FlamingFlapjacks
Descendant, also Lord of Antarctica
- Location
- Wherever things are flammable
Welcome to Destroy the Godmodder: Test Edition! This is a test of this game ruleset I've come up with, based on the Destroy the Godmodder forum series, a fairly-opened ended series of forum games focused on the reality-warping players fighting off against Godmodders, powerful beings who can counter and ignore most attacks aimed at them that aren't creative or unexpected! Over time, the series evolved from just fighting Godmodders to doing many things in the different settings of the games, from personal RPs to grid based Fire Emblem-like games where you quest to stop a Sphere from exploding and destroying one third of existence. If you want to have a character, let's just say this takes place in a training simulation for people who fight Godmodders.
Rules/General Explanation of Things
0: The GM's word is god. What I say goes. If you disagree with something I've done, a decision I've made with balance or something, then you can bring up to me and try and convince me to change it. But when I put my foot down, it's down, and the right to nope any action is reserved.
1: In this game, you have to Destroy a Godmodder! The Godmodder will be able to Godmod most attacks away, so you have to come up with wacky, creative, and unexpected attacks! But even then, don't expect your attacks to actually work!. It will take persistence.
2. You can do more than just attack the Godmodder! The Godmodder will summon entities (see In-depth Rules), try and kill you guys, and much more. And you can do this too! You have three actions per turn, and can do as many things with these actions as you want.. Although the more you do with one action, the less and less effective it gets. You can also use these actions to charge CP, 1 CP per action.
3. CP (Charge Points) is a special thing you obtain from charging with your actions. You also passively gain 1 CP per turn, unless you have Charge Sickness or something (see In-Depth Rules). You can expend CP to buff your actions, summon a variety of different things (see In-Depth Rules), and other stuff! You can also use 1 CP to perform a fourth action. Only one extra action a turn, though.
4. You are your fellow players are vulnerable to attack! You have 20 HP, each point of HP worth roughly 8,000 HP (roughly), and upon death, you must spend one turn respawning. In addition, you lose 2 CP and all your passive charges (See in-depth rules) are paused as you revive.
5. Sometimes your actions may not turn out the way you intended it. If you have a big problem with it, PM me here or on Discord, and we can talk.
6. Don't bring in things straight from other forum games. It complicates things. You can use a character you have used in another forum game, just don't import entire things. This rule isn't really relevant because this is a test session, but whatever.
7. Don't ruin other's fun. This is a game meant to be fun, not a giant saltstorm of war and strife. Except the war and strife aimed at the [PG]s, because those are NPCs.
And now, the in-depth game rules. These list a bunch of assorted mechanics. This is going to take a while. I recommend you give this a good skim/readthrough, as it holds some important info.
Here's a link to the DTG Discord if you want to join. This isn't the only DTG game out there, although the full version of this game will take place in a different canon then most other games.
Now..
Are you ready? To Destroy! The! Godmodder!
Battlefield:
TERRAIN: Simulated Field. No effect.
WEATHER: None.
FIELD EFFECTS: None.
ADVANTAGE: Light PG.
NOTE: EVERYONE STARTS OFF WITH A 30 CHARGE TO USE FOR WHATEVER.
[GM] Godmodder. 20 / 20 Hp.
[PG] Terror Skeletons. 40,000 / 40,000 Hp x 3.
Rules/General Explanation of Things
0: The GM's word is god. What I say goes. If you disagree with something I've done, a decision I've made with balance or something, then you can bring up to me and try and convince me to change it. But when I put my foot down, it's down, and the right to nope any action is reserved.
1: In this game, you have to Destroy a Godmodder! The Godmodder will be able to Godmod most attacks away, so you have to come up with wacky, creative, and unexpected attacks! But even then, don't expect your attacks to actually work!. It will take persistence.
2. You can do more than just attack the Godmodder! The Godmodder will summon entities (see In-depth Rules), try and kill you guys, and much more. And you can do this too! You have three actions per turn, and can do as many things with these actions as you want.. Although the more you do with one action, the less and less effective it gets. You can also use these actions to charge CP, 1 CP per action.
3. CP (Charge Points) is a special thing you obtain from charging with your actions. You also passively gain 1 CP per turn, unless you have Charge Sickness or something (see In-Depth Rules). You can expend CP to buff your actions, summon a variety of different things (see In-Depth Rules), and other stuff! You can also use 1 CP to perform a fourth action. Only one extra action a turn, though.
4. You are your fellow players are vulnerable to attack! You have 20 HP, each point of HP worth roughly 8,000 HP (roughly), and upon death, you must spend one turn respawning. In addition, you lose 2 CP and all your passive charges (See in-depth rules) are paused as you revive.
5. Sometimes your actions may not turn out the way you intended it. If you have a big problem with it, PM me here or on Discord, and we can talk.
6. Don't bring in things straight from other forum games. It complicates things. You can use a character you have used in another forum game, just don't import entire things. This rule isn't really relevant because this is a test session, but whatever.
7. Don't ruin other's fun. This is a game meant to be fun, not a giant saltstorm of war and strife. Except the war and strife aimed at the [PG]s, because those are NPCs.
And now, the in-depth game rules. These list a bunch of assorted mechanics. This is going to take a while. I recommend you give this a good skim/readthrough, as it holds some important info.
[Alignments]
The sides of this war. Which side people are on is shown by the tag in front of their listing on the Battlefield. Tags with the wrong color indicate an entity that has been made to join the side of the color of their via some sinister means. Entities which have willingly changed sides will get a new tag without any color fuckery. Anyway, The sides are….
[GM] The Godmodder. Is just a glorified PG tag.
[PG] Pro-Godmodder. These guys are allied with the Godmodder. Murder them please! CANNOT BE JOINED BY PLAYERS. NPC Players are exempt from this.
[N] / [N-xxxx] Neutrals. Those who have not taken a true side, or are allied with a group other then the PGs or AGs. True, lone-wolf [N]s are marked with the normal [N] tag, but those with a group have [N-xxxx], with the xxxx being the name of their allies. Players who pursue their own goals and don't aid the [AG]s are put in this faction. One of the two factions non-NPC players can join.
[H] Hostiles. No, they aren't edgier Neutrals I swear. Hostiles are powerful entities who obey no-one and are omnicidal. They're typically a step up from your average entities, but have a weakness that you can exploit to kill them faster, if you can discover it.CANNOT BE JOINED BY PLAYERS. Not even NPC ones.
[AG] The Anti-Godmodders. This is the default side for all players. The side who seek to complete the task that is the first three words in this game's name.
Some entities will have additional tags along with their faction ones. Unless otherwise stated, any entities who have these tags have a special effect preventing them from taking more then 75% of their HP as damage at once. Because instakills.
[xx-BOSS]. Bosses of whatever side the xx is. Bosses are entities a head above the rest, better and bulkier. They drop a super powerful artifact or item upon death, along with some more MAD L00T, to quote The Nonexistent Tazz.
[xx-ELITE] Same as Bosses, but less powerful. They won't drop a super powerful item/artifact, but they will drop some stuff.
[xx-TERMINUS] A absurdly powerful boss. These will only ever be PG, and possibly H, unless you pull off a huge shenanigan with other players. Like, a 600 CP shenanigans with a ton of extra words and loopholes on top. Expect to only see like, 3 of these over the course of the entire game. Drops a shitton of awesome stuff upon death, unless it's the final boss, in which case you get an awesome item called "Cutscene and Epilogue". It's super rare! It's highly, highly, unlikely you'll see any Terminus-level entities in this test session.
There might also be other tags at some point. Who knoooooows.
[Passive Charges]
Passive charges are the other way of charging. These don't require you to use your actions for, except for creating them.
You may use one action to create a passive charge. A passive charge represents something happening on a map, like a guy playing through minecraft to kill the enderdragon and obtain the Egg as an artifact, or a spaceship in a hanger being assembled. Upon creation, choose a number. It is recommended to do 10-45, as this is the early game. The Passive Charge will be listed at the bottom of every update and increment by 2 (or more if you've assigned an entity to help work on it, or something). Once it reaches the number, the charge will complete, and you can deploy an entity, artifact, or whatever worth as much CP as the charge was long. Passive Charges can be disrupted, and have a Stability Bar. The bar goes down the more disruptions the charge experiences, and the charge will only get upped by 1 per turn if it's under 50% Stability, and won't increment at all under 30%. If it hits 0%, the charge is destroyed and cannot be restarted unless the damage done to it was very small.
[What to use your Charge On]
Now, I'm sure you are very confused by all these mentions of Entities, Artifacts, Items, and such. These are things that you use CP and Charge to create! Let's go over them.
-[Entities]
These are the main fodder of the field. Entities are any living thing (or maybe not. Cardboard boxes and rocks have been summoned as entities before.) on one of the sides that aren't the Godmodder, a Player, or me, the GM! Though I'm not on the field. Entities can be anything you can think of: Fictional characters, original characters, yourself...
Entities have many stats that they can have. As a note, Player Upgrades and Artifacts can also grant these stats to players..
HP: This hits 0, and the entity dies, because people die when killed to death. Unless they have a passive for negative HP or something, but that's a gimmicky thing and doesn't count.
AC: Armor Class. For every point of AC an entity has, every attack against them deals (AC*1,000) less damage. AC cannot reduce an attack to less than 1,000 damage, unless under special circumstances. Negative AC makes attacks deal more damage.
SHP: Shield HP. A second HP bar that blocks the main one until destruction. SHP regens fully at the end of the every turn, even if knocked down to 0. Does not benefit from AC.
Dodge Chance: An entity's chance to dodge an attack and negate it. Against players, an entity gains reduced dodge the more high quality that player's attack was. Players can also order their entities and describe the entity's actions to gain this boost for them as well.
Attack: The entity's attack stat. They can have an attack stat where they deal one hit to one entity (like, XXXX has an Attack stat of 50,000), have multiple attacks that can be split amongst targets, or aimed at one target, (like: XXXX has an attack stat of 10,000 x 5), or a variety of different attacks they can select from to use (like: XXXX can heal an entity for 10,000 HP, slash two entities for 3,000 damage, or shield themselves, giving them double AC for this turn).
Specials: Special actions that take turns to charge. Once ready, the entity can use them to perform a powerful action - more powerful the longer the special took to charge.
Entities can also have special passives you can give them.
Entity creation and balancing is pretty loose, and while I have a general idea of player power, I'm not going to be too limiting. But too many gimmicks or complex passives will cause me to put my foot down. Here are some general guidelines for HP and attack, but these are not hard and you can summon entities defying them.
10 Charge/CP: 80,000 Hp, 20,000 Attack.
20 Charge/CP: 160,000 Hp, 40,000 Attack
30 Charge/CP: 240,000 Hp. 60,000 Attack.
40 Charge/CP: 320,000 Hp. 80,000 Attack.
-[Artifacts and Items]
Artifacts are items players can wield, which grant them buffs! Attack artifacts, like swords, guns, and such, must be used in an attack to gain whatever bonus they grant, and the more artifacts you use in one attack, the less powerful their collected bonuses get. Equipment artifacts grant passive bonuses which you usually don't need to activate. There's no limit to how many artifacts you can have at once, but you will have to BS an explanation for wearing 8 mech suits at once. Most artifacts have durability that goes down as you use them, and they'll break if they hit 0, so keep them in good shape with repairs and charges! You drop all your artifacts onto the field upon death. Artifacts can be stolen, but enemy steal attempts give you a turn to react before they go into effect. Entities CAN wield artifacts, but will need your help to defend against steal attempts.
Items are things in the group inventory, which unlike artifacts, anyone can use. They can often be used to craft things, or will have some cool effect, like a bomb that stuns an entity for 3 turns upon death, or a 20 CP Crystal. Normally, things can't be stolen from the group inventory, but the Godmodder and possibly special things he summons might be able to…
-[Player Upgrades]
Upgrades you can apply to yourself with charge, granting you things like special attacks, passives, dodge, AC, status effect application, and so on. but every one of them you add has a "stability bar", which starts at 100%. People can target this bar to lower it, and it will lower passively every time the upgrade comes into effect. If the upgrade is a damage boost, it'll lose 5% Stability every time you attack. If it's a leveling system -3% every time you level up. If it's a special attack, it'll lose 20% stability every time the special goes off, and so on (these aren't hard numbers, they're just examples) If it hits 0%, you lose the upgrade and cannot gain it again, and adding upgrades similar to it will take extra CP/charge in the future. You can keep stability by investing CP/charge in it, and countering attacks on it, but a single focused action usually won't do much to heal it.
-[Buffed Actions]
This is just using CP and Passive Charges to launch empowered attacks. Neat.
[Scanning]
You can use your action to scan things! This gives a quick description of them, possible motives, their full stats, and a bit of other trivia. In addition, it can reveal what special attacks will do, secrets about the entity, lists of passives, and other goodies. Some things will require multiple scans by seperate people to reveal.
[Hezecrusher Fallacy]
The Hezecrusher Fallacy is a name in the DTG Community for the tendency for things in DTG to not be as powerful as they are in their source material. Nukes are famously ineffective, and objects and entities are only as powerful as the words and CP you put into them. Be creative.
The sides of this war. Which side people are on is shown by the tag in front of their listing on the Battlefield. Tags with the wrong color indicate an entity that has been made to join the side of the color of their via some sinister means. Entities which have willingly changed sides will get a new tag without any color fuckery. Anyway, The sides are….
[GM] The Godmodder. Is just a glorified PG tag.
[PG] Pro-Godmodder. These guys are allied with the Godmodder. Murder them please! CANNOT BE JOINED BY PLAYERS. NPC Players are exempt from this.
[N] / [N-xxxx] Neutrals. Those who have not taken a true side, or are allied with a group other then the PGs or AGs. True, lone-wolf [N]s are marked with the normal [N] tag, but those with a group have [N-xxxx], with the xxxx being the name of their allies. Players who pursue their own goals and don't aid the [AG]s are put in this faction. One of the two factions non-NPC players can join.
[H] Hostiles. No, they aren't edgier Neutrals I swear. Hostiles are powerful entities who obey no-one and are omnicidal. They're typically a step up from your average entities, but have a weakness that you can exploit to kill them faster, if you can discover it.CANNOT BE JOINED BY PLAYERS. Not even NPC ones.
[AG] The Anti-Godmodders. This is the default side for all players. The side who seek to complete the task that is the first three words in this game's name.
Some entities will have additional tags along with their faction ones. Unless otherwise stated, any entities who have these tags have a special effect preventing them from taking more then 75% of their HP as damage at once. Because instakills.
[xx-BOSS]. Bosses of whatever side the xx is. Bosses are entities a head above the rest, better and bulkier. They drop a super powerful artifact or item upon death, along with some more MAD L00T, to quote The Nonexistent Tazz.
[xx-ELITE] Same as Bosses, but less powerful. They won't drop a super powerful item/artifact, but they will drop some stuff.
[xx-TERMINUS] A absurdly powerful boss. These will only ever be PG, and possibly H, unless you pull off a huge shenanigan with other players. Like, a 600 CP shenanigans with a ton of extra words and loopholes on top. Expect to only see like, 3 of these over the course of the entire game. Drops a shitton of awesome stuff upon death, unless it's the final boss, in which case you get an awesome item called "Cutscene and Epilogue". It's super rare! It's highly, highly, unlikely you'll see any Terminus-level entities in this test session.
There might also be other tags at some point. Who knoooooows.
[Passive Charges]
Passive charges are the other way of charging. These don't require you to use your actions for, except for creating them.
You may use one action to create a passive charge. A passive charge represents something happening on a map, like a guy playing through minecraft to kill the enderdragon and obtain the Egg as an artifact, or a spaceship in a hanger being assembled. Upon creation, choose a number. It is recommended to do 10-45, as this is the early game. The Passive Charge will be listed at the bottom of every update and increment by 2 (or more if you've assigned an entity to help work on it, or something). Once it reaches the number, the charge will complete, and you can deploy an entity, artifact, or whatever worth as much CP as the charge was long. Passive Charges can be disrupted, and have a Stability Bar. The bar goes down the more disruptions the charge experiences, and the charge will only get upped by 1 per turn if it's under 50% Stability, and won't increment at all under 30%. If it hits 0%, the charge is destroyed and cannot be restarted unless the damage done to it was very small.
[What to use your Charge On]
Now, I'm sure you are very confused by all these mentions of Entities, Artifacts, Items, and such. These are things that you use CP and Charge to create! Let's go over them.
-[Entities]
These are the main fodder of the field. Entities are any living thing (or maybe not. Cardboard boxes and rocks have been summoned as entities before.) on one of the sides that aren't the Godmodder, a Player, or me, the GM! Though I'm not on the field. Entities can be anything you can think of: Fictional characters, original characters, yourself...
Entities have many stats that they can have. As a note, Player Upgrades and Artifacts can also grant these stats to players..
HP: This hits 0, and the entity dies, because people die when killed to death. Unless they have a passive for negative HP or something, but that's a gimmicky thing and doesn't count.
AC: Armor Class. For every point of AC an entity has, every attack against them deals (AC*1,000) less damage. AC cannot reduce an attack to less than 1,000 damage, unless under special circumstances. Negative AC makes attacks deal more damage.
SHP: Shield HP. A second HP bar that blocks the main one until destruction. SHP regens fully at the end of the every turn, even if knocked down to 0. Does not benefit from AC.
Dodge Chance: An entity's chance to dodge an attack and negate it. Against players, an entity gains reduced dodge the more high quality that player's attack was. Players can also order their entities and describe the entity's actions to gain this boost for them as well.
Attack: The entity's attack stat. They can have an attack stat where they deal one hit to one entity (like, XXXX has an Attack stat of 50,000), have multiple attacks that can be split amongst targets, or aimed at one target, (like: XXXX has an attack stat of 10,000 x 5), or a variety of different attacks they can select from to use (like: XXXX can heal an entity for 10,000 HP, slash two entities for 3,000 damage, or shield themselves, giving them double AC for this turn).
Specials: Special actions that take turns to charge. Once ready, the entity can use them to perform a powerful action - more powerful the longer the special took to charge.
Entities can also have special passives you can give them.
Entity creation and balancing is pretty loose, and while I have a general idea of player power, I'm not going to be too limiting. But too many gimmicks or complex passives will cause me to put my foot down. Here are some general guidelines for HP and attack, but these are not hard and you can summon entities defying them.
10 Charge/CP: 80,000 Hp, 20,000 Attack.
20 Charge/CP: 160,000 Hp, 40,000 Attack
30 Charge/CP: 240,000 Hp. 60,000 Attack.
40 Charge/CP: 320,000 Hp. 80,000 Attack.
-[Artifacts and Items]
Artifacts are items players can wield, which grant them buffs! Attack artifacts, like swords, guns, and such, must be used in an attack to gain whatever bonus they grant, and the more artifacts you use in one attack, the less powerful their collected bonuses get. Equipment artifacts grant passive bonuses which you usually don't need to activate. There's no limit to how many artifacts you can have at once, but you will have to BS an explanation for wearing 8 mech suits at once. Most artifacts have durability that goes down as you use them, and they'll break if they hit 0, so keep them in good shape with repairs and charges! You drop all your artifacts onto the field upon death. Artifacts can be stolen, but enemy steal attempts give you a turn to react before they go into effect. Entities CAN wield artifacts, but will need your help to defend against steal attempts.
Items are things in the group inventory, which unlike artifacts, anyone can use. They can often be used to craft things, or will have some cool effect, like a bomb that stuns an entity for 3 turns upon death, or a 20 CP Crystal. Normally, things can't be stolen from the group inventory, but the Godmodder and possibly special things he summons might be able to…
-[Player Upgrades]
Upgrades you can apply to yourself with charge, granting you things like special attacks, passives, dodge, AC, status effect application, and so on. but every one of them you add has a "stability bar", which starts at 100%. People can target this bar to lower it, and it will lower passively every time the upgrade comes into effect. If the upgrade is a damage boost, it'll lose 5% Stability every time you attack. If it's a leveling system -3% every time you level up. If it's a special attack, it'll lose 20% stability every time the special goes off, and so on (these aren't hard numbers, they're just examples) If it hits 0%, you lose the upgrade and cannot gain it again, and adding upgrades similar to it will take extra CP/charge in the future. You can keep stability by investing CP/charge in it, and countering attacks on it, but a single focused action usually won't do much to heal it.
-[Buffed Actions]
This is just using CP and Passive Charges to launch empowered attacks. Neat.
[Scanning]
You can use your action to scan things! This gives a quick description of them, possible motives, their full stats, and a bit of other trivia. In addition, it can reveal what special attacks will do, secrets about the entity, lists of passives, and other goodies. Some things will require multiple scans by seperate people to reveal.
[Hezecrusher Fallacy]
The Hezecrusher Fallacy is a name in the DTG Community for the tendency for things in DTG to not be as powerful as they are in their source material. Nukes are famously ineffective, and objects and entities are only as powerful as the words and CP you put into them. Be creative.
Here's a link to the DTG Discord if you want to join. This isn't the only DTG game out there, although the full version of this game will take place in a different canon then most other games.
Now..
Are you ready? To Destroy! The! Godmodder!
Battlefield:
TERRAIN: Simulated Field. No effect.
WEATHER: None.
FIELD EFFECTS: None.
ADVANTAGE: Light PG.
NOTE: EVERYONE STARTS OFF WITH A 30 CHARGE TO USE FOR WHATEVER.
[GM] Godmodder. 20 / 20 Hp.
[PG] Terror Skeletons. 40,000 / 40,000 Hp x 3.
Last edited: