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Mysteriously Mysterious (Not Really)
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Joined: 11-August 18
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Jan 22 2024, 01:35 PM
Hello and welcome! It's perfectly fine to have absolutely zero idea what this game is about.
All you need to know is that this is a perfectly normal Destroy the #####████████████###############################████████████████████████##############████######*A(&██████████████████SYFHJDLGAFA(*E@&!*)$(#&%*$%&$)!@$(████*#%&$)%██$@%*&!$@#)($#%██████████&^$&*@
game. Gonna take some steps back, hopefully strip down some mechanics to meet the intended goals, see where this goes?
RULES: 0. Enjoy things. The point of a game is to have fun. Let me know how this can be even more fun. 1. To Win, you must destroy the [DATA LOST]. The [DATA LOST]? Oh. Well. Looks like that's gone out of the window then. 2. For now, each player gets one guy with 25/25 Hp. Try to keep it above 0. Good things happen when it's above 0. 3. You play by posting actions each round. You can do whatever you want, but the more things you do, the less effective each of them will end up being. You can do a lot of things! Whether you should is up to your discretion. 4. There's a few things you straight-up can't do. Travelling through time, treating the world like it's actually a story/forum game(metafiction things), and bringing back the dead. 5. I like cool action. Things naturally lean towards cool action. Making things happen is easier than making things not happen.
There we go, those are all the rules for now! Are they complete? No. Will they be enough? I hope so!
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May 21 2023, 01:31 AM
I have literally not set up any google sheet for this at all yet, but I wanted to just start this up right this instance before I delayed any further. This game will be a "Riot Chaoslike" in which unit movement will be determined by everyone. The reason why is explained below in spoilers, but if you'd rather play this blind than be my guest: Primary Mechanic Below This is actually a roguelike in which your characters can permadie and then you have to use a replacement character the next run. Your character has assembled with many others before the Ruins of Memory, the gateway into the Dark Carnival. The Dark Carnival is an organization of deadly Paradox-Powered Clowns who you have absolutely had up to here with. You have decided that you are going to kill all the Juggalos and topple their Holy Princes, no matter what it takes. But first, the Enchanted Seal protecting the Ruins of Memory is only freed every 20 years. If you want to get into the Dark Carnival, you must first get past this Seal. Begin. CHARACTER CREATION: Your character starts with 20 Base HP and 20 KP. You can allocate KP to any of the following stats: MHP: Your Health Total. Increases HP by 2 for each KP. Increasing all other stats takes 1 KP per point up to the current softcap of 10, after which it takes double KP to increase(ex: it takes 10 KP for 10 ATK, but 12 KP for 11 ATK.) ATK: How much damage you deal. +1 Damage per ATK. AVO: How dodgy you are. HIT: How accurate you are. DEF: How durable you are. SPC: How powerful your Skills are. More on that later. Accuracy is determined by rolling (Your HIT)/(Enemy AVO). If this number is over 100%, you instead roll CRIT, which is (Your Hit-Enemy AVO)/(Enemy AVO). Now, Skills. For now, just make up any 3 skills. You may have noticed there's no MP. That's because Skills are now cooldown-based. Below are some example skills. Feel free to make up your own skills. Ooof Ouch Owie I forgot Skills(Subject to rebalancing) Manifest Weapon (Cooldown: 1) Use either a Melee, Pike or Bow-type weapon instead this round, attacking and countering as that weapon.
God Mode (Cooldown: 2) Replace your attack with (x) range 1-3 for this round. Scales with SPC.
Heal (Cooldown: 1) Restores target HP. Scales with SPC.
Washi Ja (Cooldown: 2) Your basic attack deals 150% damage this round, but cannot be used the next round. +10% damage per SPC.
Mediatate (Cooldown: 5) Successfully Meditating lowers all skill cooldowns by 1. +1 Cooldown reduction per 3 SPC.
Guard (Cooldown: 2) Doubles DEF for the round. +1 per additional SPC.
Sprint (Cooldown: 1) Doubles MOV for the round. +1 per 4 SPC.
Luna: (Cooldown: 3) Your Basic Attack ignores half DEF this round. +1 DEF ignored per SPC.
Countersnipe (4 CD) If targeted by a reloader, automatically counter first regardless of range. +2 DMG per SPC.
Bloodmoon (7 CD) Target DEF is halved for the round.
Chill Out (4 CD) Lower cooldown of target skill on ally by 1. +1 Cooldown reduction per 6 SPC.
Camelot Snowflakes (7 CD) Allies within range 1-2 gain Damage Cut 2 this round and next round. +1 damage cut per 4 SPC. (Damage Cut reduces incoming damage by its magnitude after other calculations. Damage Cut can reduce incoming attack damage to 0).
Ban Dying (CD: 8) Target ally gains Guts status for 2 turns. If they would die, they don't, surviving at 1 HP and dispelling the status. +1 HP per 2 SPC.
All For One (CD: 6) Target is basic attacked by you and all allies in Range 1 of you. Target can only counterattack you once. +1 Upper Range per 10 SPC.
Warp (3 CD) Teleport to an opponent in range 1-2 prior to your basic attack. +1 Upper range per 3 SPC.
AXE POWER (0 CD) Replaces your Basic Attack with a 1 range attack that deals X^2 damage, where X is how many times you've cast AXE POWER in a row.
Also, your weapon. Make any weapon, I'll rebalance it later. I just want fresh meat characters in this game ASAP. If you have any questions just ping or DM me on Discord. Okay bye
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Jun 27 2019, 11:35 AM
You've heard the rumours. He can't possibly be back. Not after everything that's happened. But the signs don't lie. There's only one answer to all the symbols, the imagery, the iconography haunting your dreams. Six Wings. Six Hands. Six Fingers. Across existence, anyone can look up to see the same thing: A doorway to somewhere, dominating the skyline. For fear of What Lies Beyond, none have dared to enter. None, except for y'all. You've decided to through the gate. Get Ready. QED Link: https://docs.google.com/spreadsheets/d/136P...dit?usp=sharingIt's ready.
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Aug 11 2018, 08:59 PM
Welcome to DTG: Antebellum, a prequel to a game I hope to be hosting soon. This is a testing ground for the various concepts I hope to put into play in the game proper. Rules will come in a bit, as will the setting proper. Special thanks to Moniker, for making the DTG in the first place, and Pionoplayer, for letting me use the Renewal Universe. ANTEBELLUMIn an effort to keep things simple, in this game, you can only play against the Godmodder. Your goal is to stop the Godmodder, and keep their forces at a manageable level. There will be a couple of other things you need to pay attention to, but in the meantime, attacking the Godmodder or anything labeled PG is a good start. Rules 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 have “charges”, which cap out 40. Charges increment once per post. Attempting to increase a charge by more than 1 per post 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 Herald easier. 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: 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 Herald. The Neutrals are just sort of doing their own thing, and Hostiles want everyone to die. ???s are an enigma to everyone. Artifacts are merely tools, they don't actually have an alignment. There are also Elite and BOSS tags, that mean an entity is particularly big and nasty. 8: Vulnerable players, if they become a thing, are invulnerable the round they respawn. However, a player cannot pick up an artifact on the round they respawn.
Below are the full rules. This exists so I can say "Yes, this was actually written down.". You can look through it if you want, but you should do fine if you just go by word of GM on stuff. The Rules are fairly standard for a DTG game, but there are some changes. If they seem complicated, That's why I tl;dred them above. [spoiler=Advanced Rules]General: Yes there are sections to this. 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 will hopefully happen once every two-three days. 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.
Charge: The rules have been slightly modified, so pay attention. 1. You can have a charge. They'll make attacks, summons, effects, what-have-you more effective. 2. The cap is currently 40, charge can grow no larger than this. 3. You have only one charge this time around. 4. Charge goes 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. 6. Charge provide little to no hit bonus against the Godmodder. 7. You are allowed to hold your charge once it completes, but to do so you have to hold them in the charge slot. That means you won't get any more charge once you hit the cap. 8. Every time the Herald is damaged, everyone gets a +3. 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.
Morale: This is something new. 1. Each side has a morale meter, which can go from 0 to 100. 2: When an entity is at 25% HP or less, they roll for Morale on a d100 If the number is less than the Morale percentage, they succeed, and gain +20% HP. If they fail, they defect to the other side, which also gives them +30% HP. 3: Morale for your side can be increased by defeating entities, while at the same time decreasing the enemy side's morale. A weaker entity's destruction will have a lesser impact than a stronger one. 4. Morale operates in tandem with Battlefield advantages. If your side has the advantage, morale will increase. 5. Entities only get one morale roll in their lifespan. 6. You can make it harder for your entities to defect through charge expenditure.
Entities: The NPCs and stuff that aren’t you. 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 Herald. 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 (10000x + 5000) where x is equal to the amount of charge expended. 6a. Entity damage is (2000x) 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 Herald cannot be attacked. PG Advantage: While here or in the above "setting" the Herald 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 Herald 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 Herald 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.
Super Entities: Wait why isn't this part of the Entities rules Bosses and Elites are particularly powerful entities. Elites can be summoned by players (Although only with great difficulty), and bosses will generally only show up via special events. 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: Who’s with who? 1. Players can only be AG, but entities can be summoned as AG or N. 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.
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. [spoiler=Gimmicks]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. 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. 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 they last for indefinite periods of time. However, 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. Callbacks: If something interesting catches your eye or something happens that you want to save for use as a brick joke or chekhov's 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. [/spoiler][/spoiler] NOTE FOR RPERS: This game is set in the Renewal Continuity, albeit very, very far in the past. Please don't use a time traveller from the "present." Originally posted on 2018-07-17 21:34:00
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Aug 11 2018, 08:43 PM
Welcome to superSBURB, which is ostensibly Destroy The Godmodder, minus an actual Godmodder. I will be attempting to update this game every three days or so. Intro You are a bunch of people who have found an alchemiter, and have pooled together everything that looks like it can be alchemizable. With this stuff, you will try to take back Earth after The Reckoning, something like that.
Rules General: 1. To progress in the game, you need to make awesome items, beat up the bad guys, and save the planet, or at least fix it up. 2. You are a person with 20/20 HP. You can make armour and stuffs as the game goes on. 3. As of right now, you get two posts per round, to increment your alchemies and attack stuff. 4. You are only a regular human being. I'm not going to let you be elves, vampires, or other, "superior races." 5. You are not a reality warper, and as such cannot find items out of nowhere. You will only discover items as the plot demands it. 6. Have fun. 7. More rules will be added as I think up of them.
Alchemy: The main mechanic of superSBURB is the Alchemy System. I've taken the 'classic' Alchemy systems of games in the Destroy The Godmodder Franchise, and added my own tweaks. 1. You can only make alchemies from the items you have in the Inventory. A link will be provided below. 2. At the moment, there are two functions to the alchemiter: (&&), which combines the functions of the two items, and (||), which combines the function of one item with the form of another. 3. You can only do one function at a time. Sorry, chaining stuff together is not allowed. 4. You have the ability to make two alchemies at a time. Alchemy charge times are equal to (level+1) 5. There is a ceiling as to how powerful alchemies can get. Sorry, but you won't be able to pull off Hazel Wand-level antics here, not without considerable shenanigans.
Damage: 1. You can deal and take damage. 2. If an entity takes enough damage, they are KOed. 3. If a player is KOed, you have to spend a turn respawning. Your alchemies will still increment. 4. Certain enemies can kill you. I can safely say that dying is not desirable.
Here is the link to available alchemy components. https://docs.google.com/spreadsheets/d/17g1...dit?usp=sharingOriginally posted on 2018-04-09 23:49:00
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