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Garnering interest: Savannah

Garnering interest: Savannah

  • Yes, I'm fine with that.

    Votes: 16 66.7%
  • No, no furries, but anthros (catgirls, etc.) are fine.

    Votes: 8 33.3%
  • Only humans born under the different 'signs' of animals.

    Votes: 0 0.0%

  • Total voters
    24

SilentSilth

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The Savannah: A sun-scorched, harsh area of land where the only strongest survive... and there's no better strength than that which comes with numbers.

Synopsis: A free-to-roam game where players really just survive and grow their tribe. The larger you get, the more benefits you receive and the more mysteries of the world you'll discover. During the initial stages (what I call 'The Proving Grounds'), you'll be relatively risk free, but out in the Pride Lands, you're tribe is in danger of being attacked constantly. Before you start making a character, however, consider this:

LEADERS ARE FIRST COME FIRST SERVE. I'll only be taking two leaders, unless we have enough players for 3 tribes. You can always choose to become a leader later, but in the early stages, too many leaders will mean the death of a tribe.

Character Sheets: There are two sheets: One for furries and anthros, another for humans. Every attribute and stat starts with 1 point in it automatically.

Furries/Anthros:
Name:
Gender: ((Please make sure your gender lines up with your class!))
Class:
Species: Choosing a certain species will give you different abilities. If you go very in depth (IE: saying a 'Bengal Tiger'), the more your bonuses will be crafted to your species. Yes, I'm open to suggestions.
Feats:
Stats:
Armor/Arousal Points: Your Armor. If you're being groped/fondled/sexed, when this drops to 0, you can't resist the urge to have sex.
Fatigue Points: Your hit points. When this hits 0, you either orgasm, or get knocked unconscious. Losing to an enemy means becoming their slave for a full day.
Stamina Points: Natural Classes only. Certain feats will require Skill Points. Leave this out if you're not a natural class.
Magic Points: Magic and Combo Classes only. Spells and feats will require Magic Points to use. Leave this out if you're not a Magic or Combo class.
Energy Points: How much you can do per day or in a battle. The more of these you have, the more you can do.

Attributes:
Strength: Determines Melee attacks, feats of endurance, and other things determining physical damage.
Dexterity: Spot checks, hide checks, ranged attacks, etc. Some spells will require a Dexterity check to hit.
Intelligence: Rolling for Magic use, artifacts being used and solving puzzles.
Will Power: Rolling for sex-based attacks, surviving any sort of mental assault, and fighting off the urge to do something a slave might be forced to do.
Items: None (your starting clothing won't count).

Humans:
Name:
Gender: ((Please make sure your gender lines up with your class!))
Class:
Star: Choosing a certain animal star you were born under will give you different abilities. If you go very in depth (IE: saying a 'Bengal Tiger'), the more your bonuses will be crafted to your species. Yes, I'm open to suggestions.
Feats:
Stats:
Armor/Arousal Points: Your Armor. If you're being groped/fondled/sexed, when this drops to 0, you can't resist the urge to have sex.
Fatigue Points: Your hit points. When this hits 0, you either orgasm, or get knocked unconscious. Losing to an enemy means becoming their slave for a full day.
Stamina Points: Natural Classes only. Certain feats will require Skill Points. Leave this out if you're not a natural class.
Magic Points: Magic and Combo Classes only. Spells and feats will require Magic Points to use. Leave this out if you're not a Magic or Combo class.
Energy Points: How much you can do per day or in a battle. The more of these you have, the more you can do.

Attributes:
Strength: Determines Melee attacks, feats of endurance, and other things determining physical damage.
Dexterity: Spot checks, hide checks, ranged attacks, etc. Some spells will require a Dexterity check to hit.
Intelligence: Rolling for Magic use, artifacts being used and solving puzzles.
Will Power: Rolling for sex-based attacks, surviving any sort of mental assault, and fighting off the urge to do something a slave might be forced to do.
Items: None (your starting clothing won't count).

The Classes: There are several classes I use whenever playing the game. These classes are sometimes gender-specific:
Natural Classes: Natural classes use only their natural talent and little magic to succeed. They rarely use magic.
Natural classes get to spend 10 points on their statistics and 7 points on attributes. Unless they change classes later on, they cannot use magically-powered artifacts.
Leader: Male or Female. There can be multiple leaders per tribe; however, the tribe needs at least one leader; Whenever a party goes out with a leader into the Savannah, they get a bonus to the task being completed.
Starting Feat: Embolden: Leaders lead - and when they lead a party of their tribe members into any mission, they increase the chances of success + 4.
Carrying Capacity: 7.
Scout: Male or Female. Scouts are stealth specialists, who mainly go about hiding. They don't do well in combat and are poor scavengers; they're mainly used in finding enemy positions, as well as artifacts of old.
Padded Feet: The Scout has well worn feet, but this allows them to move further and faster than any other class. While exploring, 1 EP can move the scout two miles (with two random encounter rolls).
Carrying Capacity: 8.
Warrior: Males only. Warriors are combat specialists; their skills are rarely needed, but sending them out with a party makes it less likely for the group to be attacked; While not as virile as Studs, Warriors usually make good lays, too.
Starting Feat: Experience: When fighting, whether it be erotic or martial, the warriors have just been doing it longer, getting a +2 bonus to attacks.
Carrying Capacity: 5.
Hunter: Female only. Hunters go out and find fresh meat for those who eat it. They're skilled in combat, but not as good as Warriors; however, they have nearly the same speed benefits of scouts.
Starting Feats: Experienced Hunter: While hunting, the Huntress gains 2 random encounter rolls for every 1 EP; she also gains a +2 on her roll for yield when it comes to gathering meat.
Carrying Capacity: 9.
Foragers: Male and Female. Foragers go about finding fresh food, water, and other materials that can be used to build with. They have no combat skills, a slower speed than most, but Foragers have the largest carrying capacity.
Starting Feat: Green Thumb: When it comes to finding and planting crops, there's no better than a Forager; they gain a +2 modifier to finding veggies, as well as a +1 to success rolls for planting and growing them.
Carrying Capacity: 20.
Studs: Male only. Studs are the most virile group of males around. They literally excel so poorly at many other aspects in life, but have luckily been gifted with the greatest gift of all. Well... three gifts, if you count their testicles. The Children of studs are more likely to become another class like Warrior or Scout than Stud.
Starting Feat: Viable: Too Many studs means that there's too many mouths to feed; The chance a stud's offspring will be anything besides Stud or a Breeder is decreased to 5%.
Carrying Capacity: 4.
Breeder: Female only. Breeders are the most fertile women around the Savannah. They do have a higher carrying capacity than most other classes, and their gestation period is lower than all other classes, too.
Starting Feat: Healthy: The gestation period for breeders is reduced by d8 (at least 4) days, and their children grow to full maturity in just two weeks, as opposed to one month.
Carrying Capacity: 10.

Magic Based Classes: These classes use some sort of magic - some more dedicated to the Gods than others.
These classes have 6 points to spend on statistics, and 6 points to spend on attributes - but gain an immediate bonus of +2 to their Intelligence, and a +4 to MP.
Shaman: Male and Female. Shamans are dedicated to the God Kermack. While he doesn't necessarily frown on sex, he doesn't take well to meaningless sex - so if a shaman is raped, has sex not to breed, or just plain old debauches for fun, Kermack steals their power... but only for a day or two.
They focus mainly on making plant life grow and flourish without the help of a forager. They can make defensive fortifications out of most plants, and high-level Shamans can make plants and vines grow instantly.
Starting Feat: Fertile Aura- Shamans make everything around them more fecund. Pregnency rolls near a Shaman have a +1 bonus. Plants that a Shaman spends time around give a +1 bonus to food production for each day the Shaman spends a majority of time near (max bonus of +5). This bonus is instantly lost if the Shaman loses their magic.
Carrying Capacity: 5.
Elementalist: Male only. Elementalists serve the three Gods Kiln, Romulus, and Shiva - Fire, Lightning, and Ice, respectively. Each God has no views on sex, making the Elementalist free-natured and destructive. If they spur two of the other Gods to follow only one, they gain unnatural strength in that one Element.
Starting Feat:
Elementalism- Elementalists must choose to follow all three gods (Primal Elementalism) or focus on just one (Focused Elementalism). This choice determines the abilities they gain.

Primal Shot (Primal Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. This damage ignores armor. (Max 10)

Flame Shot (Fire Focused Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. The target takes half this damage again on the following turn unless they put themselves out. (Max 6)

Bolt Shot (Lightning Focused Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. The target takes a penalty on their rolls on their next turn equal to the damage they recieve. (Max 5)

Frost Shot (Ice Focused Elementalism)- The Elementalist can make an attack at range that deals 1 damage for each MP the Elementalist spends. The target takes a penalty to their movement on their next turn equal to the damage they recieve. (Max 6)
Carrying Capacity: 4.

Storm Mage: Male and Female. Storm Mages start out weak, but can quickly become a major force to deal with; they worship Tela, the Goddess of Water. Their first spell allows them to make water out of thin air, easing the jobs of foragers; But, when angered, an experienced Storm Mage can cause a massive storm over a certain area, flooding and decimating all those within it.
Starting Feat:
Weather Whisper- A Storm Mage can influence the weather around their location by one step. This costs no MP. The Storm Mage can change the level and direction of the change once per day. Changes take one hour per step to fully change.

Weather Steps (assuming tropical/sub-tropical climate):
-4-Hellish Heatwave (Unnatural)
-3-Severe Heatwave
-2-Drought
-1-Mild Heatwave
0-Clear sky
1-50% Cloud cover
2-Overcast
3-Fog
4-Light Rain (Drizzle)
5-Medium Rain (Rain Storm)
6-Heavy Rain and Thunder (Thunderstorm)
7-Hurricane
8-Hellstorm (Unnatural)

Summon Water: At the cost of 1 EP per gallon, the Storm Mage can make water from air - but there needs to be some sort of container to hold it in..

Carrying Capacity: 6.

Summoner: Female only. Summoners are the strongest magic-based class available. They serve no God or Goddess, but summon beings from another world to decimate their foes. Summoners can only replenish their mana by having sex with another being; if they become pregnant, they lose their powers for that duration.
Starting Feat:
Summon Minion- The Summoner can call a weak ally to assist her. For 1 MP, the Summoner can summon a tier 1 creature that will obay her every wish for 1 hour or until defeated or dismissed. The Summoner can extend the duration by 1 hour for 1 MP.

Tantric Magic- The Summoner doesn't regain MP through time, only through sex. Each round the Summoner spends on foreplay with another person, she regains 1 MP. Each round the Summoner spends on penetrative sex with another person, she regains 2 MP. When the Summoner climaxes, she regains half of her maximum MP (round up). Note: The Summoner cannot regenerate MP with any creature she summons.
Carrying Capacity: 8.

Combination classes: These classes balance Magic and Natural talents. They're mainly support classes because of this.
Combo Classes are able to spend 8 points in stats, and 8 points in attributes.
Builder: It sounds odd, but Builders need to have some sort of magical prowess. As they're truly independent, they use their powers to hold up scaffolding, seal together materials, as well as even smelt some metals. They possess some combat abilities.
Starting Feat: Builder- Builders can construct various things from houses to weapons with this feat. They'll need Materials (generic resource) and time.
A table is forth coming.
Carrying Capacity: 12.
Saboteur: Saboteurs are a mix between Warriors, Scouts, and somewhat builders. Their job is to sneak into an enemy area, destroy buildings with a magic-based charge, make someone succumb to lust, or even just cast a spell to make everyone sleep longer that they're supposed to. As some sort of jest, however, they have the second highest fertility rate next to Breeders...
Starting Feat: Sabotaging Aura- Saboteurs have an aura about them that just makes life hard for everyone around them... everyone they choose. Saboteurs can give a -2 to any action undertaken by anyone near them.
Carrying Capacity: 5.
Archaeologist: Archaeologists take whatever ancient items scouts or others find and provide power for them. They're the weakest of classes for combat, but are the only class with some healing abilities; sometimes they need to be escorted to dig sites.
Starting Feat: Power up- Archeologists can provide power not just to artifacts, but their allies as well. Allies near the Archeologist recover AP, FP and MP at twice the normal rate. The Archeologist can also use tier 1 artifacts without error.
Carrying Capacity: 8.
 
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Simca

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Re: Garnering interest: Savannah

Sounds good, and I like the mainly PVE aspect...PVP gets too much like some "defeat the tentacles" games where the people are psychoanalyzing every possible movement for 30 posts before they decide "I do believe I -will- have the soup."
 

BlueSlime

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Re: Garnering interest: Savannah

I don't mind the PvP if it's "friendly" as in doesn't cause a game over for the loser, more like humiliation/submissiveness to the winner for a certain amount of time. But there should definitely be PvE.

I voted for anthros only because it's my personal taste. I'll still play with the fur enabled though. I like the idea of humans being born under the signs of the animals too, I think that should be there regardless of whether furries/anthros are included.

I think I'd like to play a hunter.

Oh and :p @ Simca. I like my soup, it's made with love and psychoanalysis.
 

maikochan

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Re: Garnering interest: Savannah

I'm good with either PvPvE or PvE only. I've played this on MSN with Silth before and it's pretty fun. I've already got a character idea for a leader...
 

Farren

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Re: Garnering interest: Savannah

The PvP might be interesting if it's kept indirect for the most part. I'd be willing to give it a shot anyway.
 

lurker

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Re: Garnering interest: Savannah

I don't mind the PvP if it's "friendly" as in doesn't cause a game over for the loser, more like humiliation/submissiveness to the winner for a certain amount of time. But there should definitely be PvE.
I'm tossing my opinionation of PvP with slimez, and showing my intrest ;p
 

plmnko

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Re: Garnering interest: Savannah

i really dont like furries, but i think than they must be available in case than we have some furries lovers in the forum, also its a nice idea for a pvp.
 

TentanariX

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Re: Garnering interest: Savannah

Hmmm, I don't have a problem with furries. I prefer human or cat/girls moire my self. The non GO PVP sounds like a good route for me, but I do prefer to have a mission/quest/world to play against, somewhat. Consider my interest got.
 
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SilentSilth

SilentSilth

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Re: Garnering interest: Savannah

So... 13 votes = 13 players? Or are we going to have people drop if there are furries involved?
 

BlueSlime

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Re: Garnering interest: Savannah

As one of the players voting anthros, I won't drop if furries are involved.
 

Dragontear

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Re: Garnering interest: Savannah

As I obviously like anthropomorphic characters, I'm interested. You already know my thoughts about it. :3

Hmming and harrring about joining. Sitting on the fence, swinging my feet and swaying side to side.
 
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Tassadar

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Re: Garnering interest: Savannah

Sure, I'm in. I don't have any particular like or dislike of furries, so long as it isn't pressed over-much. Planning on playing a Summoner. And I think a PvP game might be interesting, for a change.
 
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SilentSilth

SilentSilth

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Re: Garnering interest: Savannah

Maiko and I just finished writing up the feats for the classes (We'll have them posted soon); So I guess the big question is:

Should we have Furry vs. Human? That could give some interesting feat choices for both sides, and add into the 'non-direct PvP' system.
 

AngelKara

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Re: Garnering interest: Savannah

This sounds awesome! I personally don't really care about the furry and pvp things. But I call Scout!

FYI the effects of the warriors and leaders sound a lot like in a game called Rebuild. Just something I noticed and felt like pointing out.
 
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maikochan

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Re: Garnering interest: Savannah

Hmmm... I'm gonna be on the fence about the Human vs Furry for a while. I personally think this should be decided once the people playing have made their characters, and that there should be exceptions. One possibility I floated to Silth was a 30/70 mix in the tribes, but, well, we'll see.

Just going to state for the record that I'll be playing a human leader. That won't change.
 

BlueSlime

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Re: Garnering interest: Savannah

I'm playing as a human huntress, beyond that, whatever works for the person running the game is a-okay by me.
 

plmnko

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Re: Garnering interest: Savannah

Human or Anthros like principal character, maybe i will put a few furries in the tribu.

And for the feats, you could take them at the start and these only will work if have certain a % of a race or also earn bonification agains a class or race if you have have prisoners of these.
 

Tassadar

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Re: Garnering interest: Savannah

That would be an interesting way of managing the PvP portion of the game.
 

T-A-B

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Re: Garnering interest: Savannah

I'd be interested in participating. I would be comfortable playing as a Forager, Archaeologist or Saboteur.

For the record, I have no preference on the presence of furries or the involvement of PvP.
 
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