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.
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