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Welcome to the EGG version 2.2! After playing through quite a few testing sessions with the first batch, I feel I've learned quite a lot, and now, I present, the new system! (Which is the old, but nicer, I hope)
The Core
The core mechanic of the egg, for combat, is simple. I roll two d20s, and the side that gets the higher result wins.
There are modifiers for rolls, depending on Traits (Which are explained below), and other things such as circumstance, or the special abilities of monsters.
Traits!
Traits help define a character, mostly for combat, and such. There are a few basic traits, and even some hidden ones. Traits have 'levels', meaning that they get more effective. Each character may start off with one trait at level 0. Please note that traits do not increase in power at the same rate, for example, Magic increases a lot slower than other traits, as it's very powerful.
Sword Expertise X | +X to all combat (offensive and defensive) while wielding a sword.
Magic X | A character can preform magic, depending on rank, useable in combat, adding +X to combat rolls
Axe Expertise X | +(X) to offensive combat rolls, +(X-1) to defensive rolls. Also increases crit chance (Reducing the needed beat score by X)
Polearm Expertise X | +X to offensive rolls, +(x+1) to defensive rolls
Bow Expertise X | +(X+1) to offensive rolls, +X to defensive rolls. These bonuses are lost when grappled.
There are other traits, that can be accquired only in game, here's a few examples.
Combat Expertise X | +X to all combat rolls.
Dodger X | +X to defensive rolls as long as not entangled
Escape Artist X | +x to escape checks (Including attacking escape checks)
Spotter X | +(X+1) to not getting ambushed. Reduces monster encounter rate.
Hardened X | Reduces chance to become aroused in battle. (By 1X die sides.)
Aggressor X | +X to attack rolls.
==========
Anyways, moving on, below is the information you should have for a character when you apply.
====Bio====
Name:
Age:
Level 0 Trait:
Description (Clothes, looks, etc. This can be an image or a short bit of text, either is fine.):
Attitude (What's your character's attidude like, how do they think, etc.):
Extra Notes (Have something you want me to know? Include it here.):
=======
Below are settings that will be filled out when you first enter the egg. Please do not fill them out here.
The last notes on the system is FP and AP, the two stats.
FP is fatigue, when you run out, your character 'loses' (Meaning you probably win, you jerks). The other is AP, or arousal. There is a penalty to all combat actions equal to one-half AP, as below.
When a character reaches 10 AP, they can do nothing but try to pleasure themselves, ignoring everything else to try and get some release.
FP has a cap starting at 5. It can increased in the game.
AP has a cap of 10. It can not be increased.
I think that's all.
Monster Details
===Extra Rules===
The game is still developing, so sometimes, rules are made in a game. New rules will be posted here, so that players can be informed on them.
--Ripostes--
It is possible to try a counter move, forgoing your attack, instead adding offensive and defensive bonuses together, with an additional +5, to your defensive roll. If you meet normal counter rule requirements, which is beating the attack roll by 15, you will counter the attack and do damage to your enemy. Note that it is possible to counter without doing a riposte.
--Description/Tactical Bonuses--
If I find you write a good description of an action, or come up with a good tactical idea, then I may award small bonuses of +1s or +2s to your rolls you give you an edge.
--Ties--
Ties always rule in favor of the player.
The Core
The core mechanic of the egg, for combat, is simple. I roll two d20s, and the side that gets the higher result wins.
There are modifiers for rolls, depending on Traits (Which are explained below), and other things such as circumstance, or the special abilities of monsters.
Traits!
Traits help define a character, mostly for combat, and such. There are a few basic traits, and even some hidden ones. Traits have 'levels', meaning that they get more effective. Each character may start off with one trait at level 0. Please note that traits do not increase in power at the same rate, for example, Magic increases a lot slower than other traits, as it's very powerful.
Sword Expertise X | +X to all combat (offensive and defensive) while wielding a sword.
Magic X | A character can preform magic, depending on rank, useable in combat, adding +X to combat rolls
Axe Expertise X | +(X) to offensive combat rolls, +(X-1) to defensive rolls. Also increases crit chance (Reducing the needed beat score by X)
Polearm Expertise X | +X to offensive rolls, +(x+1) to defensive rolls
Bow Expertise X | +(X+1) to offensive rolls, +X to defensive rolls. These bonuses are lost when grappled.
There are other traits, that can be accquired only in game, here's a few examples.
Combat Expertise X | +X to all combat rolls.
Dodger X | +X to defensive rolls as long as not entangled
Escape Artist X | +x to escape checks (Including attacking escape checks)
Spotter X | +(X+1) to not getting ambushed. Reduces monster encounter rate.
Hardened X | Reduces chance to become aroused in battle. (By 1X die sides.)
Aggressor X | +X to attack rolls.
==========
Anyways, moving on, below is the information you should have for a character when you apply.
====Bio====
Name:
Age:
Level 0 Trait:
Description (Clothes, looks, etc. This can be an image or a short bit of text, either is fine.):
Attitude (What's your character's attidude like, how do they think, etc.):
Extra Notes (Have something you want me to know? Include it here.):
=======
Below are settings that will be filled out when you first enter the egg. Please do not fill them out here.
Humans: Y/N (if Y, frequency of 1-5 where 1 is rarely and 5 is often)
Male/Female: Y/N (if Y, frequency of 1-5)
Female/Female: Y/N (if Y, frequency of 1-5)
Pregnancy: Y/N (if Y, frequency of 1-5)
Birthing: Y/N (if Y, frequency of 1-5)
Non Consent Sex: Y/N (if Y, frequency of 1-5)
BDSM: Y/N (if Y, frequency of 1-5)
Slavery: Y/N (if Y, frequency of 1-5)
Monsters (Tentacles & Slimes & Likewise): Y/N (if Y, frequency of 1-5)
Roughness: (How gentle are the monsters when you lose?): This is left vague on purpose, a number can't properly convey this setting.
______(Feel free to add new ones, though I may not run it if I'm not into it)
Male/Female: Y/N (if Y, frequency of 1-5)
Female/Female: Y/N (if Y, frequency of 1-5)
Pregnancy: Y/N (if Y, frequency of 1-5)
Birthing: Y/N (if Y, frequency of 1-5)
Non Consent Sex: Y/N (if Y, frequency of 1-5)
BDSM: Y/N (if Y, frequency of 1-5)
Slavery: Y/N (if Y, frequency of 1-5)
Monsters (Tentacles & Slimes & Likewise): Y/N (if Y, frequency of 1-5)
Roughness: (How gentle are the monsters when you lose?): This is left vague on purpose, a number can't properly convey this setting.
______(Feel free to add new ones, though I may not run it if I'm not into it)
The last notes on the system is FP and AP, the two stats.
FP is fatigue, when you run out, your character 'loses' (Meaning you probably win, you jerks). The other is AP, or arousal. There is a penalty to all combat actions equal to one-half AP, as below.
When a character reaches 10 AP, they can do nothing but try to pleasure themselves, ignoring everything else to try and get some release.
Code:
AP | Penalty
1 -0
2 -1
3 -1
4 -2
5 -2
6 -3
7 -3
8 -4
9 -4
10 'Stunned'
FP has a cap starting at 5. It can increased in the game.
AP has a cap of 10. It can not be increased.
I think that's all.
Monster Details
<Name> | <Hit Points> | <Base Offensive Power> | <Base Defensive Power>
Effects & Description
----------
Slimes | d6 HP | +0 | +0
Slimes look like somewhat translucent blobs of a semi-liquid state. It is well know that slimes are breathable, which tends to be little comfort to their victims, when being deeply throat fucked. The standard types are a blue-green in color, other colors exist, and they tend to be more powerful.
Slimes tend to be very rough on their victims, though some are gentle
When a slime hits, the target is engulfed. An engulfed target has a 30% chance of becoming more aroused each turn. They also take penalties as defined below. It takes a single successful attack, or escape roll to escape.
----------
Rope Demons | d6 HP | +1 | +0
Rope Demons look somewhat humanoid in shape, though more deformed, and made of rope coils. They have long whip like arms, which are used to capture and entangle a victim, they tend to have large amounts of rope coils spread in their dens.
Rope demons tend to be gentle with victims.
A Rope Demon attacks using its whip like arms. When a rope demon hits its target, the target becomes entangled. An entangled target takes penalties as below.
Any time a character rolls a 1 in combat with a rope demon, they become entangled by a nearby coil of ropes, suffering the below effects.
----------
Tentacles | d8 HP | +0 | +1
Tentacles are very common enemies, tough and hard to hit, they waver and attempt to grab their victims. They come in many colors.
Tentacles emit a slick slime that dissolves clothes and arouses when in contact with the skin. Any tentacle who hits its target grapples the target, a grappled target takes a -2 penalty to attacks, but they can try and escape at no penalty. They also have a 50% chance of being aroused every turn while held.
----------
Lust Lily | 0 HP | N/A | N/A
A lust lily isn't so much a monster as a pest. Releasing aphoristic like spores, this flowers tend to make any female nearby filled with lust and arousal. They also tend to be hard to spot, there's only a 25% that a character will spot one each round. They increase AP by 1 each round that a character is in a nearby vicinity.
----------
Shadow Possession Box | d12 HP or Victim (see text) | +0 | +1
This isn't so much a monster per say, but more of a hijacking of another person. Although it only possesses males. When a victim is taken, it uses either the victims HP or the roll of a d12, whichever is higher. It also uses it's victim traits for attack and defense.
It tends to be no more rough than the person it possesses, though it has different ways to claim it's victim.
----------
Wrap Demons | d10 HP | +1 | +1
Wrap demons are much like rope demons, though are still quite different in many ways. They tend to be effectively large amounts of bandages held together by a spirit, generally a perverted one. It tries to encase itself around it's victim. Generally when they take too much damage, they either try to escape or dissipate.
They grab hold of a victim when they hit in combat, refer to the following table.
----------
Effects & Description
----------
Slimes | d6 HP | +0 | +0
Slimes look like somewhat translucent blobs of a semi-liquid state. It is well know that slimes are breathable, which tends to be little comfort to their victims, when being deeply throat fucked. The standard types are a blue-green in color, other colors exist, and they tend to be more powerful.
Slimes tend to be very rough on their victims, though some are gentle
When a slime hits, the target is engulfed. An engulfed target has a 30% chance of becoming more aroused each turn. They also take penalties as defined below. It takes a single successful attack, or escape roll to escape.
Code:
Rounds Engulfed | Penalties
1 -1 to Attacks
2 -2 to Attacks
3 Can't Attack, -3 to escapes, Slime has +2 to hit
4 Can't Attack, -4 to escapes, Slime has +2 to hit
5 Can't Attack, -5 to escapes, Slime Auto-Hits.
Rope Demons | d6 HP | +1 | +0
Rope Demons look somewhat humanoid in shape, though more deformed, and made of rope coils. They have long whip like arms, which are used to capture and entangle a victim, they tend to have large amounts of rope coils spread in their dens.
Rope demons tend to be gentle with victims.
A Rope Demon attacks using its whip like arms. When a rope demon hits its target, the target becomes entangled. An entangled target takes penalties as below.
Any time a character rolls a 1 in combat with a rope demon, they become entangled by a nearby coil of ropes, suffering the below effects.
Code:
Rounds Entangled | Effects
1 -1 to Attacks, 10% Chance of Arousal
2 -2 to Attacks, 15% Chance of Arousal
3 Can't Attack, -3 to escapes, Demon has +2 to hit, 30% Chance of Arousal
4 Can't Attack, -4 to escapes, Demon has +2 to hit, 40% Chance of Arousal
5 Target is Bound and unable to fight.
Tentacles | d8 HP | +0 | +1
Tentacles are very common enemies, tough and hard to hit, they waver and attempt to grab their victims. They come in many colors.
Tentacles emit a slick slime that dissolves clothes and arouses when in contact with the skin. Any tentacle who hits its target grapples the target, a grappled target takes a -2 penalty to attacks, but they can try and escape at no penalty. They also have a 50% chance of being aroused every turn while held.
----------
Lust Lily | 0 HP | N/A | N/A
A lust lily isn't so much a monster as a pest. Releasing aphoristic like spores, this flowers tend to make any female nearby filled with lust and arousal. They also tend to be hard to spot, there's only a 25% that a character will spot one each round. They increase AP by 1 each round that a character is in a nearby vicinity.
----------
Shadow Possession Box | d12 HP or Victim (see text) | +0 | +1
This isn't so much a monster per say, but more of a hijacking of another person. Although it only possesses males. When a victim is taken, it uses either the victims HP or the roll of a d12, whichever is higher. It also uses it's victim traits for attack and defense.
It tends to be no more rough than the person it possesses, though it has different ways to claim it's victim.
----------
Wrap Demons | d10 HP | +1 | +1
Wrap demons are much like rope demons, though are still quite different in many ways. They tend to be effectively large amounts of bandages held together by a spirit, generally a perverted one. It tries to encase itself around it's victim. Generally when they take too much damage, they either try to escape or dissipate.
They grab hold of a victim when they hit in combat, refer to the following table.
Code:
Rounds Held | Penalties
1 -1 to Attacks
2 -2 to Attacks
3 Can't Attack, -3 to escapes
4 Victim Mummified, unable to participate in combat
===Extra Rules===
The game is still developing, so sometimes, rules are made in a game. New rules will be posted here, so that players can be informed on them.
--Ripostes--
It is possible to try a counter move, forgoing your attack, instead adding offensive and defensive bonuses together, with an additional +5, to your defensive roll. If you meet normal counter rule requirements, which is beating the attack roll by 15, you will counter the attack and do damage to your enemy. Note that it is possible to counter without doing a riposte.
--Description/Tactical Bonuses--
If I find you write a good description of an action, or come up with a good tactical idea, then I may award small bonuses of +1s or +2s to your rolls you give you an edge.
--Ties--
Ties always rule in favor of the player.
Last edited: