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3%% Zero-context examples are not allowed on wiki pages; all such examples have been commented out.
4%% Please add proper context before uncommenting them -- a good example should explain *how* it's an example.
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6%% All tropes in a list should be at the same level of indentation in alphabetical order.
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11[[quoteright:288:https://static.tvtropes.org/pmwiki/pub/images/2ie9agrzan9mipwfwegdkljvmbtmrcsvqeknbsyebtq.png]]
12
13->''"No, dude, it's okay. The floating deer head said dying on that rock will give me superpowers."''
14-->-- Quote from a typical SBURB session, by [[https://www.reddit.com/r/RPGStuck/comments/5rxvlp/whose_turn_is_it_anyways_week_5/ddb0tdw/ silverleaf2431]]''.
15
16''[=RPGStuck=]'' is a heavily modified variant of the fifth edition of ''TabletopGame/DungeonsAndDragons'' based on the webcomic ''Webcomic/{{Homestuck}}''. Unlike most tabletop [=RPGs=], it operates on Website/{{Reddit}} and Discord, using [[PlayByPostGame comment sections]] to play the game. The system is aimed at creating stories of [[TheMostDangerousVideoGame Sburb]] sessions [[HilarityEnsues and its players' hijinks]].
17
18Despite using Sburb as a baseline for the campaigns, most Dungeon Masters ([=DMs=]) have [[AdaptationalExpansion expanded upon the lore surrounding it,]] or even [[AlternateContinuity altered aspects of the official canon.]]
19
20The current rulesets can be found [[https://docs.google.com/document/d/1vzUpuu7YcN0_vJasWXIvn_lNQCHMQf17waUlYTAXUBM/edit here (3e)]] and [[https://docs.google.com/document/d/1JtJwN3q-6jGDWcLQfwjh9cbTktxTqWPgLkTkFjcngGk/edit here (2.5e)]].
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22There are five official campaigns, with the fifth having started on October 12, 2019. The subreddit for it can be found [[https://www.reddit.com/r/RPGStuck_C5/comments/dh5cx1/c5_session_announcements/ here.]] However, provided that the rules of [[https://www.reddit.com/r/RPGStuck/ the main subreddit]] are followed, anyone can start their own "session".
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24This article talks about the rules itself. For the plot of the official campaigns, go to the Recaps page.
25
26----
27[[foldercontrol]]
28!! The game provides examples of:
29
30[[folder:The Game In General]]
31%%* BittersweetEnding: What usually happens.
32%%* CameBackStrong: The [[OurVampiresAreDifferent Rainbowdrinker]] racial bonus and the [[AscendToAHigherPlaneOfExistence God Tier]] mechanic is this.%%How are they examples?
33* CastCalculus: Most sessions involve between four to twelve players, with only a few exceptions.
34%%* CastFullOfCrazy: It is a ''Webcomic/{{Homestuck}}'' roleplay, after all.%%And?
35* ColonyDrop: A necessity for most sessions. The first segment of the session requires that the player enters into the Medium quickly so that they won't be killed when the meteor shower of the Reckoning destroys the world.
36* DualWorldGameplay: Each player normally has a waking self and a dreamself. The waking self deals with the typical adventures, the dreamself often explores and deals with moon plots in lieu of combat.
37* DumpStat: Required, with the starting array.
38* EarlyGameHell: It often takes several levels before a character is really able to function beyond hitting the enemy over and over. Typically levels 7-9[[labelnote:*]]when Proficiency becomes 2, a character earns their Specialization, and a character earns their third Path Feature, respectively[[/labelnote]] mark the upswing in 2e, or levels 5 or 10[[labelnote:*]]when a character receives their first or second Feat[[/labelnote]] in 1e.
39* EmptyLevels: Aside from advancing your [[TheSixStats Ability Scores]], most levels in either edition don't offer anything special.
40%%** Averted as of 3rd Edition.%%How?
41* EstablishingCharacterMoment: This is the purpose of Day 0, most of the time.
42* FirstContact: Any session that includes both humans and trolls will typically need to experience this at some point.
43* FourLinesAllWaiting: There can be up to twelve players in a single session, and each one starts the game alone before they might eventually group up. Sessions of up to twenty-four players have been seen, though [[AwesomeButImpractical these fall apart quickly]].
44* GodSaveUsFromTheQueen: The Black Queen counts as this fairly often.
45%%* HappyEnding: The ideal ending to a session.
46* HyperspaceArsenal: Almost every character has the capability to carry an inhuman amount of stuff of any size, and only equipped items are visible, this can be averted by giving limitations to the inventory, but the base inventory is always subjected to this trope.
47* ImprovisedWeapon: A character can fight using literally anything, albeit [[JokeWeapon sometimes ineffectively]] -- and sometimes [[LethalJokeWeapon very]] effectively.
48* InterspeciesRomance: Considering the availability of both humans and trolls to players, this is far from unheard of.
49%%* KillItWithFire: The standard solution for battling 1e Liches or any other psionic enemy. The optimal solution for battling Ice Revenants and Lich Guards in 2e.
50* MagicallyIneptFighter: Humans and highblooded trolls are terrible at psionics, but have increased stats to make up for it.
51* MagicKnight: Minor Psions are versatile, having the ability to effectively use both psionics and weapon attacks.
52* MassiveRaceSelection: Or perhaps Massive Blood-Color Selection. While the game uses two of ''Homestuck''[='s=] prominent races (trolls and humans), the troll hemospectrum is counted as twelve different races, each with different racial bonuses. This is expanded in [[SerialEscalation 3rd Edition]], where every caste has at least two choices, with humans having four different racials to choose from. Future updates have promised even more.
53* OrphanedSeries: Happens unfortunately often when sessions shrink down to unsustainable levels.
54* PsychicPowers: An equivalent to magic in other systems, psionics fulfills many of the functions of magic.
55* RestingRecovery: Taking an extended rest allows characters to fully recharge their HP.
56* TheSixStats: Somewhat of a given, seeing as the system was originally based off of TabletopGame/DungeonsAndDragons 5e.
57[[/folder]]
58
59[[folder:1st Edition Rules]]
60* AwesomeButImpractical: The [[{{BFG}} Harpoon Gun]] specibus has the highest damage in the game, at 3d8 per weapon tier. This means that at full strength, a Harpoon Gun does ''[[LudicrousGibs 30d8 damage]]''. However, taking two standard actions to reload after firing it only once means its actual damage per turn is still somewhat below average.
61* FighterMageThief: [[MightyGlacier Strength]], [[SquishyWizard Intelligence]], and [[TheSneakyGuy Dexterity]] builds, respectively.
62* LinearWarriorsQuadraticWizards: Psions in 1e have the ability to vastly increase both the strength of their attacks, as well as the rate at which they can repeat those attacks between waiting for their {{Mana}} to recharge. Eventually this reaches a point of being able to perpetually throw massive attacks that completely blow martial fighters out of the water.
63* {{Mana}}: Psionic power points work like this, being a renewable resource used to augment psionic powers to different power levels with every cast.
64* OneStatToRuleThemAll: Dexterity, for martial characters. Intelligence for [[SquishyWizard Psions]].
65* SquishyWizard: Major Psions lose access to non-light armour, and have a significant penalty to Constitution.
66[[/folder]]
67
68[[folder:2nd Edition Rules]]
69%%* AirborneMook: The canon Titachnids, along with new ones like [[FeatheredFiend Harpies]] and the [[DisabilitySuperpower Proteus]].
70* AfterCombatRecovery: Vitality Gel restores a tiny bit of hit points after each combat.
71* AnAdventurerIsYou: The Pillars are this, albeit loosely.
72** Sentinel is the Tank of the Pillars, having HP-related pillar features.
73** Striker fits into the Melee DPS role, mostly having physical attack-related features, as well as psionics-related features.
74** Sniper takes on the role of Ranged DPS, having ranged attack-related features and psionics-related features.
75** Specialist, unlike any other Pillars, does not fit into any specific archetype, instead being proficient in skills and psionics.
76* AquaticMook: A few dedicated water-based enemies exist, such as the [[NeverSmileAtACrocodile Crocalii]].
77* AwesomenessByAnalysis: Path of the Mastermind, natch.
78%%* BareFistedMonk: Fistkind, in scrapper and finesse flavors.
79%%* BattleBoomerang: [=2xBoomerangkind=].
80%%* CarryABigStick: Clubkind. Hell for any psionic enemies.
81%%* ChainPain: Hookchainkind for the grabby ones. Even comes in 2x flavor.
82%%* ChainsawGood: Chainsawkind.
83%%* CloseRangeCombatant: Strikers.
84%%* CoolSword: Swordkind.
85%%* CompetitiveBalance: Comes in three flavors.
86%%* DamageReduction: The Aegis condition.
87%%* DeathByAThousandCuts: The [[ExactlyWhatItSaysOnTheTin Path of a Thousand Cuts]].
88%%* DoomTroops: The carapacians and/or Alternians, depending on the session.
89* EasyExp: Entering the Game grants a level by itself.
90* EliteMooks: Carapacians, Undead, Alternian, and Grimdark all come with a warning to the DM that they are tougher than the average underling of the same tier.
91* GlassCannon: Major Psion Strikers and Snipers can have insanely high damage output, but they do so by giving up on any durability or sustainability.
92%%* TheGunslinger: Too many to reasonably list.%%List them.
93* AHomeownerIsYou: As per canon, players must build up their houses to reach their gates. However, their houses can be filled with buildings that provide a variety of services.
94* JobSystem: Players can pick any paths as they level up, and even multiple ones. However, if they choose paths linked to their pillar and gain enough features from them, they will gain Pillar features as well.
95* LinearWarriorsQuadraticWizards: This was originally inverted as opposed to first edition. Psions are widely known for being underpowered compared to their martial counterparts. This was undone as 2nd edition progressed. Psions have been brought back up to par, trading sustainability for burst damage and psionic utility.
96%%* LongRangeFighter: Snipers.
97* MagicallyIneptFighter: Martials are proficient with multiple weapons and know all special attacks with them, but start with no psionics whatsoever.
98* MagicKnight: Minor psions can be proficient in either weapons or psionics, but trades power for versatility.
99%%* MagicWand: Wandkind, for the occultists.
100* MagicOrPsychic: Usually psychic, though up to the DM's wishes. Sometimes they just have both.
101* MascotMook: Imps. At one point in development, half of all new monster ideas were alternate takes on the iconic little bastards.
102%%* MaximumHPReduction: An uncommon threat.
103* MookMedic: A few monsters like the [[DeadlyDoctor Barber]] and HiveQueen can heal other enemies.
104* {{Mooks}}: Unlike 1e, the current edition has a tremendous amount of variety, expanding on [[TheUsualAdversaries underlings]], [[EliteMooks carapacians]], and even [[ProudWarriorRace Alternia]] far beyond canon, while throwing in [[TheUndead undead]] and [[EldritchAbomination grimdark]] to boot.
105%%* PuppetFighter: Puppetkind.
106* SinisterScythe: Scythekind is the only weapon that can [[DamageIncreasingDebuff Rupture]] enemies.
107%%* SpellBook: Tomekind doesn't actually start as one, but becomes this over time.%%How?
108* SquishyWizard: Major Psions are this, starting with lower hit point totals and the inability to use more than basic attacks for their Strife Specibus, in exchange for demonstrating why one should ShootTheMageFirst.
109* SquishyWizard: Major psions have stronger psionics and can pull off the strongest attacks, but are relatively fragile.
110* StealthyMook: From the classic [[ChestMonster Mimics]] to [[TheGunslinger Sagittas]], there is no short supply of monsters with which to ambush hapless players.
111%%* StoneWall: Sentinels.
112%%* ThrowDownTheBomblet: Bombkind. Don't look too deeply into why kids have these.
113%%* TrapMaster: Anyone with the Trapkind specibus becomes one of these.%%How?
114* VideoGameLives: As per canon, a player has their dreamself to fall back on. Once they reach godtier, conditionally infinite.
115[[/folder]]
116
117[[folder:3rd Edition Rules]]
118* ActuallyFourMooks: Part of how hordes are represented, emulating the sorts of many versus one encounters seen in the canon.
119* ActualPacifist: With the rise of gambits and the dethroning of grist as the sole way by which players can obtain stronger equipment, this playstyle becomes mechanically feasible.
120* AnAdventurerIsYou: The Pillars make their return, revamped and well-defined.
121** Sentinel, the [[SoleSurvivor sole returning Pillar]], remains the durable tank, but with a heavier focus on controlling the battlefield and its combatants.
122** Slayer combines the Melee and Ranged DPS roles of the fallen Striker and Sniper paths, focused heavily on [[WesternAnimation/KingOfTheHill damage and damage accessories]].
123** Strategist takes on what was left of Specialist, settling into its niche as a jack of all trades with emphasis on confounding the enemy, [[CrazyPrepared preparing for a strife beforehand]], and being the MVP of any team fight.
124* ClimaxBoss: The Denizen serves as this or as a PuzzleBoss, depending on the circumstances. Sometimes both.
125* CombatDiplomacyStealth: With the gambit system, Stealth becomes entrenched as yet another way to overcome a challenge, without the all-or-nothing nature of the typical stealth gauntlet.
126* EmptyLevels: Averted in the core design philosophy. Every single level now offers something new for the player to use.
127* EquipmentUpgrade: With [[FictionalCurrency Boondollars]] finally seeing official implementation alongside rules for buying alchemy-tier items with them, alchemy is no longer the only way for players to obtain more powerful gear.
128* FantasyCharacterClasses: Evoked by many of the Paths, though the keystone Paths particularly fit into the niche.
129** [[MasterSwordsman Battlemaster]]: Focused on weapon attacks, the Path grants abilities that take advantage of the game's StatusEffects, alongside a medley of other Steps to round it out.
130** [[MilitaryMage Battlemind]]: With their iconic [[DeflectorShield Ward]], Battleminds specialize in soaking up damage while expanding their ability to debilitate enemies and support their allies.
131** [[TheBerserker Berserker]]: The eponymous stance grants [[DamageReduction Aegis]], while other Steps focus on augmenting existing defensive abilities or buffing their damage ouput.
132** [[PowerAtAPrice Courage]]: Taking advantage of the new Setback condition, this Path allows players to push themselves to finish a battle faster, before their accumulating Setback catches up with them.
133** [[EnlightenmentSuperpowers Harmony]]: The Wisdom-focused keystone returns mostly intact, updated and rewired to have its Balance Points resource work off each other. In other words, its Steps finally work together in Harmony.
134** [[BoringButPractical Martial Spirit]]: This Path settles into its niche as a defensive tank, with Steps for resisting enemy debuffs and more ways to defend for allies.
135** [[AwesomenessByAnalysis Mastermind]]: Also mostly unchanged from its previous incarnation, Masterminds use Intelligence to aid their allies and outsmart their enemies.
136** [[TheFace Protagonist]]: All players are protagonists, but some are more important than others, like these players, who exert their force of personality into tangible effects in the game.
137** [[DealWithTheDevil Thaumaturge]]: Sporting their well-known BeamSpam as an inherent tool now, these dreamers have Steps to round out their moveset.
138** [[ImprobableAimingSkills Tracer]]: Continuing to sport their trademark Trace, they are second to none in single-target damage.
139* FinalBoss: The Black King, fittingly, serves this role as the most powerful Adversary-type creature.
140* HeavilyArmoredMook: Some creatures have armor as a separate pool of hit points, requiring the player to skill check to bypass it, or bring siege-type damage to bear. A few have active armor that requires constant skill checks. Such creatures are better off being dispatched another way.
141%%* InvincibleMinorMinion:
142%%** Any minion under the Lich's Phylactery spell.
143%%** Any minion under the Dagon's Oceania's Runestone, to a lesser extent.
144%%* MagicMusic: The fraymotif system, with a side of MixAndMatchWeapon.
145* MookCommander: The carapacians have officers to lead their squads into combat. Naturally, such pairings are a formidable challenge for any player.
146* MultipleLifeBars: A new addition, monsters can have a wide variety of multiple targetable parts, from destructible limbs like [[SubsystemDamage eyes and arteries]], to [[BodyArmorAsHitpoints various types of armor]], and [[BlastingItOutOfTheirHands simply destroying their weapons]].
147* MultiplePersuasionModes: Encouraged with the disposition and decor systems, encouraging players to leverage their decors and know their opponent's dispositions to stack the dice in their favor when dealing with others.
148* NonCombatEXP: Besides experience from strifes, gambits and story beats now share center stage. In particular, the story beats aren't connected to some specific game mechanic, like strifes or gambits. These are a tool for the GM to use to reward players for exceptional play.
149* PuzzleBoss: Some Adversaries serve as this, defying conventional combat tactics.
150* ShieldBearingMook: With objects being more represented on a creature's stat block, shields were inevitable. They still fill their same function, with the caveat that enough blocking will break the shield. Luckily, players have no such limitations on their own shields.
151* SkillScoresandPerks: The decor system falls into the Perks system, and Pillars and Paths too, for that matter.
152* SubsystemDamage: A few creatures, notably the [[HumongousMecha Siege Titan]], have destructible limbs.
153* ThreeApproachSystem: The three sets of non-sentient dispositions. The major/minor/martial divide. The damage/utility/summon fields into which fraymotifs can be roughly partitioned. The Intelligence/Wisdom/Charisma divides in Pillars and Paths.
154* WhatYouAreInTheDark: Given mechanical importance with Demeanor, where a player can equalize dire odds by drawing upon themselves.

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