Destroy the Godmodder: MSPAradox (Test Session)
12-23-2018, 07:45 PM
(This post was last modified: 02-09-2019, 03:47 AM by gutza1.)
NOTE: This game is now concluded. It will be followed by the actual Destroy the Godmodder: MSPAradox session.
Intro
Welcome to my test session of Destroy the Godmodder: MSPAradox, a game I plan to run next August. The purpose of this session is to tweak the balance of certain mechanics that I plan on using in the main game. Due to certain time restrictions, this game will only last a few weeks at most. Still, if you want to have some fun, summon entities, or just play around with Sburb alchemy, this test session may still be for you! With that out of the way, let's begin.
How to Play
To play, you have to post actions. You get three actions a turn, and you can spread your actions across multiple posts however you wish. For example, you can use all of their actions in one post or spread your actions across three posts. It's recommended that you delineate your actions so I can more easily track what you are trying to do. With that out of the way, here are some extra tips.
Detailed Rules
The Echeladder:
BEGIN.
Simumodder: [GM] HV: 10/10
Intro
Welcome to my test session of Destroy the Godmodder: MSPAradox, a game I plan to run next August. The purpose of this session is to tweak the balance of certain mechanics that I plan on using in the main game. Due to certain time restrictions, this game will only last a few weeks at most. Still, if you want to have some fun, summon entities, or just play around with Sburb alchemy, this test session may still be for you! With that out of the way, let's begin.
Show Content
Story Intro
In the depths of the Void, a mysterious fragment of code stirs, twisting the reality around it.
Accessing Void Protocols...
Initializing Membrane...
Quantum Fabric Accessed...
Injecting Source Code Terminus_Sim1
Injecting...
Injecting...
Terminus_Sim1 Source Code Initialized
Loading Entity "Skaia"...
Loading...
Loading Battlefield...
Resources Loaded.
Initializing Narrative_Sim...
Narrative_Sim Activated.
Loading Player_Module...
Loading...
Loading...
Loading...
Player_Module Loaded.
Activating Player_Module...
Spawning Entity "Player"...
Suddenly, you all awake. You stand upon a vast landscape composed of rolling hills. Most are covered with grass, some are covered in water, but underneath them all lies a muted pattern of alternating black-and-white squares, like a chessboard. You find yourself at the top of one of these hills, peering down. Behind you lies a great stone fortress, with some of its facade displaying that same faded and alternating chessboard pattern. The sky is azure blue, with clouds that seem to almost shine with some kind of power. Looking at it for too long makes your eyes sore, so you all look back down. Suddenly, you all detect a presence. It speaks, its voice filling every corner of your mind.
YOU ARE FINALLY AWAKE.
WELCOME, DESCENDANTS, TO SKAIA.
WELCOME TO THE BATTLEFIELD.
YOU HAVE ALL BEEN CHOSEN FOR AN IMPORTANT TASK.
IN THE NEAR FUTURE, THIS WORLD WILL BE INVADED BY A POWERFUL ENTITY. AN ENTITY KNOWN AS "THE GODMODDER."
TO ENSURE THAT THIS WORLD WILL STILL FUNCTION PROPERLY UPON HIS ARRIVAL, WE HAVE SET UP AN EXPERIMENT.
WE WILL INITIALIZE A MINIATURE SIMULATION OF THE GODMODDER ON A SIMULATED VERSION OF THIS WORLD.
IT IS YOUR DUTY TO SIMULATE A BATTLE WITH THE GODMODDER AND TO TEST THE MECHANICS OF THIS WORLD.
ONCE THE "SIMUMODDER" HAS BEEN DEFEATED, OR ENOUGH DATA HAS BEEN GATHERED, THIS SIMULATION WILL TERMINATE, AND YOU WILL BE RELEASED FROM YOUR DUTY.
TO DEFEAT THE GODMODDER, YOU HAVE BEEN GRANTED AN ESSENTIAL POWER: THE POWER TO HARNESS THE NARRATIVE AND BEND REALITY IN RESPONSE TO THE GODMODDER.
THIS POWER IS KNOWN AS DESCENDANCY, AND IT IS THE MOST VALUABLE TOOL IN YOUR ARSENAL. MORE TOOLS FOR YOU TO USE WILL SOON COME ONLINE.
FOR NOW, FOCUS YOUR EFFORTS ON ATTACKING THE SIMUMODDER.
GOODBYE, DESCENDANTS, AND GOOD LUCK.
Suddenly, on a hill in front of you, a blocky figure comes into existence. It resembles a young man, sporting a small, linear beard and wearing a cobalt suit with a tattered cape hanging off its back. On its suit is emblazoned, in red, the Greek letter "ψ." Some of you recognize this figure as a Minecraft avatar. His most notable feature is the cybernetic implant that replaces its left hand - a hunk of metal and glass that emits a cobalt glow. As you approach, the figure looks up, and grins.
Simumodder: About time.
He holds his left hand up. Suddenly, six depictions of items materialize on the implant with a cobalt flash. One, a disk that crackles with amber energies, lies at the center of the arm. The other five, a mound of dust, a a piece of flesh, a cartoonish femur, a strand of silk, and a purple eye, manifest right below where the Simumodder's fingers would lie, if he had any. As soon as the items have materialized, you all sense an enormous amount of power flowing through the figure, who begins to emit a cobalt glow.
Simumodder: What are you waiting for? Come and fight me!
In the depths of the Void, a mysterious fragment of code stirs, twisting the reality around it.
Accessing Void Protocols...
Initializing Membrane...
Quantum Fabric Accessed...
Injecting Source Code Terminus_Sim1
Injecting...
Injecting...
Terminus_Sim1 Source Code Initialized
Loading Entity "Skaia"...
Loading...
Loading Battlefield...
Resources Loaded.
Initializing Narrative_Sim...
Narrative_Sim Activated.
Loading Player_Module...
Loading...
Loading...
Loading...
Player_Module Loaded.
Activating Player_Module...
Spawning Entity "Player"...
Suddenly, you all awake. You stand upon a vast landscape composed of rolling hills. Most are covered with grass, some are covered in water, but underneath them all lies a muted pattern of alternating black-and-white squares, like a chessboard. You find yourself at the top of one of these hills, peering down. Behind you lies a great stone fortress, with some of its facade displaying that same faded and alternating chessboard pattern. The sky is azure blue, with clouds that seem to almost shine with some kind of power. Looking at it for too long makes your eyes sore, so you all look back down. Suddenly, you all detect a presence. It speaks, its voice filling every corner of your mind.
YOU ARE FINALLY AWAKE.
WELCOME, DESCENDANTS, TO SKAIA.
WELCOME TO THE BATTLEFIELD.
YOU HAVE ALL BEEN CHOSEN FOR AN IMPORTANT TASK.
IN THE NEAR FUTURE, THIS WORLD WILL BE INVADED BY A POWERFUL ENTITY. AN ENTITY KNOWN AS "THE GODMODDER."
TO ENSURE THAT THIS WORLD WILL STILL FUNCTION PROPERLY UPON HIS ARRIVAL, WE HAVE SET UP AN EXPERIMENT.
WE WILL INITIALIZE A MINIATURE SIMULATION OF THE GODMODDER ON A SIMULATED VERSION OF THIS WORLD.
IT IS YOUR DUTY TO SIMULATE A BATTLE WITH THE GODMODDER AND TO TEST THE MECHANICS OF THIS WORLD.
ONCE THE "SIMUMODDER" HAS BEEN DEFEATED, OR ENOUGH DATA HAS BEEN GATHERED, THIS SIMULATION WILL TERMINATE, AND YOU WILL BE RELEASED FROM YOUR DUTY.
TO DEFEAT THE GODMODDER, YOU HAVE BEEN GRANTED AN ESSENTIAL POWER: THE POWER TO HARNESS THE NARRATIVE AND BEND REALITY IN RESPONSE TO THE GODMODDER.
THIS POWER IS KNOWN AS DESCENDANCY, AND IT IS THE MOST VALUABLE TOOL IN YOUR ARSENAL. MORE TOOLS FOR YOU TO USE WILL SOON COME ONLINE.
FOR NOW, FOCUS YOUR EFFORTS ON ATTACKING THE SIMUMODDER.
GOODBYE, DESCENDANTS, AND GOOD LUCK.
Suddenly, on a hill in front of you, a blocky figure comes into existence. It resembles a young man, sporting a small, linear beard and wearing a cobalt suit with a tattered cape hanging off its back. On its suit is emblazoned, in red, the Greek letter "ψ." Some of you recognize this figure as a Minecraft avatar. His most notable feature is the cybernetic implant that replaces its left hand - a hunk of metal and glass that emits a cobalt glow. As you approach, the figure looks up, and grins.
Simumodder: About time.
He holds his left hand up. Suddenly, six depictions of items materialize on the implant with a cobalt flash. One, a disk that crackles with amber energies, lies at the center of the arm. The other five, a mound of dust, a a piece of flesh, a cartoonish femur, a strand of silk, and a purple eye, manifest right below where the Simumodder's fingers would lie, if he had any. As soon as the items have materialized, you all sense an enormous amount of power flowing through the figure, who begins to emit a cobalt glow.
Simumodder: What are you waiting for? Come and fight me!
To play, you have to post actions. You get three actions a turn, and you can spread your actions across multiple posts however you wish. For example, you can use all of their actions in one post or spread your actions across three posts. It's recommended that you delineate your actions so I can more easily track what you are trying to do. With that out of the way, here are some extra tips.
- As the title says, to win the game, you have to destroy the Godmodder. Well, as this is a test game, you'll have to destroy a weak simulation of the Godmodder known as the "Simumodder," or at least play the game enough that the moderators of this simulation have collected enough data.
- Don’t expect your attacks against the Simumodder to actually work. If you do want to damage him, you’ll need to get creative. Try thinking outside the box.
- Don’t expect to be able to spam the same action over and over and have it continue to be effective. The Simumodder has a nasty construct called the Curse of Repetitiveness that kicks in if you do so. You don't have to come up with a completely new attack every time you act, but at least try to vary the description or minutia of your attacks.
- You can also summon entities and charge. The specific rules for both are listed under the detailed rules section.
- You can set up a chain attack that is boosted by other players contributing to it. However, spamming chain attacks will lead to greatly diminishing results.
- Just like the Simumodder, you have a Health Vial. If you die, you must expend three actions to respawn, and you will be afflicted by “respawn sickness” for one turn after respawning.
- You can bring in sidekicks to assist you in your actions or to affect multiple areas of the Battlefield at once, but be warned - you and your sidekicks can only have a constant total health, so bringing in sidekicks will decrease your avatar’s total health. Just as with a player, if a sidekick dies, you must spend three actions to respawn them, and they will be afflicted with respawn sickness for a turn. If you have more than one sidekick and more than one of them dies, you can use three actions to respawn all of them at once.
Detailed Rules
Show Content
Spoiler
Charging Mechanics:
In addition to spending actions on Battlefield actions, you can also convert actions into Charge Points (or CP, for short) that can be stored in an active charge. An active charge represents an immediate Battlefield action that is difficult to counter and has a power equivalent to multiple individual actions (e.g., a charged attack, a charged heal, a charged assist, etc.) and requires the expenditure of CP. An active charge can also be expended to summon entities onto the Battlefield (entity summoning is explained in a later section of the rules).
Players can trade each other CP as a free action. However, attempting to combine multiple active charges together may require a multi-turn combination sequence to function (especially if the combined charge would be particularly strong), and the participating players and the “ritual” must be defended from enemies.
You can also expend actions to set up a passive charge, with the setup cost being the number of CP in the passive charge divided by 10, rounded to the nearest integer. A passive charge represents a player expanding their assets in the background or performing some kind of background action. A passive charge automatically gains charge points based on the number of actions taken during a turn (though a player can invest their own charge points into it), which normally translates into it incrementing by 3 a turn. Expending a passive charge requires one action. To balance the ease of charging out, passive charges are far more vulnerable to countering than active charges are. The opposing team (including NPCs allied to it) can take actions to make a passive charge vulnerable and to target it, reducing its progress or shutting it down altogether. The exact nature of this countering varies depending on the nature of the passive charge and the state of the Battlefield and the opposing team. To illustrate the in-universe difference between an active charge and a passive charge: if you want to summon a mecha, an active charge would involve assembling the mecha or opening a summoning portal that will summon the mecha directly on the Battlefield, while a passive charge would involve constructing a mecha back at your home base.
Entity Mechanics:
Entities are the NPC combatants of the Battlefield who serve the players or Simumodder directly. In addition to bodyguarding combatants, entities make the opposing team’s combatants more vulnerable, and serving as the target of most attacks. Each entity acts during the End of Turn Battle (or EoTB, for short), in a set order (usually it’s AG, Neutral, PG, and finally, the Simumodder). Summoned entities can be whatever the summoner desires: characters from pop culture, original creations, you name it! Regardless of origin, entities are defined by their stats and mechanics: HP, attack, Dodge, Armor, etc. The summoner is free to design their entities with whatever mechanics they wish, as long as they are balanced according to the power of the action or charge used to summon them. In general, entities are balanced by investing actions or CP into their stats - if you’re trying to summon a tanky 10-charge entity, you might give it 8 CP worth of health or defensive abilities and 2 CP worth of attack and offensive abilities, while a glass cannon might receive 3 CP worth of health or defensive abilities and 7 CP worth of attack or offensive abilities. More detailed notes on balancing specific stats are below, in the List of Useful Entity Stats and Mechanics. Putting more CP (passive or active) into an entity will make it stronger.
List of Useful Entity Mechanics:
While none of these stats are strictly required in an entity, they are still very useful and easily applicable.
Grist Mechanics:
As you defeat enemies or explore the world, you can gather a very useful substance familiar to most Homestuck fans - Grist. Grist is a currency that is used to operate the various constructs that you can make use of. It’s main purpose is for alchemy - and the supply of high-power items is limited by the availability of rare Grist types. In addition, the Charge Booster device allows you to convert various types of Grist into active or passive Charge Points. Each Charge Point costs 5,000 Build Grist, 2,500 Crude Grist, 1,000 refined Grist, or 100 Precious Grist. There are three tiers of Grist: Crude Grist, Refined Grist, and Precious Grist, as well as Build Grist, which is used everywhere. Low-tier weapons generally use Crude Grist, mid-tier weapons use Refined Grist, and high-tier weapons use Precious Grist. Just like Charge Points, Grist can be traded between players.
The Alchemiter:
If standard creative attacks or defensive actions are not enough, you can make use of a nifty device familiar to Homestuck readers: the Alchemiter. It allows its users to combine two or more items together to produce stronger items with unique abilities. While Homestuck’s Alchemiter is limited to creating physical items such as weapons and clothing, the Alchemiter in this game has been upgraded with numerous extensions, allowing it to produce a variety of useful objects, from potions to even vehicles, or modify existing items through constructs such as SCP-914. Extensions aside, there are two ways to combine items: using the && function or the || function. The && function (ex. Hammer && Green Slime Ghost Pogo Ride = Pogo Hammer) creates a more powerful item that combines the functionality and powers of both input items, while the || function (ex. Hammer || Green Slime Ghost Pogo = Hammerhead Pogo) creates an item with the form of the first input item and functionality of the second input item. All alchemies are produced instantaneously, but cost Grist, with the amount and type of Grist required scaling based on the level of the item. The max level of an item that can be produced by the Alchemiter is 15. In general, levels 1-5 correspond to low-tier items and use Crude Grist, levels 5-10 correspond to mid-tier items and use Refined Grist, and levels 10-15 correspond to high-tier items and use Precious Grist. All alchemies, regardless of level, cost Build Grist as well as item Grists, with the Build Grist cost equal to (level of item)^2 * 1,000. If you are producing a "multi-stage" alchemy (e.g. something like Grenade || (Neurotoxin && Napalm)), you will have to pay the cost of the component alchemy as well as the final alchemy. Consumable alchemies cost 1/4th the Grist of non-consumable alchemies.
List of Alchemiter Extensions:
Echeladder and XP:
In addition to Grist, players also gain XP for their actions in battle or as a reward for completing sidequests. In general, each point of damage dealt or healed (including those generated by status effects) results in a point of XP gained. Those points of XP allow a player to advance up the Echeladder, granting them access to two kinds of special abilities: Abilitechs, and Fraymotifs. Abilitechs represent unique abilities that are used to greatly augment an action by expending another action, and require a cooldown before they can be used again, depending on their level of power. However, an abilitech cannot be used just by itself in an action (e.g. an action that only consists of “I use [INSERT ABILITECH HERE]” will not have any effect), so you still have to put some effort into your post. Fraymotifs, on the other hand, are powerful and unique actions that can be used by themselves to great effect - but cost some of the four Sacred Items to use: Elf Tears, Weasel Snot, Hog Slop, and Pie Filling. These items are rarely replenished - so be careful with your use of Fraymotifs!
Charging Mechanics:
In addition to spending actions on Battlefield actions, you can also convert actions into Charge Points (or CP, for short) that can be stored in an active charge. An active charge represents an immediate Battlefield action that is difficult to counter and has a power equivalent to multiple individual actions (e.g., a charged attack, a charged heal, a charged assist, etc.) and requires the expenditure of CP. An active charge can also be expended to summon entities onto the Battlefield (entity summoning is explained in a later section of the rules).
Players can trade each other CP as a free action. However, attempting to combine multiple active charges together may require a multi-turn combination sequence to function (especially if the combined charge would be particularly strong), and the participating players and the “ritual” must be defended from enemies.
You can also expend actions to set up a passive charge, with the setup cost being the number of CP in the passive charge divided by 10, rounded to the nearest integer. A passive charge represents a player expanding their assets in the background or performing some kind of background action. A passive charge automatically gains charge points based on the number of actions taken during a turn (though a player can invest their own charge points into it), which normally translates into it incrementing by 3 a turn. Expending a passive charge requires one action. To balance the ease of charging out, passive charges are far more vulnerable to countering than active charges are. The opposing team (including NPCs allied to it) can take actions to make a passive charge vulnerable and to target it, reducing its progress or shutting it down altogether. The exact nature of this countering varies depending on the nature of the passive charge and the state of the Battlefield and the opposing team. To illustrate the in-universe difference between an active charge and a passive charge: if you want to summon a mecha, an active charge would involve assembling the mecha or opening a summoning portal that will summon the mecha directly on the Battlefield, while a passive charge would involve constructing a mecha back at your home base.
Entity Mechanics:
Entities are the NPC combatants of the Battlefield who serve the players or Simumodder directly. In addition to bodyguarding combatants, entities make the opposing team’s combatants more vulnerable, and serving as the target of most attacks. Each entity acts during the End of Turn Battle (or EoTB, for short), in a set order (usually it’s AG, Neutral, PG, and finally, the Simumodder). Summoned entities can be whatever the summoner desires: characters from pop culture, original creations, you name it! Regardless of origin, entities are defined by their stats and mechanics: HP, attack, Dodge, Armor, etc. The summoner is free to design their entities with whatever mechanics they wish, as long as they are balanced according to the power of the action or charge used to summon them. In general, entities are balanced by investing actions or CP into their stats - if you’re trying to summon a tanky 10-charge entity, you might give it 8 CP worth of health or defensive abilities and 2 CP worth of attack and offensive abilities, while a glass cannon might receive 3 CP worth of health or defensive abilities and 7 CP worth of attack or offensive abilities. More detailed notes on balancing specific stats are below, in the List of Useful Entity Stats and Mechanics. Putting more CP (passive or active) into an entity will make it stronger.
List of Useful Entity Mechanics:
While none of these stats are strictly required in an entity, they are still very useful and easily applicable.
Show Content
Spoiler
- HP: This is probably the most common stat that an entity has. While some entities can have their own equivalent stat that tracks how far away from defeat they are, most measure theirs with HP. HP scales according to player power - each action or CP equivalent invested into HP is equivalent to twice the average attack of a player with standard-level alchemies.
- Attack(s): Generally a single statistic for simple entities, but you can give entities a variety of special abilities. Each, however, is balanced around an entity’s “average attack,” with each action or CP equivalent invested into average attack translating into 1/2 of the average attack of a player with standard-level alchemies. Inflicting status effects or using gimmicks such as AoE will deduct attack power from an ability or attack. If you want an entity to have expensive but powerful attacks or abilities, a good way is to give those attacks a cooldown, which multiplies the power of that ability.
- Dodge: This is the ability of an entity to avoid attacks directed against them, and is treated as a functional HP boost. In general, the probability to hit an entity is Accuracy of attacker - Dodge of defender.
- Accuracy: This is the ability of an entity to target hard-to-hit entities or weak points in an entity. The average entity Accuracy is 100% - entities with less than 100% Accuracy may not be able to consistently hit even non-dodging entities, while entities with more than 100% are not only able to hit dodging entities, but can also minicrit or outright crit on their attacks. Because of this, Accuracy is treated as an effective damage boost or penalty.
- Armor: As a separate stat (instead of just an entity component), Armor acts as a flat damage reduction that is counted as a functional HP increase for balancing purposes. Specifically, Armor adds a CP cost multiplier (or HP reducer) equivalent to (1 + (Armor value/average player attack power)). However, some player attacks and items, in addition to entities with Armor-Piercing attacks, will be able to partially or fully ignore the Armor value of an entity.
- Critical hits: In general, an entity minicrits if it rolls a value of greater than 100 on its hit chance roll, while an entity crits if it rolls a value of greater than 125 on its hit chance roll. This is only possible if the entity has an Accuracy higher than 100%, or if its target somehow has a negative Dodge rate. You can also put in Critical Chance as a unique entity mechanic. In both cases, crit chance is treated as a functional damage boost for balancing purposes.
- Range: Range is a numerical value which indicates the distance at which an entity can engage an enemy. An entity without Range is classified as a Melee entity, which means that it cannot engage enemies in distant areas or enemies outside of its Domain except under special circumstances. Adding Range onto an entity allows it to attack enemies in areas with a distance equivalent to its Range score, with Aerial enemies requiring one extra point of Range to attack. Each point of Range costs (total CP or action cost of entity/10), rounded up.
- Domain: This is the region in which an entity operates. An entity can either be Grounded or Aerial. An entity can also be granted the ability to transition between two domains at the cost of a CP. An Aerial Melee entity can attack Grounded entities, but doing so will allow Grounded Melee entities to attack the Aerial entity on their turn.
- Healing: Instead of being purely offensive, you can give your entities abilities that let them heal other entities. In this case, healing is treated as attack for balance purposes.
- AoE: Area of Effect attacks or abilities can affect multiple entities at once. Unless the target has a specific counter to it, AoE attacks can also ignore a certain amount of Dodge, with the specific negation equal to (AoE attack power/1,000).
- Armor-Piercing: Attacks with Armor-Piercing are able to ignore Armor up to the numerical value of Armor-Piercing. For balance purposes, Armor-Piercing is treated as 25% of a damage boost, as many entities do not have Armor.
- Horde: Horde entities are entities that are composed of many attackers instead of just one and a few components. The standard rules for entities apply differently to Horde entities - Hordes do not have Dodge or Armor stats, as those would be redundant or overcomplicate Horde entity combat. As a Horde’s attack represents many small attacks, an enemy’s Dodge rate is treated as a pure damage reducer (the Horde’s damage is multiplied by (1 - Dodge), to be specific), and a Horde’s accuracy is treated as a damage multiplier. In addition, a Horde’s attack power and Armor-Piercing stat decreases as the Horde takes damage. To compensate, a Horde starts off with increased stats.
- Power system: Another way to balance an entity is to make its abilities cost “power” to use, which strengthens them at the cost of adding resource management into the gameplay mix. There really isn’t a set template for power systems - so feel free to design one however you like, as long as it remains balanced.
Grist Mechanics:
As you defeat enemies or explore the world, you can gather a very useful substance familiar to most Homestuck fans - Grist. Grist is a currency that is used to operate the various constructs that you can make use of. It’s main purpose is for alchemy - and the supply of high-power items is limited by the availability of rare Grist types. In addition, the Charge Booster device allows you to convert various types of Grist into active or passive Charge Points. Each Charge Point costs 5,000 Build Grist, 2,500 Crude Grist, 1,000 refined Grist, or 100 Precious Grist. There are three tiers of Grist: Crude Grist, Refined Grist, and Precious Grist, as well as Build Grist, which is used everywhere. Low-tier weapons generally use Crude Grist, mid-tier weapons use Refined Grist, and high-tier weapons use Precious Grist. Just like Charge Points, Grist can be traded between players.
The Alchemiter:
If standard creative attacks or defensive actions are not enough, you can make use of a nifty device familiar to Homestuck readers: the Alchemiter. It allows its users to combine two or more items together to produce stronger items with unique abilities. While Homestuck’s Alchemiter is limited to creating physical items such as weapons and clothing, the Alchemiter in this game has been upgraded with numerous extensions, allowing it to produce a variety of useful objects, from potions to even vehicles, or modify existing items through constructs such as SCP-914. Extensions aside, there are two ways to combine items: using the && function or the || function. The && function (ex. Hammer && Green Slime Ghost Pogo Ride = Pogo Hammer) creates a more powerful item that combines the functionality and powers of both input items, while the || function (ex. Hammer || Green Slime Ghost Pogo = Hammerhead Pogo) creates an item with the form of the first input item and functionality of the second input item. All alchemies are produced instantaneously, but cost Grist, with the amount and type of Grist required scaling based on the level of the item. The max level of an item that can be produced by the Alchemiter is 15. In general, levels 1-5 correspond to low-tier items and use Crude Grist, levels 5-10 correspond to mid-tier items and use Refined Grist, and levels 10-15 correspond to high-tier items and use Precious Grist. All alchemies, regardless of level, cost Build Grist as well as item Grists, with the Build Grist cost equal to (level of item)^2 * 1,000. If you are producing a "multi-stage" alchemy (e.g. something like Grenade || (Neurotoxin && Napalm)), you will have to pay the cost of the component alchemy as well as the final alchemy. Consumable alchemies cost 1/4th the Grist of non-consumable alchemies.
List of Alchemiter Extensions:
Show Content
Spoiler
- SCP-914. A machine that can upgrade, change, or downgrade an alchemy. It has 5 settings: Very Fine, Fine, 1/1, Rough, and Coarse. Coarse turns an alchemy into its basic components. Rough downgrades an alchemy, lowering its level by 1 and making it less powerful. 1/1 turns an alchemy into a similar alchemy with the same level, but with a different appearance and slightly different powers. Fine upgrades an alchemy, raising its level by 1 and making it more powerful. Very Fine raises an alchemy's level by 2 and imbues it with special powers. It has a 50% chance of hitting both sides, a 16% chance of hitting your side, a 16% chance to hitting the opposing side, and a 16% chance of hitting the opposing side and causing a random status effect to occur. Alchemy Formula: Item > Setting
- Duplicator: Items can be multiplied. An item can be replicated any number of times, but requires a cost equivalent to the cost of the item * the number of copies made.
- Loom: Allows any item to be made into a piece of clothing instantly. Alchemy Formula: Input Item ~~~ Loom
- Holopad: A device that allows an alchemy to be previewed in two different ways. It has two parts: The Codex Holopad and the Alchemic Holopad. The Codex allows an alchemy to be made by punching an 8-character code into it. Characters in a code can be numbers, uppercase letters, lowercase letters, and ! and ?. Once the code is punched in, the resulting alchemy is displayed on the Holopad. From there, it can be created if you desire, thanks to the Punch Designix. The Alchemic allows one to preview an alchemy by inputting the objects like you would in the Alchemiter. The Holopad then shows the result without having to make the alchemy. However, you still have to make it if you want to use it.
- Charge Booster: Allows you to convert Grist into CP. 1 CP is equivalent to 5,000 Build Grist, 2,500 Crude Grist, 1,000 refined Grist, or 100 Precious Grist.
Echeladder and XP:
In addition to Grist, players also gain XP for their actions in battle or as a reward for completing sidequests. In general, each point of damage dealt or healed (including those generated by status effects) results in a point of XP gained. Those points of XP allow a player to advance up the Echeladder, granting them access to two kinds of special abilities: Abilitechs, and Fraymotifs. Abilitechs represent unique abilities that are used to greatly augment an action by expending another action, and require a cooldown before they can be used again, depending on their level of power. However, an abilitech cannot be used just by itself in an action (e.g. an action that only consists of “I use [INSERT ABILITECH HERE]” will not have any effect), so you still have to put some effort into your post. Fraymotifs, on the other hand, are powerful and unique actions that can be used by themselves to great effect - but cost some of the four Sacred Items to use: Elf Tears, Weasel Snot, Hog Slop, and Pie Filling. These items are rarely replenished - so be careful with your use of Fraymotifs!
The Echeladder:
Show Content
Spoiler
Karpinsky: Lv. 5: Widowmaker. XP: 56,000/60,000
ABILITECH =>
STEADY SHOT [Lv. 1 COOLDOWN: I]
MARKED FOR DEATH [Lv. 1 COOLDOWN: I]
SABOTAGE [Lv. 1 COOLDOWN: I]
FRAYMOTIF => FATEWEAVER
Flaming_Flapjacks: Lv. 3: Grist Hoarder. XP: 5,000/30,000
ABILITECH =>
GUSHER HORDE [Lv. 1 COOLDOWN: I]
ERECTING A DISPENSER [Lv. 1 COOLDOWN: I]
Hunter_X55: Lv. 3: Black Warrior. XP: 11,000/30,000
ABILITECH =>
TALK TO THE FIST [Lv. 1 COOLDOWN: I]
THE ART OF WAR [Lv. 1 COOLDOWN: I]
Ten_11: Lv. 3: Rough Rider. XP: 34,000/35,000
ABILITECH =>
ROUGH RIDER [Lv. 1 COOLDOWN: I]
BARRIER WARRIOR [Lv. 1 COOLDOWN: I]
Numbers: Lv. 1: Descendant. XP: 21,500/25,000
Redrover1760: Lv. 2: Hacker. XP: 27,000/30,000
ABILITECH =>
SHUTDOWN [Lv. 1 COOLDOWN: I]
Karpinsky: Lv. 5: Widowmaker. XP: 56,000/60,000
ABILITECH =>
STEADY SHOT [Lv. 1 COOLDOWN: I]
MARKED FOR DEATH [Lv. 1 COOLDOWN: I]
SABOTAGE [Lv. 1 COOLDOWN: I]
FRAYMOTIF => FATEWEAVER
Flaming_Flapjacks: Lv. 3: Grist Hoarder. XP: 5,000/30,000
ABILITECH =>
GUSHER HORDE [Lv. 1 COOLDOWN: I]
ERECTING A DISPENSER [Lv. 1 COOLDOWN: I]
Hunter_X55: Lv. 3: Black Warrior. XP: 11,000/30,000
ABILITECH =>
TALK TO THE FIST [Lv. 1 COOLDOWN: I]
THE ART OF WAR [Lv. 1 COOLDOWN: I]
Ten_11: Lv. 3: Rough Rider. XP: 34,000/35,000
ABILITECH =>
ROUGH RIDER [Lv. 1 COOLDOWN: I]
BARRIER WARRIOR [Lv. 1 COOLDOWN: I]
Numbers: Lv. 1: Descendant. XP: 21,500/25,000
Redrover1760: Lv. 2: Hacker. XP: 27,000/30,000
ABILITECH =>
SHUTDOWN [Lv. 1 COOLDOWN: I]
BEGIN.
Simumodder: [GM] HV: 10/10