Destroy The Godmodder: War of a Thousand Universes (THE END) (Game over! No longer accepting players.) RP (2025)

Dinfinity said:

give all charge to Krill13

Wafer decides to start it of safe and summons a starlight ram to hit the memory of a Imposter

[RP]
after action
What the fuck is going on, I mean, its a cool last fight, but their still is no dragon! *Notices school work*

mutter-mutter "Student must defeat one adult dragon or creature/creatures of equal or greater power"

Well, the school knows defeating a godmodder is considered impossible without a group, and thus would decimate the power ranking buts thats still more than a dragon

"BRING IT ON!"

You deal 25,000,000 damage to the Memory of an Impostor Boss! Player inventories are now unlocked!

Thecursedkatana said:

I ask my future self how we beat them.

I also collect more paradox energy [2/10]

You consult your future self! Unfortunately, I don't know what your future self said, since from my frame of reference your future has yet to happen and so the answer isn't possible for me to know.

Robot # 207 said:

Core Squad:
All Units

Independent:
Shades
Support units

The Parts are Immediately integrated into the Core Vehicle, its various systems now accustomed to integrating components infused with the Primordial Darkness of the Void.

+256 to Mischief in the form of some Cab Blocks covered in the various void based mechanical liquids.
<![if !ie]> "This is an experiment, I am unsure if these cabs will work how I expect them to, coating the Cab Block, the very core of these creations will probably make them more Void than Block, so I expect you to be able to handle them better" <![endif]>

+216 to JOEbobobob
+256 to Someone that +256's the Core Block (Krill13)
+256 to Someone that +256's the Core Block (Pricey12345)
+256 to Someone that +256's the Core Block (Pricey12345)

[RPNULL]
The Core Block finishes the Backup Vehicles with help from the Supply Truck, Loader Mech, Repair Mechs, and a TPD Member, these vehicles will stay at a hidden distance, so they won't be active unless they're needed.

[Reinforcements]

<![if !ie]> The Towering Pillar <![endif]> Deploys more Units, the front door opening to let the units move out
[Artillery Mech 0/48] +48 from Mischief
HP: 100,000/100,000, Attack: 25,000, Regeneration: 10,000
[Armor Block Container 0/2] x2, +4 from Mischief
HP: 5,000/5,000, spawns an Armor Block for each 500 HP lost
[Turret Block Container 0/2] x2, +4 from Mischief
HP: 5,000/5,000, spawns a Turret Block for each 500 HP lost
[Martial Arts Mech 0/24] +24 from Mischief
HP: 50,000/50,000, Stunning: , Regeneration: 5,000
[Defense Mech 0/12] +12 from Mischief
HP: 25,000/25,000, Armor: 8,000, Regeneration: 1,000, Reaction Fire: 2,000
[Guardian Mech 0/24] +24 from Mischief
HP: 50,000/50,000, Armor: 20,000, Regeneration: 2,000, Reaction Fire: 4,000
[Shield Bubble Pillar 0/10] +10 from Mischief
HP: 15,000/15,000, Preventative Measures: 5,000, 2 CP Shield HP
[Repair Bubble Pillar 0/10] +10 from Mischief
HP: 15,000/15,000, AOE Heal: 5,000, Regeneration: 1,250
[Lightning Rod 20] +20 from Mischief
2 CP Share Fate, HP, Is a lightning Rod: an ability that will redirect lightning attacks towards itself instead of the original target

The Artillery Mech then moves into formation and aims its guns

[Core Vehicle Upgrade]
The Tower falls, letting its Base Widen out, as it slams into the roof of the Uberspire the Core Block jumps out and quickly assembles into the Base of the Tower left behind, the storm of Blocks obstruct what's being made until finally the

<![if !ie]> The Fortress Turret <![endif]> is visible.

[Spare Blocks 147/??] +100 from Mischief, +1024 from Charging, +256 from Billions of Names --> [Core Vehicle Durability 1225/1225], [CV Firepower 300/300], [Block Stores 2/?]

[Core Vehicle Durability 1225/1225] (HP to All Bars, without reducing their Defensive stats)

<![if !ie]> The Fortress Turret <![endif]> is much bulkier, its base and turret being extremely Thick with layers and layers of Void, Armor, Blocks, and Pure Mass.
It will take effort to break this thing, even for a Great Adventurer.

[CV Firepower 300/300]
Many parts of the Turret Absorb Light, The Void infused into those parts strengthen those Blocks with the Primordial darkness, the Turret features many Weapons, so many guns that it would be a trial to count all of them, Machine Guns, Cannons, Lasers, Missiles, Blasters, Mortars, and so many more.
Finally at the Centre of the Turret, the Primary Weapon... is a Single Aiming Laser, because The Army will always be a Part of The Core Block's forces.

[Action]

<![if !ie]> The Fortress Turret <![endif]> turns to the Impostor Memory, its weapons charging and its Aiming Laser marking the Enemy, this prompts The Block Army to aim their weapons, Just like when the Blood Moon occurred, the Army still aims accurately.

And in a bright Flash Everything fires, Lasers, Bombs, Missiles, Shells, and Bullets of various sizes, The Impostor is ripped apart, blasted and Exploded into pieces, Missiles tracking the viscera and continuing their assault, then the Crowgolems pick up some chunks and tear them apart with their claws and beaks, this Significantly affects The Impostor's ability to keep sabotaging.
(The Attack will follow Kill Order)

[Entity Actions]
The Shades follow the Plan and Tear away at the Memories, consuming them
The Various Support units do their support

[Block Stores 2/?] +216 from Joe, +512 from Pricey

Norm's Heart: In Tiny Car

You deal 15,000,000 damage to the Memory of an Impostor Boss! All weather is now operational!

Krill13 said:

[OOC]

Dinfinity can you redirect that starlight ram into the Imposter Boss? That guy disables so much of our stuff and it'd probably be nice to have them removed as soon as possible.

Edit: thank ye : )

[RP]

totally important distinction:

"Sorry if this sounds a bit of an 'ermm achyually' moment here but they are not silverfish, they are S*lverfish. I feel that that's a very significant distinction to make between the two; the kind that'd get you beaten up by a gang of S*lverfish in a dark alleyway if you continue to fail in making it (assuming the millions of Jon Arbuckles haven't tenderized all of them), and I don't want that to happen to you, Aspera my man."

negligence moment tzaoray:

"See that? Your boss didn't even address your existence. No 'You're doing a good job, tzaoray' or 'You're doing a bad job, tzaoray' or 'You get to pilot this cool mech, tzaoray'. If that ain't some workplace injustice, I dunno what is."

<![if !ie]> ...

▯̸̱̣͊̐͜͝ͅ:

▯̶̹͔͂̓͋▯̴͈̱͔̬͗͠▯̸͉̝̞̮̱̈́▯̷̧̝̜̣̫̋̽̉͘▯̷̝̮̗̈́͒͂̂▯̴̤̖̗͋̇͑͝ͅ▯̴̢̃͂̿͑▯̸̡̾▯̸̛̼̱̜̆͋̚▯̷͔̰̹͌̃͠▯̸̛̛̝͆▯̷̳̼͎̦͔̉̔̇͆▯̴̤̞͊̌̒͐̚▯̴͙̬̣̻̂̎͛͛͆ͅ▯̷̮̤̠̈́͝▯̶͖̖̱͔̑̈́̀▯̵̗̠̙̅̓̒̋▯̴͖̙͖̭̹͊▯̵̦̙̺̻͋̉̿͗̚▯̸̨̥͇͝▯̶͙̞͛̇̃̌▯̷͚͉͐͜ͅ▯̷̐̔̒̌͜▯̸̢̞̳̮̾̚͘͠▯̷̱̳̳̈́̇▯̵͖͕̀̈́▯̷̧̠̰͚̤͆▯̷̛̦̮̤̭̥̿͂͌́▯̴̠̜̎̕͠

<![endif]>​

[CHARGE]

+2048 from finally beating a game of 2048. I lie. I fib. I do a little dishonesty. My goofy ahh will never beat that game.

Oh boy some defens- THE MOTHPIRES IMMEDIATELY DEVOUR THEM. THIS IS FAITHFUL TO HOW MOTHS MAKE USE OF DEFENSIVE IMPLEMENTS IN REAL LIFE.

it me : )

Aw heck, thanks again. +1024 devoured into somethingness

Me when I am Someone that +256's the Core Block:

[200/200]
[240/240]
[1200/1200]
[6000/6000]

[0/????]


+256 to © in the form of a "Get Well Soon" card. No, I will not elaborate. (+256 to Crimtane Shovel)
+256 to Mischief in the form of a speck of irrepressible light floating buoyantly within the Void, whose attempts to consume it would see its light remain undimmed. It's less of a metaphor for some light defiantly shining in the dark and more akin to just a speck of dust you just can't seem to be rid of. (+256 to DreadKnight22)
+256 to Pricey in the form of a flesh robot. You are free to question my methods, I just don't have an answer is all. (+256 to Pricey12345)

The stall is set up once again and is also upgraded into the final boss of stalls. That said I don't really wanna clog the channels of +256's here so uhh I engage in a +256 exchange with the Core Block. (+256 to Robot # 207)

[200 CHARGE USAGE]

These charges go towards remodeling the RAM Increase Drive into an HP Increase Drive, maybe improving its overall quality too.

[240 CHARGE USAGE]

These charges go towards remodeling and upgrading the Chess Drive to be able to push the Shadow Queen at least once.

[1200 CHARGE USAGE AND POSSIBLE "no pen" BESTOWAL]

The Shadow Queen does the signature Ojou-Sama laugh as I kind of just offer a generous donation of 1200 Charges to her.

That, and I also give her no pen, assuming the Imposter Boss' Inventory Sabotage bar has been erased by this point.

B-Bros I swear it's not what it looks like!

The upgrades go as such: push Attack to 1,000,000 (including the 'no pen' boost in this calculation), give her 1 Speed, and the rest goes to her HP.

[ENTITIES]

(With assumption that the Imposter gets ejected)

The newy-reborn Shadow Queen works on snuffing out the light of the Memory of a Sun while going up a step in the Entity list.

The Protection Writ and Baby's First Protection Writ both cry in a corner.

THE FALLEN MOTHPIRES KINDA JUST NIBBLE ON THE NEWLY-SPAWNED MEMORY OF A SUN.

All three replacement Crows start munching on the Sun Memory... three crows, sun eating, eh, close enough. Welcome back Yatagarasu.

Tiny Man baps the little Sun.

...how would an hourglass attack anyway- uhhh the hourglass dinks into the Memory of a Sun

A Work in Progress brings some buffing [JUICE] for its allies.

An Attempt makes an attempt on the Memory of a Sun.

<![if !ie]> The Idea is to see to it that the Memory of a Sun meets a fate unwelcoming of its continued existence. <![endif]> <![if !ie]> "And thus The Process resumes its work:" <![endif]>
<![if !ie]> <Chess Drive> However much RAM to push the Shadow Queen up.
<AoE Healing Drive> No allocations
<HP Increase Drive> An allocation of RAM of the highest multiple of one million available to increase as much [Krill13 - N] entity HP up to a million. Surplus HP Increase is sent towards the Shadow Queen.
All remaining RAM will remain unspent
<![endif]>

<![if !ie]> The Conclusion's limbs scour the battlefield, gathering the many fallen into its clutches. What is gathered is remolded into new life. <![endif]>

...oh, and I guess the Tree of Will can chuck as much Rams as possible into the Memory of a Flying Fortress Boss until it's dead, I guess, maybe toss in a This Machine Kills attack at the tail end just so the execute from that happens.

(If there is no Memory of a Sun due to Memory of a Purple Boss dying early, then anyone here targeting it shifts towards either the Memory of a Flying Fortress Boss if it is still alive, or whoever is vulnerable in Memory of a Master and Servant)

...

[ACTION + 6000 CHARGE USAGE WILL BE DONE IN A LATER POST]

RAM Increase Drive transformed! Chess Drive upgraded! Shadow Queen upgraded, and no pen given. You won't get it back if she dies, though. It can't last forever.

DreadKnight22 said:

[Main Actions]
Mischief strikes out at the Memory of an Imposter, focusing on freeing the entities that have once again been trapped. A flurry of blows, each infused with a frigid chill from the deeper sections of the Void, chills the Imposter down to its bones (bone?).

The Pipis Cannon is fired, launching a Pipis wearing a bone mask, who focuses on the Memory of a Hippie.

[Entity Actions]
If the entities have been freed, the Void Given Focus continues to build up Focus.

[Charge] [4664/???]
Just one more charge up

The Void Cab Blocks are placed aside for a moment, pieces to form a much greater whole in a moment.

The Speck of Radiance sent by [Billions of Names] is ushered into the reactor, as one final addition.

+512 is offered to Robot # 207 in the form of schematics for various mechs, robots, fortresses, and other assorted groupings that could help the Core Block innovate some more.

+512 is sent to Krill13 in the form of members of the Moth Tribe, here to assist in their only two strengths, dream stuff and shaman stuff.

You deal 18,000,000 damage to the Memory of an Impostor Boss!

Alastair Dragovich said:

Law didn't do anything because Law and I becoming synched meant he was overcome by the same emotional overload I was. But that's okay. That's no longer a problem.

As of this moment, we're back to being separate people for all intense and purposes. I... wish him luck. He may not know it, but the mask's fire was only a possibility. The same with me, really. It's a long shot for both of us, but we both have a chance.

Lawrence stands there as Aspera makes his speech. Due to needing to shake off crippling emotional exhaustion, he couldn't ask any of the questions he wanted. Who is behind all this? Why are they doing this? What even is happening!?

But now, face to face with the souls enslaved to Aspera, he realizes the details don't matter. Just one thing does.

Aspera needs to have his face meet the curb.

He turns to Melina, but in an instant the Imposter's power kicks in. As if separated by an invisible barrier, The Groupie Cries out. Law reaches, unable to pass through the power stopping him from reaching out to his best friend. And he realizes he needs to say something now. The one thing he knows he can change about his destiny needs to be said now.

"Melina... I love you!"

Her eyes widen and she holds her hands up to her mouth.

"I always have in one way or another. If we make it through this... I want to talk about our future together. Our REAL future, not the one that could be."

Speechless, she can only let loose silent tears and a nod. The promise is made.

Law turns and approaches the Boss Gallery, but he's stopped by one of them. The Memory of a Hippie. Something resonates within Law. His Destiny.

"...so you're the one who gave me this burden... the burden that was fueling Last Song. Only now do I realize it had a name... haha..." Law breathes out. "I've been behind everyone else. My power... it's maybe half that of everyone else. Because I'm the One Hit Wonder. Because I'm supposed to sing one last song and that's that."

Law looks down at his hands. "And I did it. I've fulfilled all the one hit wonder tropes. Reunion song done. All that's left is the burnt out burden of knowing I'll never shine as great again... hahaha. I guess I only have one thing to say to that."

The world cracks as Law's punch is met by and countered by the Memory of the Hippie's own swing. Law howls!

"FUCK THAT! AND FUCK NOT FOLLOWING MY DREAM! Maybe it'll amount to nothing and maybe it's impossible to juggle both that and my home life... but I've seen an empire of moths, a hell taxi of doom, the actual Norm the Robot from hit show Phineas and Ferb, been to a land of dreams and back, and I faced down my inevitable Tragic Destiny and I fucking won. If being me is impossible, then I'll just show the world that impossible is a fake word anyway!"

As Law and Shaggy's fist continue to push against each other, something happens. For most of the people here, having their Destinies removed is a damning happenstance. They would be robbed of strength and power, and in doing so be made weaker by the Aura of Perfection.

But Law's Destiny isn't a boon. It's a millstone he wore for the privilege of creating a one time miracle. And in facing Shaggy's Soul with this in mind another miracle occurs.

Lawrence "Law" Plainton goes from being the weakest Adventurer of the lot to being the one who is at his strongest when facing Norville "Shaggy" Rogers.

"LET'S ROCK! You're no longer facing the One Hit Wonder-"

The two swiftly trade blows, blocking and parrying with all the frantic fury of martial artists at the power and speed of being in Dragonball Super. Shaggy's roundhouse forces Law to flip backwards to evade it, but he then leaps at the Strongest knee first, to which the Memory responds in kind!

MEMORY OF A HIPPIE AND SOUL OF THE STRONGEST
NORVILLE "SHAGGY" ROGERS

"You're facing the Phoenix of Now!"

And so the Phoenix spreads his wings to Fly.

Their legs collide to no avail, forcing them to push back. And land. The Memory smirks, stands up a bit straighter, and motions for Law to bring it. Law nods and raises his dukes. The he approaches, with Shaggy not letting up his assault as he does so. Law feels the pressure, but the Aura of Perfection not only flows through the Memory of the Hippie - it now also flows through the Phoenix of Now, allowing him to deflect and weave to get into striking range!

Then Law feints for the first time, and Shaggy lifts a single finger to block. It looks like it holds for a second... and then *snaps*. The Memory looks down, then laughs before snapping it back into place with barely a wince. The soul grins, and Shaggy kicks it up a notch.

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

With Law being too busy facing down 2% of the Soul of Shaggy's power, it's up to The Groupie to manage charges. Frustrated at her own helplessness, she begins the next charge, now no longer bound by the One Hit Wonder theming. First order of business - not being shut down again.

Unstoppable Upgrade: 1024/10,000

She also looks around. She can't lend too much help - not officially thanks to the impostor - but she does notice the pokemon themed adventurer seems to be planning something. A box is soon sent to them.

+1024 charge to The_Nonexistent_Tazz

Here's hoping.

You strike at the Memory of a Hippie Boss, dealing 15,000 damage!

Banana_The_Second said:

[Action]: =)
Pol smiles.

The first half of Memory, that good ol' primordial essence.
Nothing new in this house of madness. Glowing as a purple left eye, for sinister purposes and creativity.

[AIM: WHATEVER'S NEXT IN THE KILL ORDER, BUT HEAVILY ASSUMING I CAN STILL HIT THE IMPOSTOR]

Kirby steps back, deciding on his first ability to use.

Meanwhile, Pol just appears on top of the Impostor. And drives their sword into its back before they can blink.
Spikes stab out from the sword, snaking and puncturing their way throughout its various tissues and organs; a very, very unpleasant feeling. As they branch out, they seem to force the Impostor's very being apart. When two objects meet with great force, one has to break to let the other pass. Or they have to bounce off each other.
Ah, but the Impostor is the product of a soul, not a corporeal body anymore. A manifestation of Aspera's last HP point. However, such unholy things tend to be somewhat demonic, like ghosts in some universes. Therefore, they are vulnerable to iron.
Thus, the Impostor's body begins to burn from being in direct contact with the sword, which has iron as part of its alloys' composition. Coincidentally, iron is electrically conductive. But that's irrelevant at the moment.

Immediately, Pol flaps off to throw out cantrops all around the Impostor, imbued with holy light and magic, some landing all over the ground while others come to a stop in the air, creating a field that the Impostor would find difficult to navigate without cutting themselves on the caltrops. And their holy light burns them away as well...

"BOTTOM'S UP!"

Pol then feeds the Impostor a glob of some sort of metallic liquid, which gets all over its teeth. Not only that, they are quite literally being transmuted into...more iron? Weird.
That probably isn't good for their oral health, considering the hypothetical effect iron should have on it.

[CHARGE]:
[8,200 / ???]

+1024 to © (Crimtane Shovel) in the form of a spotlight that's totally not on them.

You deal 14,000,000 damage to the Memory of an Impostor Boss! I, N, and O are added to your TYPOGRAPHY!

Crimtane Shovel said:

[Null]
Current plan is kill Imposter (Priority order of: Sabotage Inventories, Sabotage Weather, Sabotage Entities, Sabotage Spoils), then bonk the Yellow Teletubby to 10 million HP to get sent to Bad End Theater (In the event the Imposter makes Bad End Theater able to kill Yellow without damaging them by us just killing them immediately, do that instead)

[Charge Gifting]
+808 to (JOEbobobob), because I like money agagagagahagahagh
+206 to (Alastair Dragovich), because imma be real I wanna make sure Melina survives.

[Main Action]
[The following action is to take place after Bananas, and is operating under the Kill Order.]

©️'s puddle is gone. The spotlight hangs over an empty space. But, of course, he didn't leave. Not quite yet. The light suddenly swings like mad, before illuminating right behind the Memory of an Imposter Boss. Just as the puddle suddenly morphs into a... far more feral looking ©️ lunging at it. It lands on the Memory and begins animalistically tearing into them with claws barely formed. The Memory instinctively aims its gun and fires, the bullet piercing ©️'s head as he roars in pain, collapsing back into the puddle, only to immediately continue attacking as a series of liquid spikes stabbing into the Memories eye(? Visor? idk). The Imposter's tongue launches out to parry the strikes, but the spikes are relentless. It stops, only to swing around the Imposter like a snake, wrapping around it as the slime itself begins to seep into the Memories being. A portion of the puddle breaks off, reforming into something that can be assumed as ©️, a thin trail still connecting him to the impromptu bindings. He lifts a incomplete hand, and another break occurs in the slime, this time bouncing its way between the now-iron teeth of the Imposter, a spiderweb design crafting in its maw as their mouth is forcibly held still by the slime. And then, an ever familiar finger snap is heard, and ©️'s body suddenly ignites in electricity as the charge they absorbed from the Lie Detector way back when is finally unleashed. And from the trail, it conducts to the Imposter, frying the Memory as their shackles turn into living bolts of lightning that sear it from all angles.

[Entity Commands]
Well, if the boys are somehow free, Essence will create a Warrior to fight the Flying Fortress, the Guardian will prepare to heal whoever would stand to gain the most HP, The Old Hat does Old Hat things,

The Rod

and the Vowel Fish perform some Looney Tune hijinks and throw

The Rod

above itself, and everyone else prepares to murder the Flying Fortress. Man I need more troops.

[Charge]
[5081 4000/wdfverufdhwiuc]

Yep, 1081 charge! You might be wondering what I'm buying. Well it's quite simple, really. A 1-0-3 Ninja Monkey! Now, you might be wondering why on earth I am doing that. Well, as I said, I need troops. So whatever amount of Charge is not needed for the Ninja Monkey is being spent on Camo-Regrow-Fortified Ceramic Bloons. The Ninja is here to make a Regrow Farm for as long as possible.

You deal 12,000,000 damage to the Memory of an Impostor Boss! Allied entities become able to move again!

tzaoray said:

"Hey, Aspera, so like, this uhhh really ugly looking thing had this quick talk with me and I wasn't really paying that much attention since I was really focused on its weirdly ugly face. But it, like, said something about a Nityrowhatever which I think is, like, nitroglycerine but like way cooler. And, uh, apparently that cooler nitroglycerine was so awesome that it made someone think mountains are funny and fire is edible or something, I don't know.

But, you know, my, uh, point is I'd be a very amazing organ donor because, you know, nitroglycerine is something you shove into your organs to make them more badass, I think. And my organs are already very badass, and, you know, your organs are very badass as well, so if I were to donate my organs to you, you'd be more badass in general and, uh, that weird disgusting ugly looking abomination also said that painting rooms make for good molding corporations, like for clay or something. And like, it also said that, uh, boons make good nerf guns and are easily left behind and I think that was.. uh... uh...

Could you, uh, just accept my kidney? I made sure that this particular kidney was well polished and properly badass and it was a real pain to, uh, get out to donate. And, like, could you give me, like, a promotion or something? Like, can I have a piece of that cool ass armor or, uh, what? I mean that would be great and this is a very valuable, you know, uh, kidney and, uh, it'd be a real waste, if it was, like, put to waste, or like wasted, or something. You know, uh, can you accept my kidney?"

Aspera flinches as you offer him a kidney!

I - what. I don't need a kidney.
Tell you what, though, I can give you that promotion.

Aspera pulls out a rolled-up piece of paper and hands it to you! It seems to be a "Certificate of Promotion" from a company called "Godmodder Inc."

You're now a certified driver. Congratulations.

You feel your action power increase! You gain 10,000 TORQUE!

JOEbobobob said:

(AMONG OTHER REASONS, THE POST OF MANY NAMES IS FORMATTED IN A WAY THAT IS KINDA A PAIN TO EDIT BECAUSE THE ACCORDIONS CAN BREAK IN VARIOUS WAYS, MOSTLY EITHER A LACK OF ACCORDION OR NOT SHOWING THE CONTENTS. SO BEHOLD MY THIRD POST THIS UPDATE!)
OKAII LESEY CAKE TIGNS&THEFT UHHHH OKAY SO NOT THE HIPPIE BECAUSE THE HIPIE IS MAKE THINGS SMALER. AND NOT THE IMPOSTE.R SUS BECKLAESE PORBALBLY MADE OF POISNO. KABULA IS PROBABLY MADE OF BALLOONS AND MAYBI MOJNKEYS, AND MONKEYS ARE CAKE MATERIALS BUT BALOSN AREN'T. LORDE WIL MAYBE BE SWEET LTER BUT IS CURRENTLY MADE OF INSANE GOD I THINK. FAWFUL IS GREMLINE ALIEN... AHAA! TELETUBIES! TELEBTUBIES ARE FROM KID SHOW AND PRESUMABLY MADE OF CANDY! AM RUN OVER TO TELETUBIES VERY FAST! THERESN'T OTHING THEY CANDO BECAUSE AM TOO FAST FOR THEM! AND BITE! BI-
PTOOIE! TELETUBIE TASTE OFFAL! ALSO, WAIT, ACTUALY TELETUBIES LOOK. BLUE. LIJEK WEIRD BLUE ROCK OR LIKORISH. AND NOT TASTE LIKE LIKROSIH. AND KIDNA ETEHEREAL, LIKE GHOST OF SPIRIT TIGNTY? NOT LIKE NORAML PERSON. HMMMM... OHE, MAYBIE TIS HAS TIGNS TO DO WIT WORDS ASPERA SAYING ABOUT SOULS;? SOULS VERYU SEFUL BUECAUSET OKAY IN CAKES ACTULAY. BUT THES SOULS TASTE UNGOOD, LIKE CRYSTAL., SOULS SUPOSED TO BE LIQUID LIKE SOUP,. GOOD TO DIP BATER IN OR MAKE BATER IN. SOUL CRYSTAL POINTY AND NO BREAK TO POWEREDER EASY, NOT GOOD FOR CAKES EXCEPT IF MAKIE NG CAKES FOR ROCK MEN AND NO ROCK MEN HER.E.
HMMMM. OKAY PLAN 1 NOT WORKING,S. MUST THINK OF PLAN 2222222222. OR PLAN TWO. UMMMH MIDBUS PROBALY NOT OKAY EITHR. MAID OF SOULS. LIKE HOMESTUCKLY.? W/ARMY THAT KIL LROD ENGLISH? AM TINGK THATS WHA;T HAPPENED. HMMMM...

BUT THEN I HAD A VERY GOOD AIDEA. I USEKD MY NECK. USING MY NAKEC LET ME LOOK UP AND ALOWED ME TO SEE CARDS I COULDN'T HAVE SEEN BEFORE. THEIRS LIKE 7 OVER THERE, AND THEY'RE JUST IN THE AIR. ASPERA WAS BIG DUM AND LET THEM FLY IN SKY. ALSO THERE'S LIKE NO DISTANCE BETWEEN ME AND THE CARDS BECAUSE THE TELETUBBIES ARE ~0 METERS BEHIND ASPERA AND CAKE GUY RAN RIGHT TO THE TELETUBBIES. AND ASPERA'S NOT HOLDING THEM BECAUSE HE'S A BIG STUPID. I STEAL THE CARDS. THEY'RE MINE NOW!
THERE'S NOT MUCH TO SAY ABOUT IT LIKE I CAN JUST REACH UP AND TAKE THEM BECAUSE REACHING UP AND TAKING THINGS IS WITHIN THE MANY CAPABILITIES OF A MASTER THIEF. I DON'T KNOW WHAT THEY DO BUT I THINK ASPERA CARDS SUMMONED OR DID THINGS BEFORE? SO MAYBE THESE CARDS WILL HAVE A CARD OF THE CAKE, WHICH IS A CAKE THAT'S PROBABLY IMAGINARY AND CAN KNIGHT PEOPLE AS LIKE SORTA GODMODDER-OR-ADVENTURER-LIKE PEOPLE OR SOMETHING. CARDS ARE FOR IMAGINARY THINGS RIGHT? THIS CAKE VERY ESTABLISHED, IN WORLD THAT DOESN'T EXIST.ITS THE WORLD I COME FROM THO SO IT'S VERY ESTABLISHED. IT DOESN'T EXIST THERE EITHER BUT I TRIED TO MAKE IT ANYWAY WHERE WAS I OH RIGHT STEALING. THAT HAPPENED OR HAPPENS.
[TL;DR: CAKE GUY RUNS OVER TO THE TELETUBBIES TO STEAL THEIR SUGARY SKIN, BUT CRYSTALIZED MALEVOLENT SOULS PROBABLY DON'T TASTE GOOD. (I'M ALSO PRETTY SURE TELETUBBIES ARE MORE 'FUR' THAN 'CONFECTIONERY' ANYWAY.)
INSTEAD, CAKE GUY STEALS THE 7 VALUABLE CARDS ASPERA JUST LEFT HANGING IN THE AIR TOTALLY UNPROTECTED BEFORE A PAIR OF MASTER THIEVES. ([REDACTED PER PROTOCOL 4000-ESHU] WAS A MASTER THIEF IN THE MAKING FOR LIKE HALF AN ACTION BEFORE HE GOT FLAGGED FOR DELETION IT TOTALLY COUNTS. RUNNING OVER TO THE TELETUBBIES ISN'T EVEN SUS BECAUSE IT'S LEGITIMATELY WHAT CAKE GUY'S ACTION WAS ORIGINALLY GOING TO BE (BEFORE I REALIZED THEY PROBABLY HAVE FUR) SO ASPERA BASICALLY HAS NO WARNING)
([REDACTED PER PROTOCOL 4000-ESHU] ALSO MAKES SURE CAKE GUY DOESN'T GO FOR THE TELETUBIES, GUIDES CAKE GUY'S THOUGHTS, AND CORRECTS ALL THE TYPOES AFTER A CERTAIN POINT. THE START OF THE ACTION IS CONCURRENT WITH [REDACTED PER PROTOCOL 4000-ESHU] TAKING OFF HIS LIMITERS, WHICH IS WHY THE FIRST HALF HAS ANY TYPOES.)]

[ENTITIES:
[REDACTED PER PROTOCOL 4000-ESHU]'S HEALING IS GIVEN TO WHICHEVER ENTITY NEEDS IT MOST, AS DETERMINED BY HIS IMMENSE INTELLECT. HE WILL RESERVE AT LEAST 20% OF HIS VAST NARRATIVE INFLUENCE, UNLESS HE WILL OTHERWISE DIE INSTANTLY DESPITE REFUSING TO DIE, OR WILL OTHERWISE DROP INTO THE REFUSE-TO-DIE STATE AND USING SOME OF THE FINAL 20% WILL AVERT THIS.
THE VARIABLE ENTITY, IF THE PIZZA BAR SPAWNS VARIABLE PIZZAS, WILL TRY TO MAKE FEW LARGE PIZZAS WITH AN EMPHASIS ON HP. ESPECIALLY ONES WITH 1,000,000 HP. ANY SUCH ARE GIVEN TO KRILL. IT ALSO SUMMONS A CAKE AND BIACAR THAT WE PROBABLY MIGHT AS WELL IMAGINE DON'T EXIST.

THE VARIABLE JOEBOB TRANSFORMS INTO A STRANGE JOEBOB THAT DOESN'T SEEM LIKE MUCH OF A JOEBOB AT ALL, IN A POSH SUIT AND MONOCLE WITH A TEST TUBE OF FIZZLING LIQUID AND A JAR. HE DOESN'T EVEN TALK IN TIMES NEW ROMAN. HE SPEAKS IN COURIER.
<![if !ie]> "Greetings, I am one Joseph Tinkerer Roberts, an individual who has recognized himself to be a multiversally unusual manifestation of the JOEbob phenomenon within my ontological viscinity thus far, a phenomenon that if not for my status therein being minor rather than primary would be instead known primarily by the vernacular of the Joseph Bobert phenomenon, preferentially employing loquacious speech. Regarding yourself, Aspera, Godmodder of this locality, I have several observations. Firstly and most obviously is that although you regard your actions as an exceptional escalation and it does have a certain degree of elegant simplicity in utilizing your preexisting and well-established capabilities in order to reveal a stockpile of might preemptively accumulated, which ordinary Final Godmodder Escalations often lack, it is not in terms of scale increase for a final trial relative to penultimate trials especially striking by contrast to the preceding Trials. Strictly speaking it is the inverse of an escalation, as TRAGEDY had a transfinite quantity of health, but leaving such obvious incompatibilities aside, the final trial of one Richard Godmodder possessed such immense might as to be countered primarily by the presence of hundreds of Godmodders, including several of nominally equivalent power, many of which perished. Therefore your escalation is largely on trend, even under trend. However, although most obvious, this observation is not most important. Instead, my most important observation is as follows."
"The principal advantage of removing the soul from others is to purchase their everlasting loyalty. From this we can infer that the absence of a soul prevents disloyalty, as would otherwise occur in time, and hence that the soul is the element which permits disloyalty."
"These spiritual constructs are created of a great many souls, many thereof, perhaps all, from beings you have callously utilized and discarded. Indeed, your invocation claims as much by claiming the mortal shells were relevant purely in the past-tense. Therefore, my second observation is this; there is little reason to believe your soul constructs will be totally loyal, or even primarily loyal, to you."
"All my further observations in the immediate future and likely until my dissipation in favor of an alternative JOEbob shall be directed at the various spirits composing your constructs, reminding them that they have little cause to provide you continued loyalty after various effects known to the Adventurers which I shall regale them with."
<![endif]>
]

2432/2432 +256 FROM IRE, +128 FROM PRICEY, +216 FROM ROBOT, +808 FROM C
THE SERPENT OF WILL AND THE THREE KRILL-CROWS ARE RAISED TO 1,000,000 HP EACH. IF TASK DRIVES COUNT FOR FLOCK, THE AOE HEALING DRIVE IS ALSO RAISED TO 1,000,000 HP. IF FLOCK COUNTS MHP, THE ABOVE IS MHP; IF FLOCK COUNTS ONLY CHP, THE ABOVE IS NORMAL HP. VARIABLE ENTITY PIZZA BAR IS RAISED TO 1,500,000 HP, PLUS 350,000 MHP.
200 CHARGES INCREASE THE HEALTH OF [REDACTED PER PROTOCOL 4000-ESHU], OR GIVE THE VARIABLE ENTITY REALLY GOOD HEALING WITH A COOLDOWN, FOR [REDACTED PER PROTOCOL 4000-ESHU] PURPOSES.
REMAINING POWER GIFTS UPGRADES KRILL'S OTHER ENTITIES TO 1,000,000 HP/GIVES KRILL MORE 1,000,000 HP ENTITIES, ALL OF WHICH ARE CAKES. REMAINING AFTER THAT (IE: DUE TO NOT HAVING ENOUGH FOR THE NEXT 1,000,000) GIVES [REDACTED PER PROTOCOL 4000-ESHU] SOME MORE HP.

You steal the cards out of the air! They begin falling apart in your hands. It seems like Aspera uses them by throwing them, and these ones have all been used. You're not sure, but they seem to all relate to weather in some way. Maybe they're responsible for the storm?

Either way, it seems like the haul present here wasn't as bountiful as you hoped. Oh, wait, this one isn't fading away. Wonder what it says.

I prepared... I don't need to write the rest, do I?

Your plan then literally proceeds to blow up in your face. Ouch.

Entities upgraded! (For the purposes of Flock, I'm ruling that you can't make entities and transfer ownership. This probably isn't actually too important, but I have to draw lines somewhere and this is the hill I picked. Instead, you upgrade more of his entities to have 1,000,000 HP.)

RazorTyphoon said:

[Action]

Sorry for a delay, I was waiting for most people to do their turns for a specific reason.

Hopefully with the inventories freed thanks to the other players destroying that health bar, I'll be able to use my wax for this.

Ahem, here we go.

Following the kill order we all kinda planned, I create a pool of burning wax from the grounds, the thickness of the flames is already hot enough, but then to make it overkill, I then force the Imposter into the pool via a good ol fiery fist in there, trapping it via creating hardened wax as a form of trapdoor.

Scoire: Good riddance to it.

[Charge]

So uhh, Budge may or may not live to see this upgrade (and even if it did, it probably won't matter if Aspera has the potential to just kill it instantly unless I could apply a charge that makes it immune to godmodder attacks thanks to its overall unstable and messy structure.

but regardless, [2048/6144], maybe I should consider using the exalted god's horn on it once spoils and entities are reenabled.

Memory of an Impostor Boss destroyed! Spoils of War are available again! You also deal 20,000,000 damage to the Memory of a Purple Boss! You gain 1 Fire!

Pricey12345 said:

[Pre RP stuff] Something interesting...

Ex-TPD Member: It's not easy fighting all of that and I've got tricks up my sleeve, starting with the Impostor Memory and you might got yourself a 512 before TRAGEDY and 1024 after TRAGEDY which you got 1536 right now.

Paying double for this

A fleshy robot marched to the collection and watches

RP/Action: Prelude before the final: I look at the ten memories Aspera made while the former TPD member also witnessed the whole thing.

Ex-TPD Member: No way, Aspera used the glowing Ω to summon all of those old foes and the ones I've haven't witnessed while I was retired...

The sky is already black like clouds as well as the Genny Robotics transporter portal turns black which is purely cosmetic for some reason.

Not Holding Down, The Highest Point Final Act: What a surprise

Somewhere back in the Genny Robotics where the researchers collected and planning on the kill list in the research and planning department especially the Impostor Memory then the fluffy white dragon looks in that room and runs in, taking a look at the plan especially it looks at the main target Aspera which had it's eyes on his minions...

Back on top of the Uberspire, I also got a kill list then I start reading a bit before I saw the Impostor Memory as the priority kill list before I spin my crow pen around and I draw several crows flying around the fires that appears before turning themselves into bows which pulled their own bowstrings before firing crow-headed arrows, cawing as it passes through the flames while igniting themselves towards the Impostor Memory making the crow-headed arrows explodes into flames before I saw the ex-TPD member clapping at the performance.

Ex-TPD Member: That's a good performance right there mate, I also had my own story about my own life as the TPD Member.
Long, long time ago, I was a lonely magician who was practicing magic in the old and abandoned magic shop after being bankrupt until I saw some of the police who can protect time and stopping paradoxes in many timelines before I followed them into the Time Police Department station who is watching all of those timelines from Oldcanon, Altcanon and Aftercanon as well as Noncanon which I started researching into the books, so many books including the one how to be a TPD officer.
Someday later, several TPD officers witnessed several paradoxes happening in the Zeroth Server caused by glitching a big spot, telefragging incidents and main character swapping incidents as well as the Paradox Casino, setting off alarms in the department before the officers are set in teams and I had Officers D & F with me, going in the TPD cars and sets off into the Zeroth Server's different moments where I pushed somebody out of the way to stop a telefrag attempt along with us shutting down the Paradox Casino instantly before they spin it's first paradox and many more happening in the Zeroth Server's fragile time integrity that'll shut down the timeline for good if worst comes to the worst.
A few years in service, I was promoted to the highest ranks of being as the officer while I was the original Ace in the spades section and since I don't know what to do after stopping godmodders and even the most-wanted criminals in different timelines, I resigned from that group and I gone time-travelling towards different timelines until I ended up in the backstage where TRAGEDY is in the Uberspire until then...
We got into the top of the Uberspire and he used his Ω symbol to summon ten powerful memories which are the Teletubbies featuring Tinky Winky, Dipsy, Laa-Laa and Po, Fortegreen, Kabula, Shaggy, THE LORDE, Fawful and Midbus. And looks like I'm not messing around with time-travelling any further...

The ex-TPD member puts on the magic hat with the TPD symbol on the front as well as turning the formal clothes into a magician's suit which suited as a policeman before spinning a revolver with a spade symbol on the gun with a smile.

Not-Former TPD Member: Looks like I'm not holding back and no longer retired.

The formerly retired TPD member looks at the Impostor Memory before aiming the spade revolver at it.

Not-Former TPD Member: Well the memory of Fortegreen, what would you do when you're terrible at this job? You're fired.

The formerly retired TPD member fires six burning magnum rounds of it's revolver before clicking it's fingers, springing the Impostor memory into the air and went into a fiery sun which completely burns the Impostor Memory all around it.

Not-Former TPD Member: Ejected for a kill order doesn't it?

Entity Actions

3800 Charge Upgrade:

Base 700+3800=4500 (4444+56, 4444 means death in Chinese or Japanese but four times before I added a little extra)

The crow monster finally breaks free of it's cage, swooping towards the charge bank and had a big feast on it before it had sudden memories and flashbacks as the previous identity.

It was an ordinary businessman who lives with a happy life with a family of eight and getting a good paying job until his life changed when he went into a strange, dark forest with cultists wanted a good worshipper until he reluctantly accepts it, worshipping monsters and demons from different worlds until he found a sacrifice chamber where he meet up with several cultists before he goes on the sacrificial circle and stabs his heart with a sacrificial knife instead of killing him, he melts and transforms into the crow monster forever.

The crow monster instantly recognised it's time in the sacrificial circle before it went into the portal, leading into an seemingly abandoned sacrificial chamber before it goes on the circle before it lights up again before it makes it's final caw before melting into a big black puddle before the puddle shakes for a moment and releases the clawed hand slamming on the ground followed by it's wings releasing from the goop forming into an anthropomorphic crow-like monster while it's main body is furred and dark as night with it's scaly arms and legs, a bladed feathery tail with scales on top, symbols on it's shoulders and knees and it's wings are big with it's eyes opens and roars for the first time while it summons it's own weapon which is a scaly blade with eyes on the blade and starts flying into the top of the Uberspire before confronting Aspera.

The evolved crow monster: Well well well, looks like I have met you again Aspera after weeks of suffering through being trapped into a big cage, extracting the energy in a facility full of agents who are high alert when I tried to escape and this will be your last moments even for my death.

The evolved crow monster flaps it's wings with the sky turning even darker than before and there's trumpets and alarms blaring from elsewhere.

Corvaria the Dark Forest Nightmare

Replaces the crow monster while it's alive with highly increased health and attack as well as 20% DR and 25% dodge with some self-regeneration.

Skill list:
Inspired by the Yatagarasu and the Apocalypse Bird from Lobotomy Corporation, some attacks are inspired by the twilight item from Item Asylum

Decision Abilities: Corvaria can choose which ability to use on different targets.

Peace Slasher: The main attack where it slashes the target for average damage otherwise it can choose something else like one of the regular attacks if it didn't want to use a skill.

Glowing Eyes: Fires about up to 10 lasers from the eyes of it's own sword at the targets it choose for low damage.

Punishing Strike: Lunges at the target for slightly higher damage.

Shadow Judge: Uses the scales to deal lower damage in a group but deals high damage to monsters, demons and unholy entities.

Gifts of the Ever Dark Sky: An upgrade for a Blessing of the Dark Forest, giving up to three targeted AG or N entities a power up, increasing attack, regeneration and gives a nice buff that could help a entity with positive status effects but stronger effects for less targets.

Nightmare Gaze: An upgrade for the Gaze of the shadow crows, curses up to three targets with negative effect like reducing attack, a damage overtime and something that could distract, stun or incapacitate an target but stronger effects for less targets.

Shadow Eggs: Every 3 turns of living, it lays three dark eggs which takes a turn before hatching into large crows with average attack and health.

Passives:

Shadow Speed: It performs double actions and can choose each skill to help and hinder at the same time.

The Ever Dark Sky: Adds a weather modification that any crows or avian entity (This includes the Magitech Crowgolems) summoned gets buffed while it's alive including it's own crows and each kill while it's alive increases a bit of health and attack regardless of any avian/crow's kills or it's own kills.

Power of the Flock: Corvaria also receives benefits of the Flock passive and also counts towards something good.

Shadow Goopiness: When defeated, it turns into a living black goo with lower HP and it has a dodge rate that can't be ignored but it must wait three turns to turn it back to normal but reduced current HP than the max HP but still can be recovered.

The investment and programming divisions delivers a +512 to Core Block (Robot # 207) with some extra Mechanical Alliance-certified materials just to fight Aspera's forces, +256 to Pol (Banana_The_Second) and +256 to Billions of Names (Krill13) with a strange and dark core

Replacement Crows Caw-Caw Market:

The crow market is not in business yet until it witness a death caused by anything even Aspera

When the entity actions are freed from the Impostor Memory's sabotage:

Corvaria roars and curses the Impostor Memory via the Nightmare Gaze before using Punishing Strike to lunge on it and slices it

The replica Genny Robotics makes an incredibly loud Emergency Meeting sound from Among Us before it torches the Impostor Memory

The blaster robot warrior fires at the Impostor Memory

Incoming assists: +256 from Toby from obtaining prior to last update, +256 from Billions of Names as another gift, +512 from Core Block from trading +512 from Pol
Charge Bank +1291 from Core Block, +384 from Toby, +414 from JOE, +128 from C4, +512 from Billions of Names as gifts, +512 from Pol +250 as a gift from the corrupted me from my bad ending, +250 as a gift from the former beast god who's into heaven
Total charge banked: 2425+1536=3961 (3800 will be used +1100 from Core Block, +384 from Toby, +414 from JOE, +128 from C4, +512 from Billions of Names as gifts, +512 from Pol +250 as a gift from the corrupted me from my bad ending, +250 as a gift from the former beast god who's into heaven)

With the Memory of an Impostor Boss dead, you fire at a different target! You deal 12,000,000 damage to the Memory of a Purple Boss!

The_Nonexistent_Tazz said:

[ CHARGE: I Don't Wanna Stop - 7146 / 7146 ]
+128 from Robot, +256 from Chairheir, +1024 from Alastair

[ CHARGE EXPENDED ]

Seven thousand, one hundred and fourty-six charge is immediately pumped into Heather, bolstering her HP and Attack evenly.

"You know what, screw these assholes, let's go!" Heather says, energized from the surge of Charge.

[ ASSISTS ]

+256 to Robot # 207
+256 to Chairheir
+512 to Alastair Dragovich


[ ACTION - POISON ]

Tazz does not really react to Aspera whatsoever and simply stares down the Memory of a Purple Boss venomously. So venemously, in fact, that actual venom immediately shoots out of their eyes in the form of two gigantic serpents. The venom-made cobras bite down into the spiritual construct from both sides. While it's pinned down and struggling to escape, Tazz rustles around in their duffel bag, pulling out...

"Hold this." Tazz says, handing off a Demon Core to the facsimilie of the purple Teletubbie. A spectral construct made mostly for fighting, it nevertheless complies with Tazz's ridiculous request, if only because it's too busy being torn in half to seriously think.

Two seconds later, Tazz pulls a screwdriver out between the two halves of the Demon Core and simultaneously throws up an omnidirectional cube of Minecraftian-grade Bedrock around the Memory of a Purple Boss.

K A B O O M !

The Memory of a Purple Boss is splattered with radiation, venom, and horrific pain. Tazz steals back the Bedrock before anyone else can exploit it.

[ ENTITY ]

Heather and Pizzahead both try to shoot the Memory of a Flying Boss out of the sky, barring the existence of any particular boss that is gaurenteed to die from their actions instead.

Heather upgraded!

You deal 11,000,000 damage to the Memory of a Purple Boss!

King_Fuffy said:

+1024

3956/10240: 64-BIT NAME OF UNIVERSE

+1024 to someone who wants it

[ACTION]

C4's feet echo as it strides up to the final floor of the tower. Its hands are strangely occupied- six limbs fold out, carrying the chaos emeralds, slotting them into place in key locations on the robot's body. Their energy fizzles softly, restrained by the Memory of the Impostor.

PITIFUL. BUT NOT PATHETIC. ASPERA. YOU REALLY RESORT TO THIS? TO A TUMOR-LIKE GROWTH TO BLOCK THE NATURAL COURSE OF REALITY?

DO NOT RESPOND. YOUR ANSWER IS IRRELEVANT. THE QUESTION YOU HAVE POSED IS: WHAT WILL I DO?

AND I RESPOND:

I CAN DO ANYTHING.


CHAK. The sound echoes throughout the hall. Further clicks echo as the protective casings are droppped. C4 is standing in front of the target of the Kill Order- (or if the Impostor Memory is dead, the Memory of a Frozen Boss). There is no transition between the two states. C4 is simply there.

C4's head pops open.

Inside, there is all-encompassing void.

A single point of unfathomably vast darkness floats, uncontained, above C4's head. It is inky dark blackness from which no light escapes, to a terrifying degree. Nothing like it has ever been seen in the one-thousand universes. Nothing like it will ever be seen again.

It simply floats there. With one arm, C4 laboriously points toward its target.

THANK YOU FOR BEING IN THIS WORLD.

The orb of black explodes into kaleidoscopic fire. The target is incinerated instantly.

And then they are electrocuted. And stabbed through the chest. And seared by holy light. And drowned in cursed darkness. They become a squid and get turned into sushi; have the crux of their existence disproven in standardized philosophical debate; have their innards turned into candy; get time paradoxed, stolen, have a critical moment of their life shattered. They are CUT; and sliced by pizza blades, and they are blended (cooking) and blended (color). They are translated, transposed, transgendered, and transhuman'd, crushed by gravity, inverted, reversed, flipped like a pancake, twisted, touched, snapped, smooth-moved in a dance battle, golden with the Midas Touch. And more. And so much more. An unlimited ocean of attacks sears through the fire at a rate nigh-incomprehensible to understand.

C4 simply watches.

If a robot could smile, it would.

The power of the Chaos Emeralds flows through you!

You deal 50,000,000 damage to the Memory of a Frozen Boss!

Thecursedkatana said:

I merge with alternate timeline versions of myself to make a bomb of paradox energy

I collect remainder paradox [3/10]

You create a paradox bomb! But without a target, it just floats there for a bit... It is then suddenly redirected to attack the Memory of a Purple Boss, dealing 11,000,000 damage!

Krill13 said:

[CHARGE]

Oh man Strangecore and Darkcore my favorite genres

The Moth Tribe is kind of just accepted into the MOTHPIRES community.

...

What? Were you expecting something bad to happen? Some kind of rejection from the MOTHPIRES? Yeah no they don't do that here, and there totally aren't any prior evidence to such hostilities directed towards other mothkind in the past.

me when I desire:

<![if !ie]> [ACTION + 7792 CHARGE] <![endif]>
<![if !ie]> The seed for a new Overworld lies in the Conclusion's grasp. <![endif]>

<![if !ie]> The Conclusion, in momentary treason to its restraints as an entity, calls for the remaining Charges, as well as what should have been an Adventurer's Action, and it brings the surging streams of the two into an elegant dance around the seed it holds, each commanding motion of its limbs directing the lithe movements of the two flows. It is amidst this rite-like process that the flames of the fleeting Wildfire are swept into its rhythm, wreathing themselves upon its serpentine actors.

The elegant union of Charges, Action Power, and Wildfire Flames eventually enter the form of the Overworldian seed, the coalition of it all now being taken in by The Conclusion's busy figure, whatever work being done upon it obscured from reality's perspective... save for a great outburst of Life leaking from its grip.

The Conclusion opens its form, revealing from its clutches the result of its work; a cluster of nodes, each exceedingly brimming with Life... blazingly so, yet remade into The Conclusion's likeness; tenebrous wisps of flame-like motion, dancing reverentially about their creator.

Other than the physical joy such a tribute can evoke, the wisps' ritualistic flow is not without a substantial boon to The Conclusion; a simple reinforcement of the Union it dwells under.

As well, the wisps connect themselves into this bond as outliers to its original effect; they offer their lives freely whilst refusing to be subjected to the same act of sacrificial virtue.

Thus are the Devotees brought into being; dark, wisp-like constructs of flame make that serve simply as applications of Life by The Conclusion.

...

And thus The Conclusion relinquishes its briefly ascended status, returning to its duties as an entity.

<![endif]>

Action and 7792 Charge Usage:
- Upgrade to Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ so that any entities under its umbrella cannot be subjected to any execution effect, as well as effects that cascade through the collective health.
- Summon as many <![if !ie]> Devotees <![endif]> as possible: 1,000,000 HP entities, each single one equipped with a one-way iteration of Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ where only the <![if !ie]> Devotees <![endif]> will take damage for the main trio. The upgrades to Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ apply to this iteration as well.

...

ye ok

(tragically, you do not crit.)

You cannot apply that upgrade.

<![if !ie]> Devotees <![endif]> summoned!

FastoDash said:

[CHARGE USE]
Royal Armor [5752/5752]
The Regent glows emerald, and its armor becomes stronger, glowing with green ripples across it.
4200 Charge into its HP, split evenly, to bring it up to 10,000,000 in all 3 of its health bars.
400 Charge into its armor, to bring it up to 1,000,000.
Finally, 1152 Charge into its Mana production, to bring it up to 512.

[SPOIL]
I take the Memory of a Yellow Boss, and take a picture of it. Don't worry, it'll get to be part of a wonderful story.

[ORDERS]
The Regent attacks the Memory of a Red Boss.

[CHARGE]
[377/???] (+1024 from Tom Sawyer)
+1024 to DragonAegis

Memory of a Regent upgraded! The upgrade to the Armor is all spent just getting it back to 500,000, though, due to the HP increase.

The Memory of a Yellow Boss and the Memory of a Green Boss vanish into thin air...

Chairheir said:

CHARGES:
Chaos is too busy thinking of something cool to summon to actually charge, what a shame. (3,584 / ???) (+1,024 base, +256 from The_Nonexistent_Tazz )
+512 to The_Nonexistent_Tazz
+256 to JOEbobobob
+256 to Krill13

Chaos points behind him, pogging.

"holy hell the godmodder from des[t]roy [t]he godmodder"

While technically it is in his existence to destroy godmodders, Chaos really cannot be bothered right now. So instead, he takes a whole bundle of thyme, wraps it into a gigantic joint, and smokes it. This is apparently what qualifies as a "destiny" nowadays- smoked herbs that don't even provide any sort of high. At the very least though, he looks awesome smoking a gigantic THYMIUM JOINT. Kinda like that one image of Ralsei hitting a fat one, y'know?

"yooo. shaggy. wanna [t]ry [t]his [c]razy s[t]uff." Chaos offers Shaggy a THYMIUM JOINT. While there is literally no good reason for him to take this joint due to the absolute immense threat level of said joint, this is Chaos's attack! How could he possibly refuse? Plus, perhaps the power of Waluigi Thyme could boost his immensely impossible power level even further? Shaggy takes the THYMIUM JOINT, and pops it into his mouth. Chaos lights it for him.

Yes. YES. Shaggy feels the raw power of the Waluigi Thyme flowing into him. The power of plot relevancy- it seeps into his veins, his very essence! Purple overtakes his vision. Power. POWER! He can see the secrets of the world! The plot, the meta, the update terminal! It bows! It all bows to him! Reality begins to morph and bend around-

Chaos looks at Shaggy, who is convulsing on the ground, spasming. The THYMIUM JOINT was literally made of common, store-bought thyme. Not the coveted Waluigi Thyme. God knows that stuff is far, far too valuable to simply put into a simple joint. Why was Shaggy dying of smoking a simple joint, anyway? A joint that doesn't even have any real properties, besides maybe making your chicken taste better. He had one earlier too, and he wasn't dying of any sort of overdose! Chaos removes the THYMIUM JOINT from Shaggy's mouth, and unwraps it.

Ahhhh. He sees the issue now. That wasn't a joint made from thyme, this was a joint made from cilantro! A very common mistake to make in the field, swapping your thyme for cilantro. Now Shaggy's condition made perfect sense. "sorry bro i go[t] my spi[c]es mixed up. you would no[t] believe how easy i[t] is [t]o ge[t] [t]hese [t]hings muddled. apparen[t]ly, [t]hyme powers do no[t] help me divine [t]he con[t]ents of unlabeled jars." Chaos hands Shaggy a "sorry i drugged you get well soon" card, stabs him in the chest once for good measure, then leaves to to place labels on the jars of his therapy shed turned apothecary turned kitchen.

He mislabels the jars on accident. oh you

You deal 13,000 damage to the Memory of a Hippie Boss! You gain 13,000 THYME!

Toby Faux said:

I guess it really is the end now.

My entities are gone. Looks like the Culmination never got to use its final power.

But I still can.

"Final" Charge 5000 / 5000

In reality, there is no final charge.

Time goes on and on without end.

However, Aspera, soon you will face YOUR end.

All Godmodders are destined to fall.

Through the power of inevitability, Toby uses 5000 charges to rip open space and time, collecting all the residue from attacks he created across the course of his adventure then focusing them on an attack on the Memory of an Impostor Boss.

You tear through space and time! Memory of a Purple Boss killed! Memory of a Mischevous Boss takes 10,000,000 damage!

~~~

My turn.

The Memory of a Red Boss heals itself! The Memory of a Flying Fortress Boss strafes the battlefield! The Vessel of Memories is destroyed! Genny Robotics is destroyed! The Serpent of Will is destroyed, followed by the Tree of Will itself! Its contents vanish into the ether... SOUL of the SUPREME GUARDIANS destroyed! The Void Given Focus takes 500,000 damage! The Memory of a Hippie Boss equalizes the Core Vehicle! The Memory of a Joke Boss drags a wave of fire and missing textures over the Core Block's army! Heavy Artillery killed! Medium Artillery killed! Medium Tank killed! Heavy Tank killed! Mega Tank killed! Tink Tanks killed! Tiny Car killed! Block Car killed! Supply Truck killed! Magitech Crowgolems killed! Mortar Emplacement killed! M Tank Shade killed! (And, where relevant, Cab Blocks destroyed!) The Memory of a Mischevous Boss fires a scattered volley of lasers! Artillery Mech killed! Martial Arts Mech killed! Loader Mech killed! Loader Mech killed! Repair Mech killed! Defense Mech killed! Guardian Mech killed! Command Mech killed! _____ Mech killed! Lightning Rod killed! The Memory of a Frozen Boss attacks THE CULMINATION OF MY BEING and the Artificer Degree Two, killing both! THE CULMINATION OF MY BEING releases Your Power, dealing 650,000 damage to the Memory of a Mischevous Boss!

Aspera charges at the hard-to-destroy wight, swinging the Sacred Black Sword to chop off his head. THE LAWYER WHO REFUSES TO COME EVEN CLOSE TO DYING uses His vast intelligence and psychic powers to make the sword unfathomably heavy and impossible to swing. Then, using His abilities as a MASTER THIEF, he -

SCP-5242.

John Phoenix, for perhaps the first time in his life, is blindsided as his vast narrative influence is suddenly chopped down to the level it was at before he removed any of his limiters. It is powerless in the face of Aspera's own.

You didn't think I'd come prepared for you? Pitiful.
I saw how you were subverting my first trick.
So I figured out how to get... trickier.

Aspera idly twists one of his cards in the fingers of his left hand. The Foundation logo is visible on one side, with "682" written clearly on the other.

Turns out SCP-4000 is completely neutralized by SCP-682 - or someone borrowing its power for a mere two seconds - mentioning SCP-5242.
Why that happens, I won't pretend to know. But I can hardly complain.
Oh, but that's just the setup. Next comes the disappearing act.

Aspera flicks his hand as the card in it fades away, revealing a second card behind it - this one marked as "6820." With incredible speed, Aspera presses the card into the lawyer's chest and launches him through a suddenly-ripped-open portal in reality. But John Phoenix, in the second it takes for the card to take effect, uses one final trick - He makes it so that any entity lifelinked to him will not die, but instead break the link at 1 HP. Not that John Phoenix is going to die. But in His infinite wisdom, John Phoenix knows that this is a useful tool to have anyways, so He makes it so.

And then John Phoenix...


INTENTION: Use the ontokinetic manipulation capabilities of SCP-4000-XYZ to force SCP-6820-A to exit SCP-6820.

INTERACTION: John Phoenix entered the chamber. Looking around, he saw His target, but not the creature within. John Phoenix approached, remembering His goal. John Phoenix is great because John Phoenix is going to do as people asked Him to, not becuase they asked John Phoenix to, but because John Phoenix is that altruistic. And, of course, all John Phoenix needs to do is make it so that the thing inside SCP-6820 is no longer inside SCP-6820. So he walks up to SCP-6820, and using his psychic powers, he removes it, purging it from SCP-6820 and then from himself.

For approximately 5 minutes, SCP-6820 ceases operation. SCP-6820-A RETURNS. John Phoenix suddenly remembers what he was in here for. So he walks up to SCP-6820, and using his psychic powers, he removes it, purging it from SCP-6820 and then SCP-6820-A RETURNS AND CRUSHES HIM. John Phoenix refuses to be crushed. SCP-6820-A KILLS HIM. John Phoenix refuses to die. SCP-6820-A KILLS HIM ANYWAY. John Phoenix refuses to even come close. SCP-6820-A THROWS HIM OUT OF REALITY. [1]

RESULT: [REDACTED PER PROTOCOL 6820-ESHU]'s ontokinetic abilities have increased drastically, and increase further if its proper designation is used in a published document. Protocol 6820-ESHU, adapted from the now-obsolete Protocol 4000-ESHU, is now in effect for all documentation regarding SCP-6820.

[1] annoying

...is gone.

The Memory of a Regent and the Variable Entity drop to 1 HP! Aspera then turns to pick up the Sacred Black Sword, but finds it to still be incredibly heavy! After a moment of fruitless effort, Aspera lets go of it and sighs, pulling out another card.

A final spiteful farewell from someone who just didn't know when to quit.
I'll just have to rely on a different sword for a little bit. What about the ultimate slayer of
slimes?

Aspera crushes the card in his hands, and it sprouts into a glowing green sword with a yellow hilt - the First Fractal! He points the sword at ©, and a thousand afterimages of Aspera, each carrying a slightly different sword, charge at © and his entities, hacking away at them! 1-0-3 Ninja Monkey destroyed! Fortified Camo Regrow Ceramic Bloons destroyed! Mender of Dreams destroyed! Old Hat destroyed! Jigger-Rock Snatchem destroyed! The Black Knight's HP falls to 0, but it's just a flesh wound! Crimtane Shovel You will lose your Nameplate if you fail to counter!

Aspera looks a bit winded already!

Ugh. Even in his death throes, that lawyer continues to exhaust me at every turn.
Consider this a minor reprieve, Adventurers. Next time, the real fun begins.

The Shadow Queen advances! The Shadow Queen attacks the Memory of a Flying Fortress Boss, dealing 1,000,000 damage! The Essence of Dreams spawns a Warrior of Dreams! The Guardian of Paradise heals the Memory of a Regent! The Rod throws itself above itself, and also the Fish! The Black Knight attacks the Memory of a Flying Fortress, dealing 10,000 damage!

The Void Given Focus focuses! The Spider Shade and the H Tank Shade apply 18,000 Decay to the Memory of a Flying Fortress Boss! Budge, the Overloaded attacks the Memory of a Flying Fortress, dealing 560,000 damage! The Memory of a Regent attacks the Memory of a Red Boss, dealing 150,000 damage! The Variable Entity spawns a Pizza-Merging Cake and a BIACAR, and the two work together to merge all the Variable Pizzas spawned into two large ones! The Pizza-Merging Cake is lost in the shuffle... THE GROUPIE attacks the Memory of a Flying Fortress, dealing 100,000 damage! Heather, Cosplay Pikachu attacks the Memory of a Flying Fortress Boss twice, critting both times and dealing 6,000,000 damage! Pizzahead attacks the Memory of a Flying Fortress Boss, dealing 50,000 damage! The Blaster Warrior Robot attacks the Memory of a Flying Fortress boss, dealing 75,000 damage! Corvaria, the Dark Forest Nightmare uses its Nightmare Gaze on the Memory of a Flying Fortress, then uses Punishing Strike and Peace Slasher, dealing 2,000,000 damage and taking 250,000 damage!

THE FALLEN MOTHPIRES TEAR INTO THE MEMORY OF A FLYING FORTRESS BOSS AND DEAL TWELVE THOUSAND DAMAGE TO IT. The Idea tears into the Memory of a Flying Fortress Boss, activating This Machine Kills and knocking it out of the sky! The Process moves the Shadow Queen and gives 1,000,000 HP to The Idea!

> receive buff
A Work In Progress gives you some extra HP. You now have one million one hundred thousand hit points.

A Work In Progress also gives 100,000 HP to the Mannequin Crow! The Conclusion spawns a Tank-Ish Thing! An Attempt attacks the Memory of a Mischevous Boss, dealing 1,000,000 damage! The Tiny Man, the Puppy Crow, the Mannequin Crow, and the Bingus Bungus Mecha Caw Caw! attack the Memory of a Mischevous Boss, dealing 200,000 damage!

> attack mischevous
You strike at the mischevous boss, dealing ten thousand damage.

Lightning strikes! Nobody is harmed - this time!

~~~

Itinerary:
AG: DESTROY!
N: THE!
PG: GODMODDER!

Battlefield:

Sacred Ground: Caused by the presence of a Sacred Black Weapon. It is not possible to bodyguard on this floor.
Gathering Storm: A supernatural storm gathers at the apex of the Uberspire. Rain and lightning are likely to finish off non-[PG] entities at low HP.
Dandelions: Lots of dandelion seeds are floating through the arena. Probably a side effect of some lingering magic, as they seem to be coming from the storm clouds. Feels almost calming... if you can factor it into your attack in a way that makes sense, you might get a boost - or maybe not. Fleeting.
Fragment of Paradise: All healing is slightly more effective. If the Guardian of Paradise dies, this weather changes. Persistent.
Darkened Sky: The darkened sky gives power to the crows. All crows and other birdlike entities deal more damage. Persistent.

Morale: If Morale is equal to the affected entity's Attack and Healing combined, that entity immediately acts again after acting (and advances its cooldowns), and that much Morale is lost. Can trigger multiple times in one turn. Entities with special abilities may need more Morale, applied at my discretion.
Defiance: When a status effect is applied to an entity with Defiance, it loses Defiance and that effect is cleansed. Approximately 1:1 effectiveness on Decay, 1:5 effectiveness on Stun, and similar levels of effectiveness depending on effect severity for all other effects.

Decay: Deals damage at the end of each turn until it's dispelled or the afflicted entity dies. Can be dispelled by actions.
Stun: If Stun is equal to the afflicted entity's current HP, all Stun is removed and that entity does not act or reduce cooldowns this turn.
Bleed: Deals damage at the end of each turn. If Bleeding is not applied on a given turn to the afflicted entity, it is dispelled entirely after the entity takes damage.
Fear: The afflicted entity deals reduced damage each turn equal to total Fear. If the entity has more than one attack, this effect still only applies once, although it can apply to more than one attack if it is higher than the damage dealt by one of the attacks.
Distraction: The afflicted entity deals reduced damage each turn equal to total Distraction. If Distraction is not applied on a given turn to the afflicted entity, it is dispelled entirely after the entity attacks.
Insanity: Each turn, the entity has a random chance, based on the total amount of Insanity and that entity's Attack, to attack an allied entity instead of its intended target.


Entities:

Aspera

[GM][SWORD]: 1/50 HP, Godmodder, Ω

Memory of a Group Of Four [PG-Ω]: Memories Remaining: 1
Memory of a Red Boss [PG-Ω]:

HP: 24,850,000/25,000,000, Healing: 25,000,000, -x1 Healing for each Memory in the Memory of a Group of Four that dies

Memory of a Hippie Boss [PG-Ω]: HP: 72,000/100,000, Equalize: Target entity takes 50% of max HP as damage, then max HP is halved; Aura of Perfection: Unaffected by all permanent upgrades, and cannot be damaged by entities

Memory of a Joke Boss [PG-Ω]: HP: 300,000,000/300,000,000, Attack: 1,500,000 + 300,000x5, Current AI: KING

Shadow Queen [Krill13 - N]: HP: 5,500,000/5,500,000, Attack: 1,000,000, Regal Presence: Cannot be attacked by entities below it, MUCH harder to forcibly move, Speed: 1

Memory of a Master and Servant [PG-Ω]: Vulnerable Target: Memory of a Mischevous Boss
Memory of a Mischevous Boss [PG-Ω]:
HP: 33,140,000/50,000,000, Attack: 100,000x10, ignores Armor but not Dodge
Memory of a Frozen Boss [PG-Ω]: HP: 50,000,000/100,000,000, Attack: 1,000,000x2, ignores Dodge but not Armor

Aspera: Aspera has no more reason to hold back, and will be showing no mercy. Expect at least one entity to die every turn from his attacks alone, and don't hold back yourself!

The Memories: Aspera has summoned Memories of all of the major bosses summoned by him up until the Trials. (The Teletubbies count due to rift shenanigans.) When all of them are defeated, Aspera will become vulnerable for the final blow.

Memory of a Group of Four: The Memory of a Purple Boss is going to summon a Memory of a Sun, which will deal a lot of damage but not have a lot of HP. The Memory of a Red Boss will always heal all remaining members of the Memory of a Group of Four exactly once, including itself. It will not heal the Memory of a Sun.

Memory of an Impostor Boss: The Memory of an Impostor Boss is sabotaging the weather, entities, player inventories, and Spoils of War. While the weather is sabotaged, only weather caused by the enemies, like Sacred Ground, will have an effect. While entities are sabotaged, they will continue to not act. While player inventories are sabotaged, anything listed next to your name, including Destiny-related resources, is unavailable for use. Destinies themselves, and Augmentations, are unaffected. While Spoils of War are sabotaged, they cannot be used. Each of these is connected to its own healthbar. Destroy that healthbar to end the sabotage. The Memory of an Impostor Boss can also sabotage entities themselves, reducing their max HP and Attack. Sabotage Complexity takes an entity's more complex stats and flattens them down to just HP and Attack. Armor, Dodge, etc. are converted to HP, while Reaction Fire, Healing, summoning, etc. are converted to Attack. This may slightly reduce the entity's overall value, due to rounding nuances. If it does, you must deal with it.

Memory of a Flying Fortress Boss: The Memory of a Flying Fortress Boss is too far above the ground to damage, except for when it's attacking; it has to get closer to the ground then. Due to turn order, it won't descend until all Adventurers are done attacking. Bring it down by focus-firing it with your entities, instead.

Memory of a Hippie Boss: The Memory of a Hippie Boss messes with any permanent boosts you have. Destinies, Augmentations, Spoils of War, and all other Permanent Upgrades (including weather!) will be nullified while attacking the Memory of a Hippie Boss. Also, he cannot be damaged by entities at all!

Memory of a Joke Boss: The Memory of a Joke Boss will change its abilities each turn. Its AI set replicates the first seven trials. The Chaos Morpho and TRAGEDY are excluded for being too esoteric.

Memory of a Master and Servant: When the Memory of a Frozen Boss is reduced to 50,000,000 HP, its HP cannot be reduced further until the Memory of a Mischevous Boss is killed. Until the Memory of a Frozen Boss is reduced to 50,000,000 HP, the Memory of a Mischevous Boss is immune to damage.

Essence Of Dreams [©]: HP: 1,000,000/1,000,000, Call Form, Dying Dream

Call Form: Summons one of three entities:

Defender of Dreams: 50,000 HP, 25,000 Armor. When spawned, gains a Lifelink to any one entity, causing it to take damage in that entity's place if that entity would die when attacked. (This Lifelink cannot be changed, and defaults to linking to the Essence of Dreams if an entity isn't specified.)
Warrior of Dreams: 60,000 HP, 15,000 Attack.
Mender of Dreams: 60,000 HP, 15,000 Healing.​

Dying Dream: On death, Essence of Dreams spawns one of each type of entity that can be summoned by Call Form.

Warrior of Dreams [©]: HP: 60,000/60,000, Attack: 15,000
Guardian of Paradise [©]: HP: 1,000,000/1,000,000, Healing: 250,000, Fragment of Paradise
(Remains of) Vessel of Memories [©]
Old Hat [©]: HP: 900,000/900,000, Old Magic: ???

The Rod

[©]: HP: 5,000/5,000, Obscurity, Pull: Move any entity below this one up by up to 3 spaces, is affected by that entity's movement restrictions; Fling: Move any entity within 5 spaces to directly above The Rod, is affected by that entity's movement restrictions
Faash [©]: HP: 25,000/25,000, Obscurity, can operate The Rod, Schooling: Even more effective if all three Fish are alive; Fish
Fuush [©]: HP: 25,000/25,000, Obscurity, can operate The Rod, Schooling: Even more effective if all three Fish are alive; Fish
Fyysh [©]: HP: 25,000/25,000, Obscurity, can operate The Rod, Schooling: Even more effective if all three Fish are alive; Fish
Black Knight [©]: HP: 0/1,000, Attack: 10,000, Excessive Persistence: 2 turns remaining

Void Given Focus [Mischief - AG]: HP: 1,425,000/1,925,000, Dodge: 50%, Attack: 70,000x7, attacks ignore Armor, Focus: 2,110,000 (+10,000/turn); Can choose to not attack to gain an additional 490,000 Focus; Focus may be spent to strengthen one of the Void Given Focus's attacks for the turn, and is also spent as Deathrattle when Void Given Focus dies, History of Focus: For the next 2 turns, the Void Given Focus's Focus cannot be decreased (unless spent)

ANCHOR [Pol and Kirby - AG]: HP: 1,500,000/1,500,000

Core Vehicle [Core Block - AG]: HP: 2,500,000/2,500,000, 1.500,000/1,500,000 (Armor: 250,000), 1,180,000/1,180,000 (+255,000/turn), 500,000/500,000 (Dodge: 80%), 1,500,000/1,500,000 (Reaction Fire: 330,000), Attack: 1,875,000, Core Carrier: If the Core Vehicle dies, the Core Block cannot take an action on the following turn
Spider Tank [Core Block - AG]: HP: 20,000/20,000, Dodge: 20%, Armor: 2,500, Attack: 2,500, Regeneration 2,500
Tiny Plane [Core Block - AG](x10): HP: 500/500(x10), Dodge: 90%, Attack: 1,250
Propeller Plane [Core Block - AG]: HP: 1,000/1,000, Dodge: 90%, Regeneration: 100, Attack: 1,000, Cab Ejector: Armed
Bomber Plane [Core Block - AG]: HP: 10,000/10,000, Dodge: 60%, Regeneration: 4,000, unspent Regeneration becomes Attack for the turn, Attack: 20,000, ignores Armor, Cab Ejector: Armed
Fighter Plane [Core Block - AG](x2): HP: 5,000/5,000, Dodge: 75%, Regeneration: 1,000, unspent Regeneration becomes Attack for the turn, Attack: 7,500, Accuracy: 200%, Cab Ejector: Armed
Buggy [Core Block - AG]: HP: 10,000/10,000, Dodge: 75%, Dodge Exhaustion, Attack: 2,500
Spider Shade [Core Block - AG]: HP: 20,000/20,000, Dodge: 20%, Armor: 2,500, Applies 6,000 Decay
H Tank Shade [Core Block - AG]: HP: 40,000/40,000, Armor: 10,000, applies 12,000 Decay
Shield Bubble Pillar [Core Block - AG]: HP: 15,000/15,000, Shield: 2,000/2,000, Preventative Measures: 5,000
Repair Bubble Pillar [Core Block - AG]: HP: 15,000/15,000, Healing: 5,000 AoE, Regeneration: 1,250
The Cube [Core Block - AG]: HP: 100,000/100,000
Armor Block Container [Core Block - AG](x2): HP: 5,000/5,000(x2), spawns an Armor Block for each 500 HP lost
Turret Block Container [Core Block - AG](x2): HP: 5,000/5,000(x2), spawns a Turret Block for each 500 HP lost

Some of the Core Block's machines come equipped with a Cab Ejector. If an entity with an Armed Cab Ejector reaches 0 HP, it will regain 100 HP and the Cab Ejector will become Inactive. While the Cab Ejector is Inactive, the entity has no abilities. When an entity with an Inactive Cab Ejector reaches max HP, the Cab Ejector will become Armed again and the entity will regain its abilities.

Budge, the Overloaded [Ian - AG]: HP: 1,000,000/1,000,000, 1,000,000/1,000,000, 1,000,000/1,000,000, 1,000,000/1,000,000, 1,000,000/1,000,000, 1,000,000/1,000,000, 1,000,000/1,000,000, 1,000,000/1,000,000, Damage Reduction: 25%, Regeneration: 20,000 per healthbar, unspent Regeneration becomes Attack for the turn, Attack: 50,000 per Healthbar above 50%, Debugging: Using the Exalted God's Horn on Budge will only exhaust one of its healthbars

Memory of a Regent [Fasto - AG]: HP: 30,000/10,000,000, 30,000/10,000,000, 330,000/10,000,000, Armor: 500,000, Regeneration: 25,000 per Healthbar, unspent Regeneration is converted to Attack, Attack: 50,000x3, Mana: 630 (+512/turn), Painful Healing, Stun: 140,000

Variable Entity [JOE Cake OF THE MOTHPIRE - AG]: HP: 1/300,000 (can be sacrificed to spawn 1 Moth (600 HP, 100 Attack, invades the afterlife on death, Crowd) per 5,000 HP sacrificed) + 0/1,850,000 (spawns a Variable Pizza every 2,500 HP lost) + 0/300,000 (Dodge: 50%) + 0/750,000 (Sues any entity that damages it), 0/2,000,000, Regeneration: 1,000 per healthbar, unspent Regeneration becomes Attack for the turn, Attack: 12,500 (II), EXPLOSION TAGS: 8,000, Current Form: PizzasMcPizzas Storefront (OPEN), Cab Ejector: Armed, Painful Healing: Attacking entities may choose to instead heal the Variable Entity, Safety Net: IF THE THIRD OR FOURTH RULES OF MASTER THIEVERY ARE BROKEN, THIS ENTITY WILL SUFFER IN THE PLACE OF THE OFFENDING MASTER THIEF

Cake Guy's Cake: Spawn a Cake entity worth 0.5 Charge. Also spawn a BIACAR (does not apply to copies of this entity). Additionally (on this entity only and not any copies), if this form is taken at the end of the turn, at the start of the next turn ANY PLAYER may use their action to bake a cake which scales in power with their action power. If a large number of people bake cakes at once, the Variable Entity may take damage from fatigue. This will never kill it.
MOTH PALADIN NOVICE: Generate 8,000 EXPLOSION TAGS. 1,000 Attack. 1,000 Healing.
PizzasMcPizzas Storefront: 30% chance to spawn a Pizza entity worth 1.5 Charge. Additionally (on this entity only and not any copies), if this form is taken at the end of the turn, at the start of the next turn ANY PLAYER may use their action to order a pizza which scales in power with their action power. If a large number of people order pizza at once, the Variable Entity may take damage from fatigue. This will never kill it.

Variable Pizza [JOE Cake OF THE MOTHPIRE - AG](x2): HP: 1,000,000/1,000,000, counts as one of [Billions of Names at Once]'s entities for the purposes of Flock
BIACAR [JOE Cake OF THE MOTHPIRE - AG]: HP: 10,000/10,000, Cake-Baking: 2,500
Variable JOEbob [JOE Cake OF THE MOTHPIRE - AG]: HP: 3,000/3,000, Temporary HP: 500,000/500,000 for the next 2 turns, makes arguments(?)

THE GROUPIE [One Hit Wonder - AG]: HP: 320,000/320,000, helps out the One Hit Wonder, Attack: 100,000
The Audience [One Hit Wonder - AG]

Heather, Cosplay Pikachu [Tazz - AG]: HP: 7,500,000/7,500,000, Attack: 1,000,000, Dodge: 33%, Volt Tackle: Can deal an additional 500,000 damage, but also takes 1,000,000 damage as recoil; 50% chance to crit, dealing 3x damage; Power of Chu: IIIIII; Boon of the Crystal Gardens: The first two attacks each turn that would deal less damage than Heather's max HP are nullified, With SOUL: Heather acts twice per round, Golden Eye: Heather's attacks ignore defensive abilities, such as Dodge, Armor, and bodyguarding; Focus Sash: Once per round, Heather can survive a lethal blow with 1 HP
Pizzahead [Tazz - AG]: HP: 75,000/75,000, Attack: 50,000, Extra Lives: 0 (+1 after each boss), heals to full HP when a boss dies

Blaster Warrior Robot [Pricey12345 - AG]: HP: 700,000/700,000, Attack: 75,000
Corvaria, the Dark Forest Nightmare [Pricey12345 - AG]: HP: 2,750,000/3,000,000, Dodge: 25%, Damage Reduction: 20%, Attacks: Peace Slasher, Glowing Eyes, Punishing Strike, Shadow Judge; Gift of the Ever Dark Sky: no target, Nightmare Gaze: no target, Shadow Eggs: III, Shadow Speed, The Ever Dark Sky, Shadow Goo

Attacks: Pick two attacks each turn.

Peace Slasher: Deals 600,000 damage.
Glowing Eyes: Deals 50,000x10 damage.
Punishing Strike: Deals 1,000,000 damage to the target and 250,000 damage to self.
Shadow Judge: Deals 300,000 damage to three DIFFERENT entities.​

Gift of the Ever Dark Sky: Target of this effect receives a buff to offense and defense, as well as additional regeneration.
Nightmare Gaze: Target of this effect receives a debuff to offense and defense, as well as taking some damage every turn.
Shadow Eggs: Every three turns, spawns three Juvenile Crows with 200,000 HP and 75,000 Attack each.
Shadow Speed: Attacks twice each turn instead of once.
The Ever Dark Sky: Darkens the sky.
Shadow Goo: When reduced to 0 HP, transforms into a Shadow Goo with incredible Dodge, but low HP. Will turn back into itself, with HP and Max HP halved, after three turns.

THE FALLEN MOTHPIRES [KRILL13 - N?]: HP: NONE/NONE, ATTACK: SIX THOUSAND TIMES TWO
<![if !ie]> The Idea[Krill13 - N]: HP: 1,666,666/1,666,666, Attack: (100x666)x6, Ethereal, Mark of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐, Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐, This Machine Kills <![endif]>

Ethereal: The Idea's attacks ignore Armor (including negative Armor), Dodge, and other defensive abilities. They also do not trigger Thorns, Reaction Fire, or any similar abilities.
Mark of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: If The Idea uses 666 of its attacks on a single target, it follows up with a finishing attack against that entity. This can have varying effects beyond damage.
Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: If any entity with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ would die, it stays at 1 HP and another entity with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ takes the remaining damage.
This Machine Kills: If The Idea uses all six attack sets on a single entity, and it deals at least half of that entity's remaining HP as damage, that entity is instantly killed.

<![if !ie]> The Process [Krill13 - N]: HP: 2,009,999/2,009,999, Armor: 999, RAM: 9,999,999, Word of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐, Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐, This Machine Tabulates <![endif]>

Chess Drive: HP: 100,000/100,000, moves the Shadow Queen up 1 if allocated at least 9,999,999 RAM (does not stack)
AoE Healing Drive: HP: 600,000/600,000, applies AoE healing relative to RAM allocated at a ratio of 1 Healing to 6 RAM
HP Increase Drive: HP: 100,000/100,000, increases total HP reative to RAM allocated, at a ratio of 1:8​

RAM: The Process can allocate RAM to any of its installed Task Drives. Task Drives can have varying functions allowing The Program to do different thigns depending on how much RAM is allocated. They can be equipped or unequipped, but there can never be more than three equipped at a time. Additionally, Task Drives have their own HP bars, and can be attacked and destroyed to prevent The Program from taking actions.
Word of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: If all RAM is spent optimally, The Process randomly distributes buffs to allied entities. RAM is considered to be spent optimally if it doesn't go over any limits, i.e. no overhealing, no overkilling, and no overspending (or underspending) on Drives that have effects at specific RAM amounts.
Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: If any entity with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ would die, it stays at 1 HP and another entity with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ takes the remaining damage.
This Machine Tabulates: The Process is able to use an additional 500,000 RAM for every 9 in its statblock. (Current: 18)

There aren't any Task Drives here right now.

A Work In Progress [Krill13 - N]: HP: 1,000,000/1,000,000, Rams: 0, Wordle, Unity, The Pentagon

Rams: A Work In Progress starts with 21 Rams. Each one may be expended to deal 500,000 damage. There is no way to get more.
Wordle: A Work In Progress randomly distributes buffs to allied entities if its entity orders contain today's word in Wordle. This considers "today" to be the day of the update, not the day the post is made.
Unity: Every time a Task Drive is installed into The Process, A Work In Progress steals and consumes one Charge from its controller. This provides no benefit except making its controller want to switch to Godot.
The Pentagon: A Work In Progress is holding a pentagon. It's a very nice pentagon.

<![if !ie]> The Conclusion <![endif]> [Krill13 - N]: HP: 4,000,000/4,000,000, Work of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐, Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐, Flock

Work of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: Creates an entity of arbitrary value every turn (near 200 Charge). Any other entities that die this turn contribute slightly to the entity's value and heavily to the entity's stat distribution.
Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: If any entity with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ would die, it stays at 1 HP and another entity with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ takes the remaining damage.
Flock: Something good will happen if this entity's its controller controls 100 entities with 1,000,000 HP or more. (Don't feel bad if this doesn't happen; the bar is intentionally set somewhat high.)

An Attempt [Krill13 - N]: HP: 1,000,000/1,000,000, Work of IIiIIL, Unionized, Rock

Work of IIiIIL: This is just 1,000,000 Attack with a fancy name.
Unionized: If you are a plumber, An Attempt must attack the same target as one of its allies. If you are a scientist, An Attempt must attack without using any of its ions. If you are neither, this does nothing.
Rock: An Attempt has a contract that states it cannot lose. As such, if it dies, this does not count as it losing.

<![if !ie]> Devotee <![endif]> [Krill13 - N](x35): HP: 1,000,000/1,000,000(x35), Devotion of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐: If Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ would be triggered, Devotees take damage before entities with Union of ▯̸̽▯̸̱̣͊̐͜͝ͅ▯̵͇̬͐ do.
Protection Writ [Krill13 - N]: HP: 1,500,000/1,500,000
Tiny Man [Krill13 - N]: HP: 1,000,000/1,000,000, Attack: 6,000
Baby's First Protection Writ [Krill13 - N]: HP: 1,000,000/1,000,000
An hourglass [Krill13 - N]: Has one million one hundred thousand hit points and ten thousand attack points.
Puppy Crow [Krill13 - N]: HP: 1,000,000/1,000,000, Attack: 50,000
Mannequin Crow [Krill13 - N]: HP: 1,100,000/1,000,000, Attack: 50,000
Bingus Bungus Mecha Caw Caw! [Krill13 - N]: HP: 1,000,000/1,000,000! Attack: 50,000!
Tank-Ish Thing [Krill13 - N]: HP: 500,000/500,000, Armor: 50,000, Attack: 100,000


Players:

LapisLazuli': Vortex [AG]
Firewing: Just Flask [AG]
Champion Greninjoid: Reese [AG]
Esther: Narrator [AG]
Layn: Layn [AG]
O.R.I.G.I.N.: Decil [AG]
6FootDeep: Swarm of Zachs [AG]
Zparks: Sblib [N]
Whimsythescholar: The Lady In Violet [N]
Master of Infinity: The Master of the Infinitum [AG]
ChrysalisM: Adaptoid #001 [AG]
little1133: Birdie [AG]
Kitnight: ?
W32Coravint: W32Coravint [AG]
Noctis-X: Noctis [AG]
Dragonwolf73: Niyr [PG]
rush99999: The English Muffin [N]
Genhack: Grimcloak [AG]
the secret of life is 42 [AG]
Spacelover1: Kita [AG]
KitRougard: Xorm [PG]
Torix: Firestorm256 [AG]
DreadKnight22: Mischief [AG]
Splashcat: The Pendulum [AG] | CREATION: 490,000 | DESTRUCTION: 250,000
EndTower: steve uchiha [AG]
_The Reaper_: Bob [AG]

Sylveone46: Dan D. Daniels [<0>] | Dead, final resting place marked by a double pendulum

JOEbob: JOE Cake OF THE MOTHPIRE [AG] | carrying the power of Inscryption
Robot #207: Core Block [AG]
DragonAegis: Tom Sawyer [AG] | FOUNDRY: 500,000 | Weapon: Belenoth (Deals reduced damage, accumulates Magic; Magic: 0; Durability: 100%) | carrying one Scrap Bucket (spend to deal 10,000 damage to a target and nullify their Armor, if any) and two Robotic Spider Cookies (prevent one item theft attempt each)
Crimtane Shovel: © | TRAVELER'S TREE: ██
Banana-Fish: Pol and Kirby [AG] | TYPOGRAPHY: CHINOO
tzaoray [PG] | TORQUE: 20,000
Toby Faux: Toby [AG] | BEACON: 0
Razor_Typhoon: Ian [AG] | ELEMENT: 1 Fire, 2 Fog
Dinfinity: Wafer [AG] | Constellation: The Kraken | STARDUST: 5,000,000
Krill13: [Billions Of Names At Once] [N] | PLANE: The Overworld | carrying a capital "I"
FastoDash: Fasto [AG] | Carrying a The Crown card (For one turn, take actions as though you have The Crown Curse, or cause someone else to have this effect) and a Sans card (for one turn, target entity has 100% Dodge)
The_Nonexistent_Tazz: Tazz [AG] | STAB: 1,500,000
Alastair Dragovich: Lawrence "Law" Plainton [AG]
Pricey12345 [AG] | PLANNING: 1152 | CONTINGENCIES: None right now
King_Fuffy: C4 [AG] | CHAOS EMERALDS: RED, GREEN, PURPLE, LIGHT BLUE, BLUE, YELLOW, WHITE | ALL CHAOS EMERALDS ACQUIRED
Chairheir: Chaos [AG] | THYME: 13,000
Thecursedkatana [AG]

Dragonwolf73:
Destiny: Mastery of Tactics
High-Conductivity Skin

+ Your action power is doubled!
--- You must give out two charges each turn, and they must both go to [AG] players!​


Krill13:
Destiny: Spawn Point
Ocular Implants

+ Your actions have a 50% chance to be 3x as effective!
+ All of your actions have their power reduced to 0.5x before all other multipliers!
+ Entities with dodging capabilities cannot dodge your actions!
± This augmentation does not affect attacks against Godmodders.​

Monkey Wizard's Staff: +2,000 Action Power.
Chuck Norris's Ten-Gallon Hat: +1,000 Action Power.
A Page of Chartreuse Ink: +2,000 Action Power, +1 Charge/turn.

Banana-Fish:
Destiny: Bookkeeper
Oryx's Greatsword: +50% Base Action Power.

Crimtane Shovel:
Destiny: ©
Understanding the Nameplate: Depth

+ Copies you summon have more interesting and varied abilities!​

Understanding the Nameplate: Advanced Capabilities

+ For your action, instead of summoning a new ©, you can transform an existing © into a more powerful form!
- The abilities of the more powerful form are likely to be at least a little different.​


Razor_Typhoon:
Destiny: Fog Missing Piece
The Flutter Titan's Wing: +1 Charge/turn.

Robot #207:
Destiny: Core Control

Torix:
Destiny: How Did We Get Here?

Dinfinity:
Destiny: Astromancer
The Carnivore's Jawbone: +5,000 Action Power.

JOEbobobob:
Destiny: MASTER THIEF IN THE MAKING

DragonAegis:
Destiny: Strength

Sylveone46:
Destiny: Baptism By Fire

tzaoray:
Destiny: Auto Insurance
Godmodder Inc. Driver Certification: +20% Action Power.

Toby Faux:
Destiny: Birdhouse In Your Soul

Splashcat:
Destiny: Creation

The_Nonexistent_Tazz:
Destiny: 235

FastoDash:
Destiny: Green

Alastair Dragovich:
Destiny: LAST SONG KILLS AUDIENCE
Octopus King's Crown: You are very confident.

King_Fuffy:
Destiny: Beryl

DreadKnight22:
Destiny: Hands of Shadow

Pricey12345:
Destiny: Macro

Chairheir:
Destiny: What Was


Spoils of War:
Misery/The Doctor:

Spur

. Owner: Tom Sawyer [AG]. A strange gun with a star scratched into the stock. Each turn, this item passively accumulates Charge. When fired, it expends all of its Charge, dealing a varying amount of damage per Charge. At 1 Charge, it deals 25,000 damage per Charge; at 2-3 Charge, 50,000; at 4-6 Charge, 75,000; and at 7+ Charge, 100,000. Charge: 9, Cooldown: NO COOLDOWN
The Teletubbies/Chaos Morpho: Chaos Custard Machine. Owner: Pol and Kirby [AG]. A whimsical machine with two large spires for storing Tubby Custard. Imbued with chaotic magic that causes it to produce large quantities of hypothetical custard. Once every two turns, it can be used to heal 100,000 HP to any entity. This healing can bring entities over their max HP, if they're not already above their max HP. Additionally, the Tubby Custard Key may be used one time to revive any entity that died the preceding turn, with full HP. THE TUBBY CUSTARD KEY MAY ONLY BE USED ONCE THROUGH THE ENTIRE GAME. Cooldown: II. Tubby Custard Key: Expended
Fortegreen Crewmate: Emergency Meeting Button. Owner: JOE Cake OF THE MOTHPIRE [AG]. A red button that can be used to assemble everyone in the area. Once every 5 turns, it can be used to summon a Crewmate, who the owner will be able to direct to various tasks. Its effectiveness will vary. Cooldown: IIIII
Kabula/King Dedede (second fight): King Dedede's Rocket Hammer. Owner: Tazz [AG]. A large hammer that fires rockets. More useful for rocket-firing than actually bashing things, on account of being very hard to hold. How did Dedede ever manage it? Once every 3 turns, it can be used to deal 100,000 damage to five different entities. For the purposes of this Spoil, Crowd entities are counted as a single entity. Cooldown: III
Cyber End*r Dr*gon: Cyber Dr*gon Egg. Owner: Niyr [PG]. Somehow, turning the End*r Dr*gon into a technological terror passed the property on to this egg. The egg appears to have no function, but there is a green button on the back. The longer you look at it, the brighter it gets. You get the feeling you can only press this button once... Green Button: Unavailable
King Dedede (first fight)/Norm: Norm's Heart. Owner: Robot #207 [AG]. The squirrel that's in charge of providing power for Norm. Never tires. Norm's Heart may be given to an entity, granting it either an additional 50,000 Attack or doubled Attack, whichever is the larger bonus, until it dies, at which point Norm's Heart will become available again. Status: Available
Shaggy: The Sandwich Of Oblivion. Owner: [Billions Of Names At Once] [N]. A sandwich of unfathomable power, made of the finest ingredients one can find in the thousand universes. This sandwich may be fed to an NPC a total of three times across the entire game, with an indeterminate and plot-linked cooldown. Eating the sandwich will cause a major plot disturbance or critical interference. This will not always work out in the favor of the owner. Status: Available, uses left: 1
The Spamtanic/Spamton NEO: Pipis Cannon. Owner: Mischief [AG]. An arm cannon, ripped off of Spamton NEO. It contains an invasive species of detonating freshwater clam. EACH TURN, the Pipis Cannon may be fired at a target of your choice. A pipis will appear on the battlefield with 20,000 HP, and you may use actions to protect it from attacks. The turn after it is summoned, it will detonate, dealing 50,000 damage to its target. If the target dies, the pipis will instead change its target and detonate on the next turn after that. Cooldown: NO COOLDOWN
Overcharged Mob Spawner/Oryx the Exalted God: Exalted God's Horn. Owner: Ian [AG]. Upgrade of the Debug Stick. A golden horn, liberated from Oryx's helmet. Contains a fragment of Oryx's Curse. Once every three turns, it can be used on an entity you control, or someone else's entity with permission, to kill it, dealing its max HP as damage to a target of your choice. At the end of the turn, that entity is then revived, but at 1 HP. Cooldown: III
Helkite Overlord: Shotgun. Owner: None [AG]. A shotgun made of distressingly black metal and distressingly white wood. It seems to have been passed down through many owners. The initials "DK," "GB∞," and "JQA" are carved into the stock. There is only one bullet inside. When fired, this shotgun will instantly kill any one target of your choice. With the exception of Godmodders and other Adventurers, this can target anything on the battlefield and it will not fail. It may only be used once. You could use it more if you found more ammo. You will not find more ammo. Status: Empty
THE LORDE/The Evil Wizard: UNDEFINED BLADE. Owner: ©. A sword that seems to be incapable of deciding what kind of sword it wants to be. Once every four turns, it can be used to summon three random entities from the first few chapters of the game. Some entities, like bosses, cannot be summoned by this. Cooldown: IIII
Fawful & Midbus/Overtuned Mob Spawner: The First Spawn Egg. Owner: Toby [AG]. A spawn egg. Unlimited potential rests within. Once every three turns, it can be used to spawn four entities of your choosing from a limited selection of Vindicator, Evoker, Blaze, Piglin, or Pillager. Cooldown: III
P03/TRAGEDY: Bad End Theater. Owner: Fasto [AG]. A camera, along with four rolls of film, each depicting tragic events. Each tragedy has just one missing element... a character to put into them. Once every two turns, this can be used to kill an entity with 210,000,000 (current) HP or less. When a [PG] enemy entity dies for any reason, this amount is increased by the max HP of that entity. Cooldown: II
Ink Sans: Inkbrush. Owner: tzaoray [PG]. A paintbrush covered in various colors of ink. Once every four turns, it can be used to summon a copy of Sans with 10,000 HP, 5,000 Attack, 75% Dodge, and Dodge Exhaustion. Cooldown: IIII

Permanent Upgrades:
Chapter 1: The Great K.A.T.E. A strange red bucket that contains a weather machine. What does K.A.T.E. stand for? Your guess is as good as mine! The Great K.A.T.E. provides many forms of weather information, explaining environmental effects and attack boosts given by the current area. Weather can be changed by a sufficiently creative action and/or the influences of various entities.
Chapter 2: Crossroads of Destiny. A portion of Shaggy's power, specifically dealing in one's "destiny." At an indeterminate time, the Crossroads of Destiny will appear to a player character, giving them a large number of choices for a permanent augmentation that can shake up how they play the game. (Indeterminate time means I'll offer you a crossroads whenever I think I have enough cool ideas for your character.)
Chapter 3: The Dubious Friendship of a Mirror-Entity. Spending time on the other side of the mirror seems to have made you stronger. The mirror-entity's influence? It seems likely, but you're not sure why. If an attack against a Godmodder is sufficiently creative, it has a chance to deal an additional point of damage.
Chapter 4: OLD_DATA. A block of strange code related to the foundations of reality itself, coalesced into a chunk of black material. Standing near it makes you feel more real. Powers up all players' Destinies, and makes Destiny acquisition quicker.
Trial ε: Exaltation. An inversion of Oryx's already-inverted curse, granting you power for slaying an immense foe. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial Θ: Sacred Black Gun. A gun made of an unknown black material. Shots fired from it never miss, and damage the target conceptually as well as literally. Just being near it makes you feel stronger. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial λ: Sacred Black Wand. A wand made of an unknown black material. It passively absorbs power from nearby allies, and protects the user from harm. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial μ: Sacred Black Cog. A cog that can be inserted into any machine to make it think and run faster. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial π: Time's Commendation. It turns out that if you resolve enough time loops and prevent enough paradoxes, time itself gives you a formal recognition, complete with certificate and a 10% discount at supermarkets. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial Σ: Sacred Black Rod. A rod that allows its user to inhabit multiple bodies at once. As a weapon, it can be extended to any point its user can see, making it useful for attacking at long range. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial ϕ: Sacred Black Hammer. A hammer that influences local reality to make things turn out in its holder's favor. In other words, it turns you into a perfect protagonist. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)
Trial <0>: 1% of Shaggy's Power. The power stolen from Norville Rogers by the Chaos Morpho is now diluted across the entirety of the thousand universes, leaving it mostly atmospheric noise. One percent, though, now exists in you. All players' action power is quadrupled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain four times as many Charge each turn (again, including additive bonuses), and you give four times as much Charge each turn to other players. (You may give them to separate players.)
Trial Ψ: Sacred Black Mask. A black slab vaguely shaped like a mask. When you put it on, your mind is overwhelmed by a sea of kaleidoscopic fire. It can apparently be used to gain vast quantities of narrative manipulation, but you seem to lack the necessary knowledge to use it properly. Still, just being near it makes you feel stronger. All players' action power is doubled, including all additive bonuses unless explicitly stated otherwise. Additionally, all players gain twice as many Charge each turn (again, including additive bonuses), and you give twice as much Charge each turn to other players. (You may give them to separate players.)

Base Action Power: 10,240,000
Base Charge Count: 1024

Destroy The Godmodder: War of a Thousand Universes (THE END) (Game over! No longer accepting players.) RP (2025)
Top Articles
Latest Posts
Recommended Articles
Article information

Author: Francesca Jacobs Ret

Last Updated:

Views: 6361

Rating: 4.8 / 5 (48 voted)

Reviews: 87% of readers found this page helpful

Author information

Name: Francesca Jacobs Ret

Birthday: 1996-12-09

Address: Apt. 141 1406 Mitch Summit, New Teganshire, UT 82655-0699

Phone: +2296092334654

Job: Technology Architect

Hobby: Snowboarding, Scouting, Foreign language learning, Dowsing, Baton twirling, Sculpting, Cabaret

Introduction: My name is Francesca Jacobs Ret, I am a innocent, super, beautiful, charming, lucky, gentle, clever person who loves writing and wants to share my knowledge and understanding with you.