Charging Mechanics

Entity Mechanics

Zones, Maps, and Exploration

Grist and Alchemy

Level Build Grist Cost Precious Grist Cost 1 3,000 - 2 12,000 - 3 27,000 - 4 48,000 - 5 75,000 - 6 108,000 10,000 7 147,000 20,000 8 192,000 30,000 9 243,000 40,000 10 300,000 50,000

Echeladder and XP

Echeladder Rung XP to reach Rewards LV. 1 [N/A] [N/A] LV. 2 50,000 Battle Technique Line 1: Lv. 1 LV. 3 100,000 Battle Technique Line 2: Lv. 1 LV. 4 150,000 Battle Technique Line 1: Lv. 2 LV. 5 250,000 Battle Technique Line 1: Lv. 5, Combat Operandi 1 LV. 6 300,000 Battle Technique Line 2: Lv. 2, Battle Technique Line 3: Lv. 1 LV. 7 500,000 Battle Technique Line 1: Lv. 10, Battle Technique Line 2: Lv. 5, Battle Technique Line 3: Lv. 2, Combat Operandi 2 LV. 8 625,000 Battle Technique Line 2: Lv. 10, Battle Technique Line 3: Lv. 5 & Lv. 10 LV. 9 1,000,000 Battle Technique Line 4: Lv. 1, Lv. 2, Lv. 5, & Lv. 10, Combat Operandi 3 LV. 10 2,500,000 Comb Rave

Story Votes

Chaos Rolls

Roll Result 10000 Incredible Positive Effect 9000-9999 Massive Positive Effect 8000-9000 Major Positive Effect 7000-8000 Medium Positive Effect 6000-7000 Minor Positive Effect 5000-6000 Neutral Effect 4000-5000 Minor Negative Effect 3000-4000 Medium Negative Effect 2000-3000 Major Negative Effect 1000-2000 Massive Negative Effect 2-1000 Disastrous Negative Effect 1 Cataclysmic Negative Effect

Projects

Resources

Monochromium is dense, stark gray metal that seemingly twists reality in its very presence. It has an innate connection to the power of the arcane, psionics, the Horrorterrors, and the enigmatic psionic plane of existence known as the Shroud. Monochromium can be consumed manually to enhance psionic or arcane power, be shaped into a fuel rod and fissioned to extract arcane or psionic energy like in a nuclear reactor, or be used as “depleted Monochromium” as a tough armor and structural material. Monochromium has a 50% CP discount when used for Attack, HP, and DR, as well as anything connected to psionics or magic, but its drawback is that it, if not contained, will begin to twist the user or weaken the barrier between the Shroud and real space, giving it a strong status effect called Warp that fills at a rate of 625 * units of Monochromium spent on ability with each use of an ability, or 1/4th damage absorbed by HP or Armor enhanced with Monochromium * units of Monochromium spent on DR and HP if hit by an attack. If an entity’s Warp Status Effect bar fills, one of multiple catastrophic outcomes will occur, from an entity going Grimdark to a portal to the Shroud being opened which summons a variety of unsavory creatures to attack the would-be trespasser. An entity naturally dissipates 10,000 Warp at the end of its turn.

is dense, stark gray metal that seemingly twists reality in its very presence. It has an innate connection to the power of the arcane, psionics, the Horrorterrors, and the enigmatic psionic plane of existence known as the Shroud. Monochromium can be consumed manually to enhance psionic or arcane power, be shaped into a fuel rod and fissioned to extract arcane or psionic energy like in a nuclear reactor, or be used as “depleted Monochromium” as a tough armor and structural material. Monochromium has a 50% CP discount when used for Attack, HP, and DR, as well as anything connected to psionics or magic, but its drawback is that it, if not contained, will begin to twist the user or weaken the barrier between the Shroud and real space, giving it a strong status effect called Warp that fills at a rate of 625 * units of Monochromium spent on ability with each use of an ability, or 1/4th damage absorbed by HP or Armor enhanced with Monochromium * units of Monochromium spent on DR and HP if hit by an attack. If an entity’s Warp Status Effect bar fills, one of multiple catastrophic outcomes will occur, from an entity going Grimdark to a portal to the Shroud being opened which summons a variety of unsavory creatures to attack the would-be trespasser. An entity naturally dissipates 10,000 Warp at the end of its turn. Rainbow Matter is the polar opposite of Monochromium, an energetic substance that allegedly is the source of a Leprechaun’s powers due to its connection with the Source Code of Paradox Space, as it enables the user to more easily manipulate the Source Code. Rainbow Matter grants a 50% CP discount to special abilities as well as anything involving “Sburb powers,” the Aspects, or the Source Code of Paradox Space. However, its drawback is that, as Rainbow Matter is used, it destabilizes the Source Code of Paradox Space, giving the entity a normal status effect called Flux that fills up at a rate of 1,250 * units of Rainbow Matter spend on ability with each use of an ability. If the Flux meter is filled, the entity will trigger a Chaos Roll. Flux naturally dissipates at a rate of 10,000 Flux per turn at the end of an entity’s turn.

is the polar opposite of Monochromium, an energetic substance that allegedly is the source of a Leprechaun’s powers due to its connection with the Source Code of Paradox Space, as it enables the user to more easily manipulate the Source Code. Rainbow Matter grants a 50% CP discount to special abilities as well as anything involving “Sburb powers,” the Aspects, or the Source Code of Paradox Space. However, its drawback is that, as Rainbow Matter is used, it destabilizes the Source Code of Paradox Space, giving the entity a normal status effect called Flux that fills up at a rate of 1,250 * units of Rainbow Matter spend on ability with each use of an ability. If the Flux meter is filled, the entity will trigger a Chaos Roll. Flux naturally dissipates at a rate of 10,000 Flux per turn at the end of an entity’s turn. Element Zero is an enigmatic substance that seemingly originates from outside of Paradox Space entirely. It takes the form of a powder that is able to create a field of dark energy when current is run through it, raising or lowering the mass of objects as well as warping spacetime inside the field. Element Zero can be integrated into technology, where it is used to enhance long-range weaponry, create unique shields known as “kinetic barriers,” or simply boost the speed of the user, or added to an organic lifeform to give them space-warping abilities known as “biotics.” It grants a 50% CP discount to Range, Shields, Speed, and Dodge. However, its drawback is that, as current is run through it, Element Zero builds up a strong status effect called Static Charge at a rate of 625 * units of Element Zero spent on ability with each use of the ability, 250 * units of Element Zero spent on Dodge or Speed per turn, or 1/4th damage absorbed by Shields enhanced with Element Zero * units of Element Zero in Shields when hit, and once the Static Charge reaches 100%, it will be catastrophically discharged, dealing massive damage to the entity and even damaging others nearby.

In addition to spending actions on Battlefield actions, you can also convert actions into Charge Points (or CP, for short) that can be expended in a charged action or entity summon, in addition to being able to be traded with other players as a free action. All sidekicks share the same CP pool by default.You can also expend actions to set up a passive charge, with an initial action/CP setup cost of (passive charge points/10), rounded up, and the passive charge must last for at least 10 CP. A passive charge represents an action or event occurring in the background without direct player involvement, and can also be used to unleash a charged action or entity, or simply just build up long-term player assets such as base-building. A passive charge automatically gains 2 CP each turn and has a representation listed on the Battlefield, and if that representation is destroyed or otherwise interfered with, the charge will no longer progress automatically until that representation has been rebuilt. Such disruptions can also cause a loss of progress. In addition, players can manually funnel CP to boost the progress of passive charges. You cannot use a passive charge just to gain free CP - it must be an explicit Battlefield effect. In addition, you must PM me the details, including flavor, of a passive charge, and a passive charge will have an explicit "builder entity" or other Battlefield presence associated with it so players can figure out how to disrupt it. An example of a passive charge would be “meanwhile, back at my home base, my minions begin building a GIANT DEATH MECHA,” while the corresponding active charge would be “I begin building a GIANT DEATH MECHA directly on the Battlefield!”Entities are NPCs who are the bread and butter of Battlefield combat, serving a faction or advancing their own agenda. Player-controlled entities serve a vital purpose in the game: in addition to diverting attention from the players, they also play a major role in furthering the story of the game, and the wider war going on beyond the Battlefield. Each entity acts during the End of Turn Battle (or EoTB, for short), in a set order: usually it’s Hostiles, AG, AG allies, Neutral, PG, PG allies, and finally the Godmodder. However, if a zone is dominated by a certain faction, that faction will have "home field advantage" and will act first in the turn order. Turn order is reflected by the order that entities appear in the EoTB. Summoned entities can be whatever you desire: characters from pop culture, original creations, you name it. All entities are defined by their stats and mechanics, with more CP invested in an entity resulting in better stats or more powerful abilities. You have incredible freedom in designing your entities, with you being able to use almost any mechanic as long as it is bound by the CP invested into it.Unlike in most DTG games that take place on a single Battlefield, the Godmodding War of MSPAradox takes place in multiple zones both on Skaia and in the rest of the Incipisphere. Each zone is represented as a “Point of Interest” on a map of either Skaia or the Incipisphere, with players and entities being able to move between Points of Interest. Points of Interest are separated by a Distance value which determines how far away they are from each other and how hard it is to attack entities in one Point of Interest from another Point of Interest. Distance, along with the derived entity stats of Range and Speed are measured in integer increments. In the "List of Detailed Rules" spoiler, below the official detailed rules list, I have provided a table for what integer Distance values represent. Players have 10 Distance of free movement and 12 Distance of movement with one action by default, with them being able to move an extra 3 Distance per CP or additional action spent.In addition to Points of Interest spawned by the game’s story, players can create their own Points of Interest in a similar fashion to the creation of the Shadows Complex or Garden of Eden in DTG2. However, it’s worth noting that only Points of Interest known to all of the factions are shown on the map, meaning that there are many more potential locations, such as potential dungeons that can contain precious loot, that are not shown. This is why exploration is a valid activity that can have great yields for players, especially in the more dangerous areas of Skaia and the Veil. Players can even leave the Incipisphere entirely and venture out into the vast realm of Paradox Space, allowing them to discover new civilizations and recruit potential allies through sidequesting. As a note, a dedicated explorer should alchemize or summon a vehicle, as manual travel between Points of Interest, especially outside of Skaia, can be time-intensive. Finally, the Veil and other locations are home to special resources that the players can gather, which are explained in the next section. All Points of Interest have an associated Threat Level, which reflects the default chance of encountering random entities or interference if you choose to stay in the Point of Interest. The Threat Level scale goes from 1 to 5. Threat Level 1 will mean that no threats except for major story events will regularly appear, Threat Level 2 means the occasional wandering monster, saboteur, or hostile soldier will appear. Threat Level 3 means groups of weak enemies will appear, with a small chance of further escalation. Threat Level 4 means an additional chance of encountering more dangerous enemies as well as the potential for escalation. Finally, Threat Level 5 Points of Interest are filled with highly dangerous enemies, and it is not recommended to stay for long.If you want some equipment to give your standard actions an extra punch, you can make use of a familiar device: the Alchemiter. It allows its users to combine two or more items together to produce stronger items with unique abilities. There are basic two ways to combine items: the && function and 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.Alchemies can be used in actions to boost their power. By default, they provide a boost equal to Level / 5 CP (worth Level * 1,000 damage), but some provide other effects. You can only use one Alchemy (plus one Consumable Alchemy) to boost each action, but if you spend multiple actions or CP doing something, you can use one Alchemy per action or CP, to a maximum of 3 (plus 3 Consumable) Alchemies. Like actions, using the same alchemy repeatedly will lead to it being weakened by the Curse of Repetitiveness, so it can be useful to have multiple on hand. Alchemies are shared across all of your characters.All alchemies, regardless of level, require an amount of Build Grist equal to Level^2 * 3,000, There is no hard level cap, but high-level alchemies may be difficult to afford. In addition, alchemies of level 5 or higher require (Lv. - 5) * 10,000 Precious Grist to alchemize. Consumable alchemies such as potions or grenades and alchemies which cannot be used on their own such as materials cost 1/10th the Grist of a normal alchemy of their level.Quick reference sheet for alchemy costs:Grist can be gathered by defeating enemies and completing objectives and sidequests. Normal enemies drop an amount of grist equal to their maximum HP + an equivalent value of their other defensive stats (Dodge, DR, etc.) in Build Grist upon defeat. Precious Grist is usually reserved for drops from bosses and minibosses and for quest rewards. Larger enemies share their Grist rewards among those who killed them. Each player has their own Grist inventory, but just like Charge Points, Grist is shared across all of a player’s characters and can be traded between players that are in the same zone.The Alchemiter can be upgraded with extensions that add new functionality to it, usually allowing players to convert their alchemies into a different form. These are the extensions that have been installed:The Holopad is a standard SBURB extension that allows you to preview alchemies without actually making them. Previewed alchemies can then be alchemized at a later date. To use the holopad, say “I preview [Alchemy formula]”. For example, “I preview Hammer && Green Slime Ghost Pogo Ride“ would yield “Pogo Hammer” as normal, but you wouldn’t actually spend any grist or obtain a Pogo Hammer. However, you would now know that that combination yields a Pogo Hammer and would be able to simply say “I alchemize a Pogo Hammer” to create it.(though actually alchemizing the previewed items still does), but you are limited to 3 previews per turn to keep GM workload reasonable.SCP-914 is a complex clockwork device that lets players transform alchemies without combining them with new ingredients and recycle old alchemies for Grist. It has five settings:The first setting, Coarse, will consume an alchemy and refund you its full Grist cost, letting you “recycle” items.as long as you have alchemiter access.The second setting, Rough, will produce an alchemy one level lower than the input.The third setting, 1/1, will produce a random alchemy of similar theme and level.The fourth setting, Fine, will produce an alchemy of 1 level higher than the input.The fifth setting, Very Fine, will produce an alchemy of 1 level higher than the input, but with the power of an item 3 levels higher.To use SCP-914, say "I alchemize [Item] >[Setting]". You may optionally decide to consume alchemies used as input on non-Coarse settings. If you do, you will be refunded the grist cost of those alchemies (or the refund will be used to reduce the grist cost of alchemization).The Enlarger is a standard SBURB extension that lets you create smaller or larger versions of alchemies. A larger alchemy is 2 levels more while a smaller alchemy is 2 levels less. To use the Enlarger, say "I alchemize [Item or formula] -O Shrink" or "I alchemize [Item or formula] -O Enlarge." You may optionally decide to consume any alchemies used as input. If you do, you will be refunded the grist cost of those alchemies.The Loom allows players to convert items into clothing or armor alchemies. It has two settings: Decorative and Functional. The Decorative setting creates new Lv. 0 clothing alchemies with no abilities. It costs no grist and takes no actions, instead counting towards the 3 alchemy preview per turn limit. The Functional setting creates wearable alchemies with normal alchemy levels and abilities, either out of ingredients or out of non-wearable alchemies. To create a decorative alchemy, say "I alchemize [Item or formula] ~~~ Decorative." To convert an item into a wearable alchemy, say "I alchemize [Item or formula] ~~~ Functional." You may optionally decide to consume any alchemies used as input for the Functional setting. If you do, you will be refunded the grist cost of those alchemies. On either setting, you can specify a type of clothing for the output, for example “Three in the Morning Dress ~~~ Loom [Decorative] (Suit)” to get a Three in the Morning Suit.The Potion Mixer is an extension that combines the functionality of the Brewing Stand and Dune Rotary Potion Mixer from DTG2. It allows the player to brew and upgrade consumable potions. To use the Potion Mixer, combine one or more ingredients and optionally a preexisting potion. A Potion’s Lv. will usually be equal to the number of ingredients brewed, but if you use ingredients which have alchemy levels of their own (including other Potions), their level will be added to the final Potion’s. You may optionally consume such ingredients. If you do, their cost will be deducted from the final cost of the Potion. To brew or upgrade a Potion, say “I alchemize [Potion] OOO [Ingredient] + [Optional Additional Ingredient(s)]”. If you are creating a new Potion, use some sort of potion base like an Awkward Potion for [Potion].The Garage is an extension that allows the user to alchemize vehicle entities for personal transportation and escort. It has two functions: Alchemizing vehicle parts, and combining them into vehicles. To alchemize a vehicle part, say “I alchemize [Item or formula] -c Garage”. Vehicle parts cost as much as consumable alchemies. You may optionally decide to consume any alchemies used as input for this setting. If you do, you will be refunded the grist cost of those alchemies. To combine parts into a Vehicle, say “I alchemize [Vehicle parts] -c [Vehicle],” where [Vehicle] is either an existing Vehicle you’re upgrading or the name of a new Vehicle you’re creating. Vehicle entities have stats worth an amount of CP equal to their alchemy Level, which is the sum of the Levels of all parts they’re created out of. Stats are relatively freeform, but should make sense given the vehicle’s parts. If a Vehicle entity on the Battlefield is destroyed, it splits back into its constituent parts, all of which become Broken . A Broken Vehicle alchemy can be repaired for the cost of a consumable alchemy of its Level *as a free action*, as in “[Broken Vehicle Part] -c Garage”.The Robotics Workshop is an extension that functions exactly like the Garage, except that it is used to create robot entities instead of vehicles. The operator is =c instead of -c.The Charger is an experimental device that allows players to convert Build or Precious Grist into CP in a pinch.only access to an Alchemiter. Each CP costs 10,000 Build Grist or 1,000 Precious Grist.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. Each CP spent on an entity summon is worth 5,000 XP, and XP can also be awarded for major accomplishments or shenanigans. Gaining XP allows a player to advance up the Echeladder, granting them access to three kinds of special abilities: Battle Techniques, Combat Operandi, and Comb Raves.Battle Techniques are special abilities unique to each player that can be used to augment their actions. Techniques are grouped in lines of increasing power that are gradually unlocked, with each line consisting of a Lv. 1, Lv. 2, Lv. 5 and Lv. 10 version of the Battle Technique, producing an effect worth approximately +1, +3, +6 and +10 effective CP on top of the base action respectively (or more if they're situational in their use.) Battle Techniques require Vim to use: Each player gains 2 Vim each turn, to a maximum of 10, and their Vim Meter is shared among all their player characters. A player's Vim is capped at 10 and regenerates by 2 each turn Optional: if a player does not use a Battle Technique on that turn. A Lv. 1/Lv. 2/Lv. 5/Lv. 10 Battle Technique costs 2/4/6/8 Vim.Combat Operandis are powerful standalone actions that are worth 20 CP Combat Operandis require the expenditure of 4 rare Sacred Items and 10 Vim to use, but their impacts are far larger than Battle Techniques can accomplish. Sacred Items, like Grist, can be gathered manually but is also gained upon defeating powerful enemies or completing sidequests, and a player has a cap of 20 Sacred Items in their inventory.Finally, during the endgame, Level 10 players will be able to unleash a unique personal Limit Break called a Comb Rave. Each player can only use their Comb Rave once in the game, but its effects will be able to completely reshape a battle. Comb Raves use a meter filled by dealing damage and shared across all players, so you'll need to coordinate to decide who gets to use each rave.Each Echeladder rung requires more XP to reach than the previous one, and has a custom name chosen by the player. Upon ascending to the next rung of the Echeladder, a player’s XP resets to 0.Sometimes, the members of one or more factions in the main updates or the participants of a sidequest will be presented with a decision that will have major consequences. This decision will take the form of a vote done in the standard quest format, with the queried players voting by writing "[X]", followed by their selection. I will present a list of possible choices that players will have to copy-paste, because any votes that are not done in this standard format will not be counted.Certain shenanigans, such as those involving improbability or paradoxes, have the chance of triggering a Chaos Roll, an event with highly variable random effects that takes inspiration from DefTG's Entropic Paradox Rolls system but has a very different implementation. A Chaos Roll will usually involve the roll of a D10000 (but can use a different die depending on the circumstances), with higher numbers granting more positive effects for the roller and their faction and lower numbers granting more negative effects. Chaos Rolls can have different flavor text (e.g. "Improbability Roll" in addition to the existing "Paradox Roll") depending upon their cause, thus making them a flexible mechanic, and the roll can have a modifier attached to it. Unlike in DefTG, the rolls will be truly neutral instead of being rigged towards negative results, with the following table being used:Projects are long-term, undertakings that multiple players can collaborate on to gain a permanent benefit, summon a major entity, find a way to counteract or neutralize a major enemy force, or accomplish some other goal of usually game-changing proportions. Projects can have many different means of advancement, usually determined by the GM, which can involve donating Resources or Grist, or performing sidequest-like actions. Some Projects are faction-exclusive, but others are open to players of two or even all three factions.In order to create larger entities cheaply, players can make use of collectible resources. Resources are either harvested from the environment by players and player entities or found as a reward on some sidequests, and can be expended to help summon entities or perform large actions just like CP, with one unit of a resource being equal to 1 CP. However, different resources are good at doing different things, and some resources come with drawbacks that must be managed. The three primary valuable resources in the Incipisphere are Monochromium, Rainbow Matter, and Element Zero:Beyond those main three, players can also search for any other resources they want, from mining diamonds to tapping lands for mana. Like most actions, creative methods of resource extraction will yield larger returns, and creative applications of resources can allow you to use them for things beyond what they’re normally be capable of.