Opening Post, Rules
pionoplayer
The Destroyer
- Location
- The end and beginning of all things.
Destroy the Godmodder: Renewal
Welcome to Destroy the Godmodder: Renewal, what was originally going to be my take on a continuity reboot, and is now just going to be its own game. To the old guard who know of this series from before, I welcome you to my humble attempt at making the greatest DTG game to date. To those who are new, welcome, I hope you enjoy your stay in one of the wackiest forum game/RP series on the internet.
I recommend everyone take a long hard look through How To Play, and at least a quick skim over the Gameplay Rules. Aside from that there's no requirements or recruitment needed to join in. Once you've read the How To Play you can jump on in.
If you need help understanding anything, feel free to jump in on the Discord linked below, or PM me here on SV if you don't use Discord.
What is Destroy the Godmodder? An open-ended RP/forum game series. The goal of the gameplay is to, as stated, Destroy the Godmodder. The RP is fairly open ended and at the moment focused around dealing with people meeting each other and coming to terms with what's going on.
You as a character are one of the Descended, individuals who have, seemingly through the will of the Multiverse itself, gained the power to unleash the greatest workings of your imagination upon reality. Use this for good or evil, that is up to you.
Welcome to Destroy the Godmodder: Renewal. This is a game about, well, destroying the Godmodder. Yes, it's also a Roleplay, but it's a game first and foremost.
If you're new to the franchise, I would recommend playing as an Anti-Godmodder. Your goals as an Anti-Godmodder are to destroy the Godmodder, and keep his cronies down at manageable levels. There's a couple of other things you need to pay attention to in the meantime, but attacking the Godmodder or anything labeled PG is a good start. There's an itinerary to tell AG players what major targets are.
The Rules you need to know are as follows: (any changes to these will be announced in thread.)
1. Listen to the Game Master. This is rule 0 in general, if I say you're doing something wrong, you've done something wrong, so try not to do it again.
2. Be nice and keep things sfw. That includes not swearing.
3. You get 2 posts every round, and you are not allowed to double post (which is making two posts without somebody else posting in between.). You can also make "nullposts", which are made to ask questions or forward RP once you've run out of regular posts. Try to be somewhat sparing with nullposts if possible.
4. You can make charges. You have 2 and they cap out in size at 20 right now. Charges increment once per post naturally, and can also be boosted by receiving +1s (of which you also get 2 to hand out per post. One +1 boosts a single charge by one point). Attempting to increase a charge by more than 1 per post/+1 will result in the charge being nulled. I don't have time to go back and check to see how long you actually charged for, so be honest please. Charges can be used on basically anything, from summons, to attacks, to terrain changes, even on RP-oriented stuff.
5. You can summon entities, either with posts or with charges. They will fight for you in each rounds End of Turn Battle. They can be whatever you want, but stats will be balanced by the GM to make things fair.
6: Advantage. Not your biggest concern as a player who's just playing. Basically, whichever side has more entities on the field gets "battlefield advantage", which makes hitting the Godmodder easier, and increases distance, which is used to get the battle to certain story-related points. If advantage is "Heavy AG", you can order your entities to perform an "Alpha Strike" which, if enough entities are ordered to join, will damage the Godmodder.
7: Bosses and Guardians are super entities. They drop nifty spoils of war to the person who is most responsible for them dying the death.
8: There are several alignments. Anti-Godmodder is you guys, you're trying to destroy the godmodder. The Pro-Godmodders are trying to stop you from killing the Bad God Man. The Neutrals are just sort of doing their own thing, and Hostiles want everyone to die (but players can't be hostile, sorry). ???s are an enigma to everyone. Artifacts are tools. They don't actually have an alignment. There are also Elite, BOSS and Guardian tags, that mean an entity is particularly big and nasty.
9: You are no longer allowed to make placeholders or delete posts. Both of them wound up leading to post jockeying, so both have been banned.
10: Vulnerable players, when they become a thing, are invulnerable the round they respawn. However, a player cannot pick up an artifact on the round they respawn.
And that's it.
What follows is the full rulebook. This exists mainly so I have something to reference and say "Yes, this was written down.". You can look through it if you want, but unless you're in the habit of extreme munchkinry, just going by word of GM on its own will be more than enough to keep you on the straight and narrow.
There's also a section down here about gameplay gimmicks. You can ask about these in thread if they come up, but once again, you don't need to know most of this stuff. Just hit entities until they die.
Story: The story is, in my professional opinion, kinda cool, but fortunately knowing it all isn't necessary to play. There is a story summary in the first post of mine following this one. Hopefully I'll be able to keep it properly up-to-date, but if you have a question about details or other things you might have missed, feel free to ask, I'll answer to the best of my ability. That is, of course, assuming someone else doesn't first.
If you want to contribute to the story in a major way, your best bet is PMing me. We can talk over plans and see if iyour idea will fit in somewhere in the future.
Roleplay: The story is a good place to start here, but as for your characters, they can be basically whatever you want so long as they aren't notably overpowered, although "overpowered" is somewhat harder to gauge because just by virtue of being player characters, your char is automatically given access to near godlike invincibility, the power to summon massive creatures and machines using willpower alone, and otherwise just having crazy insane powers driven by creativity and whatever the crap you feel like doing with them. Now, your characters don't have to be aware of these powers, or even actively use them if you prefer using in-universe reasoning for all of your actions, but they do have them if you ever decide that it's handy.
As for the setting, it's set on a world within an "all stories are real" Fictional multiverse setting, with some variations, which will be elaborated on as they come up. For one, universes are in separate bubbles, separated by The Void. The Void itself contains a number of things within it, and there are things that come into being outside of the universes.
I think that about covers it for right now. Let me know if you're still confused about something essential.
If you're new to the franchise, I would recommend playing as an Anti-Godmodder. Your goals as an Anti-Godmodder are to destroy the Godmodder, and keep his cronies down at manageable levels. There's a couple of other things you need to pay attention to in the meantime, but attacking the Godmodder or anything labeled PG is a good start. There's an itinerary to tell AG players what major targets are.
The Rules you need to know are as follows: (any changes to these will be announced in thread.)
1. Listen to the Game Master. This is rule 0 in general, if I say you're doing something wrong, you've done something wrong, so try not to do it again.
2. Be nice and keep things sfw. That includes not swearing.
3. You get 2 posts every round, and you are not allowed to double post (which is making two posts without somebody else posting in between.). You can also make "nullposts", which are made to ask questions or forward RP once you've run out of regular posts. Try to be somewhat sparing with nullposts if possible.
4. You can make charges. You have 2 and they cap out in size at 20 right now. Charges increment once per post naturally, and can also be boosted by receiving +1s (of which you also get 2 to hand out per post. One +1 boosts a single charge by one point). Attempting to increase a charge by more than 1 per post/+1 will result in the charge being nulled. I don't have time to go back and check to see how long you actually charged for, so be honest please. Charges can be used on basically anything, from summons, to attacks, to terrain changes, even on RP-oriented stuff.
5. You can summon entities, either with posts or with charges. They will fight for you in each rounds End of Turn Battle. They can be whatever you want, but stats will be balanced by the GM to make things fair.
6: Advantage. Not your biggest concern as a player who's just playing. Basically, whichever side has more entities on the field gets "battlefield advantage", which makes hitting the Godmodder easier, and increases distance, which is used to get the battle to certain story-related points. If advantage is "Heavy AG", you can order your entities to perform an "Alpha Strike" which, if enough entities are ordered to join, will damage the Godmodder.
7: Bosses and Guardians are super entities. They drop nifty spoils of war to the person who is most responsible for them dying the death.
8: There are several alignments. Anti-Godmodder is you guys, you're trying to destroy the godmodder. The Pro-Godmodders are trying to stop you from killing the Bad God Man. The Neutrals are just sort of doing their own thing, and Hostiles want everyone to die (but players can't be hostile, sorry). ???s are an enigma to everyone. Artifacts are tools. They don't actually have an alignment. There are also Elite, BOSS and Guardian tags, that mean an entity is particularly big and nasty.
9: You are no longer allowed to make placeholders or delete posts. Both of them wound up leading to post jockeying, so both have been banned.
10: Vulnerable players, when they become a thing, are invulnerable the round they respawn. However, a player cannot pick up an artifact on the round they respawn.
And that's it.
What follows is the full rulebook. This exists mainly so I have something to reference and say "Yes, this was written down.". You can look through it if you want, but unless you're in the habit of extreme munchkinry, just going by word of GM on its own will be more than enough to keep you on the straight and narrow.
Rules are fairly standard for a DTG game. That knowledge won't help some of you, so here they are. If they seem complicated, I'm tl;dring all of them at the top.
General: Because I make things too complicated.
1. To win you must destroy the Godmodder.
2. The Godmodder will, as usual, block most attacks, with more creative ones having a better chance of success.
3. Don't expect any attack that hits the Godmodder to work twice. There is a nifty thing called the Curse of Repetition, which prevents repetitive summons and attacks from working well multiple times.
4. Everyone gets 2 posts per round. Updates happen Mondays, Wednesdays and Fridays.
5. Double posts will get the latter post invalidated.
6. Editing your posts is okay, but please don't get into edit wars to try and one-up another person or preemptively smash their legitimate attack into the ground.
7. The rules can change... basically whenever. Keep watch for announcements, it'll always be announced in-thread when rule changes are coming.
8. At the top of the World Update, you will find the Itinerary. It's AG only, it's generally assumed that anyone playing a non-standard faction pays enough attention to the game to know what to do on their own.
Charges: Because charging confuses EVERYONE at some point or another.
1. You can make charges. They'll make attacks, summons, effects, what-have-you more effective.
2. The cap is currently 20, charges can grow no larger than this.
3. You have two charges at once, and neither interferes with your standard action.
4. Charges go up one at a time. violating this rule will get your charge nulled, I don't have time to go back and find the proper values. And no, you can't double up the charges to increase charging speed.
5. Every post you get a two +1s that can be given to OTHER players. Each +1 will up that charge by 1, as the name states. You cannot +1 yourself, stop trying.
6. Charges provide little to no hit bonus against the Godmodder.
7. You are allowed to hold your own charges once they complete, but to do so you have to hold them in the charge slot. That means you will get 1 less point of charge coming naturally for every charge you are holding.
8. Like charges, and like hitting the Godmodder but want to do both? Well good news! Every time you land a hit on the Godmodder you get a free +10 charge token, to be distributed among your charges as you see fit.
9. People CAN combine charges with one another, however, no single player entity can hold more charge than equivalent to 3 players dropping a max-sized charge (this includes dropping upgrades.). Exceptions can be made, but you must discuss it with the GM first.
9a. People cannot combine charges with more of their own. That means that in order to have a multiple-charge drop, multiple players must be involved. If you wish to combine 3 charges, you must have 3 players. etc.
Entities: Because having your own personal army of monsters is, frankly, awesome.
1. You can summon entities. They will appear on the battlefield and attack in the End of Turn Battle every round, as well as influencing entity advantage in your favor.
2. Entities that have already been summoned in this thread aren't allowed. (unless plot somehow happens I guess)
3. You can summon entities instantly using a standard action, but it's generally better to use charges, unless the action you do the summoning with is a cut above the rest.
4. The more Pro-Godmodder entities there are on the field, the harder it will be to hit the Godmodder. Also, having a crippling disadvantage will start to carry... other problems with it. Don't let your entities die off completely.
6. Entity health for charged summons is equivalent to (5000x + 5000) where x is equal to the amount of charge expended.
6a. Entity damage is (1000x) with x being the same as above.
7. Why entities are relevant: Because entity advantage. At the top of the world update, entity advantage will be listed, it can be any of the following:
Heavy PG Advantage: Hopefully rare, only happens if you guys have effectively no entities fielded at all. If you guys let this happen... bad things. AND the Godmodder cannot be attacked.
PG Advantage: While here or in the above "setting" the Godmodder can be attacked, but its much more difficult. Distance to the next Pillar will decrease while advantage is PG. Field entities of your own and destroy enemies to fix this.
AG Advantage: The "default" setting of the game. The Godmodder is properly targetable, and you guys are making progress towards the next pillar you need to destroy..
Heavy AG Advantage: You guys are somehow completely ravaging the Godmodder's forces. While the "setting" is at this, not only is the Godmodder targetable, but you all will have the ability to order your entities to perform an "Alpha Strike" which will deal direct damage to the Godmodder, albeit at the cost of giving the Godmodder greatly increased power for that round.
Super Entities: Wait why isn't this part of the Entities rules
Guardians, Bosses and Elites are particularly powerful entities. Elites can be summoned by players (Although only with great difficulty) bosses will generally only show up via special events, and the Guardian fights are 10 specific pre-planned super bosses. What they are may change under extenuating circumstances, but chances are, you'll fight all 10 of them at some point or another.
All bosses drop spoils upon death, and killing PG ones will damage the Godmodder. Watch out though, if an AG boss dies, it will deal heavy recoil to your side of the battlefield, and if a Neutral or Hostile boss dies it will damage the opposite side from the one that dealt it the most damage.
Elites, Bosses and Guardians all have special formatting in the World Update, and generally get special bonuses, such as small stat boosts, resistance or outright immunity to certain status effects, and special protections against being nuked.
Alignments: This should probably be higher, but for the life of me I can't figure out WHERE.
1. Players and entities can be AG, N, or if they really want to, PG. Once again, it is advised to play as an AG. PGs tend to have a pretty rough time of it.
2. If you want to change your alignment as a player, you must perform a DRAMATIC BETRAYAL™ before you can do so. (the exception is when changing from Neutral. Neutrals are third parties and as such don't really have anyone to betray dramatically)
3. In addition to the regular alignments, entities can also be ??? or H. ??? Can only be summoned with GM permission beforehand, and both get a small bonus because of their downsides. What are their downsides? ??? entities are almost always plot-related and thusly are prone to not working out exactly as planned, H entities will not accept player orders and will attack following their own internal logic of "murder everything".
4. Finally, the ELITE, BOSS and GUARDIAN tags will usually be appended to an entity's faction if it is one, or is part of one.
5. Not actually related to alignments, but any player-controlled entities will have their owner's name listed in their alignment tag, to help make things easier.
[AG]: Anti-Godmodder. The base alignment, wants to destroy the Godmodder and end his tyrannical ways.
[N]: Neutral. Third parties in the conflict, have no real care for whether or not the Godmodder dies.
[PG]: Pro-Godmodder. Those that wish to help the Godmodder in his rise to power.
[H]: Hostile. Very unlikely to follow commands. Will sometimes have semi-ordered ideas, but those will be the ones that came with the stats for it if such is the case.
[???]: Unknown. Extremely rare, and usually undecided. But whatever the case is, they are an unknown force on the battlefield, and usually entail incoming plot-crap or at least events.
[A]: Artifact. These are items, and as such have no loyalties except for being used by whoever wields them.
[ELITE]: Elite. A modifier tag, a large entity, but not big enough to dominate the field.
[BOSS]: Boss. A modifier tag, usually only summoned by the Godmodder or special events. Tend to wreck everything while alive. Drop a Spoil of War to the most instrumental player in killing it upon death.
[GUARDIAN]: A modifier tag, a massive entity, and unless something REALLY screwy happens, will only be encountered at specific points. Will drop a Limited Use Spoil to the player most instrumental in killing it.
Distance, Shielding and the Pillars: Keep on swimming keep on swimming keep on swimming
The Godmodder is having his health shielded by a number of pillars. Each 10 hit points has a different pillar associated with it.
In order to get to the pillars, you need to fill up the distance meter, which is accomplished by keeping the entity advantage at AG, and by hitting the Godmodder while he's shielded.
Once you reach the pillar, the distance meter will close, and a fight with a Guardian will start up, once the Guardian is beaten, the Godmodder will be unshielded if he currently is, and his next 10 hit points will become available, along with a playerbase-wide upgrade being applied to give you more options in combatting him.
General: Because I make things too complicated.
1. To win you must destroy the Godmodder.
2. The Godmodder will, as usual, block most attacks, with more creative ones having a better chance of success.
3. Don't expect any attack that hits the Godmodder to work twice. There is a nifty thing called the Curse of Repetition, which prevents repetitive summons and attacks from working well multiple times.
4. Everyone gets 2 posts per round. Updates happen Mondays, Wednesdays and Fridays.
5. Double posts will get the latter post invalidated.
6. Editing your posts is okay, but please don't get into edit wars to try and one-up another person or preemptively smash their legitimate attack into the ground.
7. The rules can change... basically whenever. Keep watch for announcements, it'll always be announced in-thread when rule changes are coming.
8. At the top of the World Update, you will find the Itinerary. It's AG only, it's generally assumed that anyone playing a non-standard faction pays enough attention to the game to know what to do on their own.
Charges: Because charging confuses EVERYONE at some point or another.
1. You can make charges. They'll make attacks, summons, effects, what-have-you more effective.
2. The cap is currently 20, charges can grow no larger than this.
3. You have two charges at once, and neither interferes with your standard action.
4. Charges go up one at a time. violating this rule will get your charge nulled, I don't have time to go back and find the proper values. And no, you can't double up the charges to increase charging speed.
5. Every post you get a two +1s that can be given to OTHER players. Each +1 will up that charge by 1, as the name states. You cannot +1 yourself, stop trying.
6. Charges provide little to no hit bonus against the Godmodder.
7. You are allowed to hold your own charges once they complete, but to do so you have to hold them in the charge slot. That means you will get 1 less point of charge coming naturally for every charge you are holding.
8. Like charges, and like hitting the Godmodder but want to do both? Well good news! Every time you land a hit on the Godmodder you get a free +10 charge token, to be distributed among your charges as you see fit.
9. People CAN combine charges with one another, however, no single player entity can hold more charge than equivalent to 3 players dropping a max-sized charge (this includes dropping upgrades.). Exceptions can be made, but you must discuss it with the GM first.
9a. People cannot combine charges with more of their own. That means that in order to have a multiple-charge drop, multiple players must be involved. If you wish to combine 3 charges, you must have 3 players. etc.
Entities: Because having your own personal army of monsters is, frankly, awesome.
1. You can summon entities. They will appear on the battlefield and attack in the End of Turn Battle every round, as well as influencing entity advantage in your favor.
2. Entities that have already been summoned in this thread aren't allowed. (unless plot somehow happens I guess)
3. You can summon entities instantly using a standard action, but it's generally better to use charges, unless the action you do the summoning with is a cut above the rest.
4. The more Pro-Godmodder entities there are on the field, the harder it will be to hit the Godmodder. Also, having a crippling disadvantage will start to carry... other problems with it. Don't let your entities die off completely.
6. Entity health for charged summons is equivalent to (5000x + 5000) where x is equal to the amount of charge expended.
6a. Entity damage is (1000x) with x being the same as above.
7. Why entities are relevant: Because entity advantage. At the top of the world update, entity advantage will be listed, it can be any of the following:
Heavy PG Advantage: Hopefully rare, only happens if you guys have effectively no entities fielded at all. If you guys let this happen... bad things. AND the Godmodder cannot be attacked.
PG Advantage: While here or in the above "setting" the Godmodder can be attacked, but its much more difficult. Distance to the next Pillar will decrease while advantage is PG. Field entities of your own and destroy enemies to fix this.
AG Advantage: The "default" setting of the game. The Godmodder is properly targetable, and you guys are making progress towards the next pillar you need to destroy..
Heavy AG Advantage: You guys are somehow completely ravaging the Godmodder's forces. While the "setting" is at this, not only is the Godmodder targetable, but you all will have the ability to order your entities to perform an "Alpha Strike" which will deal direct damage to the Godmodder, albeit at the cost of giving the Godmodder greatly increased power for that round.
Super Entities: Wait why isn't this part of the Entities rules
Guardians, Bosses and Elites are particularly powerful entities. Elites can be summoned by players (Although only with great difficulty) bosses will generally only show up via special events, and the Guardian fights are 10 specific pre-planned super bosses. What they are may change under extenuating circumstances, but chances are, you'll fight all 10 of them at some point or another.
All bosses drop spoils upon death, and killing PG ones will damage the Godmodder. Watch out though, if an AG boss dies, it will deal heavy recoil to your side of the battlefield, and if a Neutral or Hostile boss dies it will damage the opposite side from the one that dealt it the most damage.
Elites, Bosses and Guardians all have special formatting in the World Update, and generally get special bonuses, such as small stat boosts, resistance or outright immunity to certain status effects, and special protections against being nuked.
Alignments: This should probably be higher, but for the life of me I can't figure out WHERE.
1. Players and entities can be AG, N, or if they really want to, PG. Once again, it is advised to play as an AG. PGs tend to have a pretty rough time of it.
2. If you want to change your alignment as a player, you must perform a DRAMATIC BETRAYAL™ before you can do so. (the exception is when changing from Neutral. Neutrals are third parties and as such don't really have anyone to betray dramatically)
3. In addition to the regular alignments, entities can also be ??? or H. ??? Can only be summoned with GM permission beforehand, and both get a small bonus because of their downsides. What are their downsides? ??? entities are almost always plot-related and thusly are prone to not working out exactly as planned, H entities will not accept player orders and will attack following their own internal logic of "murder everything".
4. Finally, the ELITE, BOSS and GUARDIAN tags will usually be appended to an entity's faction if it is one, or is part of one.
5. Not actually related to alignments, but any player-controlled entities will have their owner's name listed in their alignment tag, to help make things easier.
[AG]: Anti-Godmodder. The base alignment, wants to destroy the Godmodder and end his tyrannical ways.
[N]: Neutral. Third parties in the conflict, have no real care for whether or not the Godmodder dies.
[PG]: Pro-Godmodder. Those that wish to help the Godmodder in his rise to power.
[H]: Hostile. Very unlikely to follow commands. Will sometimes have semi-ordered ideas, but those will be the ones that came with the stats for it if such is the case.
[???]: Unknown. Extremely rare, and usually undecided. But whatever the case is, they are an unknown force on the battlefield, and usually entail incoming plot-crap or at least events.
[A]: Artifact. These are items, and as such have no loyalties except for being used by whoever wields them.
[ELITE]: Elite. A modifier tag, a large entity, but not big enough to dominate the field.
[BOSS]: Boss. A modifier tag, usually only summoned by the Godmodder or special events. Tend to wreck everything while alive. Drop a Spoil of War to the most instrumental player in killing it upon death.
[GUARDIAN]: A modifier tag, a massive entity, and unless something REALLY screwy happens, will only be encountered at specific points. Will drop a Limited Use Spoil to the player most instrumental in killing it.
Distance, Shielding and the Pillars: Keep on swimming keep on swimming keep on swimming
The Godmodder is having his health shielded by a number of pillars. Each 10 hit points has a different pillar associated with it.
In order to get to the pillars, you need to fill up the distance meter, which is accomplished by keeping the entity advantage at AG, and by hitting the Godmodder while he's shielded.
Once you reach the pillar, the distance meter will close, and a fight with a Guardian will start up, once the Guardian is beaten, the Godmodder will be unshielded if he currently is, and his next 10 hit points will become available, along with a playerbase-wide upgrade being applied to give you more options in combatting him.
There's also a section down here about gameplay gimmicks. You can ask about these in thread if they come up, but once again, you don't need to know most of this stuff. Just hit entities until they die.
Checking: You can check an entity to get their stats, this is a free action, although sometimes certain parts of an entity's statblock will be obscured and either be unscannable without a charge of some kind, or require multiple scannings to get to. As a note, having covert stats on your entity will weaken it somewhat. Hard to scan stat portions are even more expensive.
Countering: actions made specifically to counter other people's actions carry a penalty with them. Not only is your action not guaranteed to block it all the way, but it prevents you from doing ANYTHING else with that post (aside from charge management of course) Only counter people's actions if you REALLY feel you have to.
Status Effects: These exist. They have various effects. I'll probably make a list of them at some point.
Horde entities: Sometimes entities will come in large numbers instead of one very large entity of roughly the same strength. Because they have their attack go down as they lose members, they generally get stat boosts. Additionally, any ability that targets multiple entities can choose to select a horde multiple times (up to the number of individual members in that horde). "Target everything" effects can still only target hordes once.
Artifacts: In addition to entities, you are capable of summoning artifacts, which can be equipped by players OR entities. While equipped by a player, that player becomes vulnerable, and upon being killed the artifact will be dropped. Players can use artifacts more effectively than entities most of the time however.
Player Vulnerability: Players are, in fact, attackable, just only under specific circumstances. You can initiate PvP, the loser of which dies, certain enemy abilities will inflict vulnerability, using an artifact will render you vulnerable, and if your faction is doing badly enough entity-wise you will be directly targetable. Death is simple, you lose your standard action and your natural charge incrementation for one round, during which you have to spend any posts you make "respawning". Default player health is 20, with an "equivalent" value. Damage dealt to players rounds to the nearest equivalent value. For basically everyone the equivalent value is 5000, although there is a certain forbidden technique that has equivalent health value increase as one of its perks.... You can go vulnerable to allow for self-upgrades and leveling systems through the use of a 100 post charge... Although that isn't possible yet.
There are more of these that I already have written up, but aren't relevant quite yet. They'll be added when needed.
Field Effects and Terrain: Special effects can be applied to the battlefield at large. These will last until they wear off, or the entity enforcing them dies. Terrain works similarly to these field effects, except that it is attached to certain distance markers, and changes with the distance, rather than with time or entities. Although terrain CAN be forcefully changed by special effects. There is also a special "flying" tag that can be granted to entities to make them immune to field and terrain effects.
Bodyguarding: It is possible to have entities bodyguard other entities, taking hits for them. Player attacks can bypass or pierce bodyguarding by stating they do such in the attack, and entities can be given the piercing attack or bypass tags as well. Additionally, an entity that is directly targeted while it's bodyguarding (instead of taking damage from blocking an attack aimed at the thing it's guarding) will take double damage from that attack.
SMAAAASHes: Putting enough creativity and quality into an action will cause it to SMAAAASH, dealing greatly increased damage or boosting the power of its effects if its goal was to do something non-damagey. Using a SMAAASH gives you a number of rounds of SMAAAASH cooldown, and while you are still on cooldown, repeated SMAAAASHes will deal less and less damage until you give the cooldown time to wear off.
Callbacks: If something interesting catches your eye or something happens that you want to save for use as a brick joke or chekhovs gun, you can do so. Just save a link to the post wherein you set up the thing, and then when you want to utilize it later down the line, just drop a link to the post in question and I'll take it up. General rule of thumb is that the longer and better the set up for the callback, the better it'll do.
Spoils of War: All Bosses and Guardians drop spoils of war. Regular bosses drop spoils of war that are usable indefinitely, but have a charge time across rounds. They'll generally provide a small but decent boost to your action or have other effects. They usually aren't too flashy, but hey, they're useful. You can also use a max-sized charge to turn one of these spoils of war into an artifact, increasing their power in exchange for having the potential to lose it. Limited Use Spoils are far more powerful, but as stated, have a limited number of uses to them. They can also be used consecutively if the owner is really not feeling particularly conservative. All spoil usage, but limited use especially, gain power from well described actions.
Dodge and armor: Pretty simple. Dodge gives a dodge chance against enemy attacks. Accuracy will negate dodge and also give a chance to naturally minicrit or crit. Armor negates a certain amount of damage from every incoming attack. Armor pierce will negate a certain amount of armor when going in. Negative dodge will grant attacking enemies natural minicrit chances, negative armor will grant increased damage to attackers.
Strife: How it works is that in addition to your regular post content, you can have STRIFE actions going on. STRIFEs are based more on flavor text, although you can bring in entities and alchemies to try and give yourself an edge. Just keep in mind, anything brought into a STRIFE is forfeit to the victor if you lose. Upon starting the STRIFE, the two players (or more) players involved need to decide whether other players can butt in if they want, and what types of things are and aren't off limits. That's all up to you guys. On victory/loss of a strife... well, rewards/penalties are to be arranged between the two strifing parties, although in Terraria when strifing became a thing, it was usually customary for the losing party to give +1s to the winner.
Overheal: Only things with the specified ability to overheal have the capacity to overheal. While overhealed, an entity loses 25K health per 100K over their max they are each upkeep, losing 20K health per round if they're less than 100K over their regular max.
Countering: actions made specifically to counter other people's actions carry a penalty with them. Not only is your action not guaranteed to block it all the way, but it prevents you from doing ANYTHING else with that post (aside from charge management of course) Only counter people's actions if you REALLY feel you have to.
Status Effects: These exist. They have various effects. I'll probably make a list of them at some point.
Horde entities: Sometimes entities will come in large numbers instead of one very large entity of roughly the same strength. Because they have their attack go down as they lose members, they generally get stat boosts. Additionally, any ability that targets multiple entities can choose to select a horde multiple times (up to the number of individual members in that horde). "Target everything" effects can still only target hordes once.
Artifacts: In addition to entities, you are capable of summoning artifacts, which can be equipped by players OR entities. While equipped by a player, that player becomes vulnerable, and upon being killed the artifact will be dropped. Players can use artifacts more effectively than entities most of the time however.
Player Vulnerability: Players are, in fact, attackable, just only under specific circumstances. You can initiate PvP, the loser of which dies, certain enemy abilities will inflict vulnerability, using an artifact will render you vulnerable, and if your faction is doing badly enough entity-wise you will be directly targetable. Death is simple, you lose your standard action and your natural charge incrementation for one round, during which you have to spend any posts you make "respawning". Default player health is 20, with an "equivalent" value. Damage dealt to players rounds to the nearest equivalent value. For basically everyone the equivalent value is 5000, although there is a certain forbidden technique that has equivalent health value increase as one of its perks.... You can go vulnerable to allow for self-upgrades and leveling systems through the use of a 100 post charge... Although that isn't possible yet.
There are more of these that I already have written up, but aren't relevant quite yet. They'll be added when needed.
Field Effects and Terrain: Special effects can be applied to the battlefield at large. These will last until they wear off, or the entity enforcing them dies. Terrain works similarly to these field effects, except that it is attached to certain distance markers, and changes with the distance, rather than with time or entities. Although terrain CAN be forcefully changed by special effects. There is also a special "flying" tag that can be granted to entities to make them immune to field and terrain effects.
Bodyguarding: It is possible to have entities bodyguard other entities, taking hits for them. Player attacks can bypass or pierce bodyguarding by stating they do such in the attack, and entities can be given the piercing attack or bypass tags as well. Additionally, an entity that is directly targeted while it's bodyguarding (instead of taking damage from blocking an attack aimed at the thing it's guarding) will take double damage from that attack.
SMAAAASHes: Putting enough creativity and quality into an action will cause it to SMAAAASH, dealing greatly increased damage or boosting the power of its effects if its goal was to do something non-damagey. Using a SMAAASH gives you a number of rounds of SMAAAASH cooldown, and while you are still on cooldown, repeated SMAAAASHes will deal less and less damage until you give the cooldown time to wear off.
Callbacks: If something interesting catches your eye or something happens that you want to save for use as a brick joke or chekhovs gun, you can do so. Just save a link to the post wherein you set up the thing, and then when you want to utilize it later down the line, just drop a link to the post in question and I'll take it up. General rule of thumb is that the longer and better the set up for the callback, the better it'll do.
Spoils of War: All Bosses and Guardians drop spoils of war. Regular bosses drop spoils of war that are usable indefinitely, but have a charge time across rounds. They'll generally provide a small but decent boost to your action or have other effects. They usually aren't too flashy, but hey, they're useful. You can also use a max-sized charge to turn one of these spoils of war into an artifact, increasing their power in exchange for having the potential to lose it. Limited Use Spoils are far more powerful, but as stated, have a limited number of uses to them. They can also be used consecutively if the owner is really not feeling particularly conservative. All spoil usage, but limited use especially, gain power from well described actions.
Dodge and armor: Pretty simple. Dodge gives a dodge chance against enemy attacks. Accuracy will negate dodge and also give a chance to naturally minicrit or crit. Armor negates a certain amount of damage from every incoming attack. Armor pierce will negate a certain amount of armor when going in. Negative dodge will grant attacking enemies natural minicrit chances, negative armor will grant increased damage to attackers.
Strife: How it works is that in addition to your regular post content, you can have STRIFE actions going on. STRIFEs are based more on flavor text, although you can bring in entities and alchemies to try and give yourself an edge. Just keep in mind, anything brought into a STRIFE is forfeit to the victor if you lose. Upon starting the STRIFE, the two players (or more) players involved need to decide whether other players can butt in if they want, and what types of things are and aren't off limits. That's all up to you guys. On victory/loss of a strife... well, rewards/penalties are to be arranged between the two strifing parties, although in Terraria when strifing became a thing, it was usually customary for the losing party to give +1s to the winner.
Overheal: Only things with the specified ability to overheal have the capacity to overheal. While overhealed, an entity loses 25K health per 100K over their max they are each upkeep, losing 20K health per round if they're less than 100K over their regular max.
Story: The story is, in my professional opinion, kinda cool, but fortunately knowing it all isn't necessary to play. There is a story summary in the first post of mine following this one. Hopefully I'll be able to keep it properly up-to-date, but if you have a question about details or other things you might have missed, feel free to ask, I'll answer to the best of my ability. That is, of course, assuming someone else doesn't first.
If you want to contribute to the story in a major way, your best bet is PMing me. We can talk over plans and see if iyour idea will fit in somewhere in the future.
Roleplay: The story is a good place to start here, but as for your characters, they can be basically whatever you want so long as they aren't notably overpowered, although "overpowered" is somewhat harder to gauge because just by virtue of being player characters, your char is automatically given access to near godlike invincibility, the power to summon massive creatures and machines using willpower alone, and otherwise just having crazy insane powers driven by creativity and whatever the crap you feel like doing with them. Now, your characters don't have to be aware of these powers, or even actively use them if you prefer using in-universe reasoning for all of your actions, but they do have them if you ever decide that it's handy.
As for the setting, it's set on a world within an "all stories are real" Fictional multiverse setting, with some variations, which will be elaborated on as they come up. For one, universes are in separate bubbles, separated by The Void. The Void itself contains a number of things within it, and there are things that come into being outside of the universes.
I think that about covers it for right now. Let me know if you're still confused about something essential.
Limited Use Spoils:
Dragon Core: Dropped by HATRED. Claimed by EternalStruggle. 2 uses left. Summons forth a shade of an ancient dragon for 5 rounds. It is invincible and can deal out great damage for the duration of its stay.
Nuclear Core: Dropped by the C MECH-Ω. Claimed by I Just Write. 1 use left. Detonates in a massive fiery explosion that'll pretty much wipe any and everything short of a boss off the field in one go.
Cooldown spoils
Stoneskin Hide: Dropped by Terror Troll. Claimed by DCCCV. Coats the target in a layer of thick stone, slowing them down and halving the effectiveness of all their actions, but also halving the amount of damage they take for 3 rounds. has a 6 round cooldown.
Whirling Dervish: Dropped by Terror Ravager Bot. Claimed by Crusher48. Puts down the massive spinning blades of the Ravager Bot, allowing it to run rampant on the battlefield for 3 rounds, dealing heavy damage to whatever its tilted towards. Has a 6 round cooldown.
Dragon Core: Dropped by HATRED. Claimed by EternalStruggle. 2 uses left. Summons forth a shade of an ancient dragon for 5 rounds. It is invincible and can deal out great damage for the duration of its stay.
Nuclear Core: Dropped by the C MECH-Ω. Claimed by I Just Write. 1 use left. Detonates in a massive fiery explosion that'll pretty much wipe any and everything short of a boss off the field in one go.
Cooldown spoils
Stoneskin Hide: Dropped by Terror Troll. Claimed by DCCCV. Coats the target in a layer of thick stone, slowing them down and halving the effectiveness of all their actions, but also halving the amount of damage they take for 3 rounds. has a 6 round cooldown.
Whirling Dervish: Dropped by Terror Ravager Bot. Claimed by Crusher48. Puts down the massive spinning blades of the Ravager Bot, allowing it to run rampant on the battlefield for 3 rounds, dealing heavy damage to whatever its tilted towards. Has a 6 round cooldown.
NOTE FOR VETERANS: This takes place post-Reboot, don't bring in stuff from other games, that will not fly.
NOTE FOR NEW PLAYERS: Upon making your third post in the game, you will receive a free +10 to use on your charges as you please. This is a one-time bonus, to get you started off more smoothly. Once you've reached the threshold state that you're claiming your +10 at the top of your post to claim it.
Additionally, this game has some predecessors. Credit to TT2000's original Destroy the Godmodder for the original inspiration of this game.
There is an OOC thread for all of your OOC needs: here.
There is a DTG Discord for everyone who's interested, players or not: here.
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