Destroy The Godmodder: Renewal (Hole In The Ground)

Update 10: The Godmodder Arrives Pt: 4
Okay, look guys, 15 post charges ARE NOT ALLOWED.
Crownless got one as a special present from the GM. All those 15s you guys are trying to charge as illegal because the charge cap is still 10.

10/10 hmmmmmmm+1 mrmirrorman USING.
10 10/10 HP 1/7 8oss 8ght 0 ATK
passive: blessing of decagons: ???, its twice its base?
passive: smart boss: ???
pedestal 2/10
new: 1/8 w8!!!!!!!!
+1 to mrmirrormna
[The resonant templar isn't mine. chances are its a copy-paste error.]
orders: foundationcan'tdoanything. same for fred, and five. 10 bodyblocks fred- block only attacks of over 5,999.
I walk over to the laser turret and cast Hudwork:overlay, creating a orange overlay on top of the turret. this overlay makes the turret look like its being protec ted by godmodding-esque magic.
since theres an update .terminal and gamemaster, .and this text is hard to see, .the gamemaster will interpe.rt this as a real barrier for second before .realising its fake. this temporary interpretation will cause it to become real. ...Science?
[this heals it by replacing its damaged plating.]
sorry about the weird formating, I clickedthe down-square-bracket-with-a-plus-button-thing and it glitched up, don't know how to fix.
You summon up another number. Nobody likes math JOE why do you do this to me.
I've already told you, telling an entity to only block attacks above a certain power, ESPECIALLY when it's an entity with the passive you gave this one, is cheap. And will not be tolerated nor allowed.

Ha! You fool, I have power over... TEXT HIGHLIGHTING! Your plan has been foi-
Nevermind. I guess the update terminal is stupid enough to fall for it. A one-attack blocking barrier has been summoned.

You get shot in the butt with a tranquilizer, intercepting the entire action.

[PG]
I attack the Greyspace Generator with a black and white space adder, unbalancing parts of the grey space, making some whiter spaces, and some blacker spaces.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5/5.{USE} The Pawn, with its sword and shield, attacks the Humongous Mech, with 'A Pawn's Power.'
Shield Array x3 [PG - Mirror]: Hp: 10,000/10,000. Reboot: 3/3.{USE} One of the destroyed shield arrays, suddenly starts sparking, before coming back alive. Defending Pawn.
5/5 More fun. +1 from Talist/last turn +1 From JOE/last turn I throw another heal, fixing the PG Turret, allowing it to use its full power again.
4/5 Even MORE fun.+1 JOE
1/10 Just something to delay.
+1 JOEbob
You deal 7000 damage to the Greyspace Generator through the power of colors.

ERROR: The Pawn cannot use a Pawn's Power this round. Charges increment at the END of the EoTB.

You restore 15000 health to the Laser Turret with your charge.

Sword-chucks, yo!: 7/10
Light bulbs!: 3/3 [EXPANDING]
Enerald looks at the Foundation. Seems rather dark. And ominous. There's also some people trying to deconstruct, but that doesn't matter. He should probably help them out with better lighting. So he does so, clapping his hands together. Clap on. Above the Foundation, light bulbs appear floating in midair. This attack is meant to increase the negative regen of the Foundation
Clap... on! Clap! On!
"It IS ALREADY ON"
Negative regen increased (decreased?)

Quick addendum to the update: as I missed Crusher's action.

You scan the Godmodder... which is normally a pretty bad idea given Godmodders normally have powers to prevent these kinds of things, but before your goggles explode, you DO catch a glimpse of something. The shield around him seems to be connected to these weird tendrils. nine of these tendrils reach off in different directions, heading into the sky. You realize as you watch the tendrils that you can feel a pull yourself, as if your power were being drained away, and that pull is coming from the direction of those tendrils. but the shield itself is interesting... it seems to be not a shield on the Godmodder but rather on his health bar, protecting him from taking damage from any hits he may receive.

That's about when your goggles explode.
#HowDoBallsCue

The man does a silly dance. This makes a piano fall on the the Laser Turret.

He then glues C4 to the MULEbot and throws it at Fred.

Compli-o-nator: 1/10
Pianos! This deals 0 damage to the laser turret because there's a fake godmodding barrier in the way.
Pianos! This deals 6000 damage to thte laser turret.
You throw the MULEbot at Fred... but 10 gets in the way! The attack winds up hitting him twice, once from the action and once from the suicide. dealing 1 damage each time.

What the? How? Last I checked, it shouldn't even be POSSIBLE for my goggles to explode, given that magic-powered equipment doesn't have a power source that can be detonated. This Godmodder has some strange abilities.

Luckily, part of the whole "elite team" thing comes with a copious amount of durability. To the point of tanking terminal velocity falls while naked (never mind how that happened).

But the Godmodder has some sort of shielding that makes him immune to damage, powered by strange tendrils of energy or something. Whatever it is, its clearly either magic-based or divine-based.

Which means that I should be able to penetrate it using some AM Breacher Rounds. These rounds, once fired, activate an Antimagic Field around themselves that should hopefully defeat arcane shielding, and when they contact a target, the field collapses and releases a nice burst of Disjunction, essentially the magical version of an EMP.

Of course, if I want to fire AM Breacher rounds at the Godmodder, I have to create them. And since I want to avoid ammunition problems, I implement it in the form of an ammo creation system on the Multicannon, capable of fabricating multiple different types of ammunition in a limitless supply.

Once that modification is complete, I fire six 100% charge AM Breacher shots at the Godmodder. This drains the weapon's energy, meaning that it will take some time to recharge.

3/10 Auto-Crafter
2/10 Juggernaut Armor
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
The Godmodder sees you prepping the breacher rounds and decides to intervene, throwing his hammer as you fire the gun. His hammer smashes into the bullet as it leaves, causing a large explosion in your face that launches you backwards into the wall. You shakily come to your feet... just in time for a rock to fall on your head.
Ouch. That didn't go so well.

I (because I'm tired of referring to my character as a different person) hear the godmodder's words.

"I will consider leaving."

"At the same time, I strongly disapprove of the use of undead."

"I also disapprove of you wanting to kill us."

"I understand that we are intruding in your domain, but I'd rather not have anyone die."

"So, I'm going to stay here, and keep everyone alive for as long as possible, for the time being."

With that said, I forcibly reinterr an Angry Skeleton with my newfound descendancy powers.

"Plus, I have just been made aware of these powers, and it seems that this place holds the answers."

10/10 Preparations
10/10 Vexation

+1 to Talist
The Godmodder rolls his eyes
Not sure why I expected anything different.

One skeleton inhumed.

1/10 Thornwall
1/15 Monikerbot upgrade?

+1 @Randomname

@JOEbob Hey! No need to be attacking the botguard! Uh... if you promise to tell your entities to stay away from the monikerbots, and don't attack them yourself, we won't have any problems. I'll give you three +1s if you sign this contract that says you won't attack the monikerbots or let your entities attack them! And even more if you help protect them, as slightly-traitorous as that would be!

I then hand JOEbob a contract, that says exactly what I said it says... plus a little magic binding to MAKE SURE it works. If he signs it, he CAN'T break it! And my next 3 +1s will be directed to him.
#EnscribedInStone

"I... have no idea what that is, actually. You know what that is?" I call over my sniper, who looks through the portal with both her eyes and spotter drones.

"Nope. I'm as clueless as you." She replies. "I only know things about where I came from and some additional stuff you know."

"Alright then." I walk over to the portal. "Guess this is it. Fairly worthwhile endeavor, wasted a bit of my time but I got reality shattering powers out of the deal. Still, time to go home."

The sniper pauses. "...what about me?" She seems uncertain. I shrug in response.

"Eh, you can come with, sure. Don't plan to leave you in the dust or anything. But first of all, something seems off to me."

Why would the guy be so surprised we arrived on accident? I mean, we all just came here at random, right? Showed up out of nowhere with godly powers? Although apparently some people knew they had godly powers. Maybe the same type of godly powers, I can't actually say. I assume so, however.

Well, maybe I can use a bit of effort to figure out why. I focus, and reach out, an unusual type of divination. Postcognition, seeing into the past. Easy to do because it's already happened. I look through the lens of time, and gaze backwards into the recent past, events unfolding around me. Yes, I see clearly now. A group of individuals using their powers to penetrate a barrier. But for what purpose? I look further.

Fame and power, that is the reason many seemingly fight, while others are as confused as I am. Well that's something. In fact I'm seething with anger right now, far as I can tell these guys just showed up to beat this man and take his stuff. That just isn't nice. Everything now makes way more sense, I'd no doubt react similarly if I was in his position. That's just-

I look further still, delving into the history of the Godmodder, as he is called. Naturally, there is a mysterious shield surrounding him, throwing off my sight, an automatic defense that makes seeing the exact events of his timeline nigh impossible, at least for a simple scrying such as this.

Yet what I see is all the damning evidence I need. Images of worlds burning.

My path becomes clear, and I turn back to the foe.

"Sorry, but no. Almost took up your offer, but turns out that I'm in the right place at the right time. You seem to be something of an evil tyrant, you see, and I have a functional set of morals. So I guess it's time for me to continue owning faces."

Seeing as the laser turret just got healed for lots, I decide that it's time to start cutting it down again. I order the sniper to fire at the turret during the end of turn battle if it's still alive, otherwise just have her shoot any old PG entity. Likely the pawn or its shield array. Then I go in myself, dishing out another of my technological assaults.

I summon forth a missile array behind me, which instantly fires off its deadly payload. It contains all sorts of missiles, your regular explosive kind, although with more oomph than most, your incendiary and cryo missiles, there are a few antimatter missiles for good measure, a couple of nanobot swarm missiles that deploy a cloud of matter eating machines that soon burn themselves out damaging a target, acid-filled AAAARGH missiles, so named for the sound a target tends to make, kinetic impactor missiles fired out at even higher velocities than the others, missiles that launch micro-missiles on the way to the enemy, and vortex missiles that drag a small area around them away to a hellish alternate dimension. And probably more types of missiles. All of these fired from an array that seems to be reloading somehow, likely teleporting in yet more missiles from elsewhere.

Let's see how the thing likes that.

Angel of Mercy: 10/10, using.
Angel of Glory: 1/10.

I deploy a healer to the field of battle, a cybernetic angel descending from the heavens. I nod at her, and she wordlessly gets to work, being a professional. Mercy summoned.

Mercy stats:
40k HP.
8k Healing per turn. Prioritizes my own minions unless otherwise specified with this and her special ability.
Special Ability: Heroes Never Die. During her part of the End of Turn Battle, Mercy can resurrect an ally who died in the fighting at 2000 HP, or some similarly low number for ones with weird HP counts. She can do this once per turn, but only once, and only to an ally who has died on that turn, and not to any Elites/Bosses/Guardians or similar, and not to herself. Even so, it's pretty useful, mainly because it's in addition to, and not instead of her regular healing. Which is why she's missing 15k health and 2k healing to compensate.

I tell Mercy to heal the most injured AG entity, which will be the Humongous Mecha in the unlikely situation that it doesn't die.

+1 @I just write.
The Godmodder just sighs, and readies his hammer.
You unload a massive stream of rockets into the laser turret. The operator makes a strangeld "aargh" noise, and the turret goes into autopilot mode, but with 10000 less hit points.
Mercy summoned!

\ technicallynullsinceiaren'tacting;responce.
I write into the contract the following amendmants:
1)if there are no other entitys on the field, or all other entitys have 0 non-HP abilitys, I can attack the minibots.
2)this contract will last, lets say 5 posts? open for interpretation or debate
2 a) you may renew the contract at will with further +'s
3) if you do not + enough but do post [i won't fault you for not posting, within reason] then i am free of the contract until you continue.
0) this is all interpreted in the obvious way, no legalese. if I return 1.5* the amount of +'s you have payed me for the current no-attack period, rounded up, then I am free of the contract.
I then ask whether these modifications are acceptable. if monicer accepts the modifications, I sign the contract.

[PG]
I attack the weakest AG entity with a cardboard cutout of themself.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 0/5.
Shield Array x4? [PG - Mirror]: Hp: 10,000/10,000. Reboot: 0/3. Defending Pawn.
5/5 Even MORE fun.+1 JOE [IN USE] Suddenly, pineapples. Unfortunately, some appear inside peoples bodies, and sometimes replacing their head, and by people, I mean AG people.
2/10 Just something to delay.
+1 Talist
You beat the only currently active greytider half to deatth. 60% of the way to death to be exact.

"Well the good news is you don't have to worry about trying to stay alive anymore."
5000 damage to the Atomech, greyspace generator, Lumberjack and Botguard.
Whoops. Good thing you haven't signed that contract yet otherwise you'd be in bad shape right now.

Entity Orders
I order my humongous mecha to fire its plasma cannons at the laser turret.

General Actions
I pop out of the mech's cockpit via a hatch leading out of its back and jump down onto the battlefield, my war machine's AI allowing it to continue fighting without my presence. Looking around, I quickly spot a certain Descended, who has treacherously sided with the Godmodder. Deciding to have none of this treachery, I pull out my current weapon of choice.

The tranquilizer dart hits JOEbob right in the ass, injecting him with a massive dose of fast-acting sedatives. If he doesn't get some sort of antidote really soon, he'll be down for the count, though not strictly speaking dead.

Charges
Revenge Of The Mini-Bots (7/10)
Tachyon Generator (10/10)(+1 from @EternalStruggle)(FIRING!)

My previous attempt at a defense to shield us all failed, primarily because it took way too much everything straight to the everywhere. This time, I'll be producing a device which will hopefully be a bit more lasting, summoning the Tachyon Generator. By using a standing wave of FTL particles, this device will be able to block incoming attacks, and thanks to specially designed safety cutoffs, it can automatically shut down in the face of overwhelming firepower in order to recharge and avoid damaging itself.
Parameters for the Tachyon Generator
Alignment: [AG]
HP: Very Low
Attack: Zero
Special Effects:
-Tachyon Generator has both a Passive Mode, and an Active Mode, starting in passive.
-In Passive mode, Tachyon Generator does nothing but generate [large amount] of Tachyon Charge each turn.
-Whenever a turn finishes and the amount of Tachyon Charge is greater than 250,000, Tachyon Generator starts the next round in Active Mode.
-When in Active Mode, Tachyon Generator only produces half as much Tachyon Charge, but all attacks targeting [AG] alignment first have to damage the current level of Tachyon Charge, not being able to hit anything else until all Tachyon Charge is depleted.
-When the level of Tachyon Charge is reduced to zero, Tachyon Generator immediately returns to Passive Mode, avoiding damage unless it was being directly targeted.

The semi-sapient device is puny, only about the size of a smartphone as I summon it into my hand. I surreptitiously slip it into the pocket of CrownlessKing's engineer, resulting in said engineer unknowingly bodyguarding the device.

EDIT: +1 @EternalStruggle
You intercept JOE's action from the beginning of the round, causing him to fall asleep for a few seconds before he gets the chance to set up the barrier.
I decide to let the Tachyon Generator through, but be warned, it's going to take forever to charge up all the way.

You fail to set the Engineer to bodyguarding the Tachyon Generator. In order for an entity to bodyguard something it needs to be directed to do so by it's owner, and usually have the special ability to be able to bodyguard to boot.

The Clown seems to have forgotten where they were. As a result, they seem to be getting quite distressed. In fact, they're so stressed that they begin to shake - quite violently.
The Clown knows it cannot stay in this state, as it will likely have an adverse reaction to the immense levels of stress if it does.
So, it relieves itself in the only way it knows how...


Ḫ̵̛̥̜̺͎͇̠̭̥̜͒̒̅̌ͪͦ̉́͜ ̴̸̙͇̪͍̞̻͖͚͕̮̪̲̟͍̦͍̩̞ͮ͋ͧ̒͊̉́ͤ̋̈́̽ͩͭOͩ̓ͦ͒̂̓͑ͣͨ͛̔̑ͤ̈̐͏̸̷͎̮̹̠̰̜͕͚̯̱̭̳̪͎̪̲̝͇͢͞ͅ ̷̛̛̘̹̜̿ͧ̐ͤ͒̄ͥͦͪ̃ͣͬ̕Ǹ̷̡̡̧̝͕͕̙̯̖̲̰̥͆ͣ̽ͦͤ̆̀̒ͬ̎͡ ̄́̎̈́́ͤͪ̂̓̊́͆͞͏̨̪͍̦͇̙͚̳̮̖̫̺̕͢K̡̺̺̠̘̦̩̞̱̯͎̮͈̐ͨͧͯ͐ͪ̃ͤ͢͜͢





A massive honk, sounding as if it came from a horn crafted by some kind of Lovecraftian monster, resounds throughout the battlefield, without any specific target.
Well, at least we know why the Clown hasn't spoken.

[CHARGES]
Honk [5/5] (JUST USED)
Jokester [6/10]
+1 to @MrMirrorMan
You earthshattering HONK deals 5000 damage to the Foundations, rattles the bones of one of the skeletons a bit too hard, and 5000 damage to the humongous mecha, heavy autoturret and gibbering horror.

lasword: 10/10
mooks: 5/5

suddenly, a small group of mooks spawn in from god-knows where, composed of a shield-barer, who can body block entities, a commander, who can double damage dealt by the mooks for one turn (one turn cooldown), and three normal mooks. one of them hands me a new lasword, with the same stats as the previous version, except that it is a 10 post charge and it shouldn't explode.

I quickly stab and slice the foundation.

new charge: 1/5
body armor: 2/10 (+1 redstoneman)

+1 redstonebloke
You stab and slice the Foundation into submission.
You stand back and admire your handiwork. In addition to carving your initials into the stone of the Foundation, you've thoroughly reduced it to rubble. Nobody's ever going to build anything on it.
You summon the mooks!

I continue to assault the laser turret. It's continued existence annoys me. If nothing else it killed one of my units and I won't stand for that. I'll never stand for that. And it's definitely still alive considering the major healing it just got, so. To continue my deadly assault on the thing, missiles expended, I review Project Thunderbolt and-

Nope that's a terrible idea. The laser is very resilient, but I just need to blow it specifically up, not try and kill us all! Respawn points on the other side of the planet be damned, they can't be used if there isn't a planet left. No, let's just file that under ideas for when I figure out how to make more powerful charges, if that's even possible with my powers, and go with something a bit more subtle than that for now.

Of course, that's a highly relative term, as I demonstrate by blasting away at the thing with a tri-barelled Zero Point powered tachyon lance, beams of energy slashing into the turret as I move the thing back and forth, ensuring every part of the thing is well and truly blasted by my trusty gun, the powerful beams hitting right after the damage is dealt thanks to the FTL nature of the weapon. Isn't retrocausality fun like that? I throw the gun away after it has overheated, a time warp being necessary to do so within the space of a few hours thanks to some excellent cooling systems, and as such it had fired many thousands of shots, each powerful enough to punch straight through a tank. Let's see how it likes them apples! (Probably it doesn't.)

Angel of Glory: 3/10.
Apocalypse Tank: 1/10.

+1 @I just write.
The Laser Turret doesn't like apples at all, because it's an inanimate object, but it likes these apples even less.
9000 damage.

Entity Orders
The humongous mecha stomps forwards, and fires its weaponry at the laser turret.

General Actions
I fire another tranquilizer dart, this one hitting Fred right in the eye. This one however, was not loaded with sedatives, instead containing a deadly neurotoxin, more specifically TTX.

Charges
Revenge of the Mini-Bots (9/10)(+1 from @EternalStruggle)
Charge Capacitor (1/10)
You apply deadly neurotoxin to 10 when it jumps in the way. 10 is now poisoned for 3 rounds.

new charge: 2/5
body armor: 3/10

after sending a necromancer body back to the lab, so I can steal their undead control thing, I trip up and rapidly punch the pawn in the face

Entities:
Shield-bearer mook: defend the monikerbots.
Commander mook: mark the laser turret for double damage.
Everyone else: shoot the laser turret
It's just a dead body. Really dude you're not gonna get anything special from dissecting a mostly ordinary human being.
You deal 5000 damage to one of the shield arrays.

As for the commander mook, right now I'm not dealing in cooldowns, just charge ups. I kind of don't want people being able to put in large abilities and say "oh but it's got a big cooldown". He'll attack with the other mooks in the meantime.

pedestalthe one foot tall brick wall 4/10 +1 monicer
2/8 w8!!!!!!!!
+1 to mrmirrormna
I look around and decide to split up my action, because i have two things to do.
first, I walk over to 10 and hand him a 1. 10 absorbs the 1 and regains 1 health point.
then I throw a boomerang and it doesn't come back.
this will be important latter.
You restore 1 hit point to 10 and then throw a boomerang, presumably to attempt and reap the rewards of a callback joke later down the line.

I grab a shovel and dig a hole in the middle of the skeletons, and dumb a bunch of lava in the hole.

I then set up a large fan and begin corralling the skeletons towards the hole, watching them fall in and begin to melt.

6/10 Giraffa Beetle (+1 from Moniker)
5/10 SHORYUKEN

+1 to @Moniker
The skeletons all float on the lava because lava has a really high density. This allows them to climb out after only taking 1000 damage each.

5/10 The Flame (+1 from Monkier)
5/5 Shooting Stars (Using...)

+1 to @Moniker (Tag me if you get me +1s.)

Shooting Stars
Heh, I probably had to go to sleep. Either that or I was drunk.

Anyways...

The use of this charge is so random to the Godmodder that his brain explodes.

The Lumberjack throws a tomahawk at the Angry Skeletons.

Redstone releases his charge at the Laser Turret.

The Godmodder laughs at your puny 5 post charge and eats it for breakfast.
You deal 6000 damage to the Laser Turret.
C'mon man you gotta describe your attacks if you want to actually make use of that damage multiplier!

"SO RUN AWAY, LET THEM DIE, AND WAIT TO DIE MYSELF OR FIGHT AND WIN OR AT LEAST GO DOWN SWINGING?"

King chuckles,

"WELL, WHEN YOU PUT IT LIKE THAT I DON'T HAVE A CHOICE."

The Walker attacks the Shield Array, the Engineer spawns a Scav with it's 4 material. It immediately begins harvesting the courtyard for materials


6/10

2/10

+1 to @KuraHyena
You know, that's rather pretentious of you to think that I'd just kill you for no real reason once I start going out and conquering.
In all honesty I'd rather NOT get into fights with Descended where I don't have to. But if you're so insistent, then fine. I'll kill you.




*Biggie cheese walks in*

Biggie Cheese: "Hey guys, It's Biggie Cheese."

The laser turret are flawed by this entrance, taking heavy damage from just being in the presence of this guy. Biggie cheese then spontaneously combusts, and disappears.

"Well .... that was .... underwhelming."

7/10 Giraffa Beetle
6/10 SHORYUKEN

+1 to @CrownlessKing
That's gotta be the second worst thing I've seen all week.
It's the worst thing the laser turret's seen all week, that's for sure. 7000 damage.

After sulking for a turn, the monster gets back to action. "Ahh~ Took a while, but to finally find a godmodder." He considers his reasons for coming here, the theory of what a defeated godmodder, or a part taken from a living one, might be useful for...

"Think I'm going to ask you upfront. How'd you like to be taken apart for the good of a void-spanning civilization?" Rather blunt, but that's often the point of being upfront, isn't it?

Meanwhile, a stray wheel of knives flies by, crashing into some Angry Skeletons, it also writes them a strongly worded letter that says they should go back to their graves and rethink their undeaths.

"And if I die, you can have this cloak. I wouldn't exactly need it anymore." Void resistant materials were expensive where he came from... But mutual grave blessings were good luck, and he was right about the not needing it. "Science isn't my strong suit, though."

A More Convenient Avatar: [12/15]
Equip?: [1/10]

+1 @CrownlessKing
I'd rather not, thanks.
One of the angry skeletons decides that yes, his undeath has been going pretty poorly so far. He decides to just go back to bed and sleep forever.

Aw look, they're bonding.

The Artificer takes the portal, which takes him home. This knocks loose the version of himself that had been wedged into that slot.

"Ah, there we go."

The inhabitants of DTG-RL-3 will remember long the time Rougesteel went a little loopy.

He praises his alternate self for scribbling documentation in the margins of the woodcraft book, and for leaving said book with the Golem.

He supposes there's no harm in continuing his own work.

[1/5] DownSetter (Artifact. Makes macroscopic objects behave as if gravity is a different direction. Maximum size affected would be pining a 5-person dining table w/ plates, food, to the ceiling.)
[Piono, LMK if I have to charge it longer.]

[1/5] Portable Void. (Artifact. Creates and holds a 7 foot tall, 3 foot wide ellipsoidal vacuum. Can change the shape of this vacuum to be smaller, or any shape, limited by the base volume above.)
[Ditto, Piono]

Equipment:
[Staves X2]
[Gun]
[Woodcarving book]

Entities:
[Rubble Golem]
-[ScrapTech Steel Plate] (Healing, 2 AP)
-[Darksteel Ingot] (Indestructible)

[The Golem smashes the Laser Turret.]
The Godmodder watches as an alternate version of the artificier basically falls out of the sky, and throws his hands up in the air.
FINE! I GIVE UP! You try to be nice to people and the universe rubs it in your face.
Well, it depends on what you want the gameplay effects to be. There's not really a limit on roleplay type effects.

I pet the balloon dog

4/10
4/10
The balloon dog appreciates the pets.

2/10 Thornwall
2/15 Monikerbot upgrade

@JOEbob The modifications are acceptable. However, for a non-permanent contract I'll reduce the number of +1s to 2. BUT, I'll also throw in something else: I can't attack your entities and neither can my minibots. Or whatever other entities I have.

Also, +1 JOEbob - he can have it right away if he accepts the contract, if not, give it to KuraHyena.

Right then! I will into being a giant, stone-brick temple, covered in vines, filled with creeper spawners and all sorts of other enemies... traps that dump any enemies into void and lava... and have it surround the minibots! Anyone or anything that wants to attack the minibots(or the minibot guard, in fact, he's the one who REALLY gets the protection...) will have to go through the entire temple in order to get to them! The temple, of course, doesn't hinder the minibots or minibot guard in any way, despite moving to surround them as they move. Assume they can pretty much phase through the temple, while very enemy that comes close has to go through it to get to them. It's a little weird and doesn't make sense, but... the minibots are protected and anyone who tries to attack them gets hurt!
You add a 1 attack shield onto the monikerbots.

I agree to and sign the contract.
/FormalAcceptanceNULL
#ThroughTheGates

After the Templar stomps off, Thina sighed and picked up something the mech had left behind. At her feet, there was a tiny mechanical chip adorned with white and blue patterns. Slotting the chip into her visor, Thina set her head down, staring at the ground.

"Okay... Focus..."

She started mumbling to herself, seemingly trying to psyche herself up.

"I... I am oblivion. I am the trial. It... must be so..."

As she spoke, the dancing lines making up her armor started to shine with sparkling white light, as though liquid lightning pulsed through its veins. Slowly, she stretched out her wings, intricate patterns of light and energy drawing themselves along the feathered surface. The power stretched through Thina's body until it flooded her visor, filling it with an energized icy white glow.

"I... will..."

10/10 POST SPENT! I make an artifact, the Chip Set Tier 1 (because the powers of Thina's armor haven't been formally decided yet, so it's going to do whatever I want it to do basically)

Durability 100/100. Energy: 0/100
The user has halved HP and cannot drop this. Gives the user a weakness. Loses 60 durability on death. For every 500 damage the user's entities deal, gain 2 energy. Can also trade durability for energy in a 1:1 ratio, but not vice versa. Grants the following special bonuses that can be triggered alongside an action:

Frost Mend: Spend 6 durability and 20 energy to restore 5,000 HP to an entity.
Freezer Shock: Spend 14 durability and 25 energy to give an entity a mini-crit on its next attack (1.5 times extra damage). Cannot be used on an entity summoned with over 20 posts of charge.
Cold Snap: Spend 20 durability and 40 energy to give an entity an extra action. Cannot be used on an entity summoned with over 20 posts of charge.
The Seeker: Spend 5 durability and 30 energy to attempt to find ancient tech in this area.

Put this down as either Thina or Talist. Either way, I need a T.

[PG] The Resonant Templar
70,000/70,000 HP
Frequency: 2Hz (stage 0)
Amp Dishes: 0/6

Let us return to the 'glory days'. The Templar has 2 special variables: its frequency, and its Amp Dishes.

The frequency is the… well… frequency of the tone the structure emits. It varies from 2 Hz to 2MHz (AKA: 2,000,000 Hz. I'm using a logarithmic scale). For simplicity, 2 Hz is stage 0, 20 Hz is stage 1, 200 Hz is stage 2, etc. In general, the higher the frequency, the stronger this entity is. Frequency increases from being attacked, and decreases from attacking.

Passive: Resonance:
For every 10,000 damage the Templar takes (it doesn't have to be in one hit), raise frequency by one stage. In addition, the Templar gains +10% damage resistance per stage of frequency.

Passive: Eternal Echos:
If it's at stage 6 frequency, the Templar can reduce its frequency by two stages to gain triple action next turn. These bonus actions can only be used for attacking.

Passive: Emergency Boosters:
If the Templar ends its turn at stage 2 frequency or below, it deploys two Amp Dishes at the end of the turn. These do not take effect until the end of the next turn.

Attack: Dissonance
Deals 1,500 damage to a target and inflict Dissonance (increase the damage they take by 0% for 2 turns). For every stage of frequency, deal 500 extra damage and increase the debuff power by 5%.

Attack: BoomBurst
Attack every enemy that has the Dissonance debuff, dealing 1,000 damage to them, plus 500 for every stage of frequency. In addition, reset the Dissonance debuff to 2 turns. After all this, reduce frequency by 1 stage.

Attack: Construct
Builds 2 Amp Dishes. At the end of every turn, every 2 Amp Dishes increase frequency by 1 stage, and every Amp Dish restores 500 HP to the Templar per turn. An Amp Dish has only 1 HP and can be destroyed, but not more than 3 at a time. Whenever an Amp Dish is destroyed, reduce frequency by 1 stage.

((These listings are for after the end of the turn))

The Resonant Templar
70,000/70,000 HP
Stage 3 Frequency
4/6 Amp Dishes

Chipset Tier 1
100% Durability
12 Energy

The Templar uses Dissonance (3,000 dmg, 15% increased damage debuff) on the Botguard. Robot on robot violence.

+1 to CrownlessKing. Got +2 total.
We All Charge In A Yellow Submarine 3/10
Forever: 10/10 SPENT!
*sigh* so much for simplicity. You summon the chipset.

So with my hand cannon recharging, I need to find another way to contribute.

But first, let's craft some Immovable Rods. These classic items can, at the press of a button, anchor themselves in a fixed position anywhere. They are incredibly useful for anyone with half an ounce of intelligence.

For instance, take those Angry Skeletons. Wait, how can they be angry skeletons if skeletons are by definition mindless? They must be some other form of undead. But whatever they are, they have this interesting weakness. It turns out that if you put an Immovable Rod inside their ribcage, skeletons get stuck and can't seem to figure out how to get out.

In order to get the Immovable Rods inside the skeletal ribcages, I need to use some telekinesis from my gloves (the same ones I use to craft things incredibly quickly). I rush into range, plant the immovable rods, and then run before something else notices me. Even if these "Angry Skeletons" are smart enough to eventually work their way free, this should slow down their attack.

4/10 Auto-Crafter
3/10 Juggernaut Armor
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
Attack of the angry skeletons decreased through strategic plantation of immovable rods.
This makes the skeletons even angrier, and REALLY funny to watch.

[2/5] DownSetter
[2/5] Portable Void

In his alternate self's notes, he reads about the Engineer.

A machine like that, part of fixing it must include debugging, step by step.

And if it doesn't, well...

[I attempt to rig up manual controls for the Laser Turret to commandeer it.]
[The Golem heals the AG Entity closest to death.]

[Staff] X2
[Gun]
[Woodcarving book]

[Rubble Golem]
Equipment: [ScrapTech Steel Plate],[Darksteel Ingot]
The laser turret, upon your attempt to hijack it, begins spinning around really REALLY fast, flinging you off at high speed.
Additionally, your entity can only take one action per round.

Charge post cuz I'm just too cool to take actual actions. That, and I don't really want to.

+1 to MrMirrorMan
4/10
1/10
#ADragon

Mighty Fortress: 1/10
Security Forces: 1/5

==Actions==

The boy holds out his hand, and pieces of scrap on the floor lift up. They swirl around, assembling themselves into a large multi-barreled cannon. It aims itself at the Godmodder, and then fires a continuous stream of bullets at him, the barrel visibly heating up, as the spend casing flies out of the side. After a minute the gun's ammunition is spent, whereupon it breaks apart into scrap and lies on the floor.
The Godmodder sees the incoming barrage of bullets and spins his hammer incredibly fast, creating basically a wall in front of him that sends all the bullets careening off in different directions.

"HEY, YOU TEACH ME A BIT OF MAGIC AND I CAN SHOW YOU HOW TO SCIENCE PROPERLY."

6/10

2/10
#WelcomeToTheShow

Mighty Fortress: 2/10
Security Forces: 2/5

==Actions==
Vladimir Putin suddenly returns to the Battlefield. The combatants are shocked to find him charging in, mounted on a bear of all things. He pulls out his own personal gold-encrusted AK-47 assault rifle, bought with bribe money from natural gas oligarchs, and opens fire on the Laser Turret. As the bullets collide with the Turret, electric sparks fly out from the point of contact - the bullets must be EMP bullets, which interfere with the workings of the turret. Putin then gives his bear mount a jab in the ribs, and rides back into hiding.
The Laser turret sparks and shudders, taking 7000 damage.


#LookingForSomething​

Your forces surge forward, and once again the Godmodder beats them back with great swings of his hammer. There's no way you'll be able to move on until you land a hit on the Godmodder!

The Pawn makes a pass at the Humongous Mecha, swinging at it for a hefty 9000 damage, and the angry skeletons, angry and rattled at being imprisoned with immovable rods, throw their weapons at the Humongous Mecha, which experiences critical existence failure and suddenly crashes to the ground, defeated. The shield array clicks and whirs, and one of the shattered shields on the ground glows with internal light, rising back up to join its brethren in the land of protecting the Pawn.

The Laser Turret, on critical health, missing its driver and the target of the ire of about half the very large force of AGs, decides that it's going to go out with a bang, it charges up, a massive red glow, with little glowing particle effects flowing into the barrel of the gun. The laser turret rattles and shakes, rumbling with power as an ominous hum fills the air.
It fires.
The balloon dog looks up at the incoming wave of death and its little balloon ears droop.
balloon dog killed. The laser turret, its massive attack having been wasted, all of its energy spent, just sort of falls apart, pieces of it scattering across the ground, until the main barrel explodes, sending pieces of metal everywhere. Laser turret killed. The Resonant Templar attacks the Guardbot, dealing 3000 damage and applying 15% vulnerability to it.

The Magitech knight and atomech charge together in a joint attack involving radiation and swords, downing one of the skeletons, this is followed by fire from the Titan and autoturret that brings down another. The gibbering horror continues gibbering and reduces the attack of the angry skeletons and Fred. The Walker scout does a drive-by on the shield array, murdercating the damaged shield. The rubble golem walks up and punches one of the skeletons in the face, and with the help of the greytider who comes over and stabs it int he face, kills it. The Lumberjack throws a tomahawk that smashes through one skeleton and then kills another.

The Elite sniper readies up two more shots, and with two sharp cracks in the air, the last two skeletons are down. The greyspace generator spawns another greytider, the Engineer summons a Scav to help it gather material, the Scav gathers up a single piece of material. The Monikerbots go after 5, dealing 1 damage and gaining 2500 new bots. Mercy restores the injured Greytider to full health, and the mooks and guardbot take down another of the Pawn's shields.

The Godmodder, detecting weakness from his own forces, sprints forwards and grabs the Atomech, and smashes it into the titan, causing the two to topple over onto the heavy autoturret. All three of them explode into many pieces, which impale the gibbering horror which runs around shrieking from the 10000 damage, which deals another 10000 sanity damage to the Walker Scout. Yes shut up I know it's mechanical. Sanity damage. A trio of +2s are passed out, one to Mirror, one to talist and one to JOE

Everything ticks up. The Godmodder watches you all warily.
Alright punks, come at me, let's see what you've got.

Itinerary:
Make your way forwards.
Destroy the Godmodder?


Main Battlefield:

Entity Advantage: [AG]

The Godmodder [PG]: Hp: 100/100. Shielded
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5/5.
Shield Array x2 [PG - Mirror]: Hp: 10,000/10,000. Reboot: 1/3. Defending Pawn.
Fred [PG - JOEbob]: Hp: 37,000/40,000. Your fortune...: 4/4. History: 4/6. Son of a being: 4/15. decreased attack
5 [PG - JOEbob]: Hp: 5/5. Charge: 2/3
10 [PG - JOEbob]: Hp: 8/10. 8oss 8ight: 1/7. bodyguarding Fred. poisoned: 2 rounds.
The Resonant Templar [PG - Talist]: Hp: 70,000/70,000. Stage: 3. Amp Dishes: 6/6
JOEbob [PG - Player]: Hp: 17/20. Monocle of Searching [A] 8/10 uses.
Thina [PG - Player]: Hp: 20/20. Chipset tier 1 [A]. Durability: 100/100. Energy: 12/100
Magitech Knight-Kura [AG - KuraHyena]: Hp: 20,000/25,000. Prana Barrier: 5/5.
Gibbering Horror [AG - Randomname]: Hp: 30,000/55,000.
Walker Scout [AG - CrownlessKing]: Hp: 30,000/40,000. Run and Gun: 3/3. 30% dodge.
Rubble Golem [AG - rougesteel]: Hp: 27,000/30,000. 2 AC. Darksteel Ingot [A].
Lumberjack [AG - Redstonetam]: Hp: 20,000/25,000.
Elite Sniper [AG - EternalStruggle]: Hp: 25,000/25,000.
Greyspace Generator [AG - existencesuccess]: Hp: 18,000/30,000.
Greytider [AG - existencesuccess]: Hp: 10,000/10,000. Autoscrewdriver: 1/2. Hyper Advanced Martial Arts: 1/3.
Greytider [AG - existencesuccess]: Hp: 10,000/10,000. Autoscrewdriver: 2/2. Hyper Advanced Martial Arts: 2/3.
Engineer [AG - CrownlessKing]: Hp: 55,000/55,000. Material: 1
Scav [AG - CrownlessKing]: Hp: 30,000/30,000.
Botguard [AG - Moniker]: Hp: 60,000/75,000. 3000 regen. Bodyguarding Monikerbots. 15% vulnerability (2 turns)
Monikerbots x44,500 [AG - Moniker]: Hp: 1/1. 1 attack shield.
Mercy [AG - EternalStruggle]: Hp: 40,000/40,000.
Tachyon Generator [AG - I Just Write]: Hp: 20,000/20,000. Tachyon Charge: 20,000.
Commander Mook [AG - helldivercommand]: Hp: 12,000/12,000. Leadership: 1/2.
Shieldbearing Mook [AG - helldivercommand]: Hp: 20,000/20,000. Bodyguarding other mooks.
Mooks x3 [AG - helldivercommand]: Hp: 5,000/5,000
Redstonetam [AG - Player]: Hp: 20/20. Runic Battleaxe [A] 80% durability.

[AG]
Hezetor
Gutza1
Chimera
Eternal Struggle
DCCCV
I just write
redstonetam15
Twinbuilder
Enerald_Mann
Randomname
CrownlessKing
ArcticArchiver
helldivercommand
variant
KuraHyena
Moniker
Tam Lin
rougesteelprojec

[N]
existence success
W32Coravint
tricklejest
heirolight

[PG]
JOEbob
MrMirrorMan
Talist
 
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the one foot tall brick wall 9/10 +2 simu +1 mrmirrorman +1 monicer
3/8 w8!!!!!!!!
+1 to mrmirrormna
5: keep doing nothing.
10:don't bodyblock anyone this round unless I manage to heal you to full- if i manage, bodyblock fred Twice only.
Fred: use your fortune... . answer the following yes no question: will there be enough hints on how to become a godmodder to figure it out, assuming i monocolofsearching every room, by the first [PS-godmodder] boss? answer this question privately.
I split my action between healing 10's poison and healing him by 1 point[this 1 point thing uses only a measly fraction of my action, like 5%.]. a bucket of milk shows up and I hand it to 10. while he's drinking it, i wonder where all the milk comes from. you'd think cows, right?
but yesterday i saw a cow and it was just a cardboard cutout! that can't be where!
so I go out looking, leaving the battlefield behind. eventually, I find a small mound which radiates milkyness. I decide to blow it up, clearly.
the bomb i set explodes and milk flys everywhere, along with absurdly enlarged cow parts. so giant cows... suddenly, i sense incoming radiation! Giant Radioactive Mutant Cows!
I decide to go find another mound and dig it up normally. after some time, i succeed and find a goverment agent saying "yo we don't feel like writing up more of this. Shoo!"
i leave, confused, and enhance 10's milk with my new knowledge.
 
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[PG]
I hit the greyspace generator with a monkey wrench.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5?/5.
Shield Array x4? [PG - Mirror]: Hp: 10,000/10,000. Reboot: 3?/3. Defending Pawn.
5/5 Rainbow +1 from Talist/last turn +1from JOE/last turn +1 from JOE/this turn +1 From Godmodder [IN USE] I take a color pallet, containing all of the colors, and paint the Greyspace Generator every single color.
4/10 Just something to delay. +1 from Godmodder
1/10 Time out.
+1 JOE
 
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I kick the Commander Mook in the sh- Okay, I'm gonna stop.

I instead throw a pineapple at the Godmodder. It misses, and causes a chain of events that blows up the Monikerbots' shields.

Compli-o-nater: 2/10
 
Alright, looks like the battle is swinging in our favor!

First, some of the enemies look mean, despite us having a fair few units on the field I'm a bit worried over them. Specifically, that robot looks nasty. It would be a shame to destroy such a finely crafted bit of engineering, actually. I'll have to complement the maker once this is over, a... small dog-like creature with a weird suit.

You know what, I've seen weirder things in my brief time here, I buy that.

Still, it's powerful. But it seems to have a weakness.

"Two shots, two kills. I gotta say, that's pretty good. Considering how freaking tough those things were, anyway." The sniper says, as I realize she still doesn't have a name. Ah well, I can get around to that later.

"I agree. New target, what do you think of it?" I point towards the Resonant Templar. Even the name is cool. Damn, I might have to step my game up if I want to become something of a true minion master, it looks like.

"It's strong, but I'm not sure about part of it. Maybe those dishes are weaknesses?" She suggests.

I nod. "Yes. According to some analysis, hitting them with anything will cause a resonant feedback loop that will lower the volume the machine can put out, but only temporarily. Also, their looks to be some weird engineering in play that means I can only destroy three at a time, but I can deal with that. Take it down after I hit those dishes."

I draw a pistol out of my suit jacket (I didn't mention that I went for the Agent look when I reconfigured my clothes a while back, because that's a thing I can just do know. It's great!) and fire off three precisely aimed shots, each hitting one of the Amp Dishes and blowing them to bits.

Angel of Glory: 4/10.
Apocalypse Tank: 2/10.

+1 @I just write.

Entity Orders:
Elite Sniper targets the Templar.
Mercy heals the Walker Scout.
Heroes Never Die priority is Elite Sniper, Magitech Knight and then everything else. Preferably most powerful AG Entity, but I can live with it.
 
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new charge: 3/5
body armor: 4/10

I quickly take one of the shield arrays and reprogram it so it protects the mooks instead of the pawn. Because keeping your entities alive means you'll have an easier time of the whole game.

I also have the mook commander replace his broken target marker with one that actually works. and then all the mooks shoot the pawn. other than the shield bearer who keeps bodyguarding
 
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General Actions
I grumble, and shoot JOEbob again, this time with a sniper rifle.

Charges
Revenge of The Minibots -> Turbocharge the Generator (10/10)(FIRING!)

Charge Capacitor -> Revenge of the Minibots (3/10)(+1 from @EternalStruggle)
+1 @EternalStruggle

I look at the pitiful device I'd constructed; yes, it technically worked, but its performance was lackluster, and by the time it charged up enough to enter Active Mode it would likely be completely irrelevant. I immediately resolved to do something about this, and began constructing a device I called the Tachyon Booster. Without the Tachyon Generator the Tachyon Booster would achieve little of value, but as long as the Booster existed and the Generator was in Passive Mode, The Tachyon Booster would generate an additional [very large amount] of Tachyon Charge every turn.
Tachyon Booster
-The Tachyon Booster has only 5,000 HP
-The Tachyon Booster has no attack
-As long as the Tachyon Generator is not in Active Mode, the Tachyon Booster will produce an additional [very large amount] of Tachyon Charge every turn, though the Tachyon Booster has no ability to actually do anything with said Tachyon Charge. It will continue generating Tachyon Charge if the Tachyon Generator is destroyed.
 
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new charge: 4/5
body armor: 5/10

Titanfall: 8/10
Heavy autoturret: 7/10 (+1 gutza1)

I have the armour the security guard was wearing sent in for analysis in the tech labs, so we can find out why it was so tough.

I also have the guard put into cryo sleep until I can think of some relevant questions to ask him

I have the guard mentioned above unfrozen so I can "ask" him how to damage the godmodder at least once
 
That done, how can I deal with the Godmodder? He who has turned worlds to ash and cinder, planning on a universal conquering spree. If nothing else, I'm here to bring him to justice! In fact that's all I'm here for right now. If he just wanted to live in peace I'd have left already.

I withdraw a silver rifle, all smooth curves and even detached parts, scope floating above locked in space and similar objects being at a distance without impeding functionality. This was a Dragon Rifle. A fair old bit of my superscience had been inspired by the Dragon, so I felt it right to also copy his aesthetics with this thing.

I took careful aim, ensuring the spacial relocators were properly aligned. The shot would appear where I wanted it to, and that was right next to the Godmodder. The one who was being an issue, I made sure I had pierced through all veils of deception before making my calculations.

The next step was, then, to fire. I raised it, pointing it vaguely in the Godmodder's direction, and the gun finished the lock-on process and fired itself. Space bent, ensuring that the shot exited the barrel a millimeter or so from the Godmodder's forehead, as the gun and said forehead were practically adjacent even though it didn't look like it, including during the tiniest fraction of a moment when the shot fired, before distances returned to normal. This would also bend space in such a way that the hammer would not be in the way, even if it should be according to conventional drawing a path between weapon and target. The bullet was a special Infinity round, a fragment of extremely dense exotic matter going at a hair's breadth under the speed of light, rated to penetrate all armor as well as able to cause severe damage to anything it hit. But that was not all. If this somehow failed, stopped by some armor, there was a secondary effect. If the bullet was stopped, it would cause a very small amount of matter that is struck to be swallowed by virtual black holes, which would then evaporate via Hawking Radiation and detonate in a huge blast.

And of course, this is made yet more difficult to deal with because multiple copies of myself, spawned through an ingenious quantum splicing system, are firing the same rifle with the same projectile and characteristics from many different angles, every bullet hitting home simultaneously.

Angel of Glory: 6/10.
Apocalypse Tank: 3/10.

+1 @I just write.
 
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General Action: keeping My promises

Looking at the Resonant Templar, I can't help but thing that those Amp Dishes look remarkably vulnerable. That's a weakness I plan to exploit, as I pull out my M2 Browning Heavy Machine Gun.

Back in the day, people actually used these things for sniping, and that's what I try to do in order to take out the last three Amp Dishes. However, I am soon confronted by the fact that my aim with this thing sucks, and change strategies to filling the space the Amp Dishes are in with bullets. This works much, much better, as within five seconds of opening up on full auto, all three of the Amp Dishes I was targeting have taken multiple hits from my .50 caliber weapon.

Charges

More Voodoo (1/10)
Revenge of The Minibots -> Chinese Knockoff Botguard (5/5)(+1 from @EternalStruggle)(FIRING!)
+1 @EternalStruggle


To put things quite bluntly, my Tachyon Generator and Booster were incredibly vulnerable right now. I wanted something that could fix that, and that Botguard thing currently defending the Monikerbots looked nice. I thus tried to build my own, only to run into the problem of not having enough charge to actually do the job.

Groaning, I tried to think of a suolution, before I eventually just gave up and decided to subcontract the job out to someone else. I quickly pulled out my cell phone, dialed a number, and as soon as the person on the other end picked up I asked "Nǐ hǎo, zhège jīqìrén hěn zàng ma?"(hello, is this dirt cheap robotics?)

"Shì de, wǒmen rúhé bāngzhù nǐ?" (Yes, how can we help you?)

"Wǒ xūyào yīgè jīqìrén jiānhùrén lái bǎohù wǒ de yīxiē dōngxī, nǐ rènwéi nǐ kěyǐ zài hěn duǎn de shíjiān nèi shǐ wǒ chéngwéi qízhōng de yīgè ma?" (I need a robotic guardian to protect some of my stuff, do you think you could make me one of these on extremely short notice?)

With that, I snap a quick picture of the Botguard and send it across the call to the sales rep I'm talking to. They quickly reply "Shì de, wǒmen kěyǐ qīngsōng de zuò dào zhè yīdiǎn. Nǐ jiàng rúhé fùkuǎn?" (Yes, we can do that easily. How will you be paying?)

"Nǐ xiàjiàng fèiyòng ma?" (Do you take Descended Charge?)

"Shì" (Yes)

"Hǎo de, wǒ xiànzài fā gěi nǐ" (Alright, I'm sending it to you now.)

With that, I shove all my charge through the phone to the company on the other side, and a few seconds later a crate covered in Chinese script gets shoved through a portal. The crate opens, and the Chinese Knockoff Botguard activates, immediately getting to Bodyguarding my Tachyon Generator and Tachyon Booster.
 
Mighty Fortress: 3/10
Security Forces: 3/5

==Actions==

Well, looks like I need to put more effort into my attacks.

A figure in a spacesuit emerges from the shadows. Jebediah has returned. He looks at the Godmodder.

"Heh, look at you, little man. You think you've got it set, do you. Just because the Descendants have been too busy playing the entity game?"
"Well, that's about to change, quickly."
"You see, there's a downside to living in a video game world. It's... imperfect. Non-code universes are held up by the laws of physics, but game worlds are at the mercy of the all-too-human developers."
"You know what that means?"
"Things break."
"However, my reality has a sentient force behind this breakage."
"And you're about to meet it."

Jeb snaps his fingers, and the Godmodder is suddenly trapped in an intricate and convoluted cage of struts, beams, and girders:


"This is an FTL Egg. It's powered by pure glitchiness."
"Sayonora."

The FTL Egg, with the Godmodder in tow, suddenly flies up into the air. It rises above the atmosphere, traveling faster and faster as the Godmodder is crushed by the acceleration. The Egg soon breaches the light barrier with the power of glitchiness, and the Godmodder is bathed in toxic radiation. Finally, it bursts out of the universe itself, and the Godmodder is exposed to the taint of the Void. It rushes through the multiverse at speeds completely incomprehensible, the Godmodder's very existence being crushed, until, finally, the Egg arrives at a new universe. It enters orbit around a large green gas giant. It plunges into the cloud layer, the pressure building and building, the Godmodder suffering its brunt, but the Egg somehow holds. Then, everything goes to hell. The limbs of the Egg spazz out, becoming elongated and then quickly contracting before the Godmodder's very eyes. The Godmodder himself is then spaghetti, often glitching out of existence, as Jool's strangeness is made apparent. Then, the Egg suddenly explodes. The Godmodder, scorched by the blast, flies out at incredibly high velocities, temporarily being stretched out to extreme proportions by the surrounding glitchiness, and further burned by the atmosphere pushing by. The Godmodder flies strait into a small, brown, unassuming moonlet. He collides into its surface with a thud. As he groggily picks himself up, he notices that he has landed extremely close to the carcass of a large leviathan. One of its tentacles twitches. The Godmodder is suddenly restrained by a mysterious power, utterly helpless as the Kraken animates. Its mouth opens, hungering for prey. A tentacle grabs the Godmodder, and he is swallowed hole, shoved into a stomach where...

Oh my God. It's full of stars.
 
[PG]
I hit Mercy with the definition of mercy, killing an enemy so that they won't suffer more.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5?/5.
Shield Array x4? [PG - Mirror]: Hp: 10,000/10,000. Reboot: 3?/3. Defending Pawn.
5/10 Just something to delay. +1 from Godmodder
2/10 Time out.
+1 JOE
 
Alright, looks like the battle is swinging in our favor!

First, some of the enemies look mean, despite us having a fair few units on the field I'm a bit worried over them. Specifically, that robot looks nasty. It would be a shame to destroy such a finely crafted bit of engineering, actually. I'll have to complement the maker once this is over, a... small dog-like creature with a weird suit.

You know what, I've seen weirder things in my brief time here, I buy that.

Still, it's powerful. But it seems to have a weakness.

"Two shots, two kills. I gotta say, that's pretty good. Considering how freaking tough those things were, anyway." The sniper says, as I realize she still doesn't have a name. Ah well, I can get around to that later.

"I agree. New target, what do you think of it?" I point towards the Resonant Templar. Even the name is cool. Damn, I might have to step my game up if I want to become something of a true minion master, it looks like.

"It's strong, but I'm not sure about part of it. Maybe those dishes are weaknesses?" She suggests.

I nod. "Yes. According to some analysis, hitting them with anything will cause a resonant feedback loop that will lower the volume the machine can put out, but only temporarily. Also, their looks to be some weird engineering in play that means I can only destroy three at a time, but I can deal with that. Take it down after I hit those dishes."

I draw a pistol out of my suit jacket (I didn't mention that I went for the Agent look when I reconfigured my clothes a while back, because that's a thing I can just do know. It's great!) and fire off three precisely aimed shots, each hitting one of the Amp Dishes and blowing them to bits.

Yay! People are beating up my entities! ... That's not sarcasm, by the way.

Each side mounted Amp Dish only takes a single bullet before getting shredded. Processing the damage, the Resonant Templar's body pivots towards the source of the fire, making a droning hum that steadily decreased in frequency. After a moment, the Templar violently ejects the damaged Amp Dishes, throwing them a short distance before they shattered on the ground. Then, the Templar scuttles back into the fight.

There's a moment of silence broken by a quiet, high pitched trilling noise. Behind you, the small dog-like creature with a weird suit sits just long enough for you to notice her before she turns and sprints away, leaving tiny snowflake like particles behind. Over where Thina was sitting, there's a tiny scrap of paper with some kind of drawing burnt into it.



((Yes, I drew that all by myself. And yes, those watermarks are on it in game because I didn't notice them when I downloaded the picture.))

General Action: keeping My promises

Looking at the Resonant Templar, I can't help but thing that those Amp Dishes look remarkably vulnerable. That's a weakness I plan to exploit, as I pull out my M2 Browning Heavy Machine Gun.

Back in the day, people actually used these things for sniping, and that's what I try to do in order to take out the last three Amp Dishes. However, I am soon confronted by the fact that my aim with this thing sucks, and change strategies to filling the space the Amp Dishes are in with bullets. This works much, much better, as within five seconds of opening up on full auto, all three of the Amp Dishes I was targeting have taken multiple hits from my .50 caliber weapon.

Taking multiple hits, the Templar again staggers and ejects the damaged Amp Dishes before retreating away. Sadly, Thina only has one masterpiece of artwork to give away.

Durability 100/100. Energy: 0/100
The user has halved HP and cannot drop this. Gives the user a weakness. Loses 60 durability on death. For every 500 damage the user's entities deal, gain 2 energy. Can also trade durability for energy in a 1:1 ratio, but not vice versa. Grants the following special bonuses that can be triggered alongside an action:

Frost Mend: Spend 6 durability and 20 energy to restore 5,000 HP to an entity.
Freezer Shock: Spend 14 durability and 25 energy to give an entity a mini-crit on its next attack (1.5 times extra damage). Cannot be used on an entity summoned with over 20 posts of charge.
Cold Snap: Spend 20 durability and 40 energy to give an entity an extra action. Cannot be used on an entity summoned with over 20 posts of charge.
The Seeker: Spend 5 durability and 30 energy to attempt to find ancient tech in this area.

[PG] The Resonant Templar
70,000/70,000 HP
Frequency: 2Hz (stage 0)
Amp Dishes: 0/6

Let us return to the 'glory days'. The Templar has 2 special variables: its frequency, and its Amp Dishes.

The frequency is the… well… frequency of the tone the structure emits. It varies from 2 Hz to 2MHz (AKA: 2,000,000 Hz. I'm using a logarithmic scale). For simplicity, 2 Hz is stage 0, 20 Hz is stage 1, 200 Hz is stage 2, etc. In general, the higher the frequency, the stronger this entity is. Frequency increases from being attacked, and decreases from attacking.

Passive: Resonance:
For every 10,000 damage the Templar takes (it doesn't have to be in one hit), raise frequency by one stage. In addition, the Templar gains +10% damage resistance per stage of frequency.

Passive: Eternal Echos:
If it's at stage 6 frequency, the Templar can reduce its frequency by two stages to gain triple action next turn. These bonus actions can only be used for attacking.

Passive: Emergency Boosters:
If the Templar ends its turn at stage 2 frequency or below, it deploys two Amp Dishes at the end of the turn. These do not take effect until the end of the next turn.

Attack: Dissonance
Deals 1,500 damage to a target and inflict Dissonance (increase the damage they take by 0% for 2 turns). For every stage of frequency, deal 500 extra damage and increase the debuff power by 5%.

Attack: BoomBurst
Attack every enemy that has the Dissonance debuff, dealing 1,000 damage to them, plus 500 for every stage of frequency. In addition, reset the Dissonance debuff to 2 turns. After all this, reduce frequency by 1 stage.

Attack: Construct
Builds 2 Amp Dishes. At the end of every turn, every 2 Amp Dishes increase frequency by 1 stage, and every Amp Dish restores 500 HP to the Templar per turn. An Amp Dish has only 1 HP and can be destroyed, but not more than 3 at a time. Whenever an Amp Dish is destroyed, reduce frequency by 1 stage.

((These listings are for after the end of the turn))

The Resonant Templar
70,000/70,000 HP
Stage 1 Frequency
4/6 Amp Dishes

Chipset Tier 1
100% Durability
12 Energy

Having been set back considerably, the Templar builds two Amp Dishes. It's now down to Stage 1 Frequency.

+1 to MrMirrorMan. Got +2 total.
We All Charge In A Yellow Submarine 4/10
I guess another entity: 3/10
 
4/10 Thornwall
3/10 Monikerbot upgrade(??????)

+1 @JOEbob Now you have all 2, if you sign the contract... Have you? If you don't, +1 randomname (Thank you!)

I'm sorry! I didn't know the charge cap was 10! ...Does that mean my Monikerbot upgrade is also illegal? If yes... I guess I'll just make something else.

Botguard... uh... stop guarding for a turn! I'll use my attack shields to protect the minibots! Then, once the turn is over, immediately start bodyguarding them again! Will it reset the counter? ...Or just make it down by a turn? Whatever, this had better be a good idea.

I add shields upon the trap-filled temple surrounding the minibots! Shields! But not, like, glowing energy shields. Those were cool-looking the first time, but then they got boring. NO. This a literal moving wall entirely made of your standard medieval shields. Thousands of them. All surrounding the minibots. The shields pulse in and out around the minibots, as though they were breathing. In addition to your standard protection factor, the shields also come off to the enemies as "kind of gross"! Again, none of this hinders the minibots in any way. Since the botguard is no longer protecting the minibots, that means neither attack shield will protect him. Both protect only the minibots.
 
So as it turns out, the Godmodder has insane reaction time. If I had working goggles, I would be able to play back the footage and figure out whether it could be a negative reaction time, but even if it isn't he can still react insanely fast.

The good news is that I managed to locate a convenient cave system to set my base up in, in the area uncovered by that small collapse of rocks onto my head. After repairing (and upgrading) my broken equipment, I assemble some basic defenses, with the hopes that if the Godmodder raided my base, he would get hit by a devastating surprise attack.

Then, I walked out of the base, and walked towards the Godmodder.

"Okay, Godmodder. Given that you actually tried to counter my bullets instead of just ignoring them due to your ultimate shields, I believe I found your weakness."

I almost raise my gun and attempt to fire again, before I am suddenly confused by how his hammer even countered my attack last time. My weapon was nothing more than a kinetic slug, and it should have either punched through the hammer's head (if the hammer was made out of normal materials) or knocked the hammer away (if it was made out of something like adamantium that could block a kinetic penetration round). Yes, an explosion could occur if the kinetic penetrator hit an object that was immovable and indestructible, but a hammer in flight should not be immovable. The only possible explanation could be if it was something like Mjolnir that had magically-enhanced mass to the point where my shot was impacting a 10 ton chunk of metal, but if that was the case the AM Breacher's antimagic field should have negated that mass and allowed the impact force to be transferred to the hammer and not into an explosion.

And the Godmodder somehow had his hammer back on his belt. Given that he was still sitting there and stalling out the fight by being indestructible, he shouldn't have had time to collect it. It couldn't be a magical Returning effect either, given that the AM Breacher would have hit it with a Disjunction effect. Even if it was literally Mjolnir, the Disjunction should have been strong enough to break it, given that my AM Breachers were able to cripple several gods by knocking their artifacts offline.

Either the Godmodder had an excessive amount of pure hax, or I was missing the simple solutions (such as the hammer just being made out of a mundane supermetal and being thrown using superstrength, or the Godmodder having powerful telekinesis to just pull the hammer back to him after he threw it). But the consideration I had of what exactly his arsenal was made out of pointed out an incredibly powerful asset I had in my arsenal.

Right now, allies were attempting to attack the Godmodder. Most of their strategies involved attempting to inflict damage on the Godmodder, but raw damage wouldn't beat a shield that prevented raw damage outright. But this did thankfully mean that I didn't get anhilated during the second it took for me to completely analyze the whole hammer debacle. Sure, one of the abilities that my entire team shared was the ability to strategize absurdly quickly, but the Godmodder's insane abilities could have easily wiped me out during that time.

Instead, I get the chance to switch tactics. I put away my multicannon, take out an Immovable Rod, and throw it at the godmodder like a knife. My goggles analyze the trajectory of the projectile and find that is it off target at first, but I use some quick telekinesis to adjust the course just enough to allow the shot to land. The Rod hits the Godmodder square in the nose, button-first.

The Godmodder is surprised by a sudden immovable object in his face, but it shouldn't do too much damage to him (unless he was doing some sort of high-speed dodging maneuver and happened to be going forwards when the projectile hit, in which case his face most likely has a hole in it now). The Godmodder is quick to laugh it off, but then, about a second later, a massive explosion occurs at his location. The Godmodder vanishes from sight, the only sign of what happened being a smoke trail going all the way up into space.

As it turns out, an Immovable Rod is not quite Immovable. For one thing, a Truly Immovable Rod would probably either shoot off into space if we were lucky, or blow up the planet if not, due to the fact that everything is moving (the universe is expanding, the star is rotating around the galaxy core, the planet is rotating around the star, and the planet itself is rotating as part of the day/night cycle). Instead, an Immovable Rod works by generating an insane amount of inertia relative to the nearest celestial body. This means that a force applied to it is opposed by an incredible effective mass, but gravity still only has a tiny effect on it.

A detailed measurement by the guys over at the Foundation (yes, the same one that has to deal with that stupid unkillable lizard) found that under Earth gravity, the "Immovable" Rod moved down an entire 1 centimeter over the course of a year. This means that the Rod was under an acceleration of 2 centimers per year, or about 6.3419584*10-10​ meters per second. Under the law of Force equals Mass times Acceleration and cancelling for the rod's non-modified mass, we get

9.8 = (multiplier to inertial mass from rod) * 6.3419584*10-10​

Which resolves to show that the rod's magic multiplies its inertial mass by 15452640000, or 1.545264*1010​.

Normally this doesn't lead to catalysmic explosions, because the rod is by definition immobile. But with some more help from the Foundation, I managed to figure out how to mess with the whole physics behind an Immovable Rod. In this particular case, I modified this particular rod in my workshop, so that the inertial increase takes effect when the button is partially pressed (like when it makes first contact with a surface), but then when it is fully depressed it becomes immobile by transferring all of its energy to the object that depressed the button (in this case, the Godmodder's nose).

To throw the Godmodder off, I also managed to add a one second delay to this transfer by having the energy transfer through a distant plane and back again before it takes effect and hits the Godmodder in full. This works both by exploiting Rule of Funny (because a delayed application of physics is apparently funny, and funny attacks are rumored to be a Godmodder weakness), and also by countering the Godmodder's negative reaction time, as the Godmodder won't react to being bonked in the face by a rod that does nothing, and if the Godmodder realizes a tenth of a second early that he's about to get hit with a massive amount of energy, he can't really do anything to stop the energy from launching him into orbit.

The impacting rod weighs about half a kilogram, and is hitting him at a velocity of about 25 meters per second (along with superhuman durability comes a super-strong throwing arm, apparently). During the contact, the rod's inertial mass multiplier activates without changing the rod's velocity, and the Godmodder eats 4.82895*1012​ Joules of energy. Assuming that the Godmodder weighs 100 kilograms (the humanoid average is 80, but he looks muscular and is carrying some decent gear), the insane transfer of energy launches him at a velocity of 219748 meters per second, straight backwards. As the planet curves out from under him, he is sent into space, and is in fact launched so quickly.

This won't just knock him out of the way so the team can attack his first Guardian. This will likely cause him to plow into his own orbital defenses about about two seconds. I'm not quite sure on how exactly they functioned (other than by keeping our ship out), but there are two ways that could go down. Either they work both ways and blast him when he slams into them at high speed, or they let him leave but then don't allow him to return. Now, the Godmodder is currently protected by a shield that nullifies all damage, but if I were an overpowered entity, I would have geared my planet's defenses to fight off other entities of similar strength, including having a means to counter this style of shielding should an enemy employ it. Even if he does manage to avoid damage from his own orbital defenses, he might punch a hole through them which I could use to open a communications channel or teleportation window with my team.


5/10 Auto-Crafter
4/10 Juggernaut Armor
+1 @CrownlessKing
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Base Defenses: Several advanced traps protecting my base.
 
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Finally having time to do so, I decide I ought to address the Godmodder.

So, uh…
I guess I should be going, then?
If you want us all gone?


Before I go, I decide I ought to delay actually going through so I don't waste a post leave an apology for being so utterly ineffectual as a vaguely-aligned co-belligerent, and use another of my powers (specifically power over color, which is somehow both related to Atomancy and not in ways I've long since given up trying to understand and which have made it no less useless than it sounds up until this point) to make the Greyspace Generator generate space that is somehow even more grey. I don't even know what that means, but it does. This somehow buffs it.

3/10 (Don't) Crash and Burn
6/10 Something else
 
[3/5] DownSetter (It can change the direction things fall in, or allow people/objects to stick to weird angles without passing out and stuff.)
[3/5] Portable Void
(It's a man-sized glob of literal nothing. I mean, you could choke someone with it. Plus I have a plan for it which is super Mundane Utility.)

With the ominous count-down threats destroyed, it was time to focus on the Laser jerk.

[I pop a burst off at the Godmodder using [Gun].]
[The Golem heals the AG Entity closest to death.]

[Staff] X2
[Gun]
[Woodcarving book]

[Rubble Golem]
Equipment: [ScrapTech Steel Plate],[Darksteel Ingot]
 
Honk Honk, Motherfuckers.

The Clown looks even more depressed somehow, due to the death of his beloved friend the Balloon Dog.
So, The Clown tries to give the Godmodder a balloon.
That's... not really an attack, is it?
Damn it!

[CHARGES]
Jokester [7/10]
Monochromatic [0/5]
+1 to @Crusher48
 
5/10 Thornwall
4/10 Monikerbot upgrade(??????)

I order a small minibot production factory from HelpFightGodmodders inc.! It arrives via airdrop, and I see that it's... PEDAL POWERED!? That wasn't in the item description!

I hop on the little exercise-style bike it comes with, and peddle with ALL MY MIGHT to make the factory generate a handful of new minibots! They go and join the army, as I slump down... exhausted...

Always read the reviews, kids.
 
Alright.
Now that that's done with...
Bye.


Now, I make my exit, entering the Godmodder's portal (which is presumably still there).

There's just one small problem.
I don't have a home to go back to. I technically have a home, it's just not one to go back to.

So, I just go… somewhere else.
Somewhere that's maybe a bit sidequest-y, maybe even relevant to the actual thing we're trying to do. What I would find there is beyond me (read: I have no idea what, if anything, I'm doing, with this or in general), but the journey would probably be worth it in its own right.
Perhaps even somewhere that might be through some form of gates (I guess a portal counts as one gate, maybe two if you count the exit, so I guess anywhere through it would be by default), maybe even the kind that includes an article and a pound sign. I don't know why this strikes me as significant (I'm starting to regret writing this in the first person), though.

Or, if there's nowhere like that available, I warp straight up a ways before slamming face-first into the (remnants of the) shield surrounding the planet (because reasons) and coming all the way back down, only surviving the landing because of Descendancy (if that word would even be an appropriate one to use).

4/10 (Don't) Crash and Burn
7/10 Something else
 
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the one foot tall brick wall 10/10
One Foot Tall Brick Wall shows up...
only to be kicked out of the studio because the Loooog! is more popular.
instead, someone [JOE] hires a ninja to come, surprise attacks them with shurikens, and waits for them to LOooog! the attack.
[PG-JOE] 1/1 HP LOooog! 1/10 bahumet [???????... =)]
LOoooog! HP is weird. the log just... doesn't take damage? from anything?
/shrug
its just a delayed 'whatever bahumet does' effect really.
NEW: 2/10 exasperated +1 mrmirrorman
4/8 w8!!!!!!!!
+1 to mrmirrormna
I heal up 10 and fred generically, then heal myself with the light of "good" things. like baby slaughter. what do you mean, thats not good. it is totally "good"!
stop saying it isn't. can't you see the quotes?
ok "good".
: P
 
With the Godmodder hopefully disposed of, I change back to upgrading my base.

I briefly remember that the whole immovable rod test was done using some pocket dimension with enhanced time flow. If I could build one of those, I would be able to have what I need almost as soon as I needed it.

After about half an hour of work, I come up against a dead end. Though I was able to create a pocket dimension, the time dilation could not be achieved. Still, it was a pocket dimension base, so I decided to move all my stuff into the pocket dimension to make it harder for the Godmodder to get at it.

But why lug around huge items yourself when you can summon a cheap minion to do it? In my laziness, I attempt to summon an Imp to help me haul the loot. However, instead of getting a devil of some sort that I could trick into a contract to haul my stuff, I get a teenage - wait no, my summon just outright failed. Well, I guess the Godmodder blocks summoning, so I waste this action hauling all of my supplies into my pocket dimension base.
The next time JOEbob attempts to use his Monocle of Searching, he finds that he somehow misplaced it. By the time he finds it, the opportunity is lost.
7/10 Auto-Crafter (+1 heirolight)
5/10 Juggernaut Armor
+1 @heirolight
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Base Defenses: Several advanced traps protecting my base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
 
Suddenly, another anime girl drops onto the field. The previous one seems to no longer be on the field.

Hi! I'm Kanon Asami. Um... I'm from the Anime Anomaly Club. I'm just a reality warper with an interest in breaking science. So, what's up?

Oh, right, the narrator died thanks to my entrance.

Um...

000: 1/10.
001: 1/10.

How's those for charges?

Anyway, I open a portal to Minecraft, specifically an RFTools dimension consisting entirely of neutronium blocks stacking up to world height.

According to Wikipedia, neutron-degenerate matter can have a density of up to 4×1017 ​kg/m3​. Thus, if I have a whole dimension, measuring 59999968 by 59999968 by 255, of the stuff, it would weigh:

Thus, it would have a Schwarzschild radius of

Its Schwarzschild radius is less than the distance to the corner of the world border, so the entire dimension will become a black hole. I proceed to toss the botguard into the dimension and turn on the realistic physics option, causing the entire dimension to proceed to become a black hole. The botguard is never seen again.

Except it is, because this attack didn't have enough calculations to kill it, so it's back on the battlefield. I then decide to take it one step further.
I open a portal to another dimension, this one filled to world height with molten tungsten at 3900 K. Tungsten melts at 3695 K, with a latent heat of fusion of 1.96×105 ​J/kg and a specific heat capacity of 134 J/kg K when solid, 170 J/kg K when liquid, and a density of 1670 kg/m3​ around this temperature. I proceed to extract literally all the heat energy out of the tungsten, leaving it at absolute zero. Yes, I can do that, because I can break reality.



I then proceed to crush the botguard into a solid cube, weighing 1 kg. This cube happens to now be made of chromium, because why not. I toss it into a pocket dimension, seal it, and then give all the heat energy to the botguard-cube.

The chromium botguard-cube proceeds to ascend to a higher state of matter. Also it's so hot it's breaking physics. It's also very, very dead.
 
Update 11: HATRED
Fewer posts than usual. Oh well.

Just so people know, I may be outlawing player entities bodyguarding each other soon, it's starting to become a bit of a problem.
the one foot tall brick wall 9/10 +2 simu +1 mrmirrorman +1 monicer
3/8 w8!!!!!!!!
+1 to mrmirrormna
5: keep doing nothing.
10:don't bodyblock anyone this round unless I manage to heal you to full- if i manage, bodyblock fred Twice only.
Fred: use your fortune... . answer the following yes no question: will there be enough hints on how to become a godmodder to figure it out, assuming i monocolofsearching every room, by the first [PS-godmodder] boss? answer this question privately.
I split my action between healing 10's poison and healing him by 1 point[this 1 point thing uses only a measly fraction of my action, like 5%.]. a bucket of milk shows up and I hand it to 10. while he's drinking it, i wonder where all the milk comes from. you'd think cows, right?
but yesterday i saw a cow and it was just a cardboard cutout! that can't be where!
so I go out looking, leaving the battlefield behind. eventually, I find a small mound which radiates milkyness. I decide to blow it up, clearly.
the bomb i set explodes and milk flys everywhere, along with absurdly enlarged cow parts. so giant cows... suddenly, i sense incoming radiation! Giant Radioactive Mutant Cows!
I decide to go find another mound and dig it up normally. after some time, i succeed and find a goverment agent saying "yo we don't feel like writing up more of this. Shoo!"
i leave, confused, and enhance 10's milk with my new knowledge.
You can't split your action when healing someone whose health is only healable in increments of 1.
That being said, you restore 1 health to 10.

[PG]
I hit the greyspace generator with a monkey wrench.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5?/5.
Shield Array x4? [PG - Mirror]: Hp: 10,000/10,000. Reboot: 3?/3. Defending Pawn.
5/5 Rainbow +1 from Talist/last turn +1from JOE/last turn +1 from JOE/this turn +1 From Godmodder [IN USE] I take a color pallet, containing all of the colors, and paint the Greyspace Generator every single color.
4/10 Just something to delay. +1 from Godmodder
1/10 Time out.
+1 JOE
Under normal circumstances, the monkey wrench would HEAL the greyspace generator. This is not normal circumstances. 5000 damage.
You then proceed to paint the greyspace generator all kinds of different fancy colors.
The generator heaves, and groans and shudders and then violently explodes. Greyspace generator destroyed.

I kick the Commander Mook in the sh- Okay, I'm gonna stop.

I instead throw a pineapple at the Godmodder. It misses, and causes a chain of events that blows up the Monikerbots' shields.

Compli-o-nater: 2/10
Your pineapple explodes violently, like all fruit are wont to do, and deal 7000 damage to the Botguard.

Alright, looks like the battle is swinging in our favor!

First, some of the enemies look mean, despite us having a fair few units on the field I'm a bit worried over them. Specifically, that robot looks nasty. It would be a shame to destroy such a finely crafted bit of engineering, actually. I'll have to complement the maker once this is over, a... small dog-like creature with a weird suit.

You know what, I've seen weirder things in my brief time here, I buy that.

Still, it's powerful. But it seems to have a weakness.

"Two shots, two kills. I gotta say, that's pretty good. Considering how freaking tough those things were, anyway." The sniper says, as I realize she still doesn't have a name. Ah well, I can get around to that later.

"I agree. New target, what do you think of it?" I point towards the Resonant Templar. Even the name is cool. Damn, I might have to step my game up if I want to become something of a true minion master, it looks like.

"It's strong, but I'm not sure about part of it. Maybe those dishes are weaknesses?" She suggests.

I nod. "Yes. According to some analysis, hitting them with anything will cause a resonant feedback loop that will lower the volume the machine can put out, but only temporarily. Also, their looks to be some weird engineering in play that means I can only destroy three at a time, but I can deal with that. Take it down after I hit those dishes."

I draw a pistol out of my suit jacket (I didn't mention that I went for the Agent look when I reconfigured my clothes a while back, because that's a thing I can just do know. It's great!) and fire off three precisely aimed shots, each hitting one of the Amp Dishes and blowing them to bits.

Angel of Glory: 4/10.
Apocalypse Tank: 2/10.

+1 @I just write.

Entity Orders:
Elite Sniper targets the Templar.
Mercy heals the Walker Scout.
Heroes Never Die priority is Elite Sniper, Magitech Knight and then everything else. Preferably most powerful AG Entity, but I can live with it.
You are mistaken no more than 2 can be destroyed at a time.
But either way, you quickly pop off two of the amp dishes, reducing the stage to 1.

Also, Mercy can only heal OR use Heroes Never Die, not both in the same turn.

new charge: 3/5
body armor: 4/10

I quickly take one of the shield arrays and reprogram it so it protects the mooks instead of the pawn. Because keeping your entities alive means you'll have an easier time of the whole game.

I also have the mook commander replace his broken target marker with one that actually works. and then all the mooks shoot the pawn. other than the shield bearer who keeps bodyguarding
You attempt to hack into the shield array and run into considerable frustration, when you feel a tap on the shoulder, and look up. The pawn punches you square in the face, knocking away from your hacking attempt.

Keep in mind, if you want to hijack someone else's entity, you've got to actually have a good enough action to do it, one-liners will not cut it.

General Actions
I grumble, and shoot JOEbob again, this time with a sniper rifle.

Charges
Revenge of The Minibots -> Turbocharge the Generator (10/10)(FIRING!)

Charge Capacitor -> Revenge of the Minibots (3/10)(+1 from @EternalStruggle)
+1 @EternalStruggle

I look at the pitiful device I'd constructed; yes, it technically worked, but its performance was lackluster, and by the time it charged up enough to enter Active Mode it would likely be completely irrelevant. I immediately resolved to do something about this, and began constructing a device I called the Tachyon Booster. Without the Tachyon Generator the Tachyon Booster would achieve little of value, but as long as the Booster existed and the Generator was in Passive Mode, The Tachyon Booster would generate an additional [very large amount] of Tachyon Charge every turn.
Tachyon Booster
-The Tachyon Booster has only 5,000 HP
-The Tachyon Booster has no attack
-As long as the Tachyon Generator is not in Active Mode, the Tachyon Booster will produce an additional [very large amount] of Tachyon Charge every turn, though the Tachyon Booster has no ability to actually do anything with said Tachyon Charge. It will continue generating Tachyon Charge if the Tachyon Generator is destroyed.
You summon up the Tachyon Booster to help with Tachyon Charge accumulation. Perhaps this will be fast enough for your tastes?

new charge: 4/5
body armor: 5/10



I have the guard mentioned above unfrozen so I can "ask" him how to damage the godmodder at least once
The guard looks about frantically, completely bewildered.
"How am I supposed to know!? He's got that weird shield thing hooked up to the spires, I think he's completely invincible!"

That done, how can I deal with the Godmodder? He who has turned worlds to ash and cinder, planning on a universal conquering spree. If nothing else, I'm here to bring him to justice! In fact that's all I'm here for right now. If he just wanted to live in peace I'd have left already.

I withdraw a silver rifle, all smooth curves and even detached parts, scope floating above locked in space and similar objects being at a distance without impeding functionality. This was a Dragon Rifle. A fair old bit of my superscience had been inspired by the Dragon, so I felt it right to also copy his aesthetics with this thing.

I took careful aim, ensuring the spacial relocators were properly aligned. The shot would appear where I wanted it to, and that was right next to the Godmodder. The one who was being an issue, I made sure I had pierced through all veils of deception before making my calculations.

The next step was, then, to fire. I raised it, pointing it vaguely in the Godmodder's direction, and the gun finished the lock-on process and fired itself. Space bent, ensuring that the shot exited the barrel a millimeter or so from the Godmodder's forehead, as the gun and said forehead were practically adjacent even though it didn't look like it, including during the tiniest fraction of a moment when the shot fired, before distances returned to normal. This would also bend space in such a way that the hammer would not be in the way, even if it should be according to conventional drawing a path between weapon and target. The bullet was a special Infinity round, a fragment of extremely dense exotic matter going at a hair's breadth under the speed of light, rated to penetrate all armor as well as able to cause severe damage to anything it hit. But that was not all. If this somehow failed, stopped by some armor, there was a secondary effect. If the bullet was stopped, it would cause a very small amount of matter that is struck to be swallowed by virtual black holes, which would then evaporate via Hawking Radiation and detonate in a huge blast.

And of course, this is made yet more difficult to deal with because multiple copies of myself, spawned through an ingenious quantum splicing system, are firing the same rifle with the same projectile and characteristics from many different angles, every bullet hitting home simultaneously.

Angel of Glory: 6/10.
Apocalypse Tank: 3/10.

+1 @I just write.
You take your gun and fire your special bullet, practically made to defeat the Godmodder...
Only for the Godmodder to step out of the way.
There is a large explosion somewhere in the distance as the bullet plows through the walls of the castle and finally comes to a stop somewhere outside of it.
What, did you really think I was just gonna stand there and take it?

General Action: keeping My promises

Looking at the Resonant Templar, I can't help but thing that those Amp Dishes look remarkably vulnerable. That's a weakness I plan to exploit, as I pull out my M2 Browning Heavy Machine Gun.

Back in the day, people actually used these things for sniping, and that's what I try to do in order to take out the last three Amp Dishes. However, I am soon confronted by the fact that my aim with this thing sucks, and change strategies to filling the space the Amp Dishes are in with bullets. This works much, much better, as within five seconds of opening up on full auto, all three of the Amp Dishes I was targeting have taken multiple hits from my .50 caliber weapon.

Charges
More Voodoo (1/10)
Revenge of The Minibots -> Chinese Knockoff Botguard (5/5)(+1 from @EternalStruggle)(FIRING!)
+1 @EternalStruggle


To put things quite bluntly, my Tachyon Generator and Booster were incredibly vulnerable right now. I wanted something that could fix that, and that Botguard thing currently defending the Monikerbots looked nice. I thus tried to build my own, only to run into the problem of not having enough charge to actually do the job.

Groaning, I tried to think of a suolution, before I eventually just gave up and decided to subcontract the job out to someone else. I quickly pulled out my cell phone, dialed a number, and as soon as the person on the other end picked up I asked "Nǐ hǎo, zhège jīqìrén hěn zàng ma?"(hello, is this dirt cheap robotics?)

"Shì de, wǒmen rúhé bāngzhù nǐ?" (Yes, how can we help you?)

"Wǒ xūyào yīgè jīqìrén jiānhùrén lái bǎohù wǒ de yīxiē dōngxī, nǐ rènwéi nǐ kěyǐ zài hěn duǎn de shíjiān nèi shǐ wǒ chéngwéi qízhōng de yīgè ma?" (I need a robotic guardian to protect some of my stuff, do you think you could make me one of these on extremely short notice?)

With that, I snap a quick picture of the Botguard and send it across the call to the sales rep I'm talking to. They quickly reply "Shì de, wǒmen kěyǐ qīngsōng de zuò dào zhè yīdiǎn. Nǐ jiàng rúhé fùkuǎn?" (Yes, we can do that easily. How will you be paying?)

"Nǐ xiàjiàng fèiyòng ma?" (Do you take Descended Charge?)

"Shì" (Yes)

"Hǎo de, wǒ xiànzài fā gěi nǐ" (Alright, I'm sending it to you now.)

With that, I shove all my charge through the phone to the company on the other side, and a few seconds later a crate covered in Chinese script gets shoved through a portal. The crate opens, and the Chinese Knockoff Botguard activates, immediately getting to Bodyguarding my Tachyon Generator and Tachyon Booster.
You shatter two more of the amp dishes with your 1337 sniping skills, dropping the Resonant Templar's stage down to 0, and its attack power down close to that level.
Yous summon up the chinese Knockoff Botguard, which gets nailed for curse of repetition because I'm getting tired of bodyguard entities.

Mighty Fortress: 3/10
Security Forces: 3/5

==Actions==

Well, looks like I need to put more effort into my attacks.

A figure in a spacesuit emerges from the shadows. Jebediah has returned. He looks at the Godmodder.

"Heh, look at you, little man. You think you've got it set, do you. Just because the Descendants have been too busy playing the entity game?"
"Well, that's about to change, quickly."
"You see, there's a downside to living in a video game world. It's... imperfect. Non-code universes are held up by the laws of physics, but game worlds are at the mercy of the all-too-human developers."
"You know what that means?"
"Things break."
"However, my reality has a sentient force behind this breakage."
"And you're about to meet it."

Jeb snaps his fingers, and the Godmodder is suddenly trapped in an intricate and convoluted cage of struts, beams, and girders:


"This is an FTL Egg. It's powered by pure glitchiness."
"Sayonora."

The FTL Egg, with the Godmodder in tow, suddenly flies up into the air. It rises above the atmosphere, traveling faster and faster as the Godmodder is crushed by the acceleration. The Egg soon breaches the light barrier with the power of glitchiness, and the Godmodder is bathed in toxic radiation. Finally, it bursts out of the universe itself, and the Godmodder is exposed to the taint of the Void. It rushes through the multiverse at speeds completely incomprehensible, the Godmodder's very existence being crushed, until, finally, the Egg arrives at a new universe. It enters orbit around a large green gas giant. It plunges into the cloud layer, the pressure building and building, the Godmodder suffering its brunt, but the Egg somehow holds. Then, everything goes to hell. The limbs of the Egg spazz out, becoming elongated and then quickly contracting before the Godmodder's very eyes. The Godmodder himself is then spaghetti, often glitching out of existence, as Jool's strangeness is made apparent. Then, the Egg suddenly explodes. The Godmodder, scorched by the blast, flies out at incredibly high velocities, temporarily being stretched out to extreme proportions by the surrounding glitchiness, and further burned by the atmosphere pushing by. The Godmodder flies strait into a small, brown, unassuming moonlet. He collides into its surface with a thud. As he groggily picks himself up, he notices that he has landed extremely close to the carcass of a large leviathan. One of its tentacles twitches. The Godmodder is suddenly restrained by a mysterious power, utterly helpless as the Kraken animates. Its mouth opens, hungering for prey. A tentacle grabs the Godmodder, and he is swallowed hole, shoved into a stomach where...

Oh my God. It's full of stars.
The Godmodder doesn't have the opportunity to react before he's sent flying into the stratosphere by the FTL egg.
There's a distant twinkle in the sky as he disappears.
Everyone waits...
And waits...

The AGs suddenly realize something important. The doorway out is open. Before the Pro-Godmodder entities and players can do anything to stop them, the AGs crash through their ranks and charge through the opening.
You make a madcap dash through a great hall. Some of you stop to look around, there's a couple of large machines in the corner that aren't being manned right now, and even though they're made for demolition, you feel like you could've wound up having to fight these had things gone a bit differently. But there's no time for reminiscing on what MIGHT have been, what IS right now is you all charging through the massive grand hall's side door, and straight through to the open Main Courtyard you can see through the open double doors at the end of the hall.

You charge out into the open sunlight...
A massive black pillar rises up into the sky. It is blacker than night, seeming to suck in all the light around it. It rises up into the clouds, a monumental spire that seems to... to pull at you. You realize that this thing is draining your power! You move forward, readying your attacks... when your eyes are dragged down to the massive dragon wrapped around the Spire's base.
A massive figure, the dragon seems to be almost made out of burning red flames, with dark crimson eyes and yellow light escaping from the edges of its mouth. It's single open eye looks at you balefully and slowly, the dragon uncurls from around the pillar, and takes off, flying over the courtyard a few times before settling down on one of the towers. It opens its mouth and roars.

Guardian Fight:
HATRED


The Godmodder finally re-enters from orbit, and slams down in the middle of the group.
Alright punks, it's time I finally start destroying you.
Say hello to Hatred, one of the biggest, meanest dragons you'll ever fight. Enjoy getting slaughtered.


[PG]
I hit Mercy with the definition of mercy, killing an enemy so that they won't suffer more.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5?/5.
Shield Array x4? [PG - Mirror]: Hp: 10,000/10,000. Reboot: 3?/3. Defending Pawn.
5/10 Just something to delay. +1 from Godmodder
2/10 Time out.
+1 JOE
I'm not sure that's how mercy works, but okay. 6000 damage to Mercy.

Yay! People are beating up my entities! ... That's not sarcasm, by the way.

Each side mounted Amp Dish only takes a single bullet before getting shredded. Processing the damage, the Resonant Templar's body pivots towards the source of the fire, making a droning hum that steadily decreased in frequency. After a moment, the Templar violently ejects the damaged Amp Dishes, throwing them a short distance before they shattered on the ground. Then, the Templar scuttles back into the fight.

There's a moment of silence broken by a quiet, high pitched trilling noise. Behind you, the small dog-like creature with a weird suit sits just long enough for you to notice her before she turns and sprints away, leaving tiny snowflake like particles behind. Over where Thina was sitting, there's a tiny scrap of paper with some kind of drawing burnt into it.



((Yes, I drew that all by myself. And yes, those watermarks are on it in game because I didn't notice them when I downloaded the picture.))



Taking multiple hits, the Templar again staggers and ejects the damaged Amp Dishes before retreating away. Sadly, Thina only has one masterpiece of artwork to give away.

Durability 100/100. Energy: 0/100
The user has halved HP and cannot drop this. Gives the user a weakness. Loses 60 durability on death. For every 500 damage the user's entities deal, gain 2 energy. Can also trade durability for energy in a 1:1 ratio, but not vice versa. Grants the following special bonuses that can be triggered alongside an action:

Frost Mend: Spend 6 durability and 20 energy to restore 5,000 HP to an entity.
Freezer Shock: Spend 14 durability and 25 energy to give an entity a mini-crit on its next attack (1.5 times extra damage). Cannot be used on an entity summoned with over 20 posts of charge.
Cold Snap: Spend 20 durability and 40 energy to give an entity an extra action. Cannot be used on an entity summoned with over 20 posts of charge.
The Seeker: Spend 5 durability and 30 energy to attempt to find ancient tech in this area.

[PG] The Resonant Templar
70,000/70,000 HP
Frequency: 2Hz (stage 0)
Amp Dishes: 0/6

Let us return to the 'glory days'. The Templar has 2 special variables: its frequency, and its Amp Dishes.

The frequency is the… well… frequency of the tone the structure emits. It varies from 2 Hz to 2MHz (AKA: 2,000,000 Hz. I'm using a logarithmic scale). For simplicity, 2 Hz is stage 0, 20 Hz is stage 1, 200 Hz is stage 2, etc. In general, the higher the frequency, the stronger this entity is. Frequency increases from being attacked, and decreases from attacking.

Passive: Resonance:
For every 10,000 damage the Templar takes (it doesn't have to be in one hit), raise frequency by one stage. In addition, the Templar gains +10% damage resistance per stage of frequency.

Passive: Eternal Echos:
If it's at stage 6 frequency, the Templar can reduce its frequency by two stages to gain triple action next turn. These bonus actions can only be used for attacking.

Passive: Emergency Boosters:
If the Templar ends its turn at stage 2 frequency or below, it deploys two Amp Dishes at the end of the turn. These do not take effect until the end of the next turn.

Attack: Dissonance
Deals 1,500 damage to a target and inflict Dissonance (increase the damage they take by 0% for 2 turns). For every stage of frequency, deal 500 extra damage and increase the debuff power by 5%.

Attack: BoomBurst
Attack every enemy that has the Dissonance debuff, dealing 1,000 damage to them, plus 500 for every stage of frequency. In addition, reset the Dissonance debuff to 2 turns. After all this, reduce frequency by 1 stage.

Attack: Construct
Builds 2 Amp Dishes. At the end of every turn, every 2 Amp Dishes increase frequency by 1 stage, and every Amp Dish restores 500 HP to the Templar per turn. An Amp Dish has only 1 HP and can be destroyed, but not more than 3 at a time. Whenever an Amp Dish is destroyed, reduce frequency by 1 stage.

((These listings are for after the end of the turn))

The Resonant Templar
70,000/70,000 HP
Stage 1 Frequency
4/6 Amp Dishes

Chipset Tier 1
100% Durability
12 Energy

Having been set back considerably, the Templar builds two Amp Dishes. It's now down to Stage 1 Frequency.

+1 to MrMirrorMan. Got +2 total.
We All Charge In A Yellow Submarine 4/10
I guess another entity: 3/10
#AWorldHalfFull

4/10 Thornwall
3/10 Monikerbot upgrade(??????)

+1 @JOEbob Now you have all 2, if you sign the contract... Have you? If you don't, +1 randomname (Thank you!)

I'm sorry! I didn't know the charge cap was 10! ...Does that mean my Monikerbot upgrade is also illegal? If yes... I guess I'll just make something else.

Botguard... uh... stop guarding for a turn! I'll use my attack shields to protect the minibots! Then, once the turn is over, immediately start bodyguarding them again! Will it reset the counter? ...Or just make it down by a turn? Whatever, this had better be a good idea.

I add shields upon the trap-filled temple surrounding the minibots! Shields! But not, like, glowing energy shields. Those were cool-looking the first time, but then they got boring. NO. This a literal moving wall entirely made of your standard medieval shields. Thousands of them. All surrounding the minibots. The shields pulse in and out around the minibots, as though they were breathing. In addition to your standard protection factor, the shields also come off to the enemies as "kind of gross"! Again, none of this hinders the minibots in any way. Since the botguard is no longer protecting the minibots, that means neither attack shield will protect him. Both protect only the minibots.
The monikerbot upgrade isn't illegal, it just can't be a 15 charge.

You add another attack shield, the stack will cap at 3. You move the botguard off of trying to protect the Monikerbots, but you'll need to tell him to start bodyguarding again next round.

So as it turns out, the Godmodder has insane reaction time. If I had working goggles, I would be able to play back the footage and figure out whether it could be a negative reaction time, but even if it isn't he can still react insanely fast.

The good news is that I managed to locate a convenient cave system to set my base up in, in the area uncovered by that small collapse of rocks onto my head. After repairing (and upgrading) my broken equipment, I assemble some basic defenses, with the hopes that if the Godmodder raided my base, he would get hit by a devastating surprise attack.

Then, I walked out of the base, and walked towards the Godmodder.

"Okay, Godmodder. Given that you actually tried to counter my bullets instead of just ignoring them due to your ultimate shields, I believe I found your weakness."

I almost raise my gun and attempt to fire again, before I am suddenly confused by how his hammer even countered my attack last time. My weapon was nothing more than a kinetic slug, and it should have either punched through the hammer's head (if the hammer was made out of normal materials) or knocked the hammer away (if it was made out of something like adamantium that could block a kinetic penetration round). Yes, an explosion could occur if the kinetic penetrator hit an object that was immovable and indestructible, but a hammer in flight should not be immovable. The only possible explanation could be if it was something like Mjolnir that had magically-enhanced mass to the point where my shot was impacting a 10 ton chunk of metal, but if that was the case the AM Breacher's antimagic field should have negated that mass and allowed the impact force to be transferred to the hammer and not into an explosion.

And the Godmodder somehow had his hammer back on his belt. Given that he was still sitting there and stalling out the fight by being indestructible, he shouldn't have had time to collect it. It couldn't be a magical Returning effect either, given that the AM Breacher would have hit it with a Disjunction effect. Even if it was literally Mjolnir, the Disjunction should have been strong enough to break it, given that my AM Breachers were able to cripple several gods by knocking their artifacts offline.

Either the Godmodder had an excessive amount of pure hax, or I was missing the simple solutions (such as the hammer just being made out of a mundane supermetal and being thrown using superstrength, or the Godmodder having powerful telekinesis to just pull the hammer back to him after he threw it). But the consideration I had of what exactly his arsenal was made out of pointed out an incredibly powerful asset I had in my arsenal.

Right now, allies were attempting to attack the Godmodder. Most of their strategies involved attempting to inflict damage on the Godmodder, but raw damage wouldn't beat a shield that prevented raw damage outright. But this did thankfully mean that I didn't get anhilated during the second it took for me to completely analyze the whole hammer debacle. Sure, one of the abilities that my entire team shared was the ability to strategize absurdly quickly, but the Godmodder's insane abilities could have easily wiped me out during that time.

Instead, I get the chance to switch tactics. I put away my multicannon, take out an Immovable Rod, and throw it at the godmodder like a knife. My goggles analyze the trajectory of the projectile and find that is it off target at first, but I use some quick telekinesis to adjust the course just enough to allow the shot to land. The Rod hits the Godmodder square in the nose, button-first.

The Godmodder is surprised by a sudden immovable object in his face, but it shouldn't do too much damage to him (unless he was doing some sort of high-speed dodging maneuver and happened to be going forwards when the projectile hit, in which case his face most likely has a hole in it now). The Godmodder is quick to laugh it off, but then, about a second later, a massive explosion occurs at his location. The Godmodder vanishes from sight, the only sign of what happened being a smoke trail going all the way up into space.

As it turns out, an Immovable Rod is not quite Immovable. For one thing, a Truly Immovable Rod would probably either shoot off into space if we were lucky, or blow up the planet if not, due to the fact that everything is moving (the universe is expanding, the star is rotating around the galaxy core, the planet is rotating around the star, and the planet itself is rotating as part of the day/night cycle). Instead, an Immovable Rod works by generating an insane amount of inertia relative to the nearest celestial body. This means that a force applied to it is opposed by an incredible effective mass, but gravity still only has a tiny effect on it.

A detailed measurement by the guys over at the Foundation (yes, the same one that has to deal with that stupid unkillable lizard) found that under Earth gravity, the "Immovable" Rod moved down an entire 1 centimeter over the course of a year. This means that the Rod was under an acceleration of 2 centimers per year, or about 6.3419584*10-10​ meters per second. Under the law of Force equals Mass times Acceleration and cancelling for the rod's non-modified mass, we get

9.8 = (multiplier to inertial mass from rod) * 6.3419584*10-10​

Which resolves to show that the rod's magic multiplies its inertial mass by 15452640000, or 1.545264*1010​.

Normally this doesn't lead to catalysmic explosions, because the rod is by definition immobile. But with some more help from the Foundation, I managed to figure out how to mess with the whole physics behind an Immovable Rod. In this particular case, I modified this particular rod in my workshop, so that the inertial increase takes effect when the button is partially pressed (like when it makes first contact with a surface), but then when it is fully depressed it becomes immobile by transferring all of its energy to the object that depressed the button (in this case, the Godmodder's nose).

To throw the Godmodder off, I also managed to add a one second delay to this transfer by having the energy transfer through a distant plane and back again before it takes effect and hits the Godmodder in full. This works both by exploiting Rule of Funny (because a delayed application of physics is apparently funny, and funny attacks are rumored to be a Godmodder weakness), and also by countering the Godmodder's negative reaction time, as the Godmodder won't react to being bonked in the face by a rod that does nothing, and if the Godmodder realizes a tenth of a second early that he's about to get hit with a massive amount of energy, he can't really do anything to stop the energy from launching him into orbit.

The impacting rod weighs about half a kilogram, and is hitting him at a velocity of about 25 meters per second (along with superhuman durability comes a super-strong throwing arm, apparently). During the contact, the rod's inertial mass multiplier activates without changing the rod's velocity, and the Godmodder eats 4.82895*1012​ Joules of energy. Assuming that the Godmodder weighs 100 kilograms (the humanoid average is 80, but he looks muscular and is carrying some decent gear), the insane transfer of energy launches him at a velocity of 219748 meters per second, straight backwards. As the planet curves out from under him, he is sent into space, and is in fact launched so quickly.

This won't just knock him out of the way so the team can attack his first Guardian. This will likely cause him to plow into his own orbital defenses about about two seconds. I'm not quite sure on how exactly they functioned (other than by keeping our ship out), but there are two ways that could go down. Either they work both ways and blast him when he slams into them at high speed, or they let him leave but then don't allow him to return. Now, the Godmodder is currently protected by a shield that nullifies all damage, but if I were an overpowered entity, I would have geared my planet's defenses to fight off other entities of similar strength, including having a means to counter this style of shielding should an enemy employ it. Even if he does manage to avoid damage from his own orbital defenses, he might punch a hole through them which I could use to open a communications channel or teleportation window with my team.


5/10 Auto-Crafter
4/10 Juggernaut Armor
+1 @CrownlessKing
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Base Defenses: Several advanced traps protecting my base.
Luckily, advantage hasn't been shifted yet to reflect the current Guardian fight, and you land a shot on the Godmodder who doesn't even have time to curse before he's launched into orbit. It will take 5 rounds for him to return, or until the Guardian has been defeated.

Meanwhile: out in space.
YOU SON OF A... wait nobody can hear me up here. GO-

Meanwhile back on the ground:

Finally having time to do so, I decide I ought to address the Godmodder.

So, uh…
I guess I should be going, then?
If you want us all gone?


Before I go, I decide I ought to delay actually going through so I don't waste a post leave an apology for being so utterly ineffectual as a vaguely-aligned co-belligerent, and use another of my powers (specifically power over color, which is somehow both related to Atomancy and not in ways I've long since given up trying to understand and which have made it no less useless than it sounds up until this point) to make the Greyspace Generator generate space that is somehow even more grey. I don't even know what that means, but it does. This somehow buffs it.

3/10 (Don't) Crash and Burn
6/10 Something else
The greyspace generator is unfortunately now just a few patches of colorful smears back in the side courtyard, you instead buff the greytiders' attack this round.

[3/5] DownSetter (It can change the direction things fall in, or allow people/objects to stick to weird angles without passing out and stuff.)
[3/5] Portable Void
(It's a man-sized glob of literal nothing. I mean, you could choke someone with it. Plus I have a plan for it which is super Mundane Utility.)

With the ominous count-down threats destroyed, it was time to focus on the Laser jerk.

[I pop a burst off at the Godmodder using [Gun].]
[The Golem heals the AG Entity closest to death.]

[Staff] X2
[Gun]
[Woodcarving book]

[Rubble Golem]
Equipment: [ScrapTech Steel Plate],[Darksteel Ingot]
The Godmodder is unfortunately out of range of your puny laser gun. Perhaps I could interest you in some upgrades? [ad for Lenny's Laser Emporium]
...what? I gotta pay the bills somehow.

Honk Honk, Motherfuckers.

The Clown looks even more depressed somehow, due to the death of his beloved friend the Balloon Dog.
So, The Clown tries to give the Godmodder a balloon.
That's... not really an attack, is it?
Damn it!

[CHARGES]
Jokester [7/10]
Monochromatic [0/5]
+1 to @Crusher48
You fail to give the Godmodder a balloon, as he's in orbit. Although I'm sure that he appreciates the sentiment.

5/10 Thornwall
4/10 Monikerbot upgrade(??????)

I order a small minibot production factory from HelpFightGodmodders inc.! It arrives via airdrop, and I see that it's... PEDAL POWERED!? That wasn't in the item description!

I hop on the little exercise-style bike it comes with, and peddle with ALL MY MIGHT to make the factory generate a handful of new minibots! They go and join the army, as I slump down... exhausted...

Always read the reviews, kids.
You produce 5000 more minibots using the POWER OF LEGS.
This is why you don't skip leg day kids.

Alright.
Now that that's done with...
Bye.


Now, I make my exit, entering the Godmodder's portal (which is presumably still there).

There's just one small problem.
I don't have a home to go back to. I technically have a home, it's just not one to go back to.

So, I just go… somewhere else.
Somewhere that's maybe a bit sidequest-y, maybe even relevant to the actual thing we're trying to do. What I would find there is beyond me (read: I have no idea what, if anything, I'm doing, with this or in general), but the journey would probably be worth it in its own right.
Perhaps even somewhere that might be through some form of gates (I guess a portal counts as one gate, maybe two if you count the exit, so I guess anywhere through it would be by default), maybe even the kind that includes an article and a pound sign. I don't know why this strikes me as significant (I'm starting to regret writing this in the first person), though.

Or, if there's nowhere like that available, I warp straight up a ways before slamming face-first into the (remnants of the) shield surrounding the planet (because reasons) and coming all the way back down, only surviving the landing because of Descendancy (if that word would even be an appropriate one to use).

4/10 (Don't) Crash and Burn
7/10 Something else
There might be some place like that available, but I'm not in charge of player-specific sidequests, so you're on your own buddy. I'll chime in if you do anything reprehensible from a canon standpoint, but other than that, feel free to run wild.

the one foot tall brick wall 10/10
One Foot Tall Brick Wall shows up...
only to be kicked out of the studio because the Loooog! is more popular.
instead, someone [JOE] hires a ninja to come, surprise attacks them with shurikens, and waits for them to LOooog! the attack.
[PG-JOE] 1/1 HP LOooog! 1/10 bahumet [???????... =)]
LOoooog! HP is weird. the log just... doesn't take damage? from anything?
/shrug
its just a delayed 'whatever bahumet does' effect really.
NEW: 2/10 exasperated +1 mrmirrorman
4/8 w8!!!!!!!!
+1 to mrmirrormna
I heal up 10 and fred generically, then heal myself with the light of "good" things. like baby slaughter. what do you mean, thats not good. it is totally "good"!
stop saying it isn't. can't you see the quotes?
ok "good".
: P
Something about that Log is extremely suspicious.
You heal Fred up to full. You don't heal 10 at all despite him being the better choice because I'm feeling spiteful. :V

With the Godmodder hopefully disposed of, I change back to upgrading my base.

I briefly remember that the whole immovable rod test was done using some pocket dimension with enhanced time flow. If I could build one of those, I would be able to have what I need almost as soon as I needed it.

After about half an hour of work, I come up against a dead end. Though I was able to create a pocket dimension, the time dilation could not be achieved. Still, it was a pocket dimension base, so I decided to move all my stuff into the pocket dimension to make it harder for the Godmodder to get at it.

But why lug around huge items yourself when you can summon a cheap minion to do it? In my laziness, I attempt to summon an Imp to help me haul the loot. However, instead of getting a devil of some sort that I could trick into a contract to haul my stuff, I get a teenage - wait no, my summon just outright failed. Well, I guess the Godmodder blocks summoning, so I waste this action hauling all of my supplies into my pocket dimension base.
The next time JOEbob attempts to use his Monocle of Searching, he finds that he somehow misplaced it. By the time he finds it, the opportunity is lost.
7/10 Auto-Crafter (+1 heirolight)
5/10 Juggernaut Armor
+1 @heirolight
  • Multicannon Pistol: A magic-powered gauss pistol, capable of firing in different modes (ranging from conventional bullets to the same power as a tank cannon). Has an ammo creation system built in to create strange ammunition and avoid reloading problems.
    • AM Breacher Rounds: Specialized rounds designed to penetrate magical defenses and destroy magic-based systems.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
  • Sustain Necklace: An emergency contingency that will revive the user immediately after death. Breaks after use.
  • Artificer's Gloves: A specially-designed pair of gloves that can apply telekinesis over short range, and can also create common materials out of thin air.
  • Immovable Rods: Rods that can anchor themselves in space, gaining incredible inertia to the point of being impossible to move.
  • Base Defenses: Several advanced traps protecting my base.
  • Workbench: A standard workbench containing useful supplies and apparatus for tinkering.
  • Time Dilation Generator: A generator that changes timeflow in a localized area. Currently nonfunctional.
#BeepBoop

Suddenly, another anime girl drops onto the field. The previous one seems to no longer be on the field.

Hi! I'm Kanon Asami. Um... I'm from the Anime Anomaly Club. I'm just a reality warper with an interest in breaking science. So, what's up?

Oh, right, the narrator died thanks to my entrance.

Um...

000: 1/10.
001: 1/10.

How's those for charges?

Anyway, I open a portal to Minecraft, specifically an RFTools dimension consisting entirely of neutronium blocks stacking up to world height.

According to Wikipedia, neutron-degenerate matter can have a density of up to 4×1017 ​kg/m3​. Thus, if I have a whole dimension, measuring 59999968 by 59999968 by 255, of the stuff, it would weigh:

Thus, it would have a Schwarzschild radius of

Its Schwarzschild radius is less than the distance to the corner of the world border, so the entire dimension will become a black hole. I proceed to toss the botguard into the dimension and turn on the realistic physics option, causing the entire dimension to proceed to become a black hole. The botguard is never seen again.

Except it is, because this attack didn't have enough calculations to kill it, so it's back on the battlefield. I then decide to take it one step further.
I open a portal to another dimension, this one filled to world height with molten tungsten at 3900 K. Tungsten melts at 3695 K, with a latent heat of fusion of 1.96×105 ​J/kg and a specific heat capacity of 134 J/kg K when solid, 170 J/kg K when liquid, and a density of 1670 kg/m3​ around this temperature. I proceed to extract literally all the heat energy out of the tungsten, leaving it at absolute zero. Yes, I can do that, because I can break reality.



I then proceed to crush the botguard into a solid cube, weighing 1 kg. This cube happens to now be made of chromium, because why not. I toss it into a pocket dimension, seal it, and then give all the heat energy to the botguard-cube.

The chromium botguard-cube proceeds to ascend to a higher state of matter. Also it's so hot it's breaking physics. It's also very, very dead.
The Botguard takes 11500 damage from your onslaught! Never mess with science people, it'll kick your butt. And then turn you into plasma.


#WelcomeToTheshow​

The first thing HATRED does is burn everything to a crisp. With a single massive bellow of fire, the entire field is consumed in flame. Field effect added: Inferno. Every round, every entity on the battlefield takes 5000 damage. Stacks are only affected once. The Pawn wasn't ordered, and so targets the Magitech Knight Kura, dealing 9000 damage. Fred responds to JOE's question. Everything but the Resonant Templar idles, and the templar itself builds a pair of amp dishes.

The Greytiders both attack the walker scout, but one of them misses, resulting in a total damage of 2000.

The Magitech Knight Kura charges at Hatred and swings their sword. They are somehow not immolated immediately and deal 4000 damage. The gibbering horror attempts to inflict damage down on HATRED, but finds that the boss is immune. The Pawn however recieves the proper treatment. The Walker Scout sits back and opens fire on HATRED, dealing 5000 damage to it. The Rubble Golem heals up the Magitech knight for 5000 health. The Lumberjack throws another tomahawk, which hits HATRED in the eye, dealing 16000 damage.

The elite sniper takes a steady aim, and fires on the resonant templar, dealing 18000 damage to it and bumping it up one frequency stage. The engineer does nothing, but the scav retrieves another piece of material. The Botguard deals 3000 damage to HATRED, and the Moniker bots deal another 5000 damage to HATRED as well. Mercy does her thing and has mercy on the walker scout, healing it for 8000 health. More Tachyon charge is generated. The mooks attack the pawn, dealing 2000 damage to both of the shield arrays remaining.

Everything ticks up.

How To Play
This is a pretty straightforward bossfight, aside from the field effect that HATRED's laid down, there's nothing really special about it. Kill things until they die, as per the usual. Watch out for that field effect though, anything bodyguarding enties can and will get hit twice thanks to their bodyguarding.

Itinerary:
Destroy HATRED



Main Battlefield:

Entity Advantage: [PG]
Field Effect: Inferno: Every entity but HATRED takes 5000 damage every round

The Godmodder [PG]: Hp: 100/100. Shielded. 4 rounds to return.
HATRED [PG]: Hp: 767,000/800,000. Desolation: 1/3. I Am Fire: 1/5.
Pawn [PG - Mirror]: Hp: 50,000/50,000. A pawn's power: 5/5. decreased attack.
Shield Array [PG - Mirror]: Hp: 8,000/10,000. Reboot: 2/3. Defending Pawn.
Fred [PG - JOEbob]: Hp: 35,000/40,000. Your fortune...: 1/4. History: 5/6. Son of a being: 5/15.
5 [PG - JOEbob]: Hp: 4/5. Charge: 3/2
10 [PG - JOEbob]: Hp: 7/10. 8oss 8ight: 2/6. poisoned: 1 round.
The Resonant Templar [PG - Talist]: Hp: 47,000/70,000. Stage: 4. Damage: 3,000/10,000. Amp Dishes: 6/6
LOOOooooog [PG - JOEbob]: Hp: 1/1. Bahumet: 1/10
JOEbob [PG - Player]: Hp: 17/20. Monocle of Searching [A] 8/10 uses.
Thina [PG - Player]: Hp: 20/20. Chipset tier 1 [A]. Durability: 100/100. Energy: 12/100
Greytider [N - existencesuccess]: Hp: 5,000/10,000. Autoscrewdriver: 2/2. Hyper Advanced Martial Arts: 2/3.
Greytider [N - existencesuccess]: Hp: 10,000/10,000. Autoscrewdriver: 2/2. Hyper Advanced Martial Arts: 3/3.
Magitech Knight-Kura [AG - KuraHyena]: Hp: 11,000/25,000. Prana Barrier: 5/5.
Gibbering Horror [AG - Randomname]: Hp: 25,000/55,000.
Walker Scout [AG - CrownlessKing]: Hp: 31,000/40,000. Run and Gun: 3/3. 30% dodge.
Rubble Golem [AG - rougesteel]: Hp: 24,000/30,000. 2 AC. Darksteel Ingot [A].
Lumberjack [AG - Redstonetam]: Hp: 15,000/25,000.
Elite Sniper [AG - EternalStruggle]: Hp: 20,000/25,000.
Engineer [AG - CrownlessKing]: Hp: 50,000/55,000. Material: 2
Scav [AG - CrownlessKing]: Hp: 25,000/30,000.
Botguard [AG - Moniker]: Hp: 39,000/75,000. 3000 regen. 15% vulnerability (2 turns)
Monikerbots x51,000 [AG - Moniker]: Hp: 1/1. 1 attack shield.
Mercy [AG - EternalStruggle]: Hp: 29,000/40,000.
Tachyon Generator [AG - I Just Write]: Hp: 20,000/20,000. Tachyon Charge: 60,000.
Tachyon Booster [AG - I Just Write]: Hp: 5,000/5,000. boosting Tachyon Generator.
Commander Mook [AG - helldivercommand]: Hp: 12,000/12,000. Leadership: 1/2.
Shieldbearing Mook [AG - helldivercommand]: Hp: 5,000/20,000. Bodyguarding other mooks.
Mooks x3 [AG - helldivercommand]: Hp: 5,000/5,000
Chinese Knockoff Botguard [AG - I Just Write]: Hp: 10,000/25,000. Bodyguarding Tachyon Generator and booster.
Redstonetam [AG - Player]: Hp: 20/20. Runic Battleaxe [A] 80% durability.

[AG]
Hezetor
Gutza1
Chimera
Eternal Struggle
DCCCV
I just write
redstonetam15
Twinbuilder
Enerald_Mann
Randomname
CrownlessKing
ArcticArchiver
helldivercommand
variant
KuraHyena
Moniker
Tam Lin
rougesteelprojec

[N]
existence success
W32Coravint
tricklejest
heirolight
[PG]
JOEbob
MrMirrorMan
Talist
 
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3/10 exasperated
5/8 w8!!!!!!!!
+1 to mrmirrormna
all my entitys idle.
I wonder what to do and can't decide who to attack, so I start building a rocket ship. after adding MORE STRUTS, and a couple extra rocket engines, I attach a small blue gem to it and a tiny robot. I then launch the rocket and it goes flying, spinning slightly due to being off-balance, before flying out from the planet, bypassing the shield due to a specially engineered subspace [as inSSBB subspace, the place tabuu rules] gate, and drifts to a stop near the godmodder, somehow. the robot pushes off from the ship and floats to the godmodder, before handing it the gem and the psychic impression "this should help you get home faster, i hope".
if he takes the gem, it teleports him to be closer to returning to the field.
 
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