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    Game rules and character sheet template

    Originally posted by Change log (current version: 2.3 of 10/12/2015)
    06/12/2015: 2.13: simplification: Sanity removed. Skills added
    15/11/2015: 2.12a: Game rules ported from f-list to ULMF.

    This page aims to host the complete rules of Maze Escape, a roleplaying game I designed during my free time. Maze Escape pits one or several players against a sadistic Dungeon Master (DM).
    Maze Escape can be played in every format of roleplay, such as play-by-post, chat or roleplay apps like Roll20.

    You're welcome to send me a MP with your feedback and proposals to make these game rules better or easier to use.

    What do you need in order to play this game
    • Five 20-faced dice and one 10-faced die OR an application allowing you to throw dices
    • Pen and paper OR a .txt file to write down your character sheet
    • Something to draw a map (pen and paper, or a map-building app like Roll20)



    The Player character
    Players have 3 main statistics: Physique (PHY), Intellect (INT) and Sexuality (SEX). Each of these statistics are quantified by a number going from zero to 100, 100 being the best and zero being the worst.
    • Physique is used for actions involving a physical action
    • Intellect is used for puzzles, room searching, and persuading other characters.
    • Sexuality indicates a player's sexual experience and skill. It's used to defend against sexual attacks or effects, and fuck an opponent into submission


    When creating its character, the player must share 150 Points between these three stats. If one of the statistics goes under or above a certain number, the player gains a specific buff:
    • If the character's Physique is 35 or under, they gain the "Lithe" status.
    • If the character's Intellect is 35 or under, they gain the "Simple" status.
    • If the character's Sexuality is 35 or under, they gain the "Inexperienced" status.
    • If the character's Physique is 65 or above, they gain the "Burly" status.
    • If the character's Intellect is 65 or above, they gain the "Genius" status.
    • If the character's Sexuality is 65 or above, they gain the "Casanova" status.


    Alongside Physique, Intelligence and Sexuality, two secondary statistics act as the player's lifepoints: Resistance Points (RPs) and Libido Points (LBs). When creating its character, the player must share 10 Points between these three stats, which will define each stat's maximum.

    Resistance
    Resistance represents physical stamina. The higher a player's RPs are, the better.
    Phyiscal hits lower RPs. Resting allow the player to recover RPs.
    When RPs fall to zero, the player is knocked out.

    Libido
    Libido represents the sexual pleasure of the player.
    LPs raise when being pleasured. When a player's LPs reach maximum, they orgasm. When they do, the player rolls 1d10, and adds the number of times the player already came during the event (+0 if it's their first orgasm, +1 if it's their second, etc.).
    If the result is below the player's maximum LPs, this number becomes their current number of LPs. They pass their current turn, and then can resume their fight or their challenge during their next turn. If the result is equal or above the player's maximum LPs, they are "Fucked silly", which means they are taken out of the fight (or challenge) until it is over.

    Buffs, debuffs and status
    Special
    • * Broken: the character's sanity has been broken by the humilations and molestations they suffered. This status can have various effects depending on the DM, like transformations or sex slavery. Each new non-consensual sex act under this status aggravates the character's condition (for instance, a new transformation, a strenghtened obedience, etc.)
    • Burly: The player character is strong enough to carry heavy objects and exert physical efforts.
    • Fucked silly: The player has cum so much that they are reduced to a moaning mess. A fucked silly player is removed from the fight.
    • Lithe: The player's small frame allows you to sneak in tight holes and passages.
    • Genius: The player's superior intellect allows you to resolve any kind of puzzle in your way
    • Simple: The player's simple personality allows you to automatically ally with any monster you persuaded to step down.
    • Casanova: The player can use sex instead of persuasion, and add 15 to their persuasion attemps
    • Inexperienced: Deals proposed by enemies during persuasion attempts will never imply sex; this could make the deal better or worse, depending on the enemy


    Physical
    • Blinded: the player is blinded with an object or a body part acting as a blindfold. The player reduces all his Physique rolls by 10 until one of his attacks connect or until the encounter is finished.
    • Bloated: the player is filled with so much cum or eggs that they have difficulty moving, amputating their Physique by 50%. Bloat status can stack, each stack adding 2 turns of debuff to the initial number.
    • Drugged: a powerful drug courses the player's blood, halving their Intellect. Drug status can stack, each stack adding 2 turns of debuff to the initial number.
    • Restrained: the player is restrained by a trap or a challenge; they can do nothing but use their Physique to struggle out of their binds with a Physique skill check. Each stack of Restrain applies a malus of 15 to the roll. If the number of stacks reaches 3, the player is at the mercy of whatever restrained them in the first place.
    • Stunned: a stunned player cannot attack or defend from the moment they are stunned until the end of the next round.


    Mental
    • Charmed: covers seduction and hypnotizing; the character's spirit is addled by their enemy. They can do nothing but use their Intellect to recover their minds with a skill check. Each stack of Charm applies a malus of 15 to the roll. If the number of stacks reaches 3, the player is at the mercy of whatever charmed them in the first place.
    • Horny: the target's libido is exacerbated, diminishing their Sexuality 50%. Horny status can stack, each stack adding 2 turns of debuff to the initial number.
    • Mind raped: the character's mind is filled with lascivous and pervert imagery, until they can think of nothing else; they can do nothing but use their Sexuality to recover their minds by checking their Sexuality skill. Each stack of Mind rape applies a malus of 15 to the roll. If the number of stacks reaches 3, the player is at the mercy of whatever mind raped them in the first place.
    • Pent up: the character really needs to get laid. Libido does not return to zero after a fight or a challenge. It can only return to zero after an orgasm (reaching maximum LP).



    Items and equipement
    General rules
    Characters have the following equipement slots:
    • One weapon (this includes weapon sets like a sword and a shield)
    • One set of top clothes
    • One set of bottom clothes
    • A pouch or a bag which can hold 2 items at first


    Weapons
    Weapons define how many dice the player will use when attacking and defending in a physical fight.
    Starting weapons provide no modifier, for balance purposes: their attack and defense rolls will always be 5d20.
    Weapons found during adventures can provide bonuses on either offense or defense, or additional effects. Sometimes, the bonus comes with a balancing penalty (a malus on the opposite roll, cannot make critical damages, etc.)

    Clothing
    Clothing is useful in many situations, depending on the context. Because a character is wearing a cloth, he may avoid being raped by a trap, or a monster could spend one turn having to remove a pair of pants, some NPCs will only talk to you if you're wearing clothes, etc.
    Clothes can be destroyed if the player is not careful. Depending on the GM, the clothes can or cannot be destroyed, or can be destroyed under certain conditions (like the throw of a d10 die, for instance)

    Items and bags
    Items range from potions to quest items, passing by replacement clothes. A player cannot carry more objects than their bag's capacity.



    Encountering enemies
    Each enemy or monster has its own stats. They have Physique, Intellect and Sexuality, like the player, and they rely on the same life points system:
    • Resistance (RPs), representing their stamina in a fight.
    • Libido (LPs), which works the same way than with the player.


    Each new turn, the player chooses his action and his teammates's actions etween a physical attack (Physique), persuation (Intellect) and sex (Sexuality), and the DM chooses the monster's action, which can be a physical attack (Physique), a sexual attack (Sexuality) or a special attack.
    * Some monsters are impervious to one of the mentionned methods. For example, a giant slime cannot be persuaded, a magical golem cannot be fucked, etc.
    * Monsters always follow a certain strategy. For example, a bondage master will try to restrain a player with his special, binding attack first, before attacking them directly
    * Some actions or attacks can force the player into sex instead of a physical attack.

    Physical attack (Player or enemy)
    1. The attacker chooses a single target amongst their opponents.
    2. The attacker rolls 5d20 + his Physique +/- any kind of modifier
    3. The defender does the same

    If the attacker wins, he inflicts damage to the defender's Resistance, based on the difference between their roll and the defender's by following this rule:
    • 0 - 19 points: 1 point of damage
    • 20 - 39 points: 2 points of damage
    • 40 - 59 points: 3 points of damage
    • more: 4 points of damage

    If the attacker rolls 90 or more, or the defender rolls 15 or less, the attacker scores a critical, which doubles all the damage inflicted.

    If the defender wins by 20 points of difference or more, the defender makes a counter, reversering the damages to the attacker instead.
    A counter's damage is based on the difference between the defender's roll and the attacker's by following this rule:
    • 20 - 40: 1 point of damage
    • 40 - 60: 2 points of damage
    • more: 3 points of damage

    If the defenser counters by rolling 90+, or if the attacker rolls 15 or less, this is a critical counters, which doubles the counter's damages

    If attacker and defender are both in the condition to make a critical or a counter, the fighter with the highest Physique wins.

    Persuation (player only)
    This action targets every monster
    1. The player rolls 5d20 + his Intellect +/- any kind of modifier
    2. Each monster does the same.
    • If the player wins, the monsters present a deal to the player. The more the player wins persuasion rolls, the more advantageous the deal is for them.
    • The player can accept the deal, and cease the fight, or try another persuasion attempt in order to broker a better deal.
    • If the player rolls 90, the player uses a very convincing argument on all mosnters, which automatically persuades the monsters to deal with the player.
    • If the player rolls 10 or less, the targets are offuscated and cannot be the object of a persuasion attempt anymore.


    If a player desires an alliance between them and a monster, the DM rolls 5d20. If the roll is 80 or above, the monster becomes the player's ally. An ally can provide items, important informations, or even accompany the player as a party member.

    Sex (player or enemy)
    If a character engages in sexual activity with an opponent, they cannot be the target of a physical attack from any other remaining opponent.
    The other fighters, both allies and enemies of the player, can target an opponent engaged in a sexual activity, and turning it into a gang-bang or an orgy.

    When one character tries to pleasure sexually an enemy, he and the enemy:
    1. roll 5d20 + his Sexuality +/- any kind of modifier.
    2. In case of group sex, the side who is in group rolls as one, and adds 10 for each additional partner.

    If the attacker wins, the libido of the defenders raise, based on the difference between their roll and the defender's by following this rule:
    • 0 - 29 points: 1 LP
    • 30 - 49 points: 2 LP
    • 50 and more: 3 LP

    If the attacker rolls 90 or more, or the defender rolls 15 or less, the attacker scores a critical, which doubles the libido gain.

    If the defender wins by 20 points of difference or more, the defender makes a counter, reversering the libido gain to the attacker instead.
    A counter's damage is based on the difference between the defender's roll and the attacker's by following this rule:
    • 20 - 39: 1 LP
    • 40 - 59: 2 LP
    • 60 and more: 3 LP

    If the defender counters by rolling 90+, or if the attacker rolls 15 or less, this is a critical counter, which doubles the counter's effect.

    If attacker and defender are both in the condition to make a critical or a counter, the fighter with the highest Physique wins.

    When a player's LPs reach maximum, they orgasm. When they do:
    1. the player rolls 1d10
    2. adds the number of times the player already came during the event/battle (+0 if it's their first orgasm, +1 if it's their second, etc.).

    If the result is below the player's maximum LPs, this number becomes their current number of LPs. If the result is equal or above the player's maximum LPs, they are "Fucked silly", which means they are taken out of the fight (or challenge) until it is over.

    Special attack (enemy)
    Monsters can use a special attack, if its criterias are met.
    Each special attack uses its own set of rules. Some takes the form of physical attacks, others the form of sexual attacks, while some have their own dice rolls.
    Special attacks usually appliy a debuff, like Restrained.

    End of fight
    The fight ends when player's entire party or the enemy party are incapacitated by any of the following:
    • RPs reaches 0
    • Player is fucked silly
    • The monster has orgasmed (max. LP)
    • A deal is made between the player's party and the opposition
    • Player and all his allies are incapacitated by restrains, mind rape or charm
    • Player surrenders

    The loser is at the mercy of the winner. Some fights can have consequences upon losing, such as losing Sanity or gaining a physical or mental debuff like "Bloated" or "Horny".


    Traps and Challenges
    Traps and challenges are events which require a certain number of skill checks. Their success or failures may have different effects on the plot (routes opening or closing, obtaining items) or the characters (transformations, losing Resistance or Sanity, or gaining Libido).

    How to check a skill
    Roll 5d20 +- modifiers.
    Modifiers include buffs, debuffs, and the difficulty of the action required.
    • * If the result is equal or less than the skill which is checked, the check is passed. If the player rolled 15 or less, this is a critical success.
    • * If the result is greater than the skill which is checked, the action is failed. If the player rolled 90 or more, this is a fumble


    Example
    Lucy walks down a dark corridor. Unbeknownst to her, a trapdoor leading to a mass of phallic tentacles await her a few meters ahead.
    Lucy has 40 Intelligence, 50 Agility and 60 Physique.
    The DM has Lucy roll an Intelligence check, to see if she notices the trap. The hallway is badly lit, which adds a +10 malus to the roll.
    Lucy rolls 50. 50 - 40 + 10 = 10 + 10 = 20. Lucy fails her Intelligence check and walks on the trapdoor.
    The trapdoor suddenly opens, barely giving Lucy the time to react and jump forward. The DM has her rolling an Agility check, with a +20 malus.
    Lucy rolls 25. 25 - 50 + 20 = -25 + 20 = -5. Lucy passes her Agility check, and manages to sidestep out of the way just before the trap opens.


    Rest and Libido Reset
    Libido reset
    Libido resets to zero after each fight or challenge, unless the player character has the "Pent up" debuff.

    Rest
    Rest restores the player's RP. Otherwise, RP is restored little by little outside of fights
    When resting in an unsafe place, the player rolls 1d10. If the total is 7 or more, the player and their party are ambushed. They act last during the encounter, and all their rolls have a 20 points penalty on the first turn.


    Experience and level up
    Each time the player takes part in a fight or a challenge, they are awarded with Experience Points (XP).
    If the player loses a fight or fails a challenge, they win 1 XP.
    If they win, their Experience Points raise by 1 + number of monsters + level of the most experienced monster

    Each time a character gets the required number of XPs, they gain a level.
    Proposed leveling scale:
    • Lvl 1: 6 XP needed
    • Lvl 2: 15 XP needed
    • Lvl 3: 27 XP needed
    • Lvl 4: 42 XP needed
    • Lvl 5: 60 XP needed


    Each time a character levels up, they can choose to:
    • gain 5 additional points to spread between their Physique, Intelligence and Sexuality
    • 1 point in either Resistance or Libido
    • one skill



    Skills
    Skills can be learn by leveling up, or by thinking up the skill on the spot (and having it validated by the DM)

    Physique skills (use the Physique stat):
    • Bear Hug: Each time the character hits an opponent, and they do not restrain another opponent, the target becomes restrained, allowing her to sex attack it; however, the character cannot attack any other opponent
    • Grab: each successful grab adds one stack of restriction on the target
    • Powerful blow: apply a malus of 15 to the attack roll; adds 1 point of damage if your attack hits;
    • A wrestler in all of us: apply a malus of 15 to the attack roll; the target is thrown to the ground and must pass their next attack phase
    • Lasso: the user applies a malus of 15 to their next attack roll; counts as physical attack; if the skill user wins, the target must pass their next attack roll, and every defense roll until their next attack roll.
    • Sand throw: you blind an opponent, ensuring they have a 30 point malus to all their rolls until the end of your next turn.
    • Spinning attack: The character attacks every target in the field with a malus of 10, but only inflicts 1 point of damage (2 if critical)


    Intelligence skills (use the Intelligence stat):
    • Mind rape: Caster and single target both roll 5d20 and add their Intelligence. If the caster wins, the target is "mind raped". The caster needs to be a "Genius" to use that skill.
    • Hypnosis: Caster and target both roll 5d20 and add their Intelligence. If the caster wins, the target is charmed for 2 turns. The caster needs to be a "Genius" to use that skill.
    • Lust spell: Caster and target both roll 5d20 and add their Sexuality. If the caster wins, the target is horny for 2 turns. The caster needs to be a "Genius" to use that skill.
    • Speech on frienship: allows you to recast the roll if your persuasion attempt or a speech check fail
    • "Look behind you!": can only be used at the start of the fight. Works as a free persuation attempt. Every enemy convinced will act last and with a -20 modifier to their attack rolls during the first round
    • Singer: You spend your turn singing a catchy song. Your ennemies "let it go" and pass their turn if they fail an Intelligence check, or are not sentient; you cannot defend yourself until your next turn
    • Intimidation: Works as a persuasion attempt. Every enemy who loses the persuasion attempt flee the battle; every enemy who wins the persuasion attempt act first during the next round


    Sex skills (use the Sexuality stat):
    • The right spot: g-spot, penis or prostate, your experience in sex ensures that your sex partners/molesters/opponents must add 20 to their pleasure resistance rolls. The user of this skill must be a "Casanova"
    • Mother-in-law mental image: can be used once in a fight. Nullifies any kind of pleasure you receive this turn
    • Strip-tease: the user takes off one of their clothes. Each enemy who fails a sexuality check receive 1 LP and cannot attack until the user's next round.
    • Masturbation: Raises LP by 1d3 each time Masturbation is used. If the user cums thanks to masturbation, their saving throw is always successful. This counts as an orgasm towards the next saving throw, though.
    • Tight like a vice: Your sex-related rolls are lowered by 10, while any opponent having sex with you must add 10 to their rolls. The user of this skill must be "Inexperienced".



    Pregnancy
    If the player wants to take pregnancy into account, the following rules can be applied:
    • Each time a monster cums in a player's vagina, the player rolls 1d10. Modifiers may apply depending on the scene. If the player rolls 8 or more, they are pregnant.
    • Eggs and living insertions always cause pregnancy
    • The pregnant player gains the "bloated" status (Physique points halved) until they delivered their charge


    Special rules regarding eggs and living insertions
    A player can choose to expulse the eggs or the larvaes from their bodies before the pregnancy comes to term.
    To do so, they need to pass a Physique check (with the 50% Physique penalty of "Bloated")
    If they fail, the player loses 1 RP and gain 1 LP.
    If they succeed, the player loses the "Bloated" debuff and the pregnancy ends
    Last edited by Kln; 10th December 2015, 18:31.
    28 yo guy from France. Bonjour everyone.

    #2
    Re: Game rules

    Character sheet template

    Name:
    Age:
    Gender (put starting gender in parenthesis after the current gender your character is.):

    Physical description or picture:
    Mental description:

    (150 points to distribute between these 3 stats.)
    Physique:
    Intellect:
    Sexuality:

    (10 points to distribute between these 32 stats.)
    Resistance:
    Libido:

    Equipement:
    • Weapon:
    • Top clothes:
    • Bottom clothes:
    • Bag (can hold up to 2 items):
      • Item 1
      • Item 2


    Favourite kinks:
    Forbidden kinks:
    Last edited by Kln; 6th December 2015, 15:48.
    28 yo guy from France. Bonjour everyone.

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