The date is the third timber, of late autumn, obviously. Today has served to be rather problematic for the dwarves of the fortress Keszarut. The late Urist Thatthilugog, head of the Keszarut mining expedition, uncovered a bit of a problem in the depths of the earth last night.
Namely, in that there was a large amount of crunching of rock reverberating across the walls of the mineshafts attributable to none of his compatriots, that is. After some midnight consultation with the nobles of the fortress, it was decided that a host of axedwarves would be sent down to intercept what was undoubtedly a forgotten beast of the most horrendous and violent type.
The valiant axedwarves stood, huddled together, in the cave Thatthilugog had decidedly noted the noises were emanating from. The dwarves muttered amongst themselves in the cavern, awaiting what would likely spell their doom. Suddenly, a young dwarf by the name of Nazush sighted something, glinting in the darkness. An odd golden glow flowing dimly from a small crack in the cave wall. Several brave dwarves drew their pickaxes, and cleaved past the stone of the wall.
What they saw next would prove to be their last sights.
A glowing goldenrod shade of some sort, blocky in stature, lay upon the ground, covered by a number of heavy stones. With some effort, the soldiers heaved the rock off of the unfortunate victim, and carried the body up to the main fortress, to have forensics analysts determine whether or not his belongings were cursed, so they could be taken. After approximately four hours of study, the analysts headed off for a break. The moment they did so, the shade's eyes shot open, the goldenrod aura fading. This illusion of what once was lived once more, if only a shadow of its true self. Thusly, the Godmodder Shade rose from the inspection table.
Minutes later, the fortress was his.
Hundreds of dwarves lay upon the ground, bleeding profusely from a number of wounds in their sides, inflicted in a matter of moments by organ rupture, likely caused by a hammer. Urist Thatthilugog was one of the lucky few able to survive. He wandered the wilderness for many days, seeking for aid to help take back the home of his glory days.
That's where you come in.
Urist strode through the forest, within sight of Keszarut. He thought he saw a glint in the underbrush, and curiously peered into the distance, axe in hand. What he saw was somewhat reassuring, though he did not know exactly what he was looking at. Perhaps they were dwarves as well. Regardless, they were heroes of some sort. Or, perhaps not.
URIST: Oi, ye. Ye over thar. What're ye doin' in this part o' the forest? Can't ye see the fuckin' flaming death tower over thar?He points over to Keszarut in the distance, with it's flying flags defaced, and replaced with the cobalt banners and scarred golden eyes of one you might all recognize.
URIST: If ye'd be willin' to help, I'd ask if ye wanted to go retake that hellhole. Some kind of golden god up in thar, see.Some objects become clear in the distance. Dwarf corpses impaled upon spears in the ground. Suddenly, there is a flash of gold. None other than what appears to be the Godmodder himself stands in the middle of the field.
GODMODDER: Fancy seeing you noobs here, huh?
GODMODDER: I'm going to ask nicely first, and then things will start to get hectic.
GODMODDER: Get off my property.When he sees that nobody is moving, he seems to acknowledge your indifference, or perhaps defiance, readying the Banhammer. The shade carefully and calmly states four words.
GODMODDER: Fine.
GODMODDER: Welcome to hell.
Welcome to Destroy the Godmodder: Opening. I shall be the Game Master, if that was not already evident. The Godmodder has managed to take over Dwarf Fortress, of all things.
In this game, you will either have to commit the titular act, and destroy the Godmodder, or perhaps aid him in his work, to eventual victory. Whatever works for you. The godmodder in question here is a shade of the one we all know, and revile/adore, and has less maximum health than the original. However, you should not take this for granted.
The premise remains the same, in the essentials. Destroy the Godmodder, restore Keszarut to its former glory, and try to get some form of positive ending. I'm sure you can manage that.
Destroy the Godmodder created by TT2000 and TwinBuilder. These guys deserve a round of applause for their wonderful work.
I. POSTING RULES:1. Each player has approximately two posts per turn. This is mostly for my sanity, though this is subject to change. This is my first attempt at running a game of this sort, after all.
2. Double-posting is prohibited. The second post will not be counted if you do.
3. You are not permitted to make any sort of placeholder post in any way. If I find out that you have been doing this, your posts that turn will ALL be nulled.
4. Given the nature of my schedule, please expect sporadic updates at best. Please try not to badger me to update.
II. CHARGING RULES: 1. You are permitted to create charges which can be utilized to summon entities, create items, deal out deadly attacks, anything you can imagine.
2. You cannot charge any higher than fifty posts, as-is. This is the current limit.
3. Charges cannot, in any way, be used to damage the Godmodder. Attempts to do so will fail.
4. Every turn, you are permitted to put forth two assists to SPECIFIED fellow players, boosting their charges by the amount you give them, two points being the max. I do not care how you allocate these boosts.
5. Charge-stockpiling is banned. Do not attempt to do so, please.
6. At any given time, you are permitted to only have two charges going.
7. You cannot remove charge points from ANY other player, regardless of faction of alignment. Attempting to do so will be met with some form of retribution.
III. ENTITY RULES: 1. In this game, you are permitted to summon entities, as is the norm for such sessions. Keep in mind that summoning them on the spot is inadvisable, as the Godmodder will likely mind-control them to his side. Charging is one of the best methods to accomplishing this.
2. Entities summoned by players through charges, if deemed overly powerful, may or may not be subject to balancing by the Game Master, in this case, me.
3. If you summon entities consecutively and over short periods of time, their overall power WILL be slightly weaker than normal. Please do not spam.
4. Entities can be made to attack other entities, possibly dealing more damage than a player might. They can attack other entities of an alignment differing from theirs. This does not serve as a barrier to area-of-effect attacks, however.
IV. ALCHEMY:If, for whatever (likely sensible) reason, you determine that pure creativity alone is not enough for your purposes, you can utilize the Alchemiter. Returning from previous games, and, more importantly, previous works, this magnificent machine can be used to combine a number of items to create better, more powerful, tools, objects, and weaponry.
Given that all of you are accustomed to the standard Alchemiter system, I get to crush the world down upon you. As you know, the standard Alchemiter requires grist to properly function, and create items. You also know that grist is not a thing that exists in Dwarf Fortress.
Thusly, you'll have to make it yourself.
This world's Alchemiter still possesses a level cap, which, as of the current moment, is fifteen. However, any alchemy past level five will require some sort of grist cost. There is currently no set way for the Alchemiter itself to create grist. You'll have to figure that out yourself. An alchemy, perhaps? An upgrade? A charge? Who knows?
The available functions for the Alchemiter as of this current moment are && (AND), which combines the function of two objects into a singular power-item of some sort, and || (OR), which combines the function of the item after the || with the form of the one before it. For example, Hammer && Green Slime Ghost Pogo Ride would create a Pogo Hammer, combining the springing capabilities of the pogo ride with the offensive abilities of a hammer. Hammer || Green Slime Ghost Pogo Ride, on the other hand, would create a Hammerhead Pogo, which combines the shape of the hammer with the abilities of the pogo ride.
A. ALCHEMITER RULES:1. Alchemies, when begun, will take their level, which will be stated by me, along with an additional charge point for the initial bit. If you are confused, this means a level five alchemy would take six posts to complete, a level twelve thirteen, a sixteen seventeen, and so on. You can create two alchemies at once, but no more than that.
2. Alchemy level is decided by me alone. You, however, are permitted to name the alchemy, and provide a description. If you do not do so, I am
obligated to in your stead, no exceptions. If I have missed an alchemy, please inform me of it as soon as possible, and I will fix it.
3. Alchemies, whilst being made, CANNOT be boosted by assists of any sort. Don't try to allocate them to alchemies. If you do so, they will be denied.
4. You are permitted to create charges to fuse alchemies, or upgrade/create them, if you desire. Keep in mind that creating smaller alchemies from minor charges is essentially cheating, if you use assists in the process, that is. This is currently the only way in which you can break the level cap.
5. The Alchemiter can be upgraded with a variety of functions, all of which shall be logged here upon creation by players. These upgrades can be charged, or alternatively, may be alchemies themselves. However, charges CANNOT be made to boost the current level cap. Attempts to do so will fail. The level cap may or may not be upgraded as a result of in-game events, however.
B. UPGRADES:Current Alchemiter Upgrades
Nothing seems to be here yet.
V. TIPS:1. This thread should be at the lowest priority possible in your life. If you find that posting here makes you unable to post in any of the main threads, please, do not waste your time here, unless you truly desire to do so.
2. To slay the Godmodder, utilize attacks that cannot be godmodded themselves.
3. If you manage to damage the Godmodder with an attack, he will make sure that that particular method of doing so will never work again.
4. Counter-godmodding IS allowed, if you try to keep it to a minimum. Nobody likes a munchkin, after all.
5. This game is NOT a roleplay. If anyone tells you it is, correct them. You do not need to create a character/backstory to join in any way whatsoever.
5.5. This game, as of the current moment, is strictly NON-CANON. This is subject to change, but is prudent to state clearly here.
6. If you have any questions, comments, concerns, ideas, or plans you'd like me to see for whatever reason, please PM me. I will get back to you as soon as I may.
6.5. By extent, please do not argue with me. I'm fine with constructive criticism, or even a statement of grievances, but please do not attempt to start a quarrel with me. It will get you nowhere.
7. HAVE FUN. This is the most important rule. As with rule number one, if you are not doing so, I would advise you stop playing. Dragging on the monotony will only hurt yourself. If you believe this lack of fun is coming from my end as a GM, PLEASE tell me so, and I will attempt to correct it the best I can. If you all collectively agree I am not doing a good enough job at that, I will see to it that I am replaced as expediently as possible.
VI. SPOILS OF WAR:Periodically, bosses of a number of alignments will appear. Upon being killed, they will USUALLY drop an artifact/part of themselves, called a Spoil of War. These will be granted to the player who managed to slay the boss. In the event that a killer cannot be determined, the Spoil will be left out for the first person to claim it to take. I apologize if this conflicts with your time zone. It is the best I can do. This section will eventually be used to list all Spoils of War existing in this game.
VII. ALIGNMENTS:This is a list of alignments. Player-made factions can be created, if a number of players AGREE to its creation (note how I did not state 'join', please). If so, they will promptly be added here, along with an objective description created and agreed upon by the members of the faction.
[???] = Unknown: These entities lack an alignment, and are permitted to attack anything.
[H] = Hostile: These entities are... hostile to all others, and will attack entities of many differing alignments altogether. They usually have weaknesses that can be exploited.
[N] = Neutral: These entities are neither aligned with the Godmodder, nor the Anti-Godmodders.
[AG] = Anti-Godmodder: These fight to destroy the Godmodder. Given the current state of affairs, I'd doubt that even half of them turn out to be moral.
[PG] = Pro-Godmodder: These fight for the Godmodder. Might be interesting to work for him, who knows?
Boss ([PG BOSS]/[AG BOSS]/[N BOSS]/[H BOSS]/[??? BOSS]): Hyper-powerful entities that usually drop
things.
[GM] = The Godmodder: This alignment is specifically reserved for the Godmodder, the chief antagonist of the game. He needs no introduction.
Wonderful. That is all to be said on the matter. Let us begin.
Urist Thatthilugog:
[AG] HP: 20/20.
Godmodder: [GM] HP: 80/80.Originally posted on 2015-11-03 21:53:00