Poll: Should I move this game to the Terraria Community Forums?
This is where most of the Destroy the Godmodder community is located, and the question has been coming up a lot. So, what do you think? Please vote, as this is very important!
<Acolyte435> Well, may as well read it. This server must be empty for now. There's nothing else to do.
<Acolyte435> Hmm... Interesting...
<Acolyte435> This Godmodder guy seems like an interesting fellow. I'll learn more...
*1 week later...*
It is a peaceful weekend morning. Everyone is logging on to Minecraft to play on their favorite servers. There is an optimistic feeling in the air. As everyone logs on to their preferred world, the first sign something begins to go wrong is an ominous message in dark purple.
Redirect override
Logging into server
Loading world
Suddenly, everyone awakes in an unfamiliar world! All is surrounded by dark spikes and grim landscaping, moreover, a hooded teenager looms above you!
<Acolyte435> Hello, everyone! Welcome to Adeptcraft. I'll be your host this evening. Or should I say forever! I'm the Acolyte. If you try to log out or quit, you will see that my special... techniques shall prevent your attempts. I gained control over a 20-million strong community for a reason! Such a reason is the art of Godmodding, which, though being not of my design, are quite... useful. If you want to get off, you'll have to deal with me first.
This is where you act.
Welcome to a spinoff to the sequel of Destroy the Godmodder! I'm the GM this time around. Your goal is to gain your liberation from the drably-attired fiend known as the Acolyte! (I'll get into that later, it's all part of the story.)
The Acolyte is a newer opponent, emerging from nobody, seemingly. However, he seems like he's acting like the boss, and he may as well be holding up his end of the bargain! You can act on your terms to defeat this threat! Many more plot lines coming along as the story progresses!
You can act, as said before, on your own terms. You can oppose the Acolyte to follow the path to freedom!
I'll explain rules and tips here.
========[1) ACOLYTE/META TIPS]========
a) In order to defeat the Acolyte, you must use attacks he cannot counter. He'll try his best, so give it your best shot! Use creative, in-depth attacks to get the upper hand. Using these types of creative, in-depth attacks against normal entities will also deal more damage than what they'd usually do!
If an attack damages the Acolyte, then he will become smarter and learn to counter it.
c) You can counter the Acolyte's counters, but don't let this drag on for too long, or you will leave yourself open to attack.
d) Feel free to take a sidequest occasionally to provide an alternate experience, but they must come back to the original game somehow.
e) If you feel like you're alone, you may summon characters, wether original or not, to help you throughout the fight! These are also known as entities. Beware that the Acolyte can summon plenty of his own!
f) Feel free to charge attacks or entities in order to make them more powerful! The maximum charge time is 25 as of now and will be increased by 5 when an Act changes.
g) The Acolyte has a Dark Magic Meter of sorts. This is generally story-related, but as a rule of thumb, the lower his mana meter, the more weak he is. However, as said before, this will often affect the storyline solely.
h) This is not a roleplay thread, but you can create your own character if you wish. However, it isn't necessary to play the thread.
i) While the Acolyte's Dark Magic Meter can be increased or decreased by your actions, he cannot be healed once he has taken damage.
j) The Acolyte is less likely to be hurt by an attack if a charge or an item was used in the attack, regardless of the charge time or qualities of the item.
========[2) POSTING/ACTION RULES]========
a) Players can only post a certain amount of times a turn. Any extra posts will be rendered null. As of now, it is 2, but this may increase or decrease.
Please do not double post! The extra post will be rendered null. Please wait for another person to get their action in. However, if you accidentally left your post in 2 pieces, they will be counted as a single post.
c) If not acting, use any permutation of "nullpost" so I know not to act upon it in game.
d) You can use multiple actions in a post, or act upon multiple things, but the more you do, the less powerful each will be. Such is referred to as multitasking.
e) After an update, I will wait until posting again for at least one day to allow the posts to rack up and make sure each update has a lot of content in it. Sometimes outside influence makes me unable to post, in which case I should notify you one way or another.
e.a) As an addendum to the above, I will usually not update if the amount of posts is below 6 or 5.
f) If you are to switch factions, unless it involves the Neutral faction, you must say so 3 turns before it becomes official. This will prevent sudden, game-breaking betrayals. Also, once you switch factions, your faction stays for 7 more turns.
f.a) As an addendum to the above, you may perform a sudden, game-breaking betrayal at the expense of a charge.
g) Any posts that are limited to "placeholders" at the time of their posting will be rendered null.
========[3) ENTITY/CHARGING RULES]========
For reference: A summoned entity's base HP is equal to (Charge Amount * 3.2 + 10). Base Damage is equal to (Charge Amount / 5 + 1). Base Speed Value is 3. This can be switched around by the players during the summon, sacrificing a decrease in some values for an increase in others (e.g. decreasing Speed Value to increase Base Damage).
a) Entities/Actions that are charged above the maximum will be less powerful than if they were charged to the maximum.
Entities that are killed cannot be brought back. However, if justified (e.g. a ghost form, no alternate universe duplicates), this can happen somewhat. Also, anything reasonably generic, like a Sentry Gun or Medical Droid, can have multiple summons.
b.a) As an addendum to the above, as a rule of thumb, anything referred to by anything that isn't a name or a title can be re-summoned unless it is from other media. For example, a Military Rifleman can be resummoned, but a Space Marine cannot (however, you can summon distinct types of Space Marines- A Warhammer 40K Space Marine will be considered different from a Starship Troopers Space Marine).
c) You should only charge 1 point per charge for the charge to take full effect. If you charge by 2 points for a 20-point charge, it will register as a 10-point charge.
d) You can boost other players' charges if they are on your faction. You can +Assist 1 player at a time, adding 1 charge point to all of their charges.
e) You cannot take away charge points from a charge (even to spend, those points stay in the charge). This applies to everyone's charges, so you can't "steal" charge points from other players.
f) At any time, you can charge 2 entities/attacks and +Assist one friendly charges in a row. Not that this means 2 friendly charges, not 2 friendly players' charges.
g) If charges are being spammed, each of those charges will be weaker than they should be.
h) Your charge must be justified by an action. A charge cannot be charged simply to stay there and act as a placeholder. This is to prevent players from spamming charges too much and only to unleash them with sufficient inspiration.
i) Players will spawn as entities. Player entities can be attacked, but they can only be upgraded permanently by me. (e.g. a heal boost can be applied by you, but a maximum health increase by 5 must be done by me.)
j) If your PC is killed, then you must act saying that you respawn before you act in any way else.
k) Elements have been removed for redundancy.
l) A newer addition to the game is a Speed Value! Speed values are meant to emulate quickness or agility in the game without use of dodging effects. Every entity is given a Speed Value from 1-5 (Special cases exempt). Entities with higher Speed Values will attack sooner than an entity with a lower Speed Value after the players do their thing. Higher Speed Values will be given to swifter entities, and lower speed values will compensate for the strengths of a Mighty Glacier. Depending on what your entity values, choose well!
m) Any charges that are released in the same turn will be less powerful than if one patiently waited another turn to release their charges.
n) Attacks against another player's Player Entity have a 25% be blocked and another allied entity will take the blow, per entity. This chance can be increased by "bodyguard" entities, but cannot be modified by items. This does not affect entity attacks, however.
o) Attacks made on a random enemy entity will not work. Specifying the entity (or using a filter, like "the enemy entity on lowest health") will work.
p) Entities made of multiple charges (hereby referred to as meta-charges) will be considered AA-Bosses if they are the first in their Episode. However, these may will drop Spoils of War for the Acolyte and other Pro-Acolyte players to use, and will also be Dormant (unable to take or deal damage) until the Anti-Acolyte team is at a significant disadvantage. In addition, any meta-charges made after the AA-Boss's summoning will be worth less than the sum of their parts.
p.a) As an addendum to the above, meta-charges cannot be completed by a single player and require multiple players to complete. There is no limit to how many players may contribute to these charges, however, these will take up a charge for the player who intends to unleash the charge.
q) A newer addition is the Charge Overload Meter (COM). This goes up to 25 units, and any completed charges will contribute to the meter (Formula: Charge Amount/5, rounded up). When this reaches the maximum, no more charges can go through until it is emptied. However, a player's COM will decrease by 3 as long as they have no charges in progress.
========[4) ITEMS]========
The item system has been more refined in DTGS than the canon games (so far), giving each player an inventory when they pick up an item. These weapons can be consumable or are trinkets which provide a passive effect. However, upon death of your PC, you will have a 50% chance to lose an item per item! Thus, your inventory is something to be protected. If the item dropped is a consumable then it will be used up and disappear, but if a trinket is lost, then it will appear on the ground and can be looted. In addition, players can trade their unwanted items for items of other players on their faction! However, both players must have an item worthwhile for the trade to go through... this prevents using allied players as "item banks" to keep items when they are killed.
To use an item, one has to recognize that they use it in their attack (and make a small description of its use if possible). However, a specific item can only be used once per turn (a player can use two items in the same turn, but not the same item twice in the same turn).
Equippable items which reduce damage taken (Armor) may also be equipped. However, only one Armor item may be used at one time. When at risk of taking damage and when you have multiple Armor items, you should nominate one Armor item to reduce the damage for you, or else it will be at the my whim which armor takes the hits. On a plus side, you can equip your (or friendly) entities with Armor items from your inventory.
S/§ means that the item is Soulbound and will be kept to yourself. This is handy for keeping items out of the hands of other players, but as a downside, these cannot be used as tender in item trades. These will still be dropped upon death.
P/¶ means that the item is Permanent and will not be dropped upon death. This quality is great for risky situations.
A new addition to the item system is the Generation system! When you craft 2 items into another item, they will gain +1 Generation and get a general boost in power/utility, inheriting traits from both items used to craft it. However, this can only be used at certain points in the game when allowed by the story which allow items to be crafted to a maximum generation, so use this opportunity to make some powerful items!
======[4.1) Spoils of War]======
Spoils of War are returning from DTG2:O! These spoils can be won by dealing damage to a boss or meeting certain criteria, as the chance of whoever gets the Spoil increases with damage. However, if one deals the killing blow to a boss, then they will have a high chance to get that particular Spoil! This encourages people to go for the objective boss.
Spoils of War are automatically § Soulbound and ¶ Permanent.
Spoils of War:
Haunted Metal Scrap §¶: Ingredient claimed by Blinky1001 after slaying the Horseless Headless Horseman. This was crafted into the Headless Horsemann's Harmer's Howitzer §¶. The weapon acts like a Shotgun, but will store kills. This weapon can spend these kills at any time to send Souls out to attack as entities. These Souls can also be returned to the weapon if they are above the Orange Health (40%) threshold.
Tank Artillery Tube §¶ [Cooldown: II]: Weapon claimed by ConsumerOfAll after contributing to the destruction of the Mook Tank. Upon use, this deals 12 damage to an enemy entity and 4 damage to any grouped-up entities near the original target. Its strength lies in its short cooldown of only 2 turns.
Shield Module §¶ [Cooldown: III]: Tool claimed by OldSithRevan (surrogate player Nyarlthotep) after winning the Mook Body Count competition and contributing to the destruction of the Hunter Helicopter squadron. This will grant Shielded (50% damage mitigation) To a single entity (or group of entities) for the rest of the turn.
========[5) ARMORY]========
This is a list of all the weapon types in the game. Only those that are found so far are listed.
If a weapon misses or deals splash otherwise (such as stray bullets from an assault rifle or cutting through two enemies with a sword) they will have a 50% chance to hit a nearby enemy instead, doing much more potential damage.
Melee-Based: These weapons are reliable in close-range direct combat, and have a higher base damage than guns of the same tier, thus rewarding their use in close-quarters over a firearm or bow. In addition, there are numerous abilities unique to melee types, which work well for those who can use them effectively. If there is a grouped entity, then the melee weapon can attack them both, but it cannot stack on the same entity.
Sword: This weapon has a chance to deal double damage equal to (Target's Max HP / Attacker's Max HP), rolled out of 4. This means that a smaller attacker has a larger chance to deal double damage to larger targets than vice-versa.
Spear: Can block melee attacks if entering a particular stance. The base block rate is 80%.
Dagger: When attacking an enemy that isn't paying attention to the user (cannot be a Base), deals 2x the base damage.
Axe: Melee armor's effect is mitigated to only 50% when against this weapon's strikes.
Hammer: Deals double damage to Bases.
Club/Mace: This weapon has a chance to Stun equal to (Attacker's Max HP / Target's Max HP), rolled out of 4. This means that a larger attacker has larger chance to Stun smaller targets than vice-versa.
Ethereal-Based: Magic items have the potential to harbor energy within them, and can work together with other situations to deal damage at any range, providing more consistent damage than guns. These sort of weapons are powerful in the hand of wizard-type players, and their esotericity make them unseen in the hands of a faceless army and are unique to player entities.
Staff: This magic weapon deals concentrated damage to a single entity. These tend to have higher damage bonuses as well to bolster their damage.
Wand: These weapons are more defensive than the Staff. When used with a magic attack, these provide a short blast of energy at close range, which is useful for deterring melee attackers.
Firearm-Based: Guns can deal a chosen and controllable amount of damage, making them reliable weapons. However, these types of weapons can only shoot a maximum number of shots, and while the number of shots may increase, accuracy with each shot after that shot will decrease (although the minimum accuracy is 10%).
Such statistics (except base damage multiplier) may be modified by special weapons (e.g. those used by upcoming bosses) and some weapon types alter such mechanics entirely for a different playstyle.
Pistol: Deals 0.75x base damage. Shoots a maximum of 4 shots. Base accuracy starts at 75% and decreases with each shot after the first by another 5%, thus the minimum accuracy for this weapon is 60%.
This weapon is designed to work well at medium ranges, and generates little recoil.
Submachine Gun: Deals 0.25x base damage. Shoots a maximum of 12 shots. Base accuracy starts at 80% and decreases with each shot after the first by another 5%, thus the minimum accuracy for this weapon is 25%.
This type of gun is designed for crowd control against multiple weaker opponents.
Single-Barreled Shotgun: Deals 1x damage. Shoots a maximum of 3 shots. This can either fire a spread shot which deals half damage to two targets in a group, or a single shell which deals full damage but has a 80% base accuracy and suffers 15% accuracy loss per shot. This gun type is versatile enough to perform decently in a crowd control role as well as a single-target role.
Double-Barreled Shotgun: Works the same as the normal shotgun, but deals 1.5x base damage and shoots a maximum of 2 shots.
Assault Rifle: Deals 0.5x base damage. Can shoot a maximum of 6 shots. Base accuracy starts at 90% and decreases with each shot after the first by another 10%, thus shooting all 6 shots for this type of weapon leads to 40% minimum accuracy. Also, any personally used automatic gun that isn't automated on a separate entity, such as on your own mech suit or vehicle, will be treated like an Assault Rifle.
Designed as a versatile, multipurpose weapon.
Machine Gun: Deals 0.5x base damage. Can shoot a maximum of 6 shots. Base accuracy starts at 75% and decreases with each shot after the first by another 5%, resulting in a minimum of 50% accuracy.
This type of weapon combines SMG-like spammability, accuracy, and recoil with Assault Rifle-like damage.
Sniper Rifle: Deals 1x base damage. Can shoot a maximum of 3 shots. Base accuracy starts at 90% and decreases with each shot after the first by another 10%, thus shooting all 3 shots for this type of weapon leads to 70% accuracy.
This type of weapon works best when facing off against a single enemy.
Rocket Launcher: Deals 2.5x base damage. Can shoot a single shot. Always has a percent chance of missing equal to the target's Speed Value x10. Can deal splash damage if it misses or there are multiple targets. Splash damage deals 1x base damage. If the target can dodge, dodge chance increased by 50%.
This weapon is built for taking on larger targets, whether structures or large groups.
Miscellaneous-Based: These weapons don't fit into the above category.
Flamethrower: Deals 1.5 base damage. Can target nearby enemies, with the number depending on your base damage. Deals Burning damage over time, which, while doing 1 DoT always, the duration is equal to half your base damage.
While working differently than other guns, this is designed to wreak havoc at short range.
Shield: This doesn't deal additional damage as a weapon, but this can be changed to suit the user. Shields have a set amount of HP to which they can block attacks with. The default block rates are 80% when using the weapon, 20% when idle, and 10% when using it alongside another action, however, this can be given other attributes (e.g. on-block effects unavailable to Spears) and these percentages can be changed depending on the user.
Bow/Crossbow: Deals 2x base damage. This weapon will need to be re-loaded after a single shot. These will consume any suitable arrow ammunition the user decides to load, complete with special effects the ammo supplies, such as status effects.
========[6) BADDIE-O-PEDIA]========
This is a list of all the enemies that were spawned by the GM during the duration of the game (Player-summoned entities will have their stats listed under them in-game) Note that anything with a BOSS label will take 50% reduced damage from charged attacks due to Contractual Boss Immunity.
Basic Enemies
Mooks & Subtypes
Mooks [PA] : A rather primitive and basic enemy type, these seem to form the backbone of the Acolyte's attack force. They are trained (albeit poorly) to use a variety of different weapons to suit the needs of their army.
Maximum HP: 16 Base Damage: 2
Speed Value: 3
Lightly Armored Mooks [PA] : These are similar to their brethren, however, possess some amount of armor to add some form of durability to their otherwise easily broken frames.
Values from "Mooks"
Has a 50% chance per hit to take 40% damage from both melee attacks and ranged weapons.
Well-Armored Mooks [PA] : Similarly Lightly Armored Mooks, they have a chance to reduce incoming damage, but their armor is significantly more durable than the former.
Values from "Mooks"
Has a 70% chance per hit to take 60% damage from both melee attacks and ranged weapons.
Mook Leaders [PA] :While these are on the field, these will encourage Mooks to use more organized tactics, but usually just leave those same tactics visible to the players.
Values from "Mooks"
While in play, Mooks will behave smarter and use coordinated tactics.
Can give up damaging an opponent to call out orders.
Powered Mooks [PA] : These Mooks boast advanced technology that boosts their damage output to twice that of their unaugmented comrades.
Values from "Mooks" Base Damage: 4
Other Basic Enemies
Bandit [N] : Basic players who have become ruffians in the struggle for survival. They usually carry player-made swords, but sometimes use crafted bows (and other weapons like guns they manage to salvage from fallen Mooks).
Base HP: 20
Base Damage: 4 by default, swords may increase this.
Speed Value: 3
Swords add +1 Base Damage per tier.
Spider [H] : A big creepy crawly that appears in dark areas, often finding suitable shelters, nooks, and crannies where mankind was in the past. These guys may not be powerful, but they can strike before many other entities.
Base HP: 16
Base Damage: 2
Speed Value: 5
Zombie [H] : An unfortunate player that fell into undeath. Being a bit tougher comes at a price...
Base HP: 20 Base Damage: 4
Takes 25% less damage from melee-based attacks.
Speed Value: 1
Stalker [N] (becomes [H] under certain conditions) : Plant-like beings that crawl on four legs, almost in the fashion of a sideways creeper. While they have an intimidating mouth full of teeth, they are pretty amiable and don't bother much unless they're hungry or provoked.
Base Health: 16
Base Damage: 4
Speed Value: 2
Secretes a weakening serum through their mouthes that lowers the base melee damage of those they attack for a short time, making it difficult for prey to fight back. This effect is Lethargic (50% less melee damage).
Take 1.5x damage from fire-related attacks and Burning damage (rounded up), being plant-based creatures.
Skeleton [H] : In an even more advanced state of decay than zombies, skeletons are more fragile than their undead fellow zombies. Even being reduced to bone, they still can fire their bows and are somewhat smarter... Base Health: 20
Base Damage: 3
Speed Value: 2
Bows allow to attack at range.
Swords add +1 to Base Damage per tier.
Minor Bosses (Includes Degraded Bosses)
Mook Tank [PA-BOSS] : A vehicle of destruction built in a bid to challenge the Anti-Acolyte bulwark at the Player Fort. This comes with the Backup Portal to take out smaller targets in a blitzkrieg offensive. Hopefully one of the heavy ones.
Maximum HP: 250
Base Damage: 8
Speed Value: 2
Special Moves Artillery Shot: Takes 2 turns to charge. Spawns with it empty. This will deal 12 damage to the enemy target, but will also use up its turn.
Backup Portal [PA] : Acts as support to the Mook Tank.
Maximum HP: N/A
Base Damage: N/A
Base Damage: N/A
Special Moves
Summon Power: Takes 5 turns to charge. Spawns with it empty. This will interrupt the cycle of Mook-summoning and summon a Rocket Launcher Mook in its place. This will automatically be activated once used, and such is more like a meter than a special move.
Passives
Summons either a Sword Mook or an Assault Rifle Mook (alternating) every turn. There is a maximum amount of Mooks that can be summoned based on the enemy's max health.
Mook Infantry Fighting Vehicle [PA-boss] Durable enough to function as a mini-boss, this carries a squadron of up to six Mooks into combat. This does not imply that it is defenseless: it supplements its durability with an automatic machine gun attached to it.
Maximum HP: 120
Base Damage: 4
Speed Value: 2
Can summon up to 6 Mooks of any type and variation once.
Attacks are Machine Gun-based.
Mook Hunter Helicopter [PA-BOSS] Part of an air attack squadron intended to bring down the bulwark at the Player Fort a second time. Bristling with guns, this can put a serious hurt in anything it faces.
Maximum HP: 80
Base Damage: 8
Speed Value: 4
Attacks are Submachine Gun-based.
Special Moves
Rocket Pod: Takes 2 turns to charge. Spawns with it empty. Uses a 4 Base Damage Rocket Launcher-based attack, which Stuns on a direct hit for 1 turn. Uses up the turn.
Mook Shielder Drone [PA-boss] Part of an air attack squadron intended to bring down the bulwark at the Player Fort a second time. Bulky and armed with anti-bunker weaponry, this forms a massive body shield for the commander.
Maximum HP: 120
Base Damage: 8
Speed Value: 4
Special Moves Solidify: Takes 4 turns to charge. Spawns with it empty. Grants Shielded to the user, reducing the damage of all attacks by 75% for a single turn. Uses up the turn.
Mook Gunner Drone [PA-boss] Part of an air attack squadron intended to bring down the bulwark at the Player Fort a second time. While fragile, these drones hunt in packs and are capable of applying devastating fire to heavy targets.
Maximum HP: 40
Base Damage: 4
Speed Value: 5
Attacks are Sniper Rifle-based.
Event Bosses (Includes Bonus Bosses)
Horseless Headless Horsemann [PA-BOSS] : A towering hulk forged out of a restless spirit. Carrying a large axe and sporting a spooky howl, crossing his path on Halloween night brings more than bad luck...
Maximum HP: 200
Base Damage: 8
Speed Value: N/A (Arrived pre-Speed Values)
Special Moves Scare Taunt: Takes 3 turns to charge. Spawns with it empty. Using this will cause all of its entity attackers (and 50% chance if a player attacks it) to be Scared and cannot attack for the next turn. This will not take up the action, which means that the HHH can attack and use this at the same time.
Passives
This entity cannot suffer any negative effects that decrease its Base Damage.
Any negative effects inflicted on this entity that give it a chance to fail, that chance is halved.
Major Bosses
Acolyte [AC] : The Big Bad of this spinoff. It's up to the AAs to bring him down, which while difficult due to his immunity to predictable attacks, is crucial to winning the game!
Maximum HP: 100
{Special} Dark Magic Meter: Shows relative power; very often story related. Maximum is 100%. Regenerates by 2% every turn, but this may vary.
Base Damage: 7 per Dark Magic Meter spent
Speed Value: 0 (Only attacks at the end of the turn, 0 cannot be occupied by any other entity (except sufficiently powerful or unique ones))
========[7) PLAYERS]========
Since Page 18's second post, Players have returned from Destroy the Godmodder 2: Operator!! They will spawn with a green-tinted version of their alignment, which varies from Anti-Acolyte insurgents, Pro-Acolyte loyalists, Neutral survivors, or Hostile savages and conquerors. Players have 20 HP and 4 base damage, and have a default Speed Value of 3, but unlike other entities, they will have the ability to respawn a finite number of times (which can be none)! However, after this, they will be gone for good! They will also have a special action which is unique to the player, but can only be used once and requires a certain percent of the posting vote on their alignment to work, or certain conditions to be fulfilled, thus coordination is key to unleash the most out of the players.
List of Players
iliketurtles88 [AA-P]
Respawns: One
Special: Throws turtles at a group of enemies for medium damage, stunning them for the following turn.
Ross8815 [AA-P]
Respawns: None
Special: Assembles a high-powered assault rifle on the spot. This assault rifle lasts for three turns' worth of shooting.
Iron Armor compensates for 60% of damage taken, compensating for lack of respawns.
bmxer2001 [AA-P]
Respawns: None
Special: Becomes a Lightning Bruiser and gains multiple offensive and speed-based buffs for 4 turns.
Iron Armor compensates for 60% of damage taken, compensating for lack of respawns.
75fires [AA-P]
Respawns: None
Special: Engulfs his foes in fire, dealing heavy damage to them and causing them to suffer severe burning for 2 turns.
Iron Armor compensates for 60% of damage taken, compensating for lack of respawns.
teenaegisalt_87 [N-P]
Respawns: None
Special: Gives the player a special item.
aKnight47 [AA-P]
Respawns: One
Special: Buffs allies, giving them +50% damage and 2 health/turn for 2 turns.
========[8) THE STORY]========
The story in this game plays a more crucial part to this thread than in the main franchise (at least to me). As such, I'm keeping a compendium in this section. The story will be divided into 6 Acts, each of which will be divided into 6 Episodes. This will develop further as the thread goes on.
Act I: The Rising Powers
Episode 1: Emergence
At first, on a weekend morning, there was the Acolyte. A newfound villain who had taken a community of 20 million people and more hostage, even with his humble beginnings. As humans, wishing to be free, many players began to rise up and defy the hooded tyrant, however, he did gain some allies, and some players refused to participate entirely.
As more players joined and became increasingly more of a threat, the Acolyte proceeded to summon his pawns, the Mooks. Standard enemies, Mooks carry a large variety of weapons. His allies constructed a castle for the Acolyte, thus giving him a breather in the war with the players, although, as the castle continued to be pummeled, the Acolyte felt uneasy and summoned more Mooks.
After all of his entities were felled through powerful player barrages, he had something in mind, however, due to the spirit of Halloween, an event that was nigh, he summoned the Horseless Headless Horsemann from the Team Fortress 2 universe. The players faced it with ferocity, and it once again fell to Crusher48, who killed it previously in DTG2. As it fell back into its world, Crusher48 claimed the Haunted Metal Scrap, and the Acolyte fled the scene.
Episode 2: Calling
While the Acolyte and his companions ran to the fields, a friendly allied player spread news of a resisting fortress. While they headed out to the location, the Acolyte proceeded to communicate with an unknown party on Pesterchum, crucifixionTerminated [CT]. This revealed the Acolyte's chumhandle as godlyAdept [GA], and he requested backup from whoever was on the other side of the line.
The Players soon arrived at the fort, but did not have time to get themselves settled, even with its supplies and simple crafting, as the Acolyte soon led an attack on the fortress with his armies of Mooks. However, these soon fell, and with the Acolyte's firepower on his side shrinking, the Acolyte was supported by a large squad of Mooks, introducing armor for the first time in their ranks. The Anti-Acolytes, with much of an inventory at their disposal, were ready to meet this challenge, and shortly thereafter crushed his array of Mooks and set up a strong defense to the Player Fort.
In this time, a plan of Nullitor an active Pro-Acolyte veteran of DTG, came into fruition, which resulted in the creation of the Tower of the Futility, a tower that would gauge players based on how much they attacked entities and not the Acolyte. Players with significant Futility were irritated at this threat and, spurred on by Pricey12345, began to assail the Tower with a large amount of entities brought in by the Player Fort. However, as the Tower summoned backup entities, attack became less feasible and the attackers retreated, thus fading the tower into inactivity.
However, as they were making progress, the Acolyte went on the attack once more and summoned a battalion of Mooks to lay siege to the Player Fort, however, these were overrun by the defenders and their sheer numbers. As the Acolyte fell under more fire, a large wave of backup arrived from [CT]. This wave of backup included the Mook Tank and the Backup Portal, which combined the crowd power of Mooks and the offensive and defensive might of a boss into a blitzkrieg charge during which the Anti-Acolyte side suffered heavy losses. In addition, a hostile Gaster Shard awoke from dormancy, thus adding to the chaos and destruction. Even as the battle continued, the Mook Tank took a lot of damage, so the Acolyte casted an Entity-Based Shield on his creation before fleeing the scene into nearby woods. The battle continued to wage, and while the Mooks did punch a large hole in the enemy lines, the Mook Tank's assault was unsuccessful, and it was eventually destroyed via a crushing anvil blow.
As the Tank fell into a critical state, the Gaster Shard, a hostile entity the Acolyte placed into stasis previously with a well-timed Hide Spoiler spell, broke out of stasis and attacked the largest entity it could find: the Mook Tank. Unfortunately, This removed any chance of the Mook Tank not exploding, unleashing an earth-shaking blast which launched the Gaster Shard skyward. The Gaster Shard, damaged from the explosion, shattered into energy, opening up a powerful interdimensional rift in the sky. The sky within the rift was black and star-filled, as if it was in outer space. As the rift closed, a few shadowlike creatures emerged from the portal. The rift closed before anyone could ask any questions.
After the confusion, any Mooks left on the battlefield surrendered to the inhabitants of the player fort, in the meantime, the mean time the Anti-Acolyte players chased after the Acolyte.
Episode 3: Tides
Undersea, close to the shoreline, the shadowy riftborn creatures were spotted by Persecles, an Argynth military commander, who was praying at the time. Interpreting the silhouettes as signs of demons, went back to the city of Spearhead to organize a search. Along the way, he encountered Thucedotus, his second-in-command. Thucedotus challenged Persecles to a shooting contest, and the latter accepted. He went back home to pick up his crossbow, which also revealed his other wargear. Back at the shooting range, Thucedotus waited, and as the shooting contest was held, there was no clear winner to it. However, this was when Persecles revealed his investigatory plans to Thucedotus, and thus a city meeting was organized.
In the forest, the Acolyte had a brief chat with crucifixionTerminated [CT] before being confronted by the players. However, this time around the Acolyte held a defensive advantage, and began summoning increasing numbers of Mooks. Large amounts of summons were generated by the players and crowd control tactics were organized, but it was to no avail. The huge amounts of Mooks overwhelmed the Anti-Acolyte team and they retreated with whatever they had.
Back under the ocean, Persecles strode out for his town meeting clad in armor. In a short yet popular speech among the city folk, he announced his intentions to perform a search with the backing of his army for his assumed demons. Thus, he and his army mobilized for the journey and they set off for landfall.
Business at the player fort had been prosperous, as it grew both in membership and in structural progression. The players were happy to find a spot to retreat to, especially as they had captured an enemy Mook Leader and sent him there. On the way in, they met a few new faces: Ninjatwist_, a new party member eager to join in on the Anti-Acolyte mission, and the Red Shirts, Mooks who betrayed the Acolyte's orders to join the Anti-Acolyte forces. Thankful for the respite, the Anti-Acolyte players took the few turns before the Acolyte's army arrived to prepare for battle.
----====Under Construction!====----
========[9) FACTION GUIDE]========
Here is a faction guide so far.
Anti-Acolyte [AA]. Opposes the Acolyte and acts as the "heroes" of the story.
Anti-Acolyte Boss [AA-BOSS]. A powerful summon, generated in multiple chunks by the players. While powerful and (hopefully) unique, these will drop a Spoil of War for the enemies! Only one of these can spawn in per Episode and will only activate when the other side has an obvious upper hand.
Pro-Acolyte [PA]. Acts as the Acolyte's flunkies, and may be rewarded by the Acolyte for their loyalty.
Neutral [N]. Not really for either side, acts generally as foil for the other two sides. These players tend to be involved in a sidequest.
Hostile [H]. Unlike Neutral, actively malignant and intent on destruction. Always Chaotic Evil.
Pro-Acolyte Boss [PA-BOSS]. This is a large summon generated on the side of the Acolyte! While powerful entities, only a few appear per Episode and will drop Spoils of War to use against the Acolyte.
Acolyte [AC]. The villain. The antagonist. The Big Bad. Basically, who you're supposed to destroy.
Destroy the Godmodder 0rigins: The new DTG game that's canon! This reveals the past about the Godmodder. WARNING: Playing this game DOES take some commitment.
DTG Wiki: A wiki to catalogue everything DTG. Please help out and edit it if you can!
DTG Discord: The place where many DTG players chat. Feel free to make an account and to discuss DTG things. Please note that it is private as of now. Feel free to ask me if you wish to join.
========--------========
So, that's it... well, are you ready to Destroy the Godmodder Acolyte?
Acolyte [AC] HP: 100/100. Dark Magic Meter: 100%.
OP Console
OP v.1.8.3.3
3/27/17> "Twin's birthday, reworked shotguns and machine guns"
I walk up to the Acolyte. I kneel down and bow. "Hello Acolyte, my name is TSFHISEPIC as you can see. I have come to join you. I shall be the most loyal of your allies. I shall help you and in return you need to do nothing. I will help you plan and make sure that you stay alive."
I stare down the Acolyte, getting ready for another long battle! We both circle each other, waiting for the other to attack! I feint to the Acolyte's left, but that doesn't seem to faze him. I feint to his right, and then his left again, and then above him! I slice the air all around the Acolyte, but never once hit him directly! The Acolyte is confused, wondering what I'm doing. Suddenly, a glass box materializes around him, trapping him inside! I explain that I was destroying all of the air around him, turning his new prison into a vacuum! The Acolyte, after a brief struggle, manages to break through the glass, but not before taking damage due to asphyxiation.
Lol everyone wants to side with the Acolyte. I don't blame them, Evil Feels Good after all. I decide to be the first and only AA player and brandish a giant flaming sword. I throw said sword at the Acolyte, but he predictably dodges or blocks it. I fall to my knees, destitute that my only attack I could think of failed, and beg the Acolyte for mercy. The Acolyte walks over to me to comfort/attack me or whatever only to realize that my arm is still on fire from throwing that sword. He quickly catches fire and burns.
I pull out my favorite insta-killing device, the Weath Ray Pistol, and shoot it right into the Alcolyte' brain. Because of how the Weath Ray works, this anhillates all matter in the path of the beam by creating countless wormholes that send all the matter into over universes, causing his brain to go missing and leaving him brain-dead.
PS: Is this going to be part of the actual canon or an alternate universe?
I start charging a robotic armor to reduce drastically the damage I receive by anyone who attacks me (1/5). "Hmm, looks like a rebellion against the Acolyte has begun. Interesting, interesting"
I walk up to the Acolyte. I kneel down and bow. "Hello Acolyte, my name is TSFHISEPIC as you can see. I have come to join you. I shall be the most loyal of your allies. I shall help you and in return you need to do nothing. I will help you plan and make sure that you stay alive."
Welcome to the game! Your player character has been added.
<Acolyte435> Minions are always helpful, but some parts of your deed are a bit disconcerting, and I being somewhat Genre Savvy myself, I'm sensing a bit of a betrayal in the making. Oh, well, as I said before, minions are minions. Welcome to my side.
I have a question to the acolyte: do we get to have fun together doing things like blowing up stuff when we are in your team?
<Acolyte435> Probably not. I'll be getting much of the fun around here, because I'm behind a lot of my operation. However, I'll have my flunkies do a lot of the dirty work, which may or may not be exciting depending of the task. So, will you side with me or not?
I stare down the Acolyte, getting ready for another long battle! We both circle each other, waiting for the other to attack! I feint to the Acolyte's left, but that doesn't seem to faze him. I feint to his right, and then his left again, and then above him! I slice the air all around the Acolyte, but never once hit him directly! The Acolyte is confused, wondering what I'm doing. Suddenly, a glass box materializes around him, trapping him inside! I explain that I was destroying all of the air around him, turning his new prison into a vacuum! The Acolyte, after a brief struggle, manages to break through the glass, but not before taking damage due to asphyxiation.
Welcome back! Your AA PC has arrived!
While your glass box does trap him into a vacuum, the Acolyte quickly pulls out an oxygen tank and breaks through the tank with it! However, the sudden change in pressure does make his ears pop, which disturbs his concentration for a while!
Lol everyone wants to side with the Acolyte. I don't blame them, Evil Feels Good after all. I decide to be the first and only AA player and brandish a giant flaming sword. I throw said sword at the Acolyte, but he predictably dodges or blocks it. I fall to my knees, destitute that my only attack I could think of failed, and beg the Acolyte for mercy. The Acolyte walks over to me to comfort/attack me or whatever only to realize that my arm is still on fire from throwing that sword. He quickly catches fire and burns.
The Acolyte quickly makes his robes fireproof to prevent being scorched by your sword's convection, and thus renders himself immune to your foretold actions!
I pull out my favorite insta-killing device, the Weath Ray Pistol, and shoot it right into the Alcolyte' brain. Because of how the Weath Ray works, this anhillates all matter in the path of the beam by creating countless wormholes that send all the matter into over universes, causing his brain to go missing and leaving him brain-dead.
PS: Is this going to be part of the actual canon or an alternate universe?
Welcome back! Your PC is ready for action.
Upon seeing such a weapon, the Acolyte suddenly enlargens it! This causes the wormhole to become large enough to fit the Acolyte's entire body inside of it, and promptly travels back to our universe within a matter of seconds!
However, such ability takes its toll on the Acolyte! -6% to the Dark Magic Meter!
PS: This isn't going to be canon. It is a spinoff, after all. I couldn't handle the task of running DTG3, and I wouldn't want to make the canon misfire (excuse the pun).
I start charging a robotic armor to reduce drastically the damage I receive by anyone who attacks me (1/5). "Hmm, looks like a rebellion against the Acolyte has begun. Interesting, interesting"
Done. You observe the Battlefield from a distance.
Someone piloting what appears to be an expy of the Thanoscopter flies onto the scene. That someone is one of me.
"Okay, what's all this?"
You observe the situation. It seems some people you recognize have become locked in confrontation with a gray figure who calls himself the Acolyte, but they appear to all be players! Interesting... There's nothing like a good old-fashioned skirmish to get excited about.
So, will you choose your side as Anti-Acolyte, Pro-Acolyte, or neither? Upon choosing your PC will join the game.
The Battlefield:
A desolate rock field of the server where the Acolyte has made a static platform for himself to stand on.
TwinBuilder [AA] HP: 20/20
The_Serpent [AA] HP: 20/20
Crusher48 [AA] HP: 20/20
TSFHISEPIC [PA] HP: 20/20
Acolyte [AC] HP: 100/100. Dark Magic Meter: 86%.
The Forest:
A landscape that is relatively flat, but filled with oak trees of various sizes. No mobs or other players have been seen yet.
I land the Thanoscopter expy beside the Acolyte, then hop out.
"Hey, heard there was a thing going on. Now, before I decide whether to sort-of side with you or not, you don't plan on messing up a trio of universes or something crazy like that, do ya?"
"Hehehe. Me betray you? Oh no I would never do that. Like The Serpent said, evil feels good! Let me prove my point!" Cackling maniacally I chop off Crusher's arm and put it in a cauldron. I say some incantations and take a vial of the reddish brownish liquid."See what I mean? Drink this, it will power your magic even if by a miniscule amount." I hand the vial to the acolyte."
I keep building an acolyte tower(because acolytes are better than wizards) in the castle.2/?(allows when you kill someone to increase the Dark Magic Meter of the acolyte(if possible))
(I took an ugly mook avatar for no reason except hurting eyes)
The Meaning of Life, the Universe, and Everything.
Location:
The FitnessGram™ Pacer Test
Join Date:
12/8/2013
Posts:
56
Location:
[ Content Deleted ]
Minecraft:
5l1n65h07
Xbox:
OFFLINE
PSN:
OFFLINE
Member Details
Warning: Slightly long intro post incoming.
Suddenly, A time portal that reads 2017 pops out that covers an entire chunk. Then, two
figures drop out of it. A floating Diamond and a trenchcoat-wearing gentlemen with a
white-striped 16 ball for a head- er... eye?. It appears a grappling hook was shot into
the diamond, whom examines the battlefield.
Adamant: What the heck... Is this even godcraft?
FourSquared: Well, you went back to 2015. There. Now if you excuse me...
FourSquared tries to leave the server, but he can't!
FourSquared: What the!?!
Adamant's voice turns sinister.
Adamant: Well, it looks like you're stuck with me for the rest of your
life...
FourSquared: Oh... GOD. Well first things first, We need to find out where
we are...
573 SECONDS LATER...
FourSquared: Well, according to the minecraft forums, This is Adeptcraft,
supposedly created from inspiration from godcraft, both sharing the same purpose.
Adamant: 5l1n65h07's trap?
FourSquared: No, you idiot. 5l1n65h07 isn't running this server. Look.
FourSquared points to Acolyte435.
Adamant: So that guy is running this server? Is he one of-
FourSquared: I don't even know who 5l1n65h07 is, so I highly doubt it.
Adamant: Well lets see if the Acolyte can get us out of here.
FourSquared: I highly doubt he would let a member of the felt and a giant
diamond loose soo easily. After all, he OWNS the server. We should just lay low and just
kill anyone who gets in our way.
Adamant: So you're saying we're neutral? Thats fine by me, as long as we
don't-
Geoffrey what have you gotten yourself into, you know this is where all the 10 year olds come
There are more fonts here
Well I guess I can't argue with that
Anyways friends, this is Geoffrey he is one of the world's most powerful dark mages.
With his ultra powerful X suit, the power that he can wield is astonishing
This includes...
Two modes
Attack mode:
All weapon damage multiplied by 2
Six last prisms orbit Geoffrey, and are fired off alongside any weapon
Defence mode:
Halves all damage done to Geoffrey
A shield orbits Geoffrey that pushes away and damages enemies
Geoffrey can fly across the world at the speed of sound
attacks do not use up mana, instead they heat up the suit
| | | | | | | | | | | |
An attack will raise the heat bar by 1, if it goes past 12, a supernova level explosion will discharge from the suit killing Geoffrey, and all life around him
To cool down the suit, geoffrey must unequip it, the cooldown process can take up to 12 turns
I summon the Acolyte's mentor and master, the Godmodder! The Godmodder is enraged that the Acolyte has so obviously copied GodCraft completely and uses his superior godmodding skills to beat him up.
Acolyte435 joined the game
<Acolyte435> I have been taunted for so long.
<Acolyte435> People are so cruel.
<Acolyte435> I just want to be someone recognized... respected, even.
<Acolyte435> I've been browsing the servers... Godcraft looks interesting.
<Acolyte435> Great and powerful. Like I want to be.
<Acolyte435> Although I wonder why everything is so worn down and scarred with seemingly battle...
<Acolyte435> Hmm... I wonder what this is?
*A "pop!" sound effect plays as an item is placed into the player's inventory.*
<Acolyte435> DTG2 recap log? What's this for?
<Acolyte435> Well, may as well read it. This server must be empty for now. There's nothing else to do.
<Acolyte435> Hmm... Interesting...
<Acolyte435> This Godmodder guy seems like an interesting fellow. I'll learn more...
*1 week later...*
It is a peaceful weekend morning. Everyone is logging on to Minecraft to play on their favorite servers. There is an optimistic feeling in the air. As everyone logs on to their preferred world, the first sign something begins to go wrong is an ominous message in dark purple.
Redirect override
Logging into server
Loading world
Suddenly, everyone awakes in an unfamiliar world! All is surrounded by dark spikes and grim landscaping, moreover, a hooded teenager looms above you!
<Acolyte435> Hello, everyone! Welcome to Adeptcraft. I'll be your host this evening. Or should I say forever! I'm the Acolyte. If you try to log out or quit, you will see that my special... techniques shall prevent your attempts. I gained control over a 20-million strong community for a reason! Such a reason is the art of Godmodding, which, though being not of my design, are quite... useful. If you want to get off, you'll have to deal with me first.
This is where you act.
Welcome to a spinoff to the sequel of Destroy the Godmodder! I'm the GM this time around. Your goal is to gain your liberation from the drably-attired fiend known as the Acolyte! (I'll get into that later, it's all part of the story.)
The Acolyte is a newer opponent, emerging from nobody, seemingly. However, he seems like he's acting like the boss, and he may as well be holding up his end of the bargain! You can act on your terms to defeat this threat! Many more plot lines coming along as the story progresses!
You can act, as said before, on your own terms. You can oppose the Acolyte to follow the path to freedom!
I'll explain rules and tips here.
========[1) ACOLYTE/META TIPS]========
a) In order to defeat the Acolyte, you must use attacks he cannot counter. He'll try his best, so give it your best shot! Use creative, in-depth attacks to get the upper hand. Using these types of creative, in-depth attacks against normal entities will also deal more damage than what they'd usually do!
c) You can counter the Acolyte's counters, but don't let this drag on for too long, or you will leave yourself open to attack.
d) Feel free to take a sidequest occasionally to provide an alternate experience, but they must come back to the original game somehow.
e) If you feel like you're alone, you may summon characters, wether original or not, to help you throughout the fight! These are also known as entities. Beware that the Acolyte can summon plenty of his own!
f) Feel free to charge attacks or entities in order to make them more powerful! The maximum charge time is 25 as of now and will be increased by 5 when an Act changes.
g) The Acolyte has a Dark Magic Meter of sorts. This is generally story-related, but as a rule of thumb, the lower his mana meter, the more weak he is. However, as said before, this will often affect the storyline solely.
h) This is not a roleplay thread, but you can create your own character if you wish. However, it isn't necessary to play the thread.
i) While the Acolyte's Dark Magic Meter can be increased or decreased by your actions, he cannot be healed once he has taken damage.
j) The Acolyte is less likely to be hurt by an attack if a charge or an item was used in the attack, regardless of the charge time or qualities of the item.
========[2) POSTING/ACTION RULES]========
a) Players can only post a certain amount of times a turn. Any extra posts will be rendered null. As of now, it is 2, but this may increase or decrease.
c) If not acting, use any permutation of "nullpost" so I know not to act upon it in game.
d) You can use multiple actions in a post, or act upon multiple things, but the more you do, the less powerful each will be. Such is referred to as multitasking.
e) After an update, I will wait until posting again for at least one day to allow the posts to rack up and make sure each update has a lot of content in it. Sometimes outside influence makes me unable to post, in which case I should notify you one way or another.
e.a) As an addendum to the above, I will usually not update if the amount of posts is below 6 or 5.
f) If you are to switch factions, unless it involves the Neutral faction, you must say so 3 turns before it becomes official. This will prevent sudden, game-breaking betrayals. Also, once you switch factions, your faction stays for 7 more turns.
f.a) As an addendum to the above, you may perform a sudden, game-breaking betrayal at the expense of a charge.
g) Any posts that are limited to "placeholders" at the time of their posting will be rendered null.
========[3) ENTITY/CHARGING RULES]========
For reference: A summoned entity's base HP is equal to (Charge Amount * 3.2 + 10). Base Damage is equal to (Charge Amount / 5 + 1). Base Speed Value is 3. This can be switched around by the players during the summon, sacrificing a decrease in some values for an increase in others (e.g. decreasing Speed Value to increase Base Damage).
a) Entities/Actions that are charged above the maximum will be less powerful than if they were charged to the maximum.
b.a) As an addendum to the above, as a rule of thumb, anything referred to by anything that isn't a name or a title can be re-summoned unless it is from other media. For example, a Military Rifleman can be resummoned, but a Space Marine cannot (however, you can summon distinct types of Space Marines- A Warhammer 40K Space Marine will be considered different from a Starship Troopers Space Marine).
c) You should only charge 1 point per charge for the charge to take full effect. If you charge by 2 points for a 20-point charge, it will register as a 10-point charge.
d) You can boost other players' charges if they are on your faction. You can +Assist 1 player at a time, adding 1 charge point to all of their charges.
e) You cannot take away charge points from a charge (even to spend, those points stay in the charge). This applies to everyone's charges, so you can't "steal" charge points from other players.
f) At any time, you can charge 2 entities/attacks and +Assist one friendly charges in a row. Not that this means 2 friendly charges, not 2 friendly players' charges.
g) If charges are being spammed, each of those charges will be weaker than they should be.
h) Your charge must be justified by an action. A charge cannot be charged simply to stay there and act as a placeholder. This is to prevent players from spamming charges too much and only to unleash them with sufficient inspiration.
i) Players will spawn as entities. Player entities can be attacked, but they can only be upgraded permanently by me. (e.g. a heal boost can be applied by you, but a maximum health increase by 5 must be done by me.)
j) If your PC is killed, then you must act saying that you respawn before you act in any way else.
k) Elements have been removed for redundancy.
l) A newer addition to the game is a Speed Value! Speed values are meant to emulate quickness or agility in the game without use of dodging effects. Every entity is given a Speed Value from 1-5 (Special cases exempt). Entities with higher Speed Values will attack sooner than an entity with a lower Speed Value after the players do their thing. Higher Speed Values will be given to swifter entities, and lower speed values will compensate for the strengths of a Mighty Glacier. Depending on what your entity values, choose well!
m) Any charges that are released in the same turn will be less powerful than if one patiently waited another turn to release their charges.
n) Attacks against another player's Player Entity have a 25% be blocked and another allied entity will take the blow, per entity. This chance can be increased by "bodyguard" entities, but cannot be modified by items. This does not affect entity attacks, however.
o) Attacks made on a random enemy entity will not work. Specifying the entity (or using a filter, like "the enemy entity on lowest health") will work.
p) Entities made of multiple charges (hereby referred to as meta-charges) will be considered AA-Bosses if they are the first in their Episode. However, these may will drop Spoils of War for the Acolyte and other Pro-Acolyte players to use, and will also be Dormant (unable to take or deal damage) until the Anti-Acolyte team is at a significant disadvantage. In addition, any meta-charges made after the AA-Boss's summoning will be worth less than the sum of their parts.
p.a) As an addendum to the above, meta-charges cannot be completed by a single player and require multiple players to complete. There is no limit to how many players may contribute to these charges, however, these will take up a charge for the player who intends to unleash the charge.
q) A newer addition is the Charge Overload Meter (COM). This goes up to 25 units, and any completed charges will contribute to the meter (Formula: Charge Amount/5, rounded up). When this reaches the maximum, no more charges can go through until it is emptied. However, a player's COM will decrease by 3 as long as they have no charges in progress.
========[4) ITEMS]========
The item system has been more refined in DTGS than the canon games (so far), giving each player an inventory when they pick up an item. These weapons can be consumable or are trinkets which provide a passive effect. However, upon death of your PC, you will have a 50% chance to lose an item per item! Thus, your inventory is something to be protected. If the item dropped is a consumable then it will be used up and disappear, but if a trinket is lost, then it will appear on the ground and can be looted. In addition, players can trade their unwanted items for items of other players on their faction! However, both players must have an item worthwhile for the trade to go through... this prevents using allied players as "item banks" to keep items when they are killed.
To use an item, one has to recognize that they use it in their attack (and make a small description of its use if possible). However, a specific item can only be used once per turn (a player can use two items in the same turn, but not the same item twice in the same turn).
Equippable items which reduce damage taken (Armor) may also be equipped. However, only one Armor item may be used at one time. When at risk of taking damage and when you have multiple Armor items, you should nominate one Armor item to reduce the damage for you, or else it will be at the my whim which armor takes the hits. On a plus side, you can equip your (or friendly) entities with Armor items from your inventory.
S/§ means that the item is Soulbound and will be kept to yourself. This is handy for keeping items out of the hands of other players, but as a downside, these cannot be used as tender in item trades. These will still be dropped upon death.
P/¶ means that the item is Permanent and will not be dropped upon death. This quality is great for risky situations.
A new addition to the item system is the Generation system! When you craft 2 items into another item, they will gain +1 Generation and get a general boost in power/utility, inheriting traits from both items used to craft it. However, this can only be used at certain points in the game when allowed by the story which allow items to be crafted to a maximum generation, so use this opportunity to make some powerful items!
======[4.1) Spoils of War]======
Spoils of War are returning from DTG2:O! These spoils can be won by dealing damage to a boss or meeting certain criteria, as the chance of whoever gets the Spoil increases with damage. However, if one deals the killing blow to a boss, then they will have a high chance to get that particular Spoil! This encourages people to go for the objective boss.
Spoils of War are automatically § Soulbound and ¶ Permanent.
Spoils of War:
Haunted Metal Scrap §¶: Ingredient claimed by Blinky1001 after slaying the Horseless Headless Horseman. This was crafted into the Headless Horsemann's Harmer's Howitzer §¶. The weapon acts like a Shotgun, but will store kills. This weapon can spend these kills at any time to send Souls out to attack as entities. These Souls can also be returned to the weapon if they are above the Orange Health (40%) threshold.
Tank Artillery Tube §¶ [Cooldown: II]: Weapon claimed by ConsumerOfAll after contributing to the destruction of the Mook Tank. Upon use, this deals 12 damage to an enemy entity and 4 damage to any grouped-up entities near the original target. Its strength lies in its short cooldown of only 2 turns.
Shield Module §¶ [Cooldown: III]: Tool claimed by OldSithRevan (surrogate player Nyarlthotep) after winning the Mook Body Count competition and contributing to the destruction of the Hunter Helicopter squadron. This will grant Shielded (50% damage mitigation) To a single entity (or group of entities) for the rest of the turn.
========[5) ARMORY]========
This is a list of all the weapon types in the game. Only those that are found so far are listed.
If a weapon misses or deals splash otherwise (such as stray bullets from an assault rifle or cutting through two enemies with a sword) they will have a 50% chance to hit a nearby enemy instead, doing much more potential damage.
Melee-Based: These weapons are reliable in close-range direct combat, and have a higher base damage than guns of the same tier, thus rewarding their use in close-quarters over a firearm or bow. In addition, there are numerous abilities unique to melee types, which work well for those who can use them effectively. If there is a grouped entity, then the melee weapon can attack them both, but it cannot stack on the same entity.
Sword: This weapon has a chance to deal double damage equal to (Target's Max HP / Attacker's Max HP), rolled out of 4. This means that a smaller attacker has a larger chance to deal double damage to larger targets than vice-versa.
Spear: Can block melee attacks if entering a particular stance. The base block rate is 80%.
Dagger: When attacking an enemy that isn't paying attention to the user (cannot be a Base), deals 2x the base damage.
Axe: Melee armor's effect is mitigated to only 50% when against this weapon's strikes.
Hammer: Deals double damage to Bases.
Club/Mace: This weapon has a chance to Stun equal to (Attacker's Max HP / Target's Max HP), rolled out of 4. This means that a larger attacker has larger chance to Stun smaller targets than vice-versa.
Ethereal-Based: Magic items have the potential to harbor energy within them, and can work together with other situations to deal damage at any range, providing more consistent damage than guns. These sort of weapons are powerful in the hand of wizard-type players, and their esotericity make them unseen in the hands of a faceless army and are unique to player entities.
Staff: This magic weapon deals concentrated damage to a single entity. These tend to have higher damage bonuses as well to bolster their damage.
Wand: These weapons are more defensive than the Staff. When used with a magic attack, these provide a short blast of energy at close range, which is useful for deterring melee attackers.
Firearm-Based: Guns can deal a chosen and controllable amount of damage, making them reliable weapons. However, these types of weapons can only shoot a maximum number of shots, and while the number of shots may increase, accuracy with each shot after that shot will decrease (although the minimum accuracy is 10%).
Such statistics (except base damage multiplier) may be modified by special weapons (e.g. those used by upcoming bosses) and some weapon types alter such mechanics entirely for a different playstyle.
Pistol: Deals 0.75x base damage. Shoots a maximum of 4 shots. Base accuracy starts at 75% and decreases with each shot after the first by another 5%, thus the minimum accuracy for this weapon is 60%.
This weapon is designed to work well at medium ranges, and generates little recoil.
Submachine Gun: Deals 0.25x base damage. Shoots a maximum of 12 shots. Base accuracy starts at 80% and decreases with each shot after the first by another 5%, thus the minimum accuracy for this weapon is 25%.
This type of gun is designed for crowd control against multiple weaker opponents.
Single-Barreled Shotgun: Deals 1x damage. Shoots a maximum of 3 shots. This can either fire a spread shot which deals half damage to two targets in a group, or a single shell which deals full damage but has a 80% base accuracy and suffers 15% accuracy loss per shot.
This gun type is versatile enough to perform decently in a crowd control role as well as a single-target role.
Double-Barreled Shotgun: Works the same as the normal shotgun, but deals 1.5x base damage and shoots a maximum of 2 shots.
Assault Rifle: Deals 0.5x base damage. Can shoot a maximum of 6 shots. Base accuracy starts at 90% and decreases with each shot after the first by another 10%, thus shooting all 6 shots for this type of weapon leads to 40% minimum accuracy. Also, any personally used automatic gun that isn't automated on a separate entity, such as on your own mech suit or vehicle, will be treated like an Assault Rifle.
Designed as a versatile, multipurpose weapon.
Machine Gun: Deals 0.5x base damage. Can shoot a maximum of 6 shots. Base accuracy starts at 75% and decreases with each shot after the first by another 5%, resulting in a minimum of 50% accuracy.
This type of weapon combines SMG-like spammability, accuracy, and recoil with Assault Rifle-like damage.
Sniper Rifle: Deals 1x base damage. Can shoot a maximum of 3 shots. Base accuracy starts at 90% and decreases with each shot after the first by another 10%, thus shooting all 3 shots for this type of weapon leads to 70% accuracy.
This type of weapon works best when facing off against a single enemy.
Rocket Launcher: Deals 2.5x base damage. Can shoot a single shot. Always has a percent chance of missing equal to the target's Speed Value x10. Can deal splash damage if it misses or there are multiple targets. Splash damage deals 1x base damage. If the target can dodge, dodge chance increased by 50%.
This weapon is built for taking on larger targets, whether structures or large groups.
Miscellaneous-Based: These weapons don't fit into the above category.
Flamethrower: Deals 1.5 base damage. Can target nearby enemies, with the number depending on your base damage. Deals Burning damage over time, which, while doing 1 DoT always, the duration is equal to half your base damage.
While working differently than other guns, this is designed to wreak havoc at short range.
Shield: This doesn't deal additional damage as a weapon, but this can be changed to suit the user. Shields have a set amount of HP to which they can block attacks with. The default block rates are 80% when using the weapon, 20% when idle, and 10% when using it alongside another action, however, this can be given other attributes (e.g. on-block effects unavailable to Spears) and these percentages can be changed depending on the user.
Bow/Crossbow: Deals 2x base damage. This weapon will need to be re-loaded after a single shot. These will consume any suitable arrow ammunition the user decides to load, complete with special effects the ammo supplies, such as status effects.
========[6) BADDIE-O-PEDIA]========
This is a list of all the enemies that were spawned by the GM during the duration of the game (Player-summoned entities will have their stats listed under them in-game) Note that anything with a BOSS label will take 50% reduced damage from charged attacks due to Contractual Boss Immunity.
Basic Enemies
Mooks & Subtypes
Mooks [PA] : A rather primitive and basic enemy type, these seem to form the backbone of the Acolyte's attack force. They are trained (albeit poorly) to use a variety of different weapons to suit the needs of their army.
Maximum HP: 16
Base Damage: 2
Speed Value: 3
Lightly Armored Mooks [PA] : These are similar to their brethren, however, possess some amount of armor to add some form of durability to their otherwise easily broken frames.
Values from "Mooks"
Has a 50% chance per hit to take 40% damage from both melee attacks and ranged weapons.
Well-Armored Mooks [PA] : Similarly Lightly Armored Mooks, they have a chance to reduce incoming damage, but their armor is significantly more durable than the former.
Values from "Mooks"
Has a 70% chance per hit to take 60% damage from both melee attacks and ranged weapons.
Mook Leaders [PA] :While these are on the field, these will encourage Mooks to use more organized tactics, but usually just leave those same tactics visible to the players.
Values from "Mooks"
While in play, Mooks will behave smarter and use coordinated tactics.
Can give up damaging an opponent to call out orders.
Powered Mooks [PA] : These Mooks boast advanced technology that boosts their damage output to twice that of their unaugmented comrades.
Values from "Mooks"
Base Damage: 4
Other Basic Enemies
Bandit [N] : Basic players who have become ruffians in the struggle for survival. They usually carry player-made swords, but sometimes use crafted bows (and other weapons like guns they manage to salvage from fallen Mooks).
Base HP: 20
Base Damage: 4 by default, swords may increase this.
Speed Value: 3
Swords add +1 Base Damage per tier.
Spider [H] : A big creepy crawly that appears in dark areas, often finding suitable shelters, nooks, and crannies where mankind was in the past. These guys may not be powerful, but they can strike before many other entities.
Base HP: 16
Base Damage: 2
Speed Value: 5
Zombie [H] : An unfortunate player that fell into undeath. Being a bit tougher comes at a price...
Base HP: 20
Base Damage: 4
Takes 25% less damage from melee-based attacks.
Speed Value: 1
Stalker [N] (becomes [H] under certain conditions) : Plant-like beings that crawl on four legs, almost in the fashion of a sideways creeper. While they have an intimidating mouth full of teeth, they are pretty amiable and don't bother much unless they're hungry or provoked.
Base Health: 16
Base Damage: 4
Speed Value: 2
Secretes a weakening serum through their mouthes that lowers the base melee damage of those they attack for a short time, making it difficult for prey to fight back. This effect is Lethargic (50% less melee damage).
Take 1.5x damage from fire-related attacks and Burning damage (rounded up), being plant-based creatures.
Skeleton [H] : In an even more advanced state of decay than zombies, skeletons are more fragile than their undead fellow zombies. Even being reduced to bone, they still can fire their bows and are somewhat smarter...
Base Health: 20
Base Damage: 3
Speed Value: 2
Bows allow to attack at range.
Swords add +1 to Base Damage per tier.
Minor Bosses (Includes Degraded Bosses)
Mook Tank [PA-BOSS] : A vehicle of destruction built in a bid to challenge the Anti-Acolyte bulwark at the Player Fort. This comes with the Backup Portal to take out smaller targets in a blitzkrieg offensive. Hopefully one of the heavy ones.
Maximum HP: 250
Base Damage: 8
Speed Value: 2
Special Moves
Artillery Shot: Takes 2 turns to charge. Spawns with it empty. This will deal 12 damage to the enemy target, but will also use up its turn.
Backup Portal [PA] : Acts as support to the Mook Tank.
Maximum HP: N/A
Base Damage: N/A
Base Damage: N/A
Special Moves
Summon Power: Takes 5 turns to charge. Spawns with it empty. This will interrupt the cycle of Mook-summoning and summon a Rocket Launcher Mook in its place. This will automatically be activated once used, and such is more like a meter than a special move.
Passives
Summons either a Sword Mook or an Assault Rifle Mook (alternating) every turn. There is a maximum amount of Mooks that can be summoned based on the enemy's max health.
Mook Infantry Fighting Vehicle [PA-boss] Durable enough to function as a mini-boss, this carries a squadron of up to six Mooks into combat. This does not imply that it is defenseless: it supplements its durability with an automatic machine gun attached to it.
Maximum HP: 120
Base Damage: 4
Speed Value: 2
Can summon up to 6 Mooks of any type and variation once.
Attacks are Machine Gun-based.
Mook Hunter Helicopter [PA-BOSS] Part of an air attack squadron intended to bring down the bulwark at the Player Fort a second time. Bristling with guns, this can put a serious hurt in anything it faces.
Maximum HP: 80
Base Damage: 8
Speed Value: 4
Attacks are Submachine Gun-based.
Special Moves
Rocket Pod: Takes 2 turns to charge. Spawns with it empty. Uses a 4 Base Damage Rocket Launcher-based attack, which Stuns on a direct hit for 1 turn. Uses up the turn.
Mook Shielder Drone [PA-boss] Part of an air attack squadron intended to bring down the bulwark at the Player Fort a second time. Bulky and armed with anti-bunker weaponry, this forms a massive body shield for the commander.
Maximum HP: 120
Base Damage: 8
Speed Value: 4
Special Moves
Solidify: Takes 4 turns to charge. Spawns with it empty. Grants Shielded to the user, reducing the damage of all attacks by 75% for a single turn. Uses up the turn.
Mook Gunner Drone [PA-boss] Part of an air attack squadron intended to bring down the bulwark at the Player Fort a second time. While fragile, these drones hunt in packs and are capable of applying devastating fire to heavy targets.
Maximum HP: 40
Base Damage: 4
Speed Value: 5
Attacks are Sniper Rifle-based.
Event Bosses (Includes Bonus Bosses)
Horseless Headless Horsemann [PA-BOSS] : A towering hulk forged out of a restless spirit. Carrying a large axe and sporting a spooky howl, crossing his path on Halloween night brings more than bad luck...
Maximum HP: 200
Base Damage: 8
Speed Value: N/A (Arrived pre-Speed Values)
Special Moves
Scare Taunt: Takes 3 turns to charge. Spawns with it empty. Using this will cause all of its entity attackers (and 50% chance if a player attacks it) to be Scared and cannot attack for the next turn. This will not take up the action, which means that the HHH can attack and use this at the same time.
Passives
This entity cannot suffer any negative effects that decrease its Base Damage.
Any negative effects inflicted on this entity that give it a chance to fail, that chance is halved.
Major Bosses
Acolyte [AC] : The Big Bad of this spinoff. It's up to the AAs to bring him down, which while difficult due to his immunity to predictable attacks, is crucial to winning the game!
Maximum HP: 100
{Special} Dark Magic Meter: Shows relative power; very often story related. Maximum is 100%. Regenerates by 2% every turn, but this may vary.
Base Damage: 7 per Dark Magic Meter spent
Speed Value: 0 (Only attacks at the end of the turn, 0 cannot be occupied by any other entity (except sufficiently powerful or unique ones))
========[7) PLAYERS]========
Since Page 18's second post, Players have returned from Destroy the Godmodder 2: Operator!! They will spawn with a green-tinted version of their alignment, which varies from Anti-Acolyte insurgents, Pro-Acolyte loyalists, Neutral survivors, or Hostile savages and conquerors. Players have 20 HP and 4 base damage, and have a default Speed Value of 3, but unlike other entities, they will have the ability to respawn a finite number of times (which can be none)! However, after this, they will be gone for good! They will also have a special action which is unique to the player, but can only be used once and requires a certain percent of the posting vote on their alignment to work, or certain conditions to be fulfilled, thus coordination is key to unleash the most out of the players.
List of Players
iliketurtles88 [AA-P]
Respawns: One
Special: Throws turtles at a group of enemies for medium damage, stunning them for the following turn.
Ross8815 [AA-P]
Respawns: None
Special: Assembles a high-powered assault rifle on the spot. This assault rifle lasts for three turns' worth of shooting.
Iron Armor compensates for 60% of damage taken, compensating for lack of respawns.
bmxer2001 [AA-P]
Respawns: None
Special: Becomes a Lightning Bruiser and gains multiple offensive and speed-based buffs for 4 turns.
Iron Armor compensates for 60% of damage taken, compensating for lack of respawns.
75fires [AA-P]
Respawns: None
Special: Engulfs his foes in fire, dealing heavy damage to them and causing them to suffer severe burning for 2 turns.
Iron Armor compensates for 60% of damage taken, compensating for lack of respawns.
teenaegisalt_87 [N-P]
Respawns: None
Special: Gives the player a special item.
aKnight47 [AA-P]
Respawns: One
Special: Buffs allies, giving them +50% damage and 2 health/turn for 2 turns.
========[8) THE STORY]========
The story in this game plays a more crucial part to this thread than in the main franchise (at least to me). As such, I'm keeping a compendium in this section. The story will be divided into 6 Acts, each of which will be divided into 6 Episodes. This will develop further as the thread goes on.
Act I: The Rising Powers
Episode 1: Emergence
At first, on a weekend morning, there was the Acolyte. A newfound villain who had taken a community of 20 million people and more hostage, even with his humble beginnings. As humans, wishing to be free, many players began to rise up and defy the hooded tyrant, however, he did gain some allies, and some players refused to participate entirely.
As more players joined and became increasingly more of a threat, the Acolyte proceeded to summon his pawns, the Mooks. Standard enemies, Mooks carry a large variety of weapons. His allies constructed a castle for the Acolyte, thus giving him a breather in the war with the players, although, as the castle continued to be pummeled, the Acolyte felt uneasy and summoned more Mooks.
After all of his entities were felled through powerful player barrages, he had something in mind, however, due to the spirit of Halloween, an event that was nigh, he summoned the Horseless Headless Horsemann from the Team Fortress 2 universe. The players faced it with ferocity, and it once again fell to Crusher48, who killed it previously in DTG2. As it fell back into its world, Crusher48 claimed the Haunted Metal Scrap, and the Acolyte fled the scene.
Episode 2: Calling
While the Acolyte and his companions ran to the fields, a friendly allied player spread news of a resisting fortress. While they headed out to the location, the Acolyte proceeded to communicate with an unknown party on Pesterchum, crucifixionTerminated [CT]. This revealed the Acolyte's chumhandle as godlyAdept [GA], and he requested backup from whoever was on the other side of the line.
The Players soon arrived at the fort, but did not have time to get themselves settled, even with its supplies and simple crafting, as the Acolyte soon led an attack on the fortress with his armies of Mooks. However, these soon fell, and with the Acolyte's firepower on his side shrinking, the Acolyte was supported by a large squad of Mooks, introducing armor for the first time in their ranks. The Anti-Acolytes, with much of an inventory at their disposal, were ready to meet this challenge, and shortly thereafter crushed his array of Mooks and set up a strong defense to the Player Fort.
In this time, a plan of Nullitor an active Pro-Acolyte veteran of DTG, came into fruition, which resulted in the creation of the Tower of the Futility, a tower that would gauge players based on how much they attacked entities and not the Acolyte. Players with significant Futility were irritated at this threat and, spurred on by Pricey12345, began to assail the Tower with a large amount of entities brought in by the Player Fort. However, as the Tower summoned backup entities, attack became less feasible and the attackers retreated, thus fading the tower into inactivity.
However, as they were making progress, the Acolyte went on the attack once more and summoned a battalion of Mooks to lay siege to the Player Fort, however, these were overrun by the defenders and their sheer numbers. As the Acolyte fell under more fire, a large wave of backup arrived from [CT]. This wave of backup included the Mook Tank and the Backup Portal, which combined the crowd power of Mooks and the offensive and defensive might of a boss into a blitzkrieg charge during which the Anti-Acolyte side suffered heavy losses. In addition, a hostile Gaster Shard awoke from dormancy, thus adding to the chaos and destruction. Even as the battle continued, the Mook Tank took a lot of damage, so the Acolyte casted an Entity-Based Shield on his creation before fleeing the scene into nearby woods. The battle continued to wage, and while the Mooks did punch a large hole in the enemy lines, the Mook Tank's assault was unsuccessful, and it was eventually destroyed via a crushing anvil blow.
Read the Full Version here: http://www.minecraftforum.net/forums/off-topic/forum-games/2513701-destroy-the-godmodder-s-acolyte-dtg-spinoff?page=77
As the Tank fell into a critical state, the Gaster Shard, a hostile entity the Acolyte placed into stasis previously with a well-timed Hide Spoiler spell, broke out of stasis and attacked the largest entity it could find: the Mook Tank. Unfortunately, This removed any chance of the Mook Tank not exploding, unleashing an earth-shaking blast which launched the Gaster Shard skyward. The Gaster Shard, damaged from the explosion, shattered into energy, opening up a powerful interdimensional rift in the sky. The sky within the rift was black and star-filled, as if it was in outer space. As the rift closed, a few shadowlike creatures emerged from the portal. The rift closed before anyone could ask any questions.
After the confusion, any Mooks left on the battlefield surrendered to the inhabitants of the player fort, in the meantime, the mean time the Anti-Acolyte players chased after the Acolyte.
Episode 3: Tides
Undersea, close to the shoreline, the shadowy riftborn creatures were spotted by Persecles, an Argynth military commander, who was praying at the time. Interpreting the silhouettes as signs of demons, went back to the city of Spearhead to organize a search. Along the way, he encountered Thucedotus, his second-in-command. Thucedotus challenged Persecles to a shooting contest, and the latter accepted. He went back home to pick up his crossbow, which also revealed his other wargear. Back at the shooting range, Thucedotus waited, and as the shooting contest was held, there was no clear winner to it. However, this was when Persecles revealed his investigatory plans to Thucedotus, and thus a city meeting was organized.
In the forest, the Acolyte had a brief chat with crucifixionTerminated [CT] before being confronted by the players. However, this time around the Acolyte held a defensive advantage, and began summoning increasing numbers of Mooks. Large amounts of summons were generated by the players and crowd control tactics were organized, but it was to no avail. The huge amounts of Mooks overwhelmed the Anti-Acolyte team and they retreated with whatever they had.
Read the Full Version here: http://www.minecraftforum.net/forums/off-topic/forum-games/2513701-destroy-the-godmodder-s-acolyte-dtg-spinoff?page=105
Episode 4: Counter
Back under the ocean, Persecles strode out for his town meeting clad in armor. In a short yet popular speech among the city folk, he announced his intentions to perform a search with the backing of his army for his assumed demons. Thus, he and his army mobilized for the journey and they set off for landfall.
Business at the player fort had been prosperous, as it grew both in membership and in structural progression. The players were happy to find a spot to retreat to, especially as they had captured an enemy Mook Leader and sent him there. On the way in, they met a few new faces: Ninjatwist_, a new party member eager to join in on the Anti-Acolyte mission, and the Red Shirts, Mooks who betrayed the Acolyte's orders to join the Anti-Acolyte forces. Thankful for the respite, the Anti-Acolyte players took the few turns before the Acolyte's army arrived to prepare for battle.
----====Under Construction!====----
========[9) FACTION GUIDE]========
Here is a faction guide so far.
Anti-Acolyte [AA]. Opposes the Acolyte and acts as the "heroes" of the story.
Anti-Acolyte Boss [AA-BOSS]. A powerful summon, generated in multiple chunks by the players. While powerful and (hopefully) unique, these will drop a Spoil of War for the enemies! Only one of these can spawn in per Episode and will only activate when the other side has an obvious upper hand.
Pro-Acolyte [PA]. Acts as the Acolyte's flunkies, and may be rewarded by the Acolyte for their loyalty.
Neutral [N]. Not really for either side, acts generally as foil for the other two sides. These players tend to be involved in a sidequest.
Hostile [H]. Unlike Neutral, actively malignant and intent on destruction. Always Chaotic Evil.
Pro-Acolyte Boss [PA-BOSS]. This is a large summon generated on the side of the Acolyte! While powerful entities, only a few appear per Episode and will drop Spoils of War to use against the Acolyte.
Acolyte [AC]. The villain. The antagonist. The Big Bad. Basically, who you're supposed to destroy.
========[10) Interesting Links]========
Destroy the Godmodder: The original thread that started it all. Finished.
Destroy the Godmodder 2: Operator!: The sequel to Destroy the Godmodder. This game is a spinoff of 2:O!. Finished.
Destroy the Godmodder 0rigins: The new DTG game that's canon! This reveals the past about the Godmodder. WARNING: Playing this game DOES take some commitment.
DTG Wiki: A wiki to catalogue everything DTG. Please help out and edit it if you can!
DTG TV Tropes Page: The TV Tropes page for Destroy the Godmodder.
Persecles Suplot Archive: An archive to house the Persecles Subplot for anyone to catch up on.
DTG Discord: The place where many DTG players chat. Feel free to make an account and to discuss DTG things. Please note that it is private as of now. Feel free to ask me if you wish to join.
========--------========
So, that's it... well, are you ready to Destroy the
GodmodderAcolyte?Acolyte [AC] HP: 100/100. Dark Magic Meter: 100%.
OP Console
OP v.1.8.3.3
3/27/17> "Twin's birthday, reworked shotguns and machine guns"
5/13/17> "Clarified some rules"
6/27/17> "Cleared up more rules"
An alternate timeline emerges.
However, we must first start from the beginning...
I walk up to the Acolyte. I kneel down and bow. "Hello Acolyte, my name is TSFHISEPIC as you can see. I have come to join you. I shall be the most loyal of your allies. I shall help you and in return you need to do nothing. I will help you plan and make sure that you stay alive."
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
I have a question to the acolyte: do we get to have fun together doing things like blowing up stuff when we are in your team?
I'm not helping anyone! I go neutral and explore the world, trying to discover a way to escape without having to destroy the Acolyte.
I stare down the Acolyte, getting ready for another long battle! We both circle each other, waiting for the other to attack! I feint to the Acolyte's left, but that doesn't seem to faze him. I feint to his right, and then his left again, and then above him! I slice the air all around the Acolyte, but never once hit him directly! The Acolyte is confused, wondering what I'm doing. Suddenly, a glass box materializes around him, trapping him inside! I explain that I was destroying all of the air around him, turning his new prison into a vacuum! The Acolyte, after a brief struggle, manages to break through the glass, but not before taking damage due to asphyxiation.
Lol everyone wants to side with the Acolyte. I don't blame them, Evil Feels Good after all. I decide to be the first and only AA player and brandish a giant flaming sword. I throw said sword at the Acolyte, but he predictably dodges or blocks it. I fall to my knees, destitute that my only attack I could think of failed, and beg the Acolyte for mercy. The Acolyte walks over to me to comfort/attack me or whatever only to realize that my arm is still on fire from throwing that sword. He quickly catches fire and burns.
Oh no
Twin is AA also though.
/null
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
"Alright, you godmodder wannabe. Eat this."
I pull out my favorite insta-killing device, the Weath Ray Pistol, and shoot it right into the Alcolyte' brain. Because of how the Weath Ray works, this anhillates all matter in the path of the beam by creating countless wormholes that send all the matter into over universes, causing his brain to go missing and leaving him brain-dead.
PS: Is this going to be part of the actual canon or an alternate universe?
I start charging a robotic armor to reduce drastically the damage I receive by anyone who attacks me (1/5). "Hmm, looks like a rebellion against the Acolyte has begun. Interesting, interesting"
By the sea shore I sell the snacks in research of answers about what is revenge.
I start to build the acolyte a castle, full with defenses 1/25.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
Someone piloting what appears to be an expy of the Thanoscopter flies onto the scene. That someone is one of me.
"Okay, what's all this?"
GODDAMN IT
STUPID GENDERFLIP VIRUS
Woohoo! As of this moment, this game is going quite smoothly.
Welcome to the game! Your player character has been added.
<Acolyte435> Minions are always helpful, but some parts of your deed are a bit disconcerting, and I being somewhat Genre Savvy myself, I'm sensing a bit of a betrayal in the making. Oh, well, as I said before, minions are minions. Welcome to my side.
<Acolyte435> Probably not. I'll be getting much of the fun around here, because I'm behind a lot of my operation. However, I'll have my flunkies do a lot of the dirty work, which may or may not be exciting depending of the task. So, will you side with me or not?
Your PC will join when your choice is made.
Your Neutral PC has been implemented.
You proceed to back away from the fight and wander into a forest. This should provide concealment and cover.
Welcome back! Your AA PC has arrived!
While your glass box does trap him into a vacuum, the Acolyte quickly pulls out an oxygen tank and breaks through the tank with it! However, the sudden change in pressure does make his ears pop, which disturbs his concentration for a while!
-8% on the Dark Magic Meter!
Indeed it can, but Good Feels Good sometimes as well.
By the way, welcome back.
The Acolyte quickly makes his robes fireproof to prevent being scorched by your sword's convection, and thus renders himself immune to your foretold actions!
Welcome back! Your PC is ready for action.
Upon seeing such a weapon, the Acolyte suddenly enlargens it! This causes the wormhole to become large enough to fit the Acolyte's entire body inside of it, and promptly travels back to our universe within a matter of seconds!
However, such ability takes its toll on the Acolyte! -6% to the Dark Magic Meter!
PS: This isn't going to be canon. It is a spinoff, after all. I couldn't handle the task of running DTG3, and I wouldn't want to make the canon misfire (excuse the pun).
Done. You observe the Battlefield from a distance.
Selling your snacks, you come across various answers from other players, but none of which reach a conclusive definition!
Done.
Acolyte [AC] HP: 100/100. Dark Magic Meter: 86%.
The Forest:
A landscape that is relatively flat, but filled with oak trees of various sizes. No mobs or other players have been seen yet.
Killer_Pixie [N] HP: 20/20
An alternate timeline emerges.
However, we must first start from the beginning...
I join the acolyte and I start building an acolyte tower(because acolytes are better than wizards) in the castle.
I land the Thanoscopter expy beside the Acolyte, then hop out.
"Hey, heard there was a thing going on. Now, before I decide whether to sort-of side with you or not, you don't plan on messing up a trio of universes or something crazy like that, do ya?"
Metal Atronach: 1/20
GODDAMN IT
STUPID GENDERFLIP VIRUS
"Hehehe. Me betray you? Oh no I would never do that. Like The Serpent said, evil feels good! Let me prove my point!" Cackling maniacally I chop off Crusher's arm and put it in a cauldron. I say some incantations and take a vial of the reddish brownish liquid."See what I mean? Drink this, it will power your magic even if by a miniscule amount." I hand the vial to the acolyte."
Acolyte's castle 2/25.
Come to kspcity! Transportation
http://kerbalcity.myminicity.com/ http://kerbalcity.myminicity.com/tra
Industry
http://kerbalcity.myminicity.com/ind
Second post of my turn:
I keep building an acolyte tower(because acolytes are better than wizards) in the castle.2/?(allows when you kill someone to increase the Dark Magic Meter of the acolyte(if possible))
(I took an ugly mook avatar for no reason except hurting eyes)
Warning: Slightly long intro post incoming.
Suddenly, A time portal that reads 2017 pops out that covers an entire chunk. Then, two
figures drop out of it. A floating Diamond and a trenchcoat-wearing gentlemen with a
white-striped 16 ball for a head- er... eye?. It appears a grappling hook was shot into
the diamond, whom examines the battlefield.
Adamant: What the heck... Is this even godcraft?
FourSquared: Well, you went back to 2015. There. Now if you excuse me...
FourSquared tries to leave the server, but he can't!
FourSquared: What the!?!
Adamant's voice turns sinister.
Adamant: Well, it looks like you're stuck with me for the rest of your
life...
FourSquared: Oh... GOD. Well first things first, We need to find out where
we are...
573 SECONDS LATER...
FourSquared: Well, according to the minecraft forums, This is Adeptcraft,
supposedly created from inspiration from godcraft, both sharing the same purpose.
Adamant: 5l1n65h07's trap?
FourSquared: No, you idiot. 5l1n65h07 isn't running this server. Look.
FourSquared points to Acolyte435.
Adamant: So that guy is running this server? Is he one of-
FourSquared: I don't even know who 5l1n65h07 is, so I highly doubt it.
Adamant: Well lets see if the Acolyte can get us out of here.
FourSquared: I highly doubt he would let a member of the felt and a giant
diamond loose soo easily. After all, he OWNS the server. We should just lay low and just
kill anyone who gets in our way.
Adamant: So you're saying we're neutral? Thats fine by me, as long as we
don't-
FourSquared: Neutral? What are you say-
FourSquared looks at the post of DTGS.
FourSquared:...You son of a Gorilla.
(TL;DR, I join Neutral.)
I'll be making my great escape now!
Geoffrey what have you gotten yourself into, you know this is where all the 10 year olds come
There are more fonts here
Well I guess I can't argue with that
Anyways friends, this is Geoffrey he is one of the world's most powerful dark mages.
With his ultra powerful X suit, the power that he can wield is astonishing
This includes...
Two modes
Attack mode:
All weapon damage multiplied by 2
Six last prisms orbit Geoffrey, and are fired off alongside any weapon
Defence mode:
Halves all damage done to Geoffrey
A shield orbits Geoffrey that pushes away and damages enemies
Geoffrey can fly across the world at the speed of sound
attacks do not use up mana, instead they heat up the suit
| | | | | | | | | | | |
An attack will raise the heat bar by 1, if it goes past 12, a supernova level explosion will discharge from the suit killing Geoffrey, and all life around him
To cool down the suit, geoffrey must unequip it, the cooldown process can take up to 12 turns
Anyways, yeah thats all you need to know
Now then
shal wee?
I summon the Acolyte's mentor and master, the Godmodder! The Godmodder is enraged that the Acolyte has so obviously copied GodCraft completely and uses his superior godmodding skills to beat him up.
Oh no