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#this isn't even my final form
prokopetz · 8 months
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Your long and arduous journey has led you to this, the final confrontation. You thought you knew what to expect, but just as you struck the final blow, your ultimate foe's eyes gleamed with unnatural light as they proclaimed…
THIS ISN'T EVEN MY FINAL FORM
A game for 4–6 players
Introduction
This Isn't Even My Final Form is a GMless tactical minigame for 4–6 players. You'll take on the roles of a party of heroic adventurers nearing the end of a world-spanning quest to defeat a great evil, the Final Boss. Unfortunately for them, each time they think they've won, the Final Boss assumes a new, even more horrifying form, and the struggle begins anew. Is there any end to this conflict? There's only one way to find out!
What You'll Need
This Isn't Even My Final Form requires a dozen six-sided dice, as well as a way of keeping track of a few important numbers – a shared text document or some scrap paper will suffice.
Update 2023-10-30: Print-and-play card decks are available here:
http://penguinking.com/this-isnt-even-my-final-form/
Character Creation
Choose two of the following actions to be your Party Member's Class Actions: Strike, Heal, Buff, Debuff. If you'd rather determine this randomly, roll on the following table.
1. Strike, Heal 2. Strike, Buff 3. Strike, Debuff 4. Heal, Buff 5. Heal, Debuff 6. Buff, Debuff
Give your Party Member's Class a name which suits your Class Actions. Also give your Party Member a name; it is traditional but not obligatory for your Party Member's name to have exactly five letters.
Playing the Game
Play is divided into a series of Phases. During each Phase, one player takes on the role of the Final Boss. That player's Party Member does not participate in this Phase; they're trapped, lost, incapacitated, or otherwise separated from the party or unable to act for the duration of the Phase. All other players take on the roles of their Party Members.
The Final Boss player's first order of business is to describe what the current Phase looks like. The Final Boss player can roll 1–3 times on the following table (re-rolling duplicates) to decide on a theme, or use it as inspiration for their own theme. To use this table, roll a six-sided die twice, treating the first roll as the "tens" place and the second roll as the "ones" place, yielding a number in the range from 11 to 66.
11. Beasts 12. Bells 13. Blood 14. Bones 15. Chains 16. Chaos 21. Cubes 22. Eyes 23. Fire 24. Flowers 25. Food 26. Games 31. Gears 32. Glass 33. Gold 34. Hands 35. Holes 36. Ice 41. Iron 42. Light 43. Mazes 44. Meat 45. Mirrors 46. Music 51. Orbs 52. Order 53. Plague 54. Shadow 55. Slime 56. Space 61. Spikes 62. Teeth 63. Time 64. Trees 65. Weapons 66. Wings
Once the Phase has been defined, set the party's Momentum to zero. Momentum is a value which will increase or decrease over the course of the Phase; it has a minimum value of zero, and no particular upper limit.
Play proceeds in a series of rounds, as follows.
The Final Boss Attacks
The Final Boss always goes first in each round. Roll one die:
1–3: The Final Boss chooses one of the following actions. 4–5: The Final Boss chooses two of the following actions. You may not target the same Party Member twice; however, you may use the same action on two different Party Members if you wish. 6: The Final Boss does nothing this round. On its turn next round, it does not roll and instead uses its Ultimate Attack.
Wound: Inflict the Critical Condition on a single Party Member. If the chosen Party Member already has the Critical Condition, it's replaced with the Down Condition and the party loses one Momentum.
Imprecate: Inflict the Cursed Condition on a single Party Member.
Envenom: Inflict the Poisoned Condition on a single Party Member.
Bewilder: Inflict the Confused Condition on a single Party Member.
Counter: If you're targeted by the Strike or Debuff actions this round, after resolving that action, perform the Wound action on the Party Member who targeted you. You may counter any number of actions in this way.
Dispel: Remove the Buffed and Protected Conditions from any number of Party Members.
Enrage: The Final Boss rolls two dice and takes the better result on its next action. The party may cancel this benefit with a successful Debuff action; doing so removes the extra die instead of forcing the Final Boss to roll twice and take the lower result.
Ultimate Attack: This action can only be chosen by rolling a 6 during the previous round. When the Final Boss uses this action, choose Cursed, Poisoned, or Confused: you may perform the Wound action AND inflict the chosen Condition upon any number of Party Members, in that order. (i.e., Wound each targeted Party Member, THEN Curse/Confuse/Poison any who remain standing.)
The Final Boss player describes the outcome of the chosen action(s) in as much or as little detail as they like; control then passes to the other players.
The Party Acts
After the Final Boss has attacked, each Party Member who doesn't have the Down condition chooses one of the following actions, in any order the players wish. After choosing any action other than Defend, the player rolls their dice pool, which is a handful of six-sided dice constructed as follows:
Start with a number of dice equal to the party's current Momentum (initially zero, though it will grow over the course of the Phase)
Add one die if you're performing one of your Party Member's Class Actions
Add one die if your Party Member currently has the Buffed Condition
Add one die if your Party Member currently has the Critical Condition
Roll all of the dice together, and find the highest result. Ties for the highest result have no special significance; for example, if you rolled four dice and got 1, 3, 5 and 5, your result is 5. If you'd ever end up with zero or fewer dice for any reason – either because your dice pool was empty to begin with, or because some effect obliged you to discard every die you rolled – you receive an automatic result of 1.
If an action requires you to target a specific Party Member or make other choices, you can wait and see the result of your roll before making those decisions.
Strike: You attack the Final Boss. Roll your dice pool:
1–3: Nothing happens – either the attack misses, or the Final Boss turns out to be immune to whatever you just did. 4–5: The attack strikes true. The party gains one Momentum. 6: Critical hit! The party gains two Momentum.
Special: If you roll triples or better (i.e., at least three of the same number) on a Strike action, the Final Boss' current Phase is defeated, and you move on to the next Phase. It doesn't matter what number comes up triples.
Heal: You attempt to restore the party's strength. Roll your dice pool:
1–3: You may remove the Critical Condition from a single Party Member. If no Party Member has the Critical Condition, nothing happens. 4–5: You may remove the Critical Condition from any number of party members OR you may remove the Down Condition from a single Party Member. 6: You may remove the Critical and Down Conditions from any number of party members.
Buff: You attempt to bolster a party member. Roll your dice pool:
1–3: You may grant the Buffed Condition to a single Party Member OR remove a Condition of your choice other than Critical or Down from a single Party Member. 4–5: You may grant the Buffed Condition to a single Party Member AND remove a Condition of your choice other than Critical or Down from that Party Member, if they have one. 6: You may grant the Buffed Condition OR remove a Condition of your choice other than Critical or Down to any number of Party Members. You may choose a different option for each targeted Party Member.
Debuff: You attempt to weaken the Final Boss. Roll your dice pool:
1-3: Nothing happens – it turns out the Final Boss was immune to that effect. 4–5: The Final Boss rolls two dice and takes the lower result on its next action. 6: The Final Boss rolls two dice and takes the lower result on its next action AND the party gains one Momentum.
Defend: You may grant the Protected condition to a Party Member of your choice. Do not roll.
Based on the outcome of your roll (if applicable), describe the outcome of your action in as much or as little detail as you wish.
Once each Party Member has acted, return to "The Final Boss Attacks" to begin the next round.
Ending the Phase
As noted above, rolling triples or better on a Strike action results in the immediate defeat of the current Phase. Alternatively, if all Party Members simultaneously have the Down Condition, the Final Boss player's Party Member suddenly breaks free or arrives on the scene and rescues everyone in a stunning deus ex machina; this also ends the Phase, but does not count as defeating it.
In either case, reset the party's momentum to zero, remove all Conditions, and move on to the next Phase. The role of the Final Boss passes to a different player, with preference given to those who haven't yet had a chance to be the Final Boss; the previous Final Boss player resumes playing their Party Member.
Continue until the party has defeated a number of Phases at least equal to the number of players, or until mutual agreement has been reached that all this has gone on quite long enough.
Conditions
Some actions can impose Conditions upon the individual Party Members. Conditions can be positive or negative, and last until specific conditions for their removal are met.
Buffed: Your strength has been boosted. When rolling your dice pool, you roll one extra die.
Confused: You've lost your wits. When the party acts, your action is determined by rolling a d6 – 1: Strike; 2: Heal; 3: Buff; 4: Debuff; 5: Defend; 6: do nothing this round AND remove this Condition. This Condition is also removed if you gain the Critical Condition while under its effects. You may choose targets normally if the rolled action requires them. Confused Party Members always act before their un-Confused peers; if there are multiple Confused Party Members, the Final Boss decides the order in which they act.
Critical: You are badly wounded. Desperation lends strength, and so this Condition adds one extra die to your dice pools; however, if you suffer the Critical Condition a second time, it becomes the Down Condition instead.
Cursed: You've been afflicted with misfortune. Discard your highest result after rolling your dice pool, but before applying your chosen action's effects. If there's a tie for the highest result, discard all of them; for example, if you roll four dice while Cursed and get 1, 3, 5 and 5, your result is 3. If the Condition causes you to discard your only set of triples of better on a Strike action, the Phase does not end.
Down: You are incapacitated by injury or foul enchantment. When the party acts, you may not choose an action; your action remains lost even if this Condition is removed before the end of the round. When you gain this Condition, remove all other Conditions, and the party loses one Momentum. (This is not in addition to the Momentum loss noted by effects which inflict this Condition – those are just reminders.) You may not gain other Conditions while this one persists.
Poisoned: You're afflicted by a poison, plague, or death-curse. If you have the Poisoned Condition after resolving your action for the round, you gain the Critical Condition. If you already have the Critical Condition, you instead gain the Down Condition, and the party loses one Momentum.
Protected: The next time you would gain any Condition other than Buffed, remove this Condition instead. You also remove this Condition if you take any action other than Defend on your turn.
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eldritchpuppygirl · 9 months
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august may have been an absolute fucking nightmarish hellzone for me mentally, but at least i emerge from it looking really fucking hot
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battlegay · 1 year
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Please excuse the thirst trap my but in this so g good im so cute its unreal
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opaleyedprince · 5 months
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over the past two weeks i've metamorphosed into the dad from coraline but instead of writing about plants i'm just working on fic
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cryoflovver · 2 years
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i can be ur angle or ur devil
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dizzyhslightlyvoided · 8 months
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Heh heh heh heh ... you fool! I haven't even begun to function badly! My brain can work so much worse than this ...!
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theotherwesley · 10 months
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lastoneout · 10 months
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Been helping my fiance get the house ready for any potential flooding/power outages due to Hilary and he looked at me and was like "wow you're really good at this, like you know all the stuff to do" and I was like "haha thanks! it's bcs I grew up in a place with loads of tornados and floods, plus years of coping with my debilitating anxiety by learning everything I can about what to do in disaster situations" cuz like, that thing about anxious people being better in catastrophes might not true for all of us, but it sure as shit is true for me.
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redrockbutch · 5 months
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JUST FOUND OUT MY VOCAL RANGE HAS DEEPENED AND I CAN SING THE LOWER VERSES OF SMALLTOWN BOY
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kikyosartstuffs · 1 year
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Bulma is nearly done but i love her so much!!! If all goes well, she'll be ready for Patreon as soon as tomorrow, then onto the emote <3
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If you'd like to see our stuffs, check us out at
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detectivekirby · 1 year
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Main character: What?! How can this bad turn of events be possible?
Me: Well, let's see. Episodes are an hour long, and we still have one left.
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lurinym · 1 year
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concept: what if what if bug girl had powerup stages like a videogame boss or dragon ball z character
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kay-kay-is-kray-kray · 11 months
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Twst tumblr I am so sorry.
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pharawee · 9 months
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New friend in progress.
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Vegetta heard that some members of the server are scared of him and he was like "Why? I'm not even a tryhard, I was the last person to get slime armor" and I'm like... Vegetta people are already scared of you, WHY would you respond to that with "But this isn't even 1% of my true power''
#i talk#qsmp talk#Vegetta be like ''This isn't even my final form''#Vegetta be like ''well if you're going to be scared of me at least let me give you a good reason for it /pos'' lmao#It's always so baffling to me (as a KarmaIand fan) seeing how Vegetta's depicted in Fool/igetta fanworks#because the way people often depict Foolish as this incredibly powerful demigod (only sometimes incorporating his actual personality / lore#is how people depicted Vegetta (minus the ''we're disregarding his personality'' part that sometimes happens) in Karmaland#Like it's almost a perfect reverse uno in terms of how people depict Vegetta in KarmaIand vs Q.S.M.P#I'm not mad about it or anything I'm just genuinely amused by how people manage to underestimate him and STILL are afraid of him#like oh honey....... whatever Foolish's ties to immortality and godhood are pale in comparison to Vegetta's#(This is nothing against Foolish BTW his lore on the previous server was fun and I'm bitter we never got to see more of it)#(The entire death totem thing was sick and also the concept of totem gods is so interesting)#The way Vegetta is depicted in Karmaland is very strange#he seems like a being (not necessarily a god but definitely something powerful)#who made their world then stepped back so he could be a part of it#So even though he respects the guidance of elders like Merlon#(to some degree)#and talks about the ''gods'' (admins) as higher powers#the world still bows to him#and that includes the QSMP world#realistically we know this is because every single admin adores Vegetta and grew up with him#but we're looking at this through a lore lense#I can get into this more later - I feel like I should elaborate on my thoughts here and add some canon backing to explain myself a bit more#but you get the jist#Me: let's post a silly little thought about the minecraft series I'm watching#Also me: LET ME CITE MY SOURCES -#Listen man you can't unlearn some things#I'm a professional writer it's in my nature
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