Destroy The Godmodder: Renewal (Hole In The Ground)

placeholders are now illegal, so I'm getting rid of this one. I'll use it if nobody else has posted by the time i finish my post, but beyond that its a null now.
/nul
 
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[I would suggest adding on to your statement by editing instead of posting again if nobody else posted since you did- i think the forums have some rules against doubleposting maybe?]
[/null]
 
(12} 12/20 Something Missing: illogic

(11 +Fishguy } 12 /20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


uh, Hannibal shoots some guys... A-team!

I, uh, shoot some big bad PG guys, I guess
 
General Action: Inconvenient Distractions

Build ONE THOUSAND Replicator Mini-Bots.
While the main horde of mini-bots had long since been destroyed, a single individual minibot escaped in the confusion. By sheer chance, it wound up traveling in the exact opposite diretion the main [AG] force had gone, until it came to a city. While it had managed to replicate itself a few times before then, once it reached the city it was able to really get going, quickly multiplying into a nightmarish horde.

One of the members of the Godmodder's planetary defense crew eventually gave the order, saying "We can't handle these things on our own, we're being over-run! Call for backup!"

The officer's immediate subordinate called out "There's nobody who could get here in time! I've already checked!"

Meanwhile, on the battlefield, the Godmodder heard his phone begin ringing, and immediately answered it, saying "This had better be for a good reason!"

Their eyes go wide as the soldier on the other end explained that they were being overrun by a self-replicating robot horde, and if the Godmodder didn't do something soon, there might not even be a planet left to launch their invasion from in fairly short order.

The Godmodder's response to all this was a simple "Shit." as they flew away to put down a rampaging Von Neumann swarm before it devoured everything they'd worked for so far. Given that they would then need to carefully check over the entire planet to ensure there weren't any more of them lying in wait ready to start this nonsense all over again, this is something that would keep them occupied for some time.

Charges

Repair System (8/20)
Medical Department (2/20)
+1 @EternalStruggle
+1 @The Blue Knight
 
19/20: Sealed to the Enchantress
3/20: Shift Happens, Reel With It

Emerald shoots at DCCCV. Oh no, the CMECH's armor got in the way, how unfortunate
 
(13} 13/20 Something Missing: illogic

(13} 13/20 big scary car accident involving waaaaaaaaaaaaaaaaaay too many uncooked beans

+2 @JOEbob


I heal up Hannibal

if its a free action, I use the predator armour to defend myself/Hannibal. Unless we dont get attacked, in which case I dont do that
 
The Daemonette scowled, taking a step back to recover from the barrage of explosions she just had the displeasure of living through. She would probably continue to be fine, but there was no way of risking it. She felt that her time was not now. Not yet.

There was still at least a little work to be done.

Once again, she took advantage of a prelude. This was much lesser, more dull than her previous bringing through of a Titan, but far more stable. This allowed her to immerse herself in the energies of the Warp as she deliberately prepared to open a portal right on top of herself, feeling renewed and restored once again. As a being of that place, its energies were vital to continued existence, and so an infusion of them could strengthen a presence in the material plane, as it did here. Not a new trick, of course, but a reliable one nonetheless. She wasn't certain how long she could stay here, but as long as she could she'd make sure that it counted to some degree or other.

What was coming through was not quite Chaotic, however...
Charges:
War Wars Episode 3: Revenge of the Krork: 19/20.
Elemental: 7/20.

+1 @I just write
+1 @The Blue Knight

Entity Order:
Daemonette heals Bess, if dead then any AG.
 
8/20 c4 +4 TOG total +1 mirror
3/20 tnt
+1 mirror +1 talist
now, I'm not quite sure what to do with those 34 charges (1 20 1 10 and one 4 specifically), so I'll keep those on hold for a while.
ok I think i decided what I'll do with the Twenty.
summoning boombot drone swarm.
boombot drone 1/1 hp 0 atk
passive: explosive. on death of a drone, deal 1.5???? damage to an enemy target, specifically the killer if possible. AC treats all boombot explosions on a given turn as a single instance of damage; dodge treats them as one instance for each 10,000 damage.
passive: boombot replication- generate new boombot drones every turn up to a cap of ~133,000 HP of boombot drones (enough drones to do 200,000 damage if all killed at once.). I'd like it to generate 10,000 drones a turn, as long as it'll still have more then 70,000 starting HP.
passive: useless or what? if the drones do nothing for 8? turns (IE: are not attacked or consumed or banished whatever- healing won't stop this), its clear that their useless, so they all vanish from the field at once.
passive: simple to produce- heal to the bots generate new boombots at 1/3 rate, despite them being a hoard entity which normally wouldn't be healable. may bypass the cap?

in other news, donovan needs to die. they proceed to find themselves missing a windpipe and covered in spikes. interesting.
actually... instead, I conjure a minor mind-influencing spirit and send it out into the world to find any descendant unaware of their powers and magically compel them to become a cakeomancer, by having cake-related ideas pop into their head at every turn. this will surely have no effects in the future.
 
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[PG] 11/20 HP [A] Disease by Vaccine

"I accept your challenge, Knight clad in Blue, so let us fight, with no outside interference." I buff myself, using Disease by Vaccine.

3/5 Blight: Inflict extremely negative ailment upon a random enemy.
3/5 Vaccination: Give Random boosts to a random ally.
3/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

7/7+1 from JOE Hollow Blade : [A] small glass blade that floats, surprisingly durable. Seems to lack a will to fight of it's own. -Autonomous Striker, attacks on it's own. Attack's selected target with minor damage. TARGET= The Blue Knight
7/7+1 from Talist Empty Shield : [A] small glass shield, hard to break. Does not seems to care if it protects or not. Automatic Defender, defends on it's own. Reduces damage from attacks against target. TARGET=MrMirrorMan

+1 JOE +1 Talist
 
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I carefully push myself onto a walkway, and take a look around.
Wow! There's metal everywhere!
Wow! There's metal everywhere.

Time to bring this thing down from the inside.
I start by Pulling on all the wires in my sight. All of them. At first, I lurch forward a bit, and nearly fall off the walkway, but manage to grab onto a handrail before I topple off. Thank goodness for OSHA-Compliance. Me grabbing onto the guardrail tahnkfully anchors me well enough for the wires to pull themselves towards me rather than the other way around. However, I can hear the walkways straining as I do this. Maybe it's not the best idea I do this here oh too late. The walkway collapses and falls down below, just as I pull the wires in the C-Mech's head loose. As I fall with the walkway, I push off of it and flaot in the air for a bit, as I regain my bearings and lower myself to the "Floor" of the C-Mech. To keep this sort of thing from happening again, I create myself an Immovable Rod. That should help me properly anchor myself from now on.

20/20 Lightningrod
20/20 Development, Used to make an immovable rod.

+2 @EternalStruggle

tentative attack, will work on later.
 
11/20 Lazor Beems
2/20 The Dragonborn

+1 to @I just write and @existencesuccess (Tag me if you give me +1s.)

The Bulldozer walks into Pepsi Man, causing him to lose some time because he tripped.

Redstone cleans an axe before plunging it into the C-Mech Omega. He flies up and continues to slash some more.
 
I kick the C-Mech omega in the shin and call it an unoriginal joke.

thing: 10/10 (+2 from redstone)

a thing appears. in my hand.
it's an artifact
which is detailed in this spoiler
Cryptographic Sequencer [A]: Has five uses. Can be used on mechanical/robotic entities to produce """""interesting"""" effects.

+2 to @redstonetam15
 
6/20: Ahirt
19/20: Sealed to the Enchantress

Emerald boos and throws rotten tomatoes at the CMECH's face
 
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General Action: Deprogramming
Note: This is a Split Action; 5% of effort goes to attacking the C-MECH (just enough to get the Spearhead Forces to do their thing), while the rest is going to freeing the Assault Forces.

As General Mack and the Spearhead Forces were attacking the C-MECH again, the REMF was seething in fury. How dare the Godmodder mentally compromise loyal Technocracy citizens! At least it was only a temporary effect, and estimates indicated that both the affected units would survive the encounter. Still, allowing this to continue unimpeded would surely cripple the effectiveness of both units, demanding action to prevent such.

Of the two units, it was far more imperative to free the Assault Forces from their confusion, so that the Relief Forces would be at full strength when they recovered and thus able to help mitigate the damage.

Thus, the REMF began to code, rapidly putting together a patch for the Assault Forces that would help them recover from this in time to avoid performing a friendly fire incident.

Charges

Repair System (11/20)
Medical Department (3/20)

Entity Orders
Technocratic Assault Forces: Attack the C-MECH!
Airbase 3: Launch Drones!
Fighter Drones: Attack the C-MECH!
 
20 post charge in use!

With a burst of Descendant energy, a Warp portal was torn open in reality, and threw it flung a veritable titan of a war machine. Nowhere near the C-Mech in stature, let alone the Abominatus, it nevertheless towered over the Daemonette at around seven and a half meters tall. It was a war machine through and through, it just happened to be a biological one, although between its extensive cybernetics and suit of heavy powered armor this was difficult to tell.

"Daemon." It rumbled, looking down at its summoner. "I demand an explanation, and for your sake it better be quick." It was not entirely new to the battlefield, a very similar being having been summoned in days gone by, before even HATRED. This one was different, though. Not any stronger, technically, but armed with new technology that meant it hit harder and was much tougher. Tank cannons wouldn't even leave a dent in this thing. Still, it was far from invincible, considering all the extremely heavy weapons being thrown around on this particular battlefield.

Licking her lips, the Daemonette tried her best to make a confident grin, but instead began breathing heavily, and respectfully took off her hat. "Well, you Krork have a pact with my own original summoner, and I act in his name, so I want you to go attack the Godmodder and his forces."

The Krork Noble pauses for a moment, letting the silence get to the Daemonette before he finally speaks again. "Very well. I'll crush those gits for you, if it's for the Summoner, and of course I know it is. Don't think for a second I'm happy about workin' with a jumped up gribbly, though. After this, you and me are gonna have words."

The Daemonette just gulped and nodded.

Krork Behemoth (Redux):
70k HP, improved from 55k by Ironclad nature (cybernetics).
10k Armor/Damage Reduction, improved from 0 by Iron Skull Attachment reinforcing armor with Special Tough Beam technology, aka tractor and forcefield tech. (Applies once to Attacks from Hordes, naturally.)
15k Attack, improved from 10k by new Quake Projector and Implosion Warhead Cannon.

General Action:

As this happened, the portal shuddered and closed in upon itself, but not before when it reached but a single point it threw out a last potent bolt of Warp Lightning, slamming into the C-Mech and dealing a hefty enough blow to the mechanical monstrosity, although it was nothing so potent as certain other strikes being tossed about at this point in time.
Would gib charges back but not sure how useful they'd be right now. Will do so probably next turn.

Charges:
War Wars Episode 3: Revenge of the Krork: 20/20, used.
Elemental: 10/20.

+1 @I just write
+1 @The Blue Knight

Entity Order:
Krork Behemoth attacks the C-Mech.
 
[PG] 11/20 HP [A] Disease by Vaccine 10?/10 [A] Hollow Blade 5/5 Durability [A] Empty Shield 5/5 Durability

After buffing myself up, I decide to debuff The Blue Knight with Disease by Vaccine. "Hope you can handle a little poison knight, because that's what I do for now."

3/5 Blight: Inflict extremely negative ailment upon a random enemy.
3/5 Vaccination: Give Random boosts to a random ally.
3/10 Toxic/Cure: Gives a random boost to a random number of allies, and inflicts a random number of enemies with a random affliction.

1/20
1/20
+1 JOE +1 Talist
 
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I attempt to shoot the C-mech's eye out.

What about me? I'm the cavalry!

Yeah, you're going to die if you engage them right now. Tracer, stay in the base until this blows over.

20/20 Chronal Accelerator
2/20
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • 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.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • 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.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the 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.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
 
[AG]
20/20 HP
Lúin equipped
Charge Bank: 10

(+1 from I just write, +2 from EternalStrugle)
19/20 Flex charge (Probably going to be used to pressure the guardian)
14/20 Reinforcements

+2 @plague126

[A- Wielded by the Blue Knight]
20 charge artifact
A great lance made of a shining silver metal, becomes enveloped in magical flames at the owner's will.

Durability- 3/5
Ability-
Attack with Lúin's Full Power- consumes 1 durability, action is treated as a normal attack by the wielder with the addition of the attack inflicting the special status "Marked by Lúin"
"Marked by Lúin" explanation- Curse type status, if after 2 rounds the status has not been cured the afflicted Entity bursts into flames taking 30,000 damage and automatically removing this status.

(Weapon can be used without durability consumption for flavor purposes however in order to take advantage of it's ability you must state specifically you are doing so and of course consume the durability.)
[AG- Controlled by The Blue Knight]
20 charge entity
Horde type entity
Bipedal bears armed with various heavy medieval weapons.

Number- 17
Health per- 5,000
Attack power per- 1,500
Current Total damage- 25,500
[Special Ability]
Surround (passive)- Requires at least 5 Bears still alive to activate, the warriors surround the target of their attack causing their target's next basic attack to only be able to target the Ursine warriors, the surrounded target's ability to heal or target a special ability is not effected.
[AG- controlled by the Blue Knight]
20 charge Entity
A chestnut horse with a saddle. Is well-bred and it's capabilities have been enhanced by It's summoner.

Health- 25,000/40,000
Attack- 0 (see ability)
[Special ability]
Mounted Charge- The damage of all it's owners attacks are doubled while it is on the field.
"I accept your challenge, Knight clad in Blue, so let us fight, with no outside interference."

The Knight faces the Mirror (@MrMirrorMan) "Very well then Being of the Mirror. Out of respect to you allow me to make this duel more official." The Knight begins to bellow "I, Sir Heidal, The Blue Knight and faithful servant of her Royal Highness Tia Campana, Queen of Crossbell, formally challenge the Being of the Mirror, servant of the tyrant known only as the Godmodder, to an honorable duel. From this point forward I swear on my honor I will not permit any interference from outside forces in this battle. Hence..." The Knight raises a hand telling the Ursine Warriors to halt their surround of the Mirror. "Morgul, you and your men will go fight the Godmodder's giant machine." The leader of the bears reluctantly nods before gathering his men and charging the C MECH-Ω.

"Now allow us to fight in earnest." The Knight brandishes Lúin "May the better Descended be victorious!" The Knight urges Bess forward beginning his charge.

The Mirror's Hollow blade attempts to harass the Knight on his approach however the Knight is prepared and parries the autonomous glass shard away with a few deft movements of Lúin. Once the Knight is within melee range of the Mirror he swings Lúin like a mace at the Mirror. Unfortunately most of the blow is absorbed by the Empty Shield however the Knight is not discouraged by this fact and turns Bess around for another go... (To be continued in my next post.)

(This is just a standard attack on MrMirrorMan with some added flavor)

(To be clear BK does not want any AG players to intervene in this battle, if you do intervene BK will probably be IC upset with you, that shouldn't stop you though if you really want to intervene for some reason, I'm just warning everyone.)

First of all a quick thank you for providing me with this fun and friendly opportunity for RP in the form of this duel. Thanks Mirror!

Now a quick disclaimer for Piono in case your reading this, the following blurb has nothing to do with any game mechanics, it's just a request by me on how I would prefer Mirror handle descriptions of damage inflicted on BK if he chooses to write them.

On to business. So as you might have noticed In my descriptions of BK I have always described him in a suit of armour and have never once mentioned BK's appearance under the armour. I've kept BK's appearance a secret in order to provide a hook for RP if anyone takes an interest in it. So therefore If you decide to write descriptions of damage done to BK by your attacks I would prefer you to not write an in depth description of anything affecting BK himself within the armour. Of course this not an attempt to tell you not to try to pierce BK's armour or remove it from his body, in fact I would welcome the endeavor, just in the case of you attempting to do this I would prefer to write the description of how BK is effected and what he looks like underneath the armour myself in my next post. If you have any similar concerns about your own character or I screw up an element of his appearance let me know in OOC.

{Orders}
Ursine Warriors- Attack C-Mech (In theory the surround ability should activate however considering the Mech's basic attack is area of effect I imagine the ability really wouldn't be allowed to work.)
 
I shoot the C-mech's other eye out, hoping to blind it. Not that it matters given that the C-mech can probably spray fire anyways and still kill something, but its better than just randomly spraying shots at it.

20/20 Chronal Accelerator
3/20 Mysterious Artifact
+2 @I just write
Note: Tactical Data only covers key entities on the board for both sides, as well as my entities (because its my data, and I sometimes forget what my entities can do).
My Entities:
Zarya: A strong supporter who can shield allies and then use damage absorbed by those shields to decimate opponents. Graviton Surge is a powerful combo ability as well.
Lucio: A support character with agility and healing boosts.
Golem Core: An advanced golem generating system. Powerful potential if left unopposed or well protected.
  • Auto-Crafter (Artifact): An automated crafting system designed to bolster engineering efficiency. Either generates a charge point or loses durability each turn (50% chance of either). 100% durability.
  • Juggernaut Armor (Artifact): A light powered armor system. Protects the user with both armor and ablative shielding, and increases the wearer's attack damage (8/8 Armor HP, 4 Shield HP).
  • Electrostaff (Artifact): An electromagnetic system that can be used to stun enemies or reflect countered attacks back at the user.
  • 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.
    • Knockback Shots: Specialized rounds that apply huge concussive knockback to the target, but no damage.
  • Cool Goggles: Advanced goggles that eliminate glare and provide advanced Scanning functionality (aka the normal Scanning functionality).
    • Ballistic Calculation System: Calculates ballistic trajectories of objects, allowing for more accurate shots, and also creative tactics using corpses as weapons or landing an enemy in just the right location.
    • True-Sight Module: Counters hostile stealth and illusions through a variety of methods, helping to discover hidden enemies or hidden enemy abilities. Buffs power of Scan actions.
  • 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.
  • Wand of Lesser Vigor: A wand capable of providing a minor regenerative effect. Not too useful in direct combat, but useful for making hospitals obsolete.
  • Base Defenses: Several advanced traps protecting my base.
    • 7 Proxy Defense: An advanced redirection system that makes it nearly impossible for intruders to find the 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.
  • Darksteel Fingers and Toes: Raw material for constructing super-durable stuff.
 
Got +8 total

Charge: 14/20
Charge: 13/20

+1 to MrMirrorMan, +1 to Joebob

Side Quest Action:

Alright. Let's make some actual progress in this.

First, Thina opens up one of the vents using her knife and backs into it, testing to make sure she can fit inside it. Then she disables the drone again, leaving it in a corner inconspicuously and hiding it slightly buried in the old weapon scraps. If the generator has some obvious way to switch it off, she first does that to turn it off. If it doesn't, then she uses the same tactic of short circuiting a light bulb in order to shut the generator off. Once the generator is offline, she ducks into the vent and hides inside it, waiting for whoever is coming to restart the generator.

While waiting, she sticks her paw down against the cold metal deliberately, and then removes it to feel the ancient dust between her toes. Odd that this place was so old, yet still had someone here. There were so many questions she could ask them.

[PG] Personnel Defense Drone
120,000 / 120,000 HP.
Regenerates 3,000 HP per turn.
Deals 10,000 damage with normal attacks.
Active Ability - Shields UP - Bodyguards something else and grants 30% damage resistance for a turn. Cannot be used twice in a row.

PEPSIMAN!
HP: Infinity/Infinity
Time Remaining: 120
Pepsi Cans: 0

Pepsi Machine:
HP: Infinity/Infinity.

Passive - Face of Divinity: Due to the divine power coursing through his veins, Pepsiman is totally immune to attacks made against him by lesser beings, such as yourselves. Though, attacking him can steal his Pepsi Cans. (count each can as being worth 2,000 HP)

Passive - The True Heir: Whenever you say Pepsiman's name, you must announce it loudly in a voice like a heavenly choir. If you don't, Pepsiman gains 300,000 HP immediately.

Passive - Strength from Followers: Any player can hand Pepsiman a delicious cold refreshing can of Pepsi as a free action, maximum of once per post. They can win the favor and grace of Pepsiman with such offerings. Pepsiman also gains 2 Pepsi Cans per turn.

Passive - Time Constraints: Pepsiman's time on this mortal coil is limited. Once Pepsiman runs out of time, he will go elsewhere to save those in need (and somehow bring his Pepsi Machine with him). At the end of every turn, Pepsiman loses 10 time remaining.

How this all works: When first spawned, Pepsiman is at the very bottom of the EOTB entity list (despite being a PG), and the Pepsi Machine is at the very top (but below the godmodder). The Pepsi Machine cannot be damaged, but whenever it is attacked, it can be moved either up or down two slots on the list. Once Pepsiman reaches or passes the Pepsi Machine, Pepsiman has completed a stage, which means he gains 30 Pepsi Cans and 20 time remaining. Then the Pepsi Machine teleports down to the opposite end of the entity list and Pepsiman starts running back. If an entity counter attacks or bodyguards against Pepsiman, Pepsiman becomes stunned for the next turn.

Action - Slide Charge
Move either up or down the entity list by 4 slots. Deal 8,000 damage to one enemy that Pepsiman moved past.

Action - Herald of Sugar
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Restore 4,000 HP to all allies Pepsiman passes through. Can spend additional Pepsi Cans to heal a target hit by this at a rate of 1,000 HP per Pepsi Can.

Action - Divine Smite
Costs 10 Pepsi Cans. Move either up or down the entity list by 5 slots. Deal 5,000 damage to all enemies Pepsiman passes through. Can spend additional Pepsi Cans to deal additional damage at a rate of 1,000 damage per Pepsi Can. Max of 20 additional cans spent.


Entity Orders - Pepsiman does one more slide tackle, hitting no enemies, but reaching the PEPSI MACHINE! He takes a moment to drink some cold, delicious Pepsi and celebrate his momentous victory with a song and dance number.



I invite any true believers to celebrate alongside our lord. I bet some of you didn't think Pepsiman was a real thing, but don't worry, he is.
 
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