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Move Making


Smokefish

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-MOVENAME-
Type:
Costs:
Effect:
Cooldown:

=Generic Move Info=
A Character starts with a 5 Limit of Moves they may "Know" at the same time. This limit increases by 1 for every 4th level(4, 8, 12, etc), To the max of 10 total at level 20. This limit can be increased further by taking the "Resourceful" Ability.

Moves may be altered, removed, replaced, added, at any time outside of Combat, as long as you PM the Approver before you make the changes, so that you can get the new/altered Moves approved.

-Basic Values & Options for Move Making-
-Moves have a Base Energy Cost of 10 unless stated otherwise.
-Moves can only be of an Element/Type the Character have or Normal.

-5 Extra Pleasure Damage adds +10 to Energy Cost.
-For every extra 5 Self-Pleasure Damage the Energy Cost is reduced by 5. May pick up to six times(total of 30 Self-Pleasure Damage)
-For every extra 1 Turn of Cooldown the Energy Cost is reduced by 5. May pick up to thrice.
-Base of 10 Energy Damage costs 10 Energy and 1 Cooldown.
-5 Extra Energy Damage adds +10 to Energy Cost.
-Special Effects may reduce or increase Energy Cost, it is up to the Approver.

-A Move may at most cost 50 Energy before Reductions by default. This may be increased by raising the "Move Cost Cap" of the character.
-A Move may at most deal 30 Self-Pleasure Damage(after including Base and 'Extras'). Temporary effects may raise it higher.
-A Move may at most have a 4 turn Cooldown(including Base and 'Extras'). Temporary effects may raise it higher.

On Cooldowns: Using a Move with a Cooldown of 2 on Turn 1 means you can use it again on Turn 4. Refer to the "How to do Battle" thread for explanation. Of a sort.

=Basic Move Types=

-Foreplay Move-
Have a Base Pleasure Damage of 10.

-Penetration Move-
Have a Base Pleasure Damage of 20.
Have a Base Self-Pleasure Damage of 10.
Can only be used on Characters you are Mounting.

-Mount Move-
Have a base "Hold" Duration of 2 Turns
Have a base "Escape Cost" of 20 Energy.
Have a base Cooldown of 1.
+30 Energy Cost gives the Move +1 turn of "Hold" on Victim.
+10 Energy Cost increases Escape Cost by 5 Energy, to a max of the user's Move Cost Cap divided by 2, rounded up to nearest increment of 5.

Note 1: Cooldown begins on the user's Turn after the 'Hold' Duration have ended, or if the target paid the Escape Cost.
Note 2: Elemental Mount Moves have -10 Energy Cost and +10 Escape Cost towards Characters weak to that Element, but Characters of either same element or are strong against that element have reversed effects, +10 Energy Cost and -10 "Cost to Evade".


=Advanced Move Types=

-Drain Move-
By using this Move the User can drain Energy from another target character(explicitly not themselves!), gaining the amount of Energy that the target loses. If draining an amount that exceeds the Drain Cap however the User takes Self-Pleasure Damage based on how much they drained above the Drain Cap.
Base Cost of 0 Energy
Base Drain Cap of 10
Base Cooldown of 2

Can only Drain up to User's Move Cost Cap/2 amount of Energy.
Deals Self-Pleasure Damage equalling to the amount of Energy Drained minus Drain Cap from the Enemy, Also Gains the same amount of Energy.
Adding +1 turn Cooldown Raises Drain Cap by 5. May be picked up to twice.

-Recovery Move-
By sacrificing Energy the user of this Move may reduce the current amount of Pleasure of themselves or another target. The amount of Pleasure reduced is equal to half the amount of Energy sacrificed in increments of ten(10). May not be of the 'Rough' Type.
Base Cost of 0 Energy
Base Recovery of 5
Base Cooldown of 1

Reduces Pleasure equalling to Half the Amount of Energy Sacrificed + Base Recovery.
Can at most Reduce Pleasure by up to the User's Move Cost Cap/2
Adding +2 turn Cooldown Raises Recovery by 5, Max Twice

-Curse Move-
The user places a hex, a curse, a trap card, or anything of the sort upon a target character(including themselves if they so wish!). Whenever the target uses a Move they take Pleasure Damage based on the 'Curse Pleasure' value of the Move. It lasts either until the Duration ends or the target have used an amount of Moves equal to the 'Moves Cursed' amount, whichever comes first. May not be of the 'Tender' Type.
Base Energy Cost of 10.
Base Duration of 3.
Base "Moves Cursed" of 3.
Base "Curse Pleasure" of 5.

+1 to Duration, Energy Cost increases by 10. May be picked up to thrice.
+1 to "Moves Cursed", Energy Cost increases by 30. May be picked up to twice.Max of +1.
+5 to "Curse Pleasure", Energy Cost increases by 30. May be picked up to twice.

-Empower Move-
'Empower' Moves are used to increase Pleasure Damage of the next Foreplay or Penetration Move the user, or another target Character, performs. The 'Empowerment' is lost once an eligible Move has been performed successfully. Note: Is a Swift Action.
Base Energy Cost of 10.
Base Duration of 2.
Base "Empower Damage" of 10.
Base Self-Inflicted Pleasure of 5.

+1 to Duration raises Energy Cost by 10.
+5 to "Empower Damage" raises Energy Cost by 10.

-Special Move-
For all the moves that don't fit into any of the existing categories above, the cost and final effect is up to the approver.

Examples includes Moves such as a variation of a regular Foreplay Move, but with the additional effect of also draining 10 Energy from the target and giving it to the user, or a Mount Move that also inflicts a status effect that increases pleasure damage recieved by the target of the Move while they are mounted.

=BENCHED STUFF=​
May or may not return at some point.

-Mass Move-
Have a Base Cooldown of 2.
Mass Foreplay/Penetration: 20 Base Energy Cost
Mass Mount: 40 Base Energy Cost
Mass Foreplay: Base Pleasure of 5.
Mass Penetration: Base Pleasure of 20.
Mass Mount: Base 2 Turns of Hold, 20 Energy Cost to Evade
Uses the Non-Mass Variants rules but with doubled Energy/Pleasure Increases.
Otherwise uses standard Rules for the Non-Mass Variants.
 
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