Universal Godmode Rules
Last Updated: February 7th 2022
Update Changes: first iteration
Godmode/Godmoding: Godmode is the act whereby a Character performs an action or reaches a state which they shouldn't or couldn't perform or attain through the intended mechanics of the Roleplay. This usually comes down to a Character being too powerful, invulnerable or too knowledgeable than it otherwise accepted. Godmode and cheating are closely correlated, yet distinct modes of play.
Godmode can be classed into two categories of severity:
- Minor Godmode: if the act of Godmoding does not break the game, does not cause the other side to irrevocably lose or avoids near-certain defeat, it is considered Minor Godmode. In many cases it suffices to only make note of it and carry on without disrupting the Roleplay too much.
- Severe Godmode: if the act of Godmoding brings undue advantage to the side of the transgressor, which cannot be repaired without the deletion/complete alteration of the post or changing of the profile, it is severe Godmode. In these cases, the Unit Leader or a Game Master may assess the situation and take appropriate steps.
1 Controlling Another's Character
The Player takes control of the character of another player or assumes the reaction of another player's character to the own character's actions. Even if the difference in power between two characters is hopelessly overwhelming, no reaction from the other side may be assumed; you must always let the other player act out their character's part, even if what's going to happen is obvious.
- 1.1 Exception: you may build in limited clauses, assuming a reaction may occur and explaining what then might happen if the other player choses to do that. This is done to clarify the possible effects of attacks and abilities so that there is no mistake in how they work.
This is minor Godmode if it occurred due to poor sentence build, spelling or grammatical errors, which may be clarified in-person or through an edit. It is always severe Godmode if the effect on the other character is also mentioned.
2 Overpowered State
The Character exhibits more power than is fairly or logically allotted to that Character based on their rank and historical achievements (for instance, earned XP). It depends on the level of the Character when an Overpowered State is achieved. As a rule of thumb, an equal level Character cannot irrevocably defeat other Characters of the same level in all cases. The following levels are discerned to gauge this by:
- Level 1: 20th to 9th Seat, Número, Soldat (first release only)
- Level 2: 8th Seat to Fukutaichou, Fracción (second release possible)
- Level 3: Taichou, Espada, Sternritter
Within these Levels, a Character may grow through historical achievement. This can mean earning XP which results in greater a diversity, thus more options, within their Level. It can also mean successfully Roleplaying to unlock their Releases. Growth of wrought power within a level must be limited and well regulated.
- 2.1 Inclusion: not acting out the proper difference in power when the opponent Character is much more powerful than yours. Be careful with not taking hits, minimizing or shrugging off damage if there is a gap in power.
- 2.2 Exception: "unfortunate match-ups" where one Character legitimately happens to have the perfect counter to another Characters powers & abilities through no fault of the offending Player. This does not mean a Character may be created with this as a universal truism coming into existence (in other words you can't create a Character who is an unfortunate match-up for everyone else).
- 2.3 Exception: at the sacrifice of one thing, the Character can become more powerful than is normal for their class in another thing.
3 Automatic Hits
An ability, state or stack of abilities which would cause a hit to be logically impossible and would constitute Controlling Another's Character, even if the Player does not expressly mention the other Player's Character's being affected. This mostly concerns abilities like inescapable area effects, single abilities or stacks of abilities which make escape logically impossible and "damage reflection" abilities.
- 3.1 Exception: abilities or states which are logically escapable but which aren't practically escapable for the opponent in question is NOT an Automatic Hit, e.g. an opponent with a much slower or weaker character cannot claim Automatic Hit if they're facing a much faster and/or more powerful Character.
- 3.2 Exception: Area Effect abilities which are either small enough to be logically avoidable or weak enough to be endured by a Character of a similar level. This largely depends on the Character's power and investment in that Area Effect ability, see Overpowered State.
4 Meta-Gaming
Using our out-of-character "real life world" to steer a Character's decisions and actions where the Character could not have possibly divined said knowledge on their own, in their universe or appear where they did without traversing the distance.
- 4.1 Inclusion: Available in-universe knowledge but which the Character does not have access too. (Example: an Arrancar claiming to know a Shinigami's powers, who has used them, but without bearing witness or at least having heard about it from others)
- 4.2 Exception: legitimate divination through induction, deduction, sensory input (natural or supernatural) and through Character specific Powers & Abilities which do not result in an Overpowered State.
- 5.1 Exception: legitimately attained defensive capabilities brought against a weaker or slower opponent.
- 6.1 Exception: If you've acted out all of your maneuvering in a Roleplay, starting from an unengaged and unengaging position, and no one reacted to you, your next move is never a Gambit.
Gaunter was hiding behind Sue, with his Bankai activated. He swiped his axe horizontally, unleashing a wide torrent of ice.
- Attack
- Defend/Evade an attack
- Advance and attack
- Defend and move away
- Defend and attack
Any additional movements you make outside of these 5 cases, you are likely looking at multiple posts to setup, each time giving your opponent the possibility to react. Some, more complicated attacks require more time as well. If you are not engaged in close combat, you may add 1 more quick move to your post.