NOTICE! This is a continuation of events from the events that took place here. If you're missing out on anything, please read there, or read the story recaps linked below.
Some of the mechanics in here may also feel familiar to players of DtG: Destroy the Godmodder, which is also on this site. This is because both games share a similar origin, where most of the mechanics should be from! TT2000's original Destroy the Godmodder helped inspire this game, as it did with DtG: Destroy the Godmodder.
Some time has passed since things last changed…
You have spent what feels like hours in the vast stretch of time and space, spiraling in a vast magical gyre that you know has been taking you… somewhere. Ever since the Acolyte whisked you away through the portal generated with the Night Crystal, you've spent your time gathering your thoughts, chatting with each other… but solidifying your thoughts against the Acolyte, most prominently of all.
You feel yourself flowing suddenly downwards… is this the end? What kind of place awaits you at the end of your tunnel? This downwards force you have felt in that vortex slowly accelerates as you feel yourself come into being in an area impossible to observe until now...
Welcome to the continuation of the Destroy the Godmodder: Acolyte storyline! I'll be guiding you through the world and helping you integrate with the story as best as I can as the writer. I hope you enjoy the rest of the world and story that I have to offer!
This story will foresee the war the Acolyte started by imprisoning the population of Minecraft in his server, and witness how it has spread out to elsewhere...
Please read the following to get a grasp on general rules and guidelines for this game! This section also has indices for recurring elements such as game entities and factions.
As long as you've read the rules and guidelines, that should be just about everything you need to jump into the game!
Some of the mechanics in here may also feel familiar to players of DtG: Destroy the Godmodder, which is also on this site. This is because both games share a similar origin, where most of the mechanics should be from! TT2000's original Destroy the Godmodder helped inspire this game, as it did with DtG: Destroy the Godmodder.
Some time has passed since things last changed…
You have spent what feels like hours in the vast stretch of time and space, spiraling in a vast magical gyre that you know has been taking you… somewhere. Ever since the Acolyte whisked you away through the portal generated with the Night Crystal, you've spent your time gathering your thoughts, chatting with each other… but solidifying your thoughts against the Acolyte, most prominently of all.
You feel yourself flowing suddenly downwards… is this the end? What kind of place awaits you at the end of your tunnel? This downwards force you have felt in that vortex slowly accelerates as you feel yourself come into being in an area impossible to observe until now...
Welcome to the continuation of the Destroy the Godmodder: Acolyte storyline! I'll be guiding you through the world and helping you integrate with the story as best as I can as the writer. I hope you enjoy the rest of the world and story that I have to offer!
This story will foresee the war the Acolyte started by imprisoning the population of Minecraft in his server, and witness how it has spread out to elsewhere...
Please read the following to get a grasp on general rules and guidelines for this game! This section also has indices for recurring elements such as game entities and factions.
This is just some general information on how this game is played.
- To initially join in, you have to first make a post declaring so, either that, or bring it up with me privately! After I have time to process a turn, you'll be added to the game, and then you can start making actions on the field as you see fit.
- Players can post two actions per turn. Any extra actions will not be accounted for. However, you can consolidate both your actions in a single post to ease your time constraints. This rule might be changed if the issue it addresses becomes a non-issue or if the rule causes problems.
- If you want to make two actions in a short amount of time, please be sure to edit your second action into your first post if nobody else posts! Failing to do this is called a Double Post and will render the second action null.
- I probably won't update if very few people did their actions and most of the active cast hasn't. I also won't be posting Monday night or Wednesday night because of college! This can change as the year goes on.
- Your character isn't invincible, and can take damage or even fall in battle if the going gets tough, especially since I want PvE to be more of a focus in this game. If this happens, just describe your character returning to the field somehow, and you'll be all set to act again!
- Since I intend for a greater narrative focus, I highly recommend making your own character that can interact with others in the story! Give a brief description of them when you can. On request, I can hand you a more detailed form that will allow me to get your character more focus in the story, instead of just as a gameplay or art element. Keep in mind that you will have to maintain interactions with other characters in the story if you decide to fill this out!
- You can heal entities within your actions, just as you can attack them! However, players' healing actions will heal half of the damage that an attack of equal creative efforts will deal. Additionally, entities that have been targeted in the past round will have their healing received halved. This doesn't apply to player entities, so you should feel free to heal up if you need to and not just when you're not targeted!
Charging is a long-running mechanic from the DTG series, and allows you to perform burst actions with a lot more power behind them than your standard action! Building charge and saving it for the right moment can really turn the tide of an engagement in your favor.
- Charging has been changed to a new system than previous DTG games in the form of the Charge Gauge! You get a certain amount of Charge Gauges to fill every Episode: Usually this is 2, but can be up to 3 gauges for larger chapters, or a single gauge for shorter ones. I also may distribute them to players if a chapter seems longer than I have anticipated.
- The amount of charge you get per Charge Gauge (equivalent to the Charge Cap in earlier games) is 35, and this is the maximum power of your charge. You can divide this up however you wish, but you can't split a charge between charge gauges. This will increase as you go forward with the narrative!
- You can only charge a single Charge Gauge at a time, but you can save that charge gauge indefinitely! You can combine all your Charge Gauges towards one action or summon, but it will be worth significantly less powerful than if they were released separately. Charge Gauges charge one at a time, i.e. you can only start charging your second Charge Gauge if your first has been charged fully, and this goes for any Charge Gauges after the first and second if you get extra Charge Gauges for an episode.
- Charging the Charge Gauge is simple! Every turn you spend affecting the battlefield outside of your PC will fill of your Charge Gauges. Every good action with some standard amount of effort into it (e.g. "I barrel into the enemy with my body weight behind the charge, knocking them to the floor") will charge your Charge Gauge by three points. An action that's either exceptionally well-written or creative (an example would be too long to list here!) will do a lot on the battlefield and charge your Charge Gauge by four points!. (Hint: takes about a paragraph, maybe more or less depending on how novel the idea is!)
4.1. To elaborate on the above, action effectiveness, and by extension, getting an excellent action which will raise your Charge Gauge by four points is mostly determined by the quantity of your writing. If your action is a short-but-sweet paragraph that flows well, you'll definitely do a lot more than a couple paragraphs' work of monotonous or incoherent description! I'm also judging by the consistency of your action (i.e. sticking to one "theme"), and I'll also definitely give more to descriptions that awe me or make me laugh! - If you so wish, you can spend your action charging your own Charge Gauge, or charging a friendly's Charge Gauge. Note that this only charges the Charge Gauge for a standard action (Three points), so if you don't really need an action you don't have the energy to write to be done, it's best to just try charging your Charge Gauge for a few turns! Note that this will become less effective the more this is done repeatedly, and will eventually degrade from adding two points to adding one point.
- Your Charge Gauge won't build on the turn you release a charge, so there's no need to go overboard with damage/effort if building charge is your objective with it.
Reference Formulas:
A charged entity's stats are determined by the amount of Charge Points that go into them according to these formulas. (If you have any trouble figuring out what these stats mean, they'll be explained later)
Max HP = (Charge Points Spent * 2.8) + 10 (Rounded up) (Max = 108)
Base Damage = (Charge Points Spent / 5) + 3 (Rounded down) (Max = 10)
Speed Value = 3
Feel free to tweak these values around, since taking away from one stat will leave you with more room to give your entity unique abilities or stat boosts in certain areas. For example, a player could take away 42 of their entity's Max HP to give them a Speed Value of 5, or reduce its Speed Value to 1 in order to buff their HP by 30, which would give that entity 66 or 138 HP respectively. Or, they could reduce their entity's attack power by 2 to give it an extra ability that heals it slightly when it slays a foe.
Your entity's base stats come for free with the charge and don't need to be spent- for example, a 35-post entity will always have 108 HP and 10 Base Damage by default. Spending on additional abilities or Speed Value upgrades come at the cost of some amount of HP or Base Damage, however.
A charged attack's damage is also determined by the amount of Charge Points that go into them according to this formula:
Attack Damage = (Charge Amount * 3) + 10 (Max = 115)
You can add additional effects to the attack, like induce status effects, or healing something for a portion of the damage dealt, at the cost of some amount of its damage.
A charged entity's stats are determined by the amount of Charge Points that go into them according to these formulas. (If you have any trouble figuring out what these stats mean, they'll be explained later)
Max HP = (Charge Points Spent * 2.8) + 10 (Rounded up) (Max = 108)
Base Damage = (Charge Points Spent / 5) + 3 (Rounded down) (Max = 10)
Speed Value = 3
Feel free to tweak these values around, since taking away from one stat will leave you with more room to give your entity unique abilities or stat boosts in certain areas. For example, a player could take away 42 of their entity's Max HP to give them a Speed Value of 5, or reduce its Speed Value to 1 in order to buff their HP by 30, which would give that entity 66 or 138 HP respectively. Or, they could reduce their entity's attack power by 2 to give it an extra ability that heals it slightly when it slays a foe.
Your entity's base stats come for free with the charge and don't need to be spent- for example, a 35-post entity will always have 108 HP and 10 Base Damage by default. Spending on additional abilities or Speed Value upgrades come at the cost of some amount of HP or Base Damage, however.
A charged attack's damage is also determined by the amount of Charge Points that go into them according to this formula:
Attack Damage = (Charge Amount * 3) + 10 (Max = 115)
You can add additional effects to the attack, like induce status effects, or healing something for a portion of the damage dealt, at the cost of some amount of its damage.
Most of the fights in Acolyte will involve the Acolyte sending his minions, monsters, and machines, also known as entities, at you, or you encountering the Acolyte's entities, or the Acolyte's entities encountering you on their own. The point is, entities do a lot in this game! Thankfully, you can summon your own to counter the ones you face, which will take to the field and fight for you! These can be characters ripped from fiction you like, or entirely original characters you've come up with!
Hit Points (HP) determines how much damage an entity can take before falling in battle.
Base Damage (BD) is a value that the entity uses when determining damage to a target. Most of the time this number will just be applied directly, but sometimes the target can reduce damage or the attacker follows certain rules (such as weapon rules) for attack.
Speed Value (SV) determines turn order, as entities with a higher Speed Value will attack before those with lower Speed Values. This usually goes from 5 to 1, but entities can have higher or lower Speed Values in specific situations. The standard Speed Value is 3, which is what most middling-speed entities use.
In addition, if two entities have the same Speed Value, turn order is determined by faction (Anti-Acolyte's go first, while pro-Acolyte's move last, and any other factions move in-between them), and then by their position in the readout of the battlefield.
In addition, entities will come in groups. Entities with separate health values or status effects will get divided into subsections under the main group. This list is sorted by and then by greatest health to least health, most numerous to least numerous.
So, a basic group of Mooks (standard basic enemies) would appear as such:
Mooks [PA] HP: 8/8. / BD: 2. / SV: 3. (x4)
- Mooks HP: 6/8. (x2)
- Mooks HP: 2/8 (x2)
This group of eight Mooks in total would start at 8 HP, has 2 base damage when attacking, and has a Speed Value of 3. Additionally, four of them are perfectly healthy, while two of them are slightly injured and have taken 2 damage each, and the remaining two are severely injured.
Entities will also have their current HP highlighted in orange when they get to 40% of their max HP, and highlighted in red when they get to 20% of their max HP, as reflected in the above example. Both of these values are rounded up if the entity's max HP isn't divisible by 5. Additionally, when an entity reaches 0 HP, their current HP will get highlighted in dark red and they will stay on the field for a turn before being removed.
Entities have a lot of potential keywords that give them certain passive abilities, whether they're beneficial or harmful.
This is a link to a database of such keywords.
- Once an entity falls in battle, it can't be brought back. If it's given a reasonably generic descriptor (e.g. a Combat Medic or an Alien Soldier), you can summon it back, for a time. Also, any entity from multiple franchises with the same name (e.g. a Team Fortress 2 Sentry Gun, compared to a Half-Life 2 Sentry Gun) can be resummoned, although it'll get a prefix to its name to make sure they're not the same entity.
- Entities will attack almost randomly if they're left on their own, which can lead to clutter if there's a major threat on the board you want handled. If you want to direct your entity to attack something that really should get attacked, you can order it to attack that entity by writing so in your post!
- Entities cannot be brought over between Episodes and are generally meant as supportive allies. Your player character should be doing the heavy lifting, which I will try to help facilitate!
Hit Points (HP) determines how much damage an entity can take before falling in battle.
Base Damage (BD) is a value that the entity uses when determining damage to a target. Most of the time this number will just be applied directly, but sometimes the target can reduce damage or the attacker follows certain rules (such as weapon rules) for attack.
Speed Value (SV) determines turn order, as entities with a higher Speed Value will attack before those with lower Speed Values. This usually goes from 5 to 1, but entities can have higher or lower Speed Values in specific situations. The standard Speed Value is 3, which is what most middling-speed entities use.
In addition, if two entities have the same Speed Value, turn order is determined by faction (Anti-Acolyte's go first, while pro-Acolyte's move last, and any other factions move in-between them), and then by their position in the readout of the battlefield.
In addition, entities will come in groups. Entities with separate health values or status effects will get divided into subsections under the main group. This list is sorted by and then by greatest health to least health, most numerous to least numerous.
So, a basic group of Mooks (standard basic enemies) would appear as such:
Mooks [PA] HP: 8/8. / BD: 2. / SV: 3. (x4)
- Mooks HP: 6/8. (x2)
- Mooks HP: 2/8 (x2)
This group of eight Mooks in total would start at 8 HP, has 2 base damage when attacking, and has a Speed Value of 3. Additionally, four of them are perfectly healthy, while two of them are slightly injured and have taken 2 damage each, and the remaining two are severely injured.
Entities will also have their current HP highlighted in orange when they get to 40% of their max HP, and highlighted in red when they get to 20% of their max HP, as reflected in the above example. Both of these values are rounded up if the entity's max HP isn't divisible by 5. Additionally, when an entity reaches 0 HP, their current HP will get highlighted in dark red and they will stay on the field for a turn before being removed.
Entities have a lot of potential keywords that give them certain passive abilities, whether they're beneficial or harmful.
This is a link to a database of such keywords.
The Acolyte will be encountered much more infrequently than in DTG games. Regardless, when the time comes, it is critical to know how to attack him effectively, since he follows different rules than every other enemy entity in this game.
- The Acolyte will find ways to block any attack that comes his way. The best way to circumvent this is to make up attacks that he can't block! Unique, creative, or in-depth attacks are the best (if not only) way to deal damage to the Acolyte.
- If an attack hits the Acolyte successfully, he'll wisen up and make sure it doesn't work against him a second time.
- You can try stretching out your attack to try countering how the Acolyte blocks it, but this will reach its limit and stop working eventually.
- The Acolyte can't heal once he's taken damage, so every bit of pressure will last!
- Charges are generally unlikely to affect the Acolyte- a rule of thumb is the more powerful the charge, the less likely an attack made with that charge will connect and deal damage to the Acolyte.
Items are a recurring feature in the Acolyte series, and I intend to keep them in this segment! I'm going to try to overhaul them to keep players from excessively hoarding items, as was done in the past, while still keeping them functional and balanced.
Items are separated into a few types which are capped in your inventory.
Additionally, items cannot be used in freeform attacks, but attacks using Weapons will benefit from creativity bonuses.
This is a link to a database for how each weapon type works (which is also listed below), how powerful certain alchemies should be, and Grist costs for alchemies and ingredients- all of which will be elaborated upon later.
Items are separated into a few types which are capped in your inventory.
- Consumables are limited use, but are generally cheap to make, and can get used to turn the tide of a fight if it's going sour. These get a certain maximum stack size per batch, and these can be replenished individually. These are capped to three per player.
- Weapons are what you're probably looking for in an item! Using these items while you attack will cause whatever's on that weapon. While they will suffer some depowering if they get overused, it will replenish more quickly if you use creative attacks without using them! However, weapons still get a creativity bonus from their use, but it is smaller than that gained from normal attacks. These are capped to four per player.
- Equipment is a nice boon to any player looking for a passive boost or extra utility. These are basically any item (can range stylistically to a set of clothing or armor to a smaller trinket) that gives you a passive boost to anything just by being on your person. These are capped to three per player, like Equipment.
Additionally, items cannot be used in freeform attacks, but attacks using Weapons will benefit from creativity bonuses.
This is a link to a database for how each weapon type works (which is also listed below), how powerful certain alchemies should be, and Grist costs for alchemies and ingredients- all of which will be elaborated upon later.
You can't make items with a charge, unlike in previous iterations of the Acolyte's story. However, they are easier to get this time around, although you won't be able to create high-tier items right off the bat. To make items, you'll have to gather some crafting materials- often, you can try looking for specific items, or ones centralizing around a theme, and you'll get three or four items related to what you're looking for, or can help you craft up to what you want. Notably, you can't spend charges looking for them, but you can spend multiple turns doing so. You get an unlimited amount of crafting ingredients, however, so don't worry about spending that Toxic Grimoire if your friend wants it for their own crafting project. You can also use regular items (e.g. old weapons) in your crafting to reduce clutter in your inventory!
Thankfully, crafting isn't just accessible at certain points, and can be done directly in the field! It takes a certain formula in chat to craft an item, however, involving two or more ingredients:
[1st Crafting Ingredient] ++ [2nd Crafting Ingredient] (++ [3rd Crafting Ingredient]] and so on...) == Crafted Item
Crafting is largely freeform and you can get as many ingredients in on the chain. However, using more crafting ingredients won't make your weapon any more powerful.
The Generation system has been scrapped to give items more basic levels. You can craft up higher level items by using items one level lower in a crafting recipe! You only have to use one item that's a lower level than what you're trying to craft. You can also make better Crafting Ingredients if you want, and these are permanent just like the ones you get normally!
A list of crafting ingredients (both found in the world and player-made) s is linked here.
An important addition to the item crafting system is a fresh new resource: Build Grist! This addition will be explained upon entry into the world, and the concept should be familiar to anyone involved with DTG: MSPAradox! Notably, enemies will drop Build Grist as well as Tiered Grist (a new addition) when they are killed, usually proportionally to their HP. This Grist gets added to each player's Grist pool, not just the player who vanquished that particular foe. Every alchemy requires Grist of that tier to craft, in conjunction with some Grist from the tiers below it. It's up to the players to keep track of the Build Grist they spend and the state of their personal Grist stores!
Additionally, if your ingredient can't be found somewhere in your current environs, or if you're just summoning one on the spot, that will require a Grist cost as well! If it can be found where your player is, it comes for free, however.
Reference Formulas:
The Build Grist cost of a particular set of items is equal to the following:
Build Grist Cost = (2 ^ Item Level) * 20
So, a Level 1 item would cost 40 Build Grist to make, then a Level 2 Item would cost 80 Build Grist, and a Level 3 Item 160 Build Grist, and so on.
In addition, Tiered Grist costs are as follows:
Tiered Grist Cost = (10 * Item Level)
In addition, crafting items requires Tiered Grist from the tiers below it, rounding down. The level of the secondary Grist is equal to the primary Grist's level divided by 2, rounding down. So, crafting Level 2 and Level 3 Items requires Tier 1 Grist, crafting Level 4 and 5 Items requires Tier 2 Grist, and so on. This is called the Secondary Grist, and it gets costlier than the standard Grist element.
Secondary Tiered Grist Cost = (2 ^ Item Level) * 5
So a Level 2 Item would also cost 20 Lvl. 1 Grist, a Level 3 Item would also cost 40 Lvl. 1 Grist, and a Level 4 item would also cost 80 Lvl. 2 Grist.
In addition to the above, crafting consumables requires no Tiered grist if they were crafted previously.
Custom Ingredient Costs are like so:
Tiered Grist Cost = (Ingredient Level) * 10
Build Grist Cost = (Ingredient Level) * 10
Build Grist Tier Level = Ingredient Level
These formulas are prone to changing at any time, feel free to get in contact with me if you have any questions!
Thankfully, crafting isn't just accessible at certain points, and can be done directly in the field! It takes a certain formula in chat to craft an item, however, involving two or more ingredients:
[1st Crafting Ingredient] ++ [2nd Crafting Ingredient] (++ [3rd Crafting Ingredient]] and so on...) == Crafted Item
Crafting is largely freeform and you can get as many ingredients in on the chain. However, using more crafting ingredients won't make your weapon any more powerful.
The Generation system has been scrapped to give items more basic levels. You can craft up higher level items by using items one level lower in a crafting recipe! You only have to use one item that's a lower level than what you're trying to craft. You can also make better Crafting Ingredients if you want, and these are permanent just like the ones you get normally!
A list of crafting ingredients (both found in the world and player-made) s is linked here.
An important addition to the item crafting system is a fresh new resource: Build Grist! This addition will be explained upon entry into the world, and the concept should be familiar to anyone involved with DTG: MSPAradox! Notably, enemies will drop Build Grist as well as Tiered Grist (a new addition) when they are killed, usually proportionally to their HP. This Grist gets added to each player's Grist pool, not just the player who vanquished that particular foe. Every alchemy requires Grist of that tier to craft, in conjunction with some Grist from the tiers below it. It's up to the players to keep track of the Build Grist they spend and the state of their personal Grist stores!
Additionally, if your ingredient can't be found somewhere in your current environs, or if you're just summoning one on the spot, that will require a Grist cost as well! If it can be found where your player is, it comes for free, however.
Reference Formulas:
The Build Grist cost of a particular set of items is equal to the following:
Build Grist Cost = (2 ^ Item Level) * 20
So, a Level 1 item would cost 40 Build Grist to make, then a Level 2 Item would cost 80 Build Grist, and a Level 3 Item 160 Build Grist, and so on.
In addition, Tiered Grist costs are as follows:
Tiered Grist Cost = (10 * Item Level)
In addition, crafting items requires Tiered Grist from the tiers below it, rounding down. The level of the secondary Grist is equal to the primary Grist's level divided by 2, rounding down. So, crafting Level 2 and Level 3 Items requires Tier 1 Grist, crafting Level 4 and 5 Items requires Tier 2 Grist, and so on. This is called the Secondary Grist, and it gets costlier than the standard Grist element.
Secondary Tiered Grist Cost = (2 ^ Item Level) * 5
So a Level 2 Item would also cost 20 Lvl. 1 Grist, a Level 3 Item would also cost 40 Lvl. 1 Grist, and a Level 4 item would also cost 80 Lvl. 2 Grist.
In addition to the above, crafting consumables requires no Tiered grist if they were crafted previously.
Custom Ingredient Costs are like so:
Tiered Grist Cost = (Ingredient Level) * 10
Build Grist Cost = (Ingredient Level) * 10
Build Grist Tier Level = Ingredient Level
These formulas are prone to changing at any time, feel free to get in contact with me if you have any questions!
This is a list of weapon types that should give you small bonuses and gimmicks if you make a weapon according to the specifications, but these are by no means mandatory and you can make more freeform weapons if you wish.
Melee/Cold:
These are general bonuses against certain enemy types, and are good bread-and-butter weapons.
Bladed (e.g sword, axe): This has a static chance to mini-crit (deal +50% damage) of 10%.
Piercing (e.g. spear, dagger): This weapon reduces the chance for enemies have enemies have to dodge or block an attack by 20%.
Blunt (e.g. club, hammer): This weapon reduces the effect of armor/damage reduction by 20%.
Melee weapons get their extra abilities' power increased by 5% for every level over 4. For example a Lvl.4 Sword has a 20% chance to crit, a Lvl.5 Sword has a 25% chance, a Lvl.6 Sword has a 30% chance, and so on. Additional weapons may have their rules specified in the future if requested.
Ranged Weapons:
These are a bit more complicated- they have a chance to miss, but some of them can shoot multiple shots if you want to attack multiple foes.
Ranged weapons have one of three distinct firing modes:
Single Shot (e.g. crossbow, sniper rifle): Fires a single shot with a +10% damage bonus. 90% chance to hit.
Semi-Automatic (e.g. pistol, battle rifle): Fires up to two shots at 75% damage. 80% chance to hit, loses 10% per shot.
Automatic (e.g. machine gun, liquid-thrower): Fires up to 3 shots, but at 50% damage. 75% chance to hit, loses 5% per shot.
In addition, some ranged weapon types have additional rules that can combine with the above firing modes:
Shotgun: Fires two shots with -10% chance to hit each, with each doing 50% of the original's damage. They'll hit separate foes if the target's in a larger group.
Explosive: Deals double damage, and can hit additional enemies in the target's group (up to 25% of the group can get hit this way, counting the original target) for regular damage. However, these have an additional chance to miss equal to (10% + the target's Speed Value). Miss chances in a group are targeted individually.
Any other weapon types should have their own modifications, but they can get special rules like these two if the community agrees to it. Entities can also be strong against melee or ranged weapon types specifically.
Melee/Cold:
These are general bonuses against certain enemy types, and are good bread-and-butter weapons.
Bladed (e.g sword, axe): This has a static chance to mini-crit (deal +50% damage) of 10%.
Piercing (e.g. spear, dagger): This weapon reduces the chance for enemies have enemies have to dodge or block an attack by 20%.
Blunt (e.g. club, hammer): This weapon reduces the effect of armor/damage reduction by 20%.
Melee weapons get their extra abilities' power increased by 5% for every level over 4. For example a Lvl.4 Sword has a 20% chance to crit, a Lvl.5 Sword has a 25% chance, a Lvl.6 Sword has a 30% chance, and so on. Additional weapons may have their rules specified in the future if requested.
Ranged Weapons:
These are a bit more complicated- they have a chance to miss, but some of them can shoot multiple shots if you want to attack multiple foes.
Ranged weapons have one of three distinct firing modes:
Single Shot (e.g. crossbow, sniper rifle): Fires a single shot with a +10% damage bonus. 90% chance to hit.
Semi-Automatic (e.g. pistol, battle rifle): Fires up to two shots at 75% damage. 80% chance to hit, loses 10% per shot.
Automatic (e.g. machine gun, liquid-thrower): Fires up to 3 shots, but at 50% damage. 75% chance to hit, loses 5% per shot.
In addition, some ranged weapon types have additional rules that can combine with the above firing modes:
Shotgun: Fires two shots with -10% chance to hit each, with each doing 50% of the original's damage. They'll hit separate foes if the target's in a larger group.
Explosive: Deals double damage, and can hit additional enemies in the target's group (up to 25% of the group can get hit this way, counting the original target) for regular damage. However, these have an additional chance to miss equal to (10% + the target's Speed Value). Miss chances in a group are targeted individually.
Any other weapon types should have their own modifications, but they can get special rules like these two if the community agrees to it. Entities can also be strong against melee or ranged weapon types specifically.
A more recent addition is that of exploration maps! Your player character and any plot-important NPCs will be represented by a tile on the map, and you can move your PC anywhere around the map (as long as it's explored and not off-limits) with a single action. At the same time, the area should reveal itself to you as you explore the area. Be aware that enemies will spawn throughout the map to create other encounters- some of these will take the form of the level's boss, while others provide deadly challenges on a similar level to that boss. Be aware that you can interact with some tiles on the map- for example, loot will spawn occasionally for you to harvest at your leisure!
This is a link to all current exploration maps- past and present.
This is a link to all current exploration maps- past and present.
This catalogues all the basic entities that get thrown around by the game master as part of the game! This includes stuff from every faction aside from the Anti-Acolytes.
This is a link to the catalogue of such entities that oppose the players of the game.
This is a link to the catalogue of such entities that oppose the players of the game.
This is a list of factions used in the game, which will be updated as time progresses. It shouldn't get too long.
Anti-Acolytes [AA]: A force for you, your allies, and your entities, all with one goal in mind: seeing the Acolyte brought down.
Pro-Acolytes [PA]: The Acolyte's source of loyalists and military who establish his dominion over what he pleases. The sub-faction known as the Mook Army also uses the [PA] label.
Sburb Game Constructs [SB]: A group of NPCs generated throughout the game built into a game of Sburb you have fallen into.
Anti-Acolytes [AA]: A force for you, your allies, and your entities, all with one goal in mind: seeing the Acolyte brought down.
Pro-Acolytes [PA]: The Acolyte's source of loyalists and military who establish his dominion over what he pleases. The sub-faction known as the Mook Army also uses the [PA] label.
Sburb Game Constructs [SB]: A group of NPCs generated throughout the game built into a game of Sburb you have fallen into.
The story's spread out over a large section of time and across multiple websites, so I'm going to give them a more permanent home on this document here. Hopefully things won't get as lost anymore.
This is a link to recaps of Acolyte's story as it has progressed over the last five years.
This is a link to recaps of Acolyte's story as it has progressed over the last five years.
As long as you've read the rules and guidelines, that should be just about everything you need to jump into the game!
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