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Rules and Character Creation, Yay


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Mamono Assault Force

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HERE ARE THE RULES

Basic Rules:
Character Creation
When making your character, the only two choices you have to make is their Build and Fighting style. YOU PICK ONLY ONE OF EACH, YOU CANNOT BE THICK AND THIN AT THE SAME TIME. The rest of your sheet fills itself out based on the parameters listed. Each Build and Fighting Style comes with it's ups and downsides, so finding a combination that suites you is key.

Every stat starts out at 5, except for your main stats, which start at 100 and are drained as opponents do things to you. When you choose your ideal combination, adjust your stats accordingly. If the parenthesis say to raise/lower a stat by 1, proceed to do so.

Here's a breakdown of what the stats do and represent: (This game rounds to the nearest first decimal)
Main Stats
Hit Points: You lose HP by being struck. When this reaches zero, you are temporarily stunned and rendered helpless. Though once you recover, this resets to max. Losing all your HP multiple times causes you to be stunned longer. That's covered in the main rules. HP Recovery cards restore HP at x2 the labeled value as a % of your max HP (Ex. a 5 value card will restore 10%).

Pleasure Points: You lose PP by being pleasured. When this reaches zero, you orgasm and lose both two cards of your choice from your hand and the top two cards from your Stamina Deck(the main deck you draw from). Consecutive orgasms increase the amount of cards you lose from BOTH deck and hand by +1. Eventually causing you to lose through exhaustion. PP Recovery cards restore PP at x2 the labeled value as a % of your max PP (Ex. a 5 value card will restore 10%).

Will Power: You lose WP by being victim to enemy attacks. Everything affects WP, but at a diminished effect. While it takes a long time for WP to go down, when it hits ZERO, your character forfeits the match as they are dominated by the opponent. You can restore Will Power either by landing your own attack (Which restores Will Power very slightly), or using WP Recovery Cards. Recovery cards restore WP at the labeled value as a % of your max PP (Ex. a 5 value card will restore 5%).

Power Stats
Strength: This determines how much damage you do when you strike, in addition to adding it's labeled value to your total result when using Grapple Type Cards. (Grapple Value = Card Value + Strength + Grappling)

Dexterity: This determines how well you can come into contact with your opponent. Whenever you are on the offensive and both you and your opponent are standing while not engaged in a grapple, this is always used to determine success. (Strike Value = Card Value + Dexterity + Striking) / (Grapple Value = Card Value + Dexterity + Grappling) / (Grapple Strike = Card Value + Dexterity + Grappling)

Reflexes: This determines how well you can act defensively. Reflexes can be used in any defensive scenario, even in grapples, so long as it's for the sake of defense. (Evade Value = Card Value + Reflexes + Evasion) / (Escape Grapple = Card Value + Reflexes(OR)Strength + Grappling)

Fortitude: This allows you to resist the temptation to give in to your opponent. When made victim to the enemy's attack, it is compared against the opponent's Intimidation stat. Having a higher Fortitude means you reduce the WP damage they would have done. Having a lower Fortitude than them causes their WP damage to increase against you.

Intimidation: Similar to Fortitude, except increases the WP damage you do to the enemy.

Charisma: Determines who goes first in a match, and when the crowd interferes with the match, determines who either helped or hindered, depending on the event. In addition, adds to the amount of pleasure damage done to the opponent.

Technique Stats
Striking: Increases the likelihood of successfully striking the opponent, in addition to increasing the damage dealt. (Strike Value = Card Value + Dexterity + Striking)

Evasion: Increases the likelihood of evading Strikes and Grapples. Also works to reduce damage. (Evade Value = Card Value + Reflexes + Evasion) / (Damage Reduction = Evasion-d10 Divided by 2)

Grappling: Aids with grappling successfully, in addition to adding to the value to hold the grapple successfully or escape it. (Grapple Value = Card Value + Strength + Grappling) / (Escape Grapple = Card Value + Reflexes(OR)Strength + Grappling) / (Grab Value = Card Value + Dexterity + Grappling)

Sexual: Increases the amount of sexual pleasure you deal to your opponent, variable based on what type of pleasure you deal. Foreplay will deal normal pleasure, but sex will deal high amounts of pleasure while also taking a little pleasure damage yourself. (If you are in control and initiating sex, your opponent will deal less damage than you on average.)

Deck List Selection and what Cards Mean
Building a deck is very straight forward. You will always have a certain amount of cards in your deck of certain values. Yes, you cannot escape the cursed 1's. However, you can assign those cards 'types' which can suit your particular play style. There are four types of cards you can have in your deck: Striking, Grappling, Defense, and Recovery. They all do the same thing, with the odd ball out being Recovery. Loading your deck with cards that suit your strongest stat is a given, but balancing them out between recovery and defense can be trickier than you think, and there's a reason for that.

When you are asked to choose cards, first you need to declare your ACTION. If you're on Offense, you're either Grappling, Striking, or Recovering. If you're on Defense, all you can do is defend! Then, the cards you can play are based upon the action you take. If you want to play one card, you may use ANY card in your hand and have the listed value be your defense. Using a Recovery Card Value 5 is acceptable in order to use a Strike Attack.

If you want to use two cards however, you must use TWO cards of the SAME TYPE that MATCH. If you have a Grapple 5 and Grapple 2, you may use both, and their value together will become Grapple 7, a fairly intimidating number and difficult to overcome unless the opponent plays two cards as well, meaning your attempt will likely be a success.

The exception to the rule is using a Recovery card in addition to a normal card. Doing so recovers your stats based on the type of recovery card, instead of boosting your odds of success. To use a Recovery Card as your second card, the first card must match the TYPE of the attack you're using. Want to grapple and recover at the same time? Use a grapple card, and a recovery card. You cannot use a Defense and Recovery type together if you're grappling. You have to match if you want to use two cards.

With that said, Value 1 cards can be useful despite their low numerical value, either as a Recovery card, or an illusion when attacking, showing your opponent that you're playing 2 cards, and scaring them into wasting their good cards for nothing.

Finally, be mindful of the card limits when making your deck.
1: You MUST have an exact number of each Value in your deck. Twelve one's, Twelve two's, etc, for a total of 60 cards.
2: You CANNOT have more then SIX cards of ONE TYPE (You may have 6 Cards of Value 5 Grapple, and 6 Cards of Value 4 Grapple, but not 12 Cards of Value 5 Grapple)
3: When making a Recovery Card, Rule 2 applies UNIVERSALLY to each Value. This means you can't have 6 Value 1 HP Recovery Cards, and 6 Value 1 PP Recovery Cards as an excuse to toss all your 1's.

Wrestling Mechanics and How to Win
First, the Turn Order. Player with the Highest Charisma goes on the Offense. Otherwise it's a coinflip. And the only thing hidden is the cards, players on Offense declare their actions openly. Both players' Stamina Decks are full of their 60 cards, while their Fatigue Decks start empty.
WHEN BOTH PLAYERS ARE STANDING

1: BOTH PLAYERS - Draw One Card from your Stamina Deck.

2: OFFENSIVE PLAYER - Choose a type of Action and Declare it (Strike/Grapple/Recovery/Do Nothing)

3: OFFENSIVE PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the type of action you're doing, or one card matching type and one Recovery Card. DECLARE THE NUMBER OF CARDS YOU ARE USING

4: DEFENSIVE PLAYER - You may choose to Do Nothing, in which case draw two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the DEFENSE TYPE, or one card matching Defense and one Recovery Card.

5: RESOLVE CARDS - Both players cards are shown, and are added to their associated stats. If Offense wins, their action resolves. If Defense Wins, nothing happens. The cards used are discarded into their owner's Fatigue Decks.

6: ADVANCE CLOCK - The Clock ticks forward by 1.

7: SWITCH SIDES - If a grapple did not occur, the defensive player is now on Offense, and vice versa. If a Grapple did occur, refer to the grapple turn order.

WHEN BOTH PLAYERS ARE GRAPPLING (Note: the dominant player is the one who initiated the grapple, the one holding Submission Hold/Pin, or the one who Escaped Submission and entered the Neutral Grapple state. You are NEVER dominant if you are still in a submission hold.)

(Double Note, Penetration can only happen once your victim is disrobed! Disrobe them by winning a grapple check while holding them in submission as your action!)

(TRIPLE NOTE: YOU MUST USE GRAPPLE CARDS TO GAIN AN ADVANTAGE IN THE GRAPPLE. DEFENSE CARDS MAY BE USED IN PLACE OF GRAPPLE CARDS, BUT ONLY TO ESCAPE!)

1: BOTH PLAYERS - Draw One Card from your Stamina Deck.

2: DOMINANT PLAYER - Choose an Action. If your opponent is only Grappled with you, you may attempt to put them into a submission hold, escape the grapple, Penetrate your opponent, perform foreplay, strike them, or Do Nothing.
2a: If you have your opponent in a submission hold, you may put them into a Pin, perform penetration/foreplay, Disrobe them if they're still clothed, or Do Nothing. (Do Nothing bonuses apply)
2b: If you have your opponent in a Pin, you may only either continue holding Pin, perform penetration/foreplay, or Do Nothing. (Do Nothing bonuses apply)

3: DOMINANT PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the GRAPPLE TYPE, or one card matching Grapple and one Recovery Card.

4: SUBMISSIVE PLAYER - Choose an Action. If your opponent is only Grappled with you, you may attempt to put them into a submission hold, escape the grapple, Penetrate your opponent, perform foreplay, strike them, or Do Nothing.
4a: If you are either in a Submission Hold or Pin, you may only choose to try to Escape the Submission or Do Nothing.

5: SUBMISSIVE PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the type of action you're doing, or one card matching type and one Recovery Card.
5a: Concerning usage of two cards You must use the Defensive Type OR the Grapple Type for Escaping(they cannot be used together), otherwise, use Grapple Type as per normal.

6: RESOLVE CARDS - Both players cards are shown, and are added to their associated stats. The player who wins gets their action resolved. The cards used are discarded into their owner's Fatigue Decks.

7: ADJUST GRAPPLE STATUS - The grapple status may change according to who won, with the exception of Pin. Here is a length of progress that the grappling can go through, with Player 1 Winning going to the Left, and Player 2 Winning going to the right.
7a: Player1 Pinning Player2 <---> Player1 Submission Holding Player2 <---> Player1 Grappling with Player2 <---> Player1 Submission held by Player2 <---> Player1 Pinned by Player2
7b: IF THE GRAPPLE ENDED VIA A PLAYER'S ACTION, the player who escaped the Grapple is on the offensive and the one who failed their action must defend.

8: ADVANCE CLOCK - The Clock ticks forward by 2.

Now that that's out of the way, let's discuss how to win. There's three conditions, some drastically easier than others.

1: VICTORY BY POINTS!
You get points based on what you do to your opponent, but you cannot gain points if you are in a submissive position! (such as being unconscious or in a Submission or Pin)
(PPT=Points Per Tick)
Enemy Orgasm - 100 Points
Strike - 5 Points
Mutual Grapple - 5 PPT to victor of last resolve
Pleasure - 10 PPT
Dominance - 15 PPT
Pins- +5 PPT for every Tick while held (stacks with Dominance)
Disrobing - 50 points

2: VICTORY BY SUBMISSION!
Make your opponent's WP drop to zero!

3: VICTORY BY KO
Make your opponent's HP drop to zero enough times that they can no longer fight!
Opponents are knocked out for increasingly longer amounts of time depending on how many counts of Bruised they have.
+(Bruised Count = #Ticks.): 0=3, 1=5, 2=9, 3=Wrestler Loses
+Resting between rounds removes one instance of Bruised

Additive to the rules: If you are able to draw cards, and doing so would leave you over your MAX CARD LIMIT of 10, you may either choose not to draw cards that would put you over your limit, OR RESHUFFLE cards in your hand back into your Stamina Deck and draw the new cards.

Character Sheet:
Name:
Gender:
Picture/Description: (There is no limitation to race, because this game is based in space and sci-fi is cool with just about anything. Just don't engage on me. Keep it , I beg you.)

Body Type: (Thick/Muscular/Thin)
Fighting Style: (Striker/Grappler/Ero-Artist)

SEWing Points: 0
Net Gain: 0

Main Stats
Hit Points: 100 (+20 if Thick | -20 If Thin)
Pleasure Points: 100 (+20 if Ero-Artist | -20 if Grappler)
Will Power: 100 (+20 if Thin/Grappler)

Power Stats
Strength: 5 (+1 if Muscular/Thick/Grappler | -1 if Thin/Ero-Artist)
Dexterity: 5 (+1 if Striker | -1 if Thick/Muscular)
Reflexes: 5 (+1 if Striker/Thin | -1 if Thick/Ero-Artist)
Fortitude: 5 (+1 if Ero-Artist)
Intimidation: 5 (+1 if Thick | -1 if Thin/Ero-Artist)
Charisma: 5 (+1 if Ero-Artist | -1 if Striker)

Technique Stats
Striking: 5 (+1 if Striker | -1 if Grappler)
Evasion: 5 (+1 if Striker/Thin | -1 if Thick/Muscular/Ero-Artist)
Grappling: 5 (+1 if Muscular/Grappler | -2 if Striker)
Sexual: 5 (+1 if Ero-Artist | -1 if Striker/Grappler)

~~Card List~~

Total Cards of Each # Must = 12 for a total deck of 60 cards
You can only have up to 6 of a specific type of card (Ex. Max of 6 Grapple Value 5 cards.)

Strike Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Grapple Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Defense Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Recovery Cards (HP/PP/WP)
1: 1/1/1
2: 1/1/1
3: 1/1/1
4: 1/1/1
5: 1/1/1

Crowd Interference Rules:
The Crowd likes getting involved in the match in various ways. Through the halfway point of a round (Once the Clock hits or passes 16), a 2d6 is rolled and this chart consulted to see what happens.

Then, once the event has been decided, both players roll a number of d10 equal to their Charisma stat and Compare them to each other. If the two players ever score an EQUAL dice roll, nothing happens, and the event is canceled. The player with the HIGHEST Charisma roll shall be called the Favored henceforth. And the LOWEST Charisma roll the Unfavored.

2d6:

2: Randy Thorton! The most renowned Sex Wrestler in the Universe suddenly slithers into the arena from the crowd, and RKO's the Unfavored out of nowhere! Their HP is immediately dropped to zero and they are removed from any grapples that they were in.

3: You're a Hairy Wizard! A hobo with a scientific wand from the audience suddenly uses it to interfere with the Unfavored. All the cards currently in the Unfavored's hand have their Value reduced by 1!

4: The Crowd Hates you! They boo and jeer, threaten and just want to see you fail in general while declaring plans of your violation once you lose! It just seems like the world is out to get you. Lose 25% of max Will Power.

5: Incoming Projectile! The crowd hurls a sock mace at the Unfavored! They take 50% of their max HP as damage.

6: A Rapist Attacks! The Unfavored is assaulted by a sudden offender from the audience and is quickly raped without warning. They take 50% of their max PP as pleasure damage, plus a number of d10's equal to the opponent's Charisma divided by 2.

7: Lucky! The crowd cheers for the Favored fighter, who immediately acquires Two Value 3 Wild Cards that they can declare as any type.

8: Corrupt Judge! A biased judge gives his favorite fighter more points than she deserves! +30 Points to the Favored!

9: Underdog's Night! If the current Underdog is Favored, attach Underdog cards to every card in their hand. If they are Unfavored, nothing happens.

10: Second Wind: The Favored may shuffle any cards currently in their hand into their Stamina deck, and replace them with random cards from their shuffled Fatigue deck.

11: Hyper Adrenaline Rush! Sirens in the audience sing the Favored's name, and suddenly you feel like your blood is slamming through your veins. PUMP IT! All cards in your hand gain +1 to their value

12: Guardian Angel! The Favored is protected! If either their HP or PP drop below, they are immediately healed for 50% of their max of whatever fell to zero, added to the negative value of their current HP/PP. (So if the heal isn't enough, they still suffer the penalty.) Once this happens, the Guardian Angel effect is removed. If this event happens a second time and the first Guardian Angel effect wasn't used up, it does not stack.

Underdog Cards:
Underdog Cards are used STRICTLY in PvP. They give players with lower stats than their opponent the ability to compete fairly with some cool upgrades to their basic Value cards, or allow special Underdog Actions provided they get a unique card. For now, the underdog deck is pre-set.

Underdogs will draw an UD(Underdog) card after the round begins and a certain time passes, and will draw them at regular intervals depending on how outmatched they are. The rate at which you gain UD cards is determined by your UD Timer, and the difference in Net Gain between you and your opponent. Once the Timer hits 5, you immediately attach an UD card to the card you drew at the end of your turn.

Difference in Net Gain of SEWing points between two players, and # the Timer goes up each round till next UD card.
2: 1
4: 2
6: 3
8: 4
10: You get the idea.

Underdog cards will always attempt to give you a leg up when they're in your hand. They will either boost the value of the card you already have, these are called bonus cards. Or, they will negate stat points entirely and leave it entirely to the value of the cards to decide who wins. Those cards are the Weapons&tTricks cards. To use a Weapon, it MUST be your Offensive turn. And your action must be to USE A WEAPON, alerting your opponent of what's coming. To use Tricks, you need merely be Defending and use your Trick to respond to their attack.

Weapons use their attached Card Type and obey those rules.

Tricks convert it's attached card to Defense Type.

And now, here's the list of UnderDog cards you can draw, followed by the decklist itself containing all the cards (UD cards that have a 1-5 listed in them mean that you can draw it in values of 1-5)

LIST OF UNDER DOG CARDS
UD Bonus 1-5: Gives the listed bonus to the attached card.

Arthur's Headgear: Trick. When you use this card to defend, you will negate the next strike attack against you, even if you weren't hit this turn.

Cold Water: Trick. When you use this card to defend, you will heal 50% of your PP. Works in grapples.

Inspirational Trinket: Trick. When you use this card to defend, you will restore 25% of your WP.

Sucker Punch: Trick. When you use this card to defend, if your card value is greater than your opponent's, you land a free strike on them and negate their attack.

Surprise Tackle: Trick. When you use this card to defend, if your card value is greater than your opponent's, you immediately grapple them.

Sudden Reversal: Trick. Grapple only. When you use this card while the opponent is dominant, if your card value is greater than your opponent's, you will put them into a submission hold no matter the previous Grapple state.

Legendary Sock Mace: Weapon. If your Card value is higher than the opponent's, they are stunned for 3 turns as if Bruised for the first time. Does not add a count of Bruised or add to how long they're stunned if they were already bruised.

Bondage Whip: Weapon. If your Card value is higher than the opponent's, you immediately grapple them. Until the opponent breaks the grapple that Coil Whip started, all stat bonuses from both characters are negated, and grapples must be won with cards alone.

Floating Vibrator: Weapon. If your Card value is higher than the opponent's, you insert a technological floating vibrator into their Vagina/Anus. The vibrations deal 5% of their max PP every tick until they cum, causing this effect to be removed.

Hot Potato: Weapon. When used, this card goes into the possession of the player with the lowest Card value and begins a 5 Tick count down. After put in play, the owner must win during Offensive to pass the Hot Potato back, going back and forth until it's clock hits 0. At which point, it will explode and instantly deal all of it's owner's HP and inflict bruised. Does nothing if the opponent is already stunned from HP loss.

UD DECKLIST

UD Bonus +1 x8
UD Bonus +2 x8
UD Bonus +3 x8
UD Bonus +4 x8
UD Bonus +5 x8
Tricksx2
Weaponsx2
 
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Mamono Assault Force

Mamono Assault Force

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Re: Rules and Character Creation, Yay

Sassadar said:
The exact formulas for how much damage people take from stuff might be good to have somewhere.
I roll a number of d10's equal to your damaging stats and that's how much damage you deal.

When you punch, you deal Strengthd10 damage, plus Striking
When you foreplay, Sexuald10, double that when doing the sex, plus Charismad10
When you take damage, Evasiond10 divided by 2, rounded down. You reduce damage by that much for both HP and PP.
Whenever you do either of those things, this process is followed for Will Power:

Attacker multiplies his damage dealt, be it pleasure or just damage, by his Intimidation factor. It is then divided by the opponent's Fortitude factor, and then divided by 4.

Ex. I punch Mind Flayer's character for 20 damage. He takes the 20 HP damage. Now for Will Power damage. I am a giant bullfrog so my Intimidation Factor is 10. 20x10=200. Mind Flayer's Fortitude is 6. 200/6=33.3. Now divide by 4. 8.3 WP damage. Woo.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Rules and Character Creation, Yay

Grammar Assassin said:
I wonder what happens when the round ends and both opponents have the same amount of points
A draw is almost impossible, since in the event they have the same amount of points, the winner is determined via who has the greater amount of Will Power remaining. If they just so happen to have the same amount, then it's a true draw. Or rather, they both lose and are treated to glorious public use.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Rules and Character Creation, Yay

Mind Flayer: There is the chance that a character's stats won't go up at all in the end. :p
RJ: nope
RJ: +1, +1, -1 is a net positive
Mind Flayer: I mean with all the other shit that can happen though.
Mind Flayer: To give -1 and stuff.
RJ: They won't bounce
Mind Flayer: The -1 can never be the one you just raised then?
RJ: No, the random stats ignore the stat you raised and each other
RJ: So you will never ever see, Grapple +1, Grapple +1, Grapple -1,
Mind Flayer: Ah gotcha.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mind Flayer: Okay which stats can I raise with my +1? Any single one of them?
Mind Flayer: The power and technique stats I mean.
RJ: any stat can be raised
RJ: any statt
RJ: ANYTHING
RJ: EVERYONE
RJ: LIKE
RJ: HEALTH
 
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Mamono Assault Force

Mamono Assault Force

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Re: Rules and Character Creation, Yay

Can someone effectively be "decked" by running out of cards to draw?
Forced to Do Nothing to draw cards. Otherwise when the game would tell you to draw cards, you simply don't. Running out of Cards in your Stamina Deck means you have run out of the ability to draw more options. Obviously you will want to manage your resources to prevent this from happening.

Between rounds in Comp matches though, both players will shuffle 12 Fatigue cards back into their deck as they recover.
 
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