Spoiler (click to show/hide):
It is said that Gamindustri was once ruled by Console Patron Units, or CPUs, otherwise referred to as Goddesses. While where these Goddesses disappeared to is left a mystery, Gamindustri is now ruled by an organization known as The Inquisition, which resides in a massive floating spire in the center of Gamindustri, while smaller Spires exist in each city, each lead by a Bishop, while the ArchBishops rule from the center, sending their Crusaders, lead by Justicars, to ensure that discussion of the idea of Goddesses is stomped out as soon as possible, these squads acting as judge, jury, and executioner when anyone is accused of heresy. Under the leadership of The Inquisition, Gamindustri has entered a Video Game Crash, due to their heavy restriction on production and distribution. The residents of Gamindustri now live in mud huts, eating rats. It is said, however, that fragments of the Goddesses of old rest somewhere on the continent of Gamindustri, and that one day, the fragments of those Goddesses will fall into the hands of the worthy, creating new Goddesses.
It is said that Gamindustri was once ruled by Console Patron Units, or CPUs, otherwise referred to as Goddesses. While where these Goddesses disappeared to is left a mystery, Gamindustri is now ruled by an organization known as The Inquisition, which resides in a massive floating spire in the center of Gamindustri, while smaller Spires exist in each city, each lead by a Bishop, while the ArchBishops rule from the center, sending their Crusaders, lead by Justicars, to ensure that discussion of the idea of Goddesses is stomped out as soon as possible, these squads acting as judge, jury, and executioner when anyone is accused of heresy. Under the leadership of The Inquisition, Gamindustri has entered a Video Game Crash, due to their heavy restriction on production and distribution. The residents of Gamindustri now live in mud huts, eating rats. It is said, however, that fragments of the Goddesses of old rest somewhere on the continent of Gamindustri, and that one day, the fragments of those Goddesses will fall into the hands of the worthy, creating new Goddesses.
At the start of the RP, in either the first or second post, most likely, the player characters will stumble upon a fragment, which will transform those characters into Goddesses. The Goddess will then understand that their calling is to rule their own civilization and gather followers, in order to become more powerful. The Goddesses will be undertaking their own missions for their own benefit and the benefit of their civilization, while also ruling their own Nation, building it from the ground up.
Mechanics:
Battle System:
Spoiler (click to show/hide):
Melee+bow weapons
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Guns
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20 speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+dex)=damage
3b. if attack crits, double damage: (weapon dicerolls+dex*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Abilities
1. attacker: (Intelligence)+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (speed+1d20+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (Intelligence+ability dicerolls-(Wisdom))=damage
3b. if attack crits, double damage: (ability dicerolls*2-(Wisdom))=damage
3c. if attack misses, sucks to be you.
4. Abilities ignore Constitution
Charisma
1: Initiator (Charisma(Possible modifiers influencing Charisma check)1d20 Diceroll)=Initiation
2: Target (Charisma(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resolve
3: If Initiator roll is higher than Resolve roll, initiator is successful.If Resolve wins, Charisma check failed. (Charisma can be used to bribe an NPC out of an item, get favors from NPCs, or to bribe a monster out of a battle. Sex/Sexual acts can be used as a form of bribe.)
Detection
1: Initiator (Mentality/Wisdom+(Possible modifiers influencing detection check)1d20 Diceroll)=Detection
2: Target (Dexterity(Possible Modifiers influencing hide check)1d20 Diceroll)=Stealth
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Aggro:
Aggro is the method by which an enemy selects its attack target and how it decides to attack. There are several different rules an enemy will act by, dependent on the type of enemy.
No Brain:
The lowest level of intelligence, these enemies will attack the enemy that damaged it last. The way it attacks is determined by the range of the target. If the enemy’s strongest attack is ranged, the enemy will try to stay at maximum range while still striking the target, while only using closer-ranged attacks when the target gets too close. If the enemy’s strongest attack is melee, the enemy will try to stay as close as possible while only using ranged attacks when the target is too far away to reach.
Defensive Brain:
These enemies will attack the enemy who has done the most damage at once through the entire battle, and will use the attacks which inflicted the most damage at a time.
Assassin Brain:
These enemies will attack the target which is most vulnerable to damage, while using the attacks which inflicted the most damage last.
Data Brain:
These enemies will switch between Assassin Brain and Defensive Brain based on whether or not they’re taking too much damage from the player, or whether or not they’re inflicting enough damage to win. This Brain Type is an opportunist which will defeat opponents who are vulnerable while also preserving itself.
Galaxy Brain:
These enemies will not restrict themselves to one pattern or another, instead acting based on the most logical actions which are most likely to achieve victory at the same. They will make use of status effects, AOE strikes, physical and ability damage based on what will cause them to deal the most damage or avoid the most damage.
Range and Positioning Table:
Engaged:
Short:
Medium:
Long:
Extreme:
Melee+bow weapons
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Guns
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20 speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+dex)=damage
3b. if attack crits, double damage: (weapon dicerolls+dex*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-Constitution)= damage taken (subtract from hp)
Abilities
1. attacker: (Intelligence)+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (speed+1d20+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (Intelligence+ability dicerolls-(Wisdom))=damage
3b. if attack crits, double damage: (ability dicerolls*2-(Wisdom))=damage
3c. if attack misses, sucks to be you.
4. Abilities ignore Constitution
Charisma
1: Initiator (Charisma(Possible modifiers influencing Charisma check)1d20 Diceroll)=Initiation
2: Target (Charisma(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resolve
3: If Initiator roll is higher than Resolve roll, initiator is successful.If Resolve wins, Charisma check failed. (Charisma can be used to bribe an NPC out of an item, get favors from NPCs, or to bribe a monster out of a battle. Sex/Sexual acts can be used as a form of bribe.)
Detection
1: Initiator (Mentality/Wisdom+(Possible modifiers influencing detection check)1d20 Diceroll)=Detection
2: Target (Dexterity(Possible Modifiers influencing hide check)1d20 Diceroll)=Stealth
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Aggro:
Aggro is the method by which an enemy selects its attack target and how it decides to attack. There are several different rules an enemy will act by, dependent on the type of enemy.
No Brain:
The lowest level of intelligence, these enemies will attack the enemy that damaged it last. The way it attacks is determined by the range of the target. If the enemy’s strongest attack is ranged, the enemy will try to stay at maximum range while still striking the target, while only using closer-ranged attacks when the target gets too close. If the enemy’s strongest attack is melee, the enemy will try to stay as close as possible while only using ranged attacks when the target is too far away to reach.
Defensive Brain:
These enemies will attack the enemy who has done the most damage at once through the entire battle, and will use the attacks which inflicted the most damage at a time.
Assassin Brain:
These enemies will attack the target which is most vulnerable to damage, while using the attacks which inflicted the most damage last.
Data Brain:
These enemies will switch between Assassin Brain and Defensive Brain based on whether or not they’re taking too much damage from the player, or whether or not they’re inflicting enough damage to win. This Brain Type is an opportunist which will defeat opponents who are vulnerable while also preserving itself.
Galaxy Brain:
These enemies will not restrict themselves to one pattern or another, instead acting based on the most logical actions which are most likely to achieve victory at the same. They will make use of status effects, AOE strikes, physical and ability damage based on what will cause them to deal the most damage or avoid the most damage.
Range and Positioning Table:
Engaged:
Short:
Medium:
Long:
Extreme:
Character Sheet(CPU):
Spoiler (click to show/hide):
Name: (Character’s first and last name)
Gender: (Male or female, female is recommended)
Appearance(A solid description and/OR a picture will do):
How does this character sound when speaking(Dialect, voice, etc):
Character Personality:
Skills this character has(List three):
Things this character is bad at(List three):
A comprehensive backstory on your character: (Information such as your character’s life up to now, what they’re currently doing at the start of the RP, they have not become a Goddess yet, but they become a Goddess in the first or second post of the RP.)
Level 1:
HP: 10(When this reaches zero, the character is considered downed.)
SP: 10(This stat is used to maintain HDD and to use abilities. When this reaches 0, the character becomes fatigued.)
Speed: 1 (Character’s physical speed, used to evade attacks, escape, and pass speed checks)
Dex: 1(Character’s skill at performing tasks, used for hit checks and stealth, as well as any delicate tasks which hands are used for.)
Strength: 1(How physically a strong a character is, used for struggles, determining physical damage, and other strength checks)
Intelligence: 1(Used for ability damage, this stat is used to determine whether ability damage hits the target. Also used for Intelligence checks)
Wisdom: 1(Wisdom is used for defense from Ability Damage and reducing it if it makes contact. Also used for Wisdom checks.)
Constitution: 1(Used for reducing physical damage and resisting status effects, as well as Constitution Checks.)
Charisma: 1 (Used for determining how well a character is treated and for influencing interactions with NPCs. Also used for other Charisma Checks.)
Luck: 1 (Increases dice results for drops by 1 per-level.)
Stat Points Available: 15
Trait: (Determined by which Pendant is equipped)
Skills: (Abilities which take SP to use, player decides two that the character starts with)
Preferred Weapon Type: (Increases Dexterity and Weapon Dice by +1 when using this weapon type)
Clothes: (Used to iSProve CPU’s stats)
Weapon: (This equipment slot is for determining physical damage increased via Weapon Dice.)
Pendant: (This equipment slot is for determining Trait)
Inventory: (Equipment that isn’t equipped goes into this, carried equipment is limited to 10, not counting equipped items.)
Name: (Character’s first and last name)
Gender: (Male or female, female is recommended)
Appearance(A solid description and/OR a picture will do):
How does this character sound when speaking(Dialect, voice, etc):
Character Personality:
Skills this character has(List three):
Things this character is bad at(List three):
A comprehensive backstory on your character: (Information such as your character’s life up to now, what they’re currently doing at the start of the RP, they have not become a Goddess yet, but they become a Goddess in the first or second post of the RP.)
Level 1:
HP: 10(When this reaches zero, the character is considered downed.)
SP: 10(This stat is used to maintain HDD and to use abilities. When this reaches 0, the character becomes fatigued.)
Speed: 1 (Character’s physical speed, used to evade attacks, escape, and pass speed checks)
Dex: 1(Character’s skill at performing tasks, used for hit checks and stealth, as well as any delicate tasks which hands are used for.)
Strength: 1(How physically a strong a character is, used for struggles, determining physical damage, and other strength checks)
Intelligence: 1(Used for ability damage, this stat is used to determine whether ability damage hits the target. Also used for Intelligence checks)
Wisdom: 1(Wisdom is used for defense from Ability Damage and reducing it if it makes contact. Also used for Wisdom checks.)
Constitution: 1(Used for reducing physical damage and resisting status effects, as well as Constitution Checks.)
Charisma: 1 (Used for determining how well a character is treated and for influencing interactions with NPCs. Also used for other Charisma Checks.)
Luck: 1 (Increases dice results for drops by 1 per-level.)
Stat Points Available: 15
Trait: (Determined by which Pendant is equipped)
Skills: (Abilities which take SP to use, player decides two that the character starts with)
Preferred Weapon Type: (Increases Dexterity and Weapon Dice by +1 when using this weapon type)
Clothes: (Used to iSProve CPU’s stats)
Weapon: (This equipment slot is for determining physical damage increased via Weapon Dice.)
Pendant: (This equipment slot is for determining Trait)
Inventory: (Equipment that isn’t equipped goes into this, carried equipment is limited to 10, not counting equipped items.)
Character Sheet(HDD)
Spoiler (click to show/hide):
Name: (HDD form’s name, recommended to use “Heart” at the end)
Appearance(A solid description and/OR a picture will do): (This chances when transformed, but proportions don't have to)
How does this character sound when speaking(Dialect, voice, etc): (This typically changes when transformed, but doesn't have to)
Character Personality: (This typically changes slightly when transformed)
Level 1: (Levels with your CPU Form, all of these stats are added onto CPU Form’s stats when this form is used.)
HP: 10(When this reaches zero, the character is considered downed.)
SP: 10(This stat is used to maintain HDD and to use abilities. When this reaches 0, the character becomes fatigued.)
Speed: (Character’s physical speed, used to evade attacks, escape, and pass speed checks)
Dex: (Character’s skill at performing tasks, used for hit checks and stealth, as well as any delicate tasks which hands are used for.)
Strength: (How physically a strong a character is, used for struggles, determining physical damage, and other strength checks)
Intelligence: (Used for ability damage, this stat is used to determine whether ability damage hits the target. Also used for Intelligence checks)
Wisdom: (Wisdom is used for defense from Ability Damage and reducing it if it makes contact. Also used for Wisdom checks.)
Constitution: (Used for reducing physical damage and resisting status effects, as well as Constitution Checks.)
Charisma: (Used for determining how well a character is treated and for influencing interactions with NPCs. Also used for other Charisma Checks.)
Stat Points Available: 10
Head Unit: Basic
Body Unit: Basic
Hip Unit: Basic
Wing Units: Basic
Arm Units: Basic
Leg Units: Basic
Boot Units: Basic
Name: (HDD form’s name, recommended to use “Heart” at the end)
Appearance(A solid description and/OR a picture will do): (This chances when transformed, but proportions don't have to)
How does this character sound when speaking(Dialect, voice, etc): (This typically changes when transformed, but doesn't have to)
Character Personality: (This typically changes slightly when transformed)
Level 1: (Levels with your CPU Form, all of these stats are added onto CPU Form’s stats when this form is used.)
HP: 10(When this reaches zero, the character is considered downed.)
SP: 10(This stat is used to maintain HDD and to use abilities. When this reaches 0, the character becomes fatigued.)
Speed: (Character’s physical speed, used to evade attacks, escape, and pass speed checks)
Dex: (Character’s skill at performing tasks, used for hit checks and stealth, as well as any delicate tasks which hands are used for.)
Strength: (How physically a strong a character is, used for struggles, determining physical damage, and other strength checks)
Intelligence: (Used for ability damage, this stat is used to determine whether ability damage hits the target. Also used for Intelligence checks)
Wisdom: (Wisdom is used for defense from Ability Damage and reducing it if it makes contact. Also used for Wisdom checks.)
Constitution: (Used for reducing physical damage and resisting status effects, as well as Constitution Checks.)
Charisma: (Used for determining how well a character is treated and for influencing interactions with NPCs. Also used for other Charisma Checks.)
Stat Points Available: 10
Head Unit: Basic
Body Unit: Basic
Hip Unit: Basic
Wing Units: Basic
Arm Units: Basic
Leg Units: Basic
Boot Units: Basic
Civilization management:
Spoiler (click to show/hide):
Followers:
As a Goddess builds her civilization from the ground up, she gathers followers. These followers grant that Goddess additional power through Shares, which represent the amount of faith put into her. Follower gain starts at 1 follower per-day, and will increase or decrease based on the Goddess’ display of intellect, power, grace, and/or benevolence.
Shares and Leveling:
Each day, the Followers a Goddess has will generate 1 Share for every 10 Followers, the number of Shares a Goddess has being put towards increasing that Goddess’ level, a Goddess gaining 1 Stat Point every level, and 2 Stat Points for her HDD form.
Shares required to level up: x^5 (x=Character level)
Every 10 levels, a Goddess will gain a new ability, stat bonus from Armor will increase by +1, and weapons will gain +d1.
Resource Gathering:
As a Goddess gains followers, she can contract followers to gather resources in exchange for payment, each follower bringing back 1d4 of the resource they were sent to gather at the end of the day. These resources can be used to construct defenses, equipment, and structures.
Resource types:
Wood:
Metal:
Cotton:
Glass:
Gas:
Minerals:
Stone:
Construction:
Followers can be contracted to build structures for the Goddess, each structure advancing the civilization and allowing more activities. In addition to the resources that can be gathered by Followers, the civilization also needs energy, and places to store each resource, or extract the resource from once built.
Structures:
Some structures will not be listed, as they are up to the Goddess to think of in order to improve the living conditions of her Civilization.
Basilicom: The place the Goddess/CPU lives and conducts her business in regards to ruling her Civilization.
Refinery: Used for harvesting and storing Gas.
Mineral Mine: Used for harvesting and storing Minerals.
Lumber Mill: Used for harvesting and storing Wood.
Stone Mill: Used for harvesting and storing Stone.
Glassblowers: Used for harvesting Glass
Steelworks: Used to harvest Metal
Plantation: Used to harvest cotton
Barracks: Used for training Guards and Soldiers.
Armory: Used for arming Guards and Soldiers.
Garage: Used to produce vehicles.
Embassy: Used for conducting business with other Goddesses and leaders.
Lab: Used for researching upgrades and other structures, including other Labs.
Press Station: Used for keeping the Goddess and the citizens informed on their Civilization and policies out of the Basilicom.
Hut: Gives followers a place to stay, increases population cap.
Guild: This is where the Goddess and followers can find work.
Over the course of a Civilization’s advancement, better structures can be researched, and some structures can be upgraded, causing them to output more research, better research, more resources, or better resources.
Follower Rate and Ruler Policy:
As the Goddess rules over her Civilization, she may attempt to improve the lives of her citizens by implementing policies, funding certain processes, or ordering certain research undertaken. Funding can also be put into research or construction to complete them faster.
Successful Research, policies, and structures which the citizens benefit from will increase Follower gain. Victory in battle, successful meetings with other Goddesses, public appearances which please followers, fighting off threats to her civilization, taking on work at her guild and completing it successfully, etc, all grant the Goddess additional shares for her work. Likewise, any failures and actions which are perceived negatively will cause the Goddess to lose faith and followers.
Currency:
Currency is determined by the Goddesses, and can be obtained through defeating enemies and through other methods controlled by how the Goddess rules her Civilization.
Followers:
As a Goddess builds her civilization from the ground up, she gathers followers. These followers grant that Goddess additional power through Shares, which represent the amount of faith put into her. Follower gain starts at 1 follower per-day, and will increase or decrease based on the Goddess’ display of intellect, power, grace, and/or benevolence.
Shares and Leveling:
Each day, the Followers a Goddess has will generate 1 Share for every 10 Followers, the number of Shares a Goddess has being put towards increasing that Goddess’ level, a Goddess gaining 1 Stat Point every level, and 2 Stat Points for her HDD form.
Shares required to level up: x^5 (x=Character level)
Every 10 levels, a Goddess will gain a new ability, stat bonus from Armor will increase by +1, and weapons will gain +d1.
Resource Gathering:
As a Goddess gains followers, she can contract followers to gather resources in exchange for payment, each follower bringing back 1d4 of the resource they were sent to gather at the end of the day. These resources can be used to construct defenses, equipment, and structures.
Resource types:
Wood:
Metal:
Cotton:
Glass:
Gas:
Minerals:
Stone:
Construction:
Followers can be contracted to build structures for the Goddess, each structure advancing the civilization and allowing more activities. In addition to the resources that can be gathered by Followers, the civilization also needs energy, and places to store each resource, or extract the resource from once built.
Structures:
Some structures will not be listed, as they are up to the Goddess to think of in order to improve the living conditions of her Civilization.
Basilicom: The place the Goddess/CPU lives and conducts her business in regards to ruling her Civilization.
Refinery: Used for harvesting and storing Gas.
Mineral Mine: Used for harvesting and storing Minerals.
Lumber Mill: Used for harvesting and storing Wood.
Stone Mill: Used for harvesting and storing Stone.
Glassblowers: Used for harvesting Glass
Steelworks: Used to harvest Metal
Plantation: Used to harvest cotton
Barracks: Used for training Guards and Soldiers.
Armory: Used for arming Guards and Soldiers.
Garage: Used to produce vehicles.
Embassy: Used for conducting business with other Goddesses and leaders.
Lab: Used for researching upgrades and other structures, including other Labs.
Press Station: Used for keeping the Goddess and the citizens informed on their Civilization and policies out of the Basilicom.
Hut: Gives followers a place to stay, increases population cap.
Guild: This is where the Goddess and followers can find work.
Over the course of a Civilization’s advancement, better structures can be researched, and some structures can be upgraded, causing them to output more research, better research, more resources, or better resources.
Follower Rate and Ruler Policy:
As the Goddess rules over her Civilization, she may attempt to improve the lives of her citizens by implementing policies, funding certain processes, or ordering certain research undertaken. Funding can also be put into research or construction to complete them faster.
Successful Research, policies, and structures which the citizens benefit from will increase Follower gain. Victory in battle, successful meetings with other Goddesses, public appearances which please followers, fighting off threats to her civilization, taking on work at her guild and completing it successfully, etc, all grant the Goddess additional shares for her work. Likewise, any failures and actions which are perceived negatively will cause the Goddess to lose faith and followers.
Currency:
Currency is determined by the Goddesses, and can be obtained through defeating enemies and through other methods controlled by how the Goddess rules her Civilization.
Discord Server(Required):
Spoiler (click to show/hide):
https://discord.gg/hf9azpS
https://discord.gg/hf9azpS