes, who's song heals the allies who hear it through the might of FAITH-(Also magic).

(AOE Healer unit that upgrades as more FAITH is funneled to them.)

You create the FAITH healer! It starts off exceedingly weak, but FAITH can boost it! It should be noted that the Dungeonscape can hold a maximum of 3 things of the "free action boost" variety.

Welcome back, Spicy_Serious! Its good to see you again. You're in the cell blocks. Nobody's sure why you weren't noticed before, but you were definitely there the whole time!

Action 1: Once Karpinsky gets out, I cut the rope.

Quiet_Watcher already cut the rope, so instead, you gather up some junk you could potentially use to block the vent path! Do you?

Now's the time to start bringing the scorn ray to it's full potential, for the first upgrade I make the scorn ray scathingly personal, dredging up every flaw and failing from the foe's psyche, letting them shadow and undermine all it's done, dismissing every excuse they've made for themselves and opening old wounds or if the foe doesn't have any then it adds some then does all that. As a result each turn the ray stays focused on a single foe the more it's defenses become debuffed. It started out as a featureless squat matte grey cylinder on a turret with a concave dish at the target-ward end and rounded at the other but with this upgrade it gains bands of charcoal black spaced along it's length
free action: target the scorn ray at the vantablack priest

You upgrade the Scorn Ray! Now it deals minor damage instead of weak damage! That's definitely better, trust me.

Free Action: I move to the abandoned robot production facility.

Action 1: I give contained plastic ponchos to the robotic army that covers everything except their weapons. Unlike actual ponchos, it doesn't actually have holes in it.

I begin planning. It appears the best way to counter tranquilizers is to not be able to process chemicals. I.e Robots.

Also JOE can do the thing

The plastic ponchos cover up the robots, and combine with the red translucent aura by captain.cat! They're almost - but not quite - ready for deep water!

I hope...
The Adapto Tank drops into the dungeonscape, crushing a few foes.
It isn't very strong right now, but every turn, will scan the field and evolve to fit the situation!
Meanwhile, I prepare for strife, striking a epic pose that actually really hurts ow.

The Adapto Tank appears! It can use different types of abilities to fit the situation! It doesn't exactly evolve, but it can potentially inflict status effects in a pinch.

-----------

Inside the holding cell, the Shadows begin congregating in the center... climbing over each other... climbing on top of each other... hey! They're still trying to reach the vents! At this rate, they'll eventually form a pile or chain big enough to get up there...

The Abandoned Robot Facility is no longer abandoned! It is now the AG ROBOT PRODUCTION FACILITY! And its one generator produces another allied robot each turn for you! Your robots begin moving out into the hallway... you can order them to do whatever you like, so long as you're in the terminal, but they take time to move...

Right now, it looks like you have two good options for robot-ordering. You can have the robots storm the PG bot production facility, so you can overtake it quickly, or you can try to speed up your advance by having them begin their assault on the large group of enemies guarding 2F! You'll likely need to back them up either way.

In the PG Robot Facility, one of the guardbots gets burned by the hot fire, and is reduced to poor condition! However, finally, FINALLY, the fire is put out! And yet, the sprinklers don't stop... All the guardbots and Suppression bots take a moment. Next turn, the suppression bot generators will reactive, and the suppression bots will roll out into the prison.

In the hallway outside the robot facility, the shock-bread distracted guardbot moves towards Daskter... but Xerath intervenes! He rushes up, pulls out some stale bread, and tri-thwacks the guardbot with it! It's not a proper weapon, so it doesn't deal damage, but it does distract the guardbot enough to protect Daskter! Xerath quickly retreats...

In the failed escape tunnel below the PG Facility, A guardbot has been dragged down by General_Urist. And now, he is... rather angry. He beans General Urist with his shock rod, and the armorless Urist is KOed immediately! A new enemy will appear in the Dungeonscape. On the other side of the tunnel, Valla drops in, having moved through the cells...

Throughout the prison, the water is rising faster than ever. Its spilling into the hallway more and more. The flooding is rising by 5% per turn now.

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THE DUNGEONSCAPE:

All your allies use the new WONK sun and Scorn Ray to DESTROY the Vantablack cleric! But they aren't done, because...

Two new enemies appear! Neither of them get lost in the maze, but both eat the weakening food and get reduced to 70% starting health! You're facing the new Massive Gobblebeast and Vantablack summoner!

----------

MAP:




Itinerary:
-Activate the abandoned robot facility! You just need to finish setup...
-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 w/drain matrix, 1 ammunition)
GoldHero101 (2D powers)(has basic sword, flextape)
Krill13 (has Sonic Shooter - can use sound-based attacks(2/2 Charge))(has butterfly, strong attack at any distance)(has x-ray goggles)
FlamingFlapjacks(has flaming loafsaber)
Winkins (has chain scratchslayer - high damage, good range)(has Tower Shield - great defenses, can bash enemies to stun them)
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, 50% shock bread)
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)(has a Zapguard, small defense + great defense against electricity)
Captain.cat (has rebreather)(Knucklebiters equipped - strong fist-based attack)(wearing Future-style straitjacket - good defense)
barbedwireqtip(has Scratchspear+1)(Using Guard Ward, can deflect guard attacks)
CaptainNZZZ (has rebreather, Hacksaw)(Equipped with Spearnir - great damage, 2/2 charge)(wearing plastic protector w/propeller crank, moderate resistance to all damage, total resistance to aquatic damage)
EternalStruggle(artefact blade)
Arsenical
Ranger_Strider_
Algot(giant clothespin)(A new weapon - strong water/electric attack)
Kyleruler(has Jammer - stuns an enemy for one turn, PB&J)(Battery Blade, Very good damage + electricity)(Shock Chestpiece, good defense against electricity)
Cephalos Jr. (has sandpaper)
The Ego(has Chain Electroscythe, strong electric attack)(DEFENSE MODE)
Spicy_Serious
Xerath
ENEMIES:
One guard(good condition)(moving towards Daskter)
CELL RESOURCES:
Allied robots: 100% intact x 7
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
Infinite breadsticks, infinite water, infinite floor thatch, benches, a toilet and sink, infinite hand sanitizer, infinite scratchy toilet paper, x0 guardbot materials

ESCAPE TUNNEL:
General_Urist(has oilflasher)(Using Reinforced Tetradent - medium attack, throwable)
Bill Nye(has PB&J)
Valla
One guard: Average condition (attacking!)
Trapdoor leading to Suppression Robot Production Facility

AG ROBOT PRODUCTION FACILITY:
Alastair Dragovich
Command terminal: Use to control allied robots!
Repaired Generator(groundwork laid for improvement - needs large amount of robot scrap+more work)(+1 allied robot/turn)

SUPPRESSION ROBOT PRODUCTION FACILITY:
Eevee Shadow Bacon(bread rope)(on ceiling)
Four guards: one good + one average + one poor condition(attempting to extinguish fire!)+One good condition (Manning control room)
Suppresion bot x 5: 100% intact
Command center room (one guard inside)

HOLDING CELL:
Ender_Smirk (has scratchspear+1, 3/3 uses)
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)
Mass of Shadows(going for Karpinsky!)(forming into a pile...)

SEWERS:
Shadow
Shadow(agent of Crusher48!)
Evonix(has gauntlets of ogre strength/stench)(wearing Curse Armor, hurts attackers and works underwater)
Piping leading upwards - needs a way to traverse!
Side path leading to the Outer Shadow Realm

MAIN HALL:
Tranq Sniper: 14,996/15,000 HP, Snipe x 2!A (Shoots tranquilizers with 100% accuracy)(Detector)(Miniboss)
Suppression bot x 3: 100% intact
Guard: Good condition
Guard: Good condition
Guard: Good condition
Elite zapbot: 40/40 HP, Shock!A
Elite zapbot: 40/40 HP, Shock!A
Elite zapbot: 40/40 HP, Shock!A
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: 2 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 16% flooded right now.

DUNGEONSCAPE:
Outer defenses:
Amazing maze: 20% chance to make new maze entrants die instantly!
Food room: Has weakening food - next 1 enemies will have their starting health reduced by 30%!
Enemies:
Massive Gobblebeast: 70% health, massive defenses, massive attack
Vantablack Summoner: 70% health, massive defenses, summons a medium gobblebeast every turn!
Allies:
WONK Sun: 100% health, (minor/medium 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 8: 100 x 8% health, weak defenses, weak attacking power x 8
Roman Legionnaire: 100% 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 3: 100 x 3% health, weak defenses, weak attacking power x 3
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, minor attack (can be manually retargeted)(no current target!)
Faith: 50% health (max 50), weak healing ability
Adapto tank: 100% health, random! attack

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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