Twisted1
Mystic Girl
- Joined
- Oct 2, 2010
- Messages
- 226
- Reputation score
- 12
New material mentioned in posts will be highlighted until the next time when new things are added.
How the game works:
(Non-combat scenes are pretty straightforward, I think, but feel free to ask any questions you have.)
Heavy Attack - 6 AP (Normal attack with 125% damage, 200% damage to Stamina)
Grapple - 6 AP (does no damage, but prevents the enemy from using heavy attacks, normal attacks, or spells and from moving. Initial grapple attacks have a hit chance roll against the enemy’s dodge and Physical Resistance. (d100 must be higher than opponent’s Dodge + Physical Resistance). Grapple attacks allow the aggressor to change the damage they deal with attacks to Stamina damage by, you guessed it, sexually assaulting them, if they so choose. The aggressor will take half the damage dealt to the enemy’s stamina as damage to their own stamina when using heavy attacks, and one fourth the damage when using normal or light attacks. The defender may use light attacks to deal damage or sexually assault the aggressor, or use a grapple attack to attempt to take the upper hand. They can either become the aggressor or escape the grapple and move away. Choosing to stop grappling while in the dominant position costs no AP and leaves the two of you in close range. Neither may use spells or abilities. Both will use their Unarmed stat times two for damage calculations.
Normal Attack -- 4 AP, Melee/Ranged derived stat in damage to Health and Stamina.
Light Attack -- 2 AP, 35% damage, increases chance to hit by 10% (less for swift enemies) up to 80%.
Defend -- 2 AP, reduces damage to Health and Stamina by enemy’s first strike in the next round by 25%. If enemy’s first attack is a grapple, add 25 to chance to escape. Only usable as the last move of your turn, obviously.
Take Cover -- 1 AP, reduces ranged chance to hit significantly until the opponent has moved to a spot where he/she can see you; it also adds 5% chance to dodge to enemy melee attacks for first round after taking cover.
Move -- X AP, specify how much AP you want to spend moving, which direction you want to move in, and what you hope to accomplish by moving -- the enemy will need to spend a similar amount to catch up to you – but they may also knock you down if you try to flee too often, making grapple attacks easier (+5% chance to succeed).
[highlight]Crippling Attacks: Using any attack you want as a baseline, you may choose to aim to cripple or otherwise debuff your opponent. If you choose to do this, you may trade any number of hit chance% for crit chance% -- a crit will grant you a debuff involving where you aimed.[/highlight]
Variables used:
General:
Health (pretty obvious)
Mana (used to cast spells or activate abilities, will regenerate very slowly until you rest)
Action points: See above list.
Stamina: This will measure your ability to resist and sexual endurance. When you take damage, you will suffer the same amount of damage in stamina. If your stamina drops to zero, you will no longer be able to fight or leave the area -- rape is pretty much guaranteed if anyone is there. You will regenerate stamina only when you rest. Causing your opponent to run out of Stamina will allow you to do whatever you want with or to your opponent -- rape them, cuddle with them, kill them, attempt to enslave them, pleasure yourself in front of them, eat them -- whatever you want. Once I have alerted you that your opponent’s Stamina has reached zero, please roleplay with them however you wish in your next post, then let me know what you want to do after you are finished.
Damage dealt:
Critical Chance: d100 – if you score higher than 100 minus your crit chance, you will deal extra damage and/or cause special debuffs to your opponent. Normal and light weapons will deal an additional 50% damage, and heavy weapons will deal an additional 75% damage. Spells do not get a chance to critically hit due to already high damage.
Melee/Ranged/Unarmed Derived Stat: This will be your basic damage. (Melee/Ranged/Unarmed skills will be used primarily for determining whether or not you can use better weapons. Unarmed weapons will include things like brass knuckles, enchanted hand wraps, etc.)
Max spell damage/healing: Regenerative/Destructive Magic skill / 2. Otherwise, heroes will go around one-shotting things with spells, am I right?
Damage received:
Physical/Mental Resistance: Resistance will affect roleplay effects of certain attacks. Heavy attacks used by enemies will also have a roll against your Resistance. If they win handily, they might just inflict a status debuff on you. If they barely win, you might get some nasty bruises or something -- something you can roleplay with but won't necessarily limit you if you don’t want it to. However, if you win the roll, you'll shave off some damage by converting the hit to a glancing blow. Players will only get similar roles when attacking if the opponent is noticeably weaker (attacker’s STR is 50% higher -- or more -- than defender’s STR)
Damage Threshold lowers the damage you take from all direct attacks by directly subtracting from the damage you would normally take. Most attacks will be reduced to, at the lowest, one.
Dodge: Dodge(skill)/4 = percentage decrease to enemy's accuracy -- initial chance to hit is 95%.
Notes:
The standard chance to hit is always 95% without any dodge modifications. Higher level enemies will have an even higher chance to dodge.
Losing a battle due to stamina loss will involve rape, but losing a battle to health loss will generally be less pleasant.
[highlight]Spell Creation by Tassadar![/highlight]
Simplified example battle (ignoring feats, faults, specs, and roleplay):
Player vs. Player
Player One: Teraphim
Player Two: Candus
Scenario: Not particularly important in an example, but let's have both of them start at close range, nearly face-to-face, but with both cognizant of each other.
Initiative:
Teraphim d20 + 9 AGI = 16
Candus d20 + 4 AGI = 13
Teraphim gets the first strike.
Teraphim: 44 HP, 14 AP, 148 Stamina
Candrus: 36 HP, 9 AP, 60 Mana, 132 Stamina
Teraphim: two heavy attacks, one light attack
2x Heavy Attack:
[Hit Chance: 2d100, higher than 7 = successful attack; 11,16; success!]
[Crit Chance: 2d100, 95 or higher = crit; 11, 24; normal hit]
[Damage dealt: 2 * (6.5 * 125%) = 14.3 damage]
Candrus: 22 HP, 9 AP, 60 Mana, 103 Stamina
1 Light Attack:
[Hit Chance: d100, higher than 7 = successful attack; 89; success!]
[Crit Chance: d100, 95 or higher is a crit; 79; normal hit]
[Damage dealt: 6.5 * 35% = 2.3 damage]
Candrus: 20 HP, 9 AP, 60 Mana, 101 Stamina
Candrus: 2 x Burning Hands at max (10) damage each, find cover
[Hit Chance: 2d100, higher than 9 = succesful attack: 69, 51; success!]
[Damage dealt: 10 x 2 = 20 damage]
Teraphim: 24 HP, 0 AP, 108 Stamina
Candrus: 20 HP, 0 AP, 50 Mana, 101 Stamina
Candrus jumps into a nearby small building.
New Round:
Teraphim: 24 HP, 14 AP, 108 Stamina
Candrus: 20 HP, 9 AP, 50 Mana, 101 Stamina
Teraphim: Follow Candrus (1 AP), 1 grapple, 1 normal attack, 2 light attacks (all converted to Stamina damage if grapple is successful)
Teraphim swiftly follows Candrus into the building.
Grapple:
[Hit Chance: d100, higher than 12 = successful grapple; 13; success!]
Normal Attack:
[Hit Chance: d100, higher than 7 = successful attack; 19; success!]
[Crit Chance: d100, 95 or higher = crit; 74; normal hit]
[Damage dealt: 2 * 6.5 = 13 damage to Stamina only]
2x Light Attacks:
[Hit Chance: 2d100, higher than 7 = successful attack; 45, 95; success!]
[Crit Chance: 2d100, 95 or higher = crit; 41, 76; normal hit]
[Damage dealt: 2*(6.5*35%) = 4.55 = 5 damage to Stamina only]
Candrus: 20 HP, 9 AP, 50 Mana, 83 Stamina
And so on. Candrus would most likely attempt to either break the grapple and start casting spells again or attempt to switch to the dominant role in the grapple. Teraphim would probably keep trying to rape Candrus into submission in order to gain a lovely sex toy, or whatever. Keep in mind that if you try to get someone unwilling to follow you, they will obviously try to escape.
Please note that I love to reward ingenuity -- if I say that the building you just entered seems unsteady, knocking down the walls to bring the roof crashing down is a viable choice -- though you’d obviously need to consider the risks and consequences.
There will be no permanent deaths, but long-term debuffs are certainly a possibility.
How the game works:
(Non-combat scenes are pretty straightforward, I think, but feel free to ask any questions you have.)
Combat System
List of actions available in combat:Heavy Attack - 6 AP (Normal attack with 125% damage, 200% damage to Stamina)
Grapple - 6 AP (does no damage, but prevents the enemy from using heavy attacks, normal attacks, or spells and from moving. Initial grapple attacks have a hit chance roll against the enemy’s dodge and Physical Resistance. (d100 must be higher than opponent’s Dodge + Physical Resistance). Grapple attacks allow the aggressor to change the damage they deal with attacks to Stamina damage by, you guessed it, sexually assaulting them, if they so choose. The aggressor will take half the damage dealt to the enemy’s stamina as damage to their own stamina when using heavy attacks, and one fourth the damage when using normal or light attacks. The defender may use light attacks to deal damage or sexually assault the aggressor, or use a grapple attack to attempt to take the upper hand. They can either become the aggressor or escape the grapple and move away. Choosing to stop grappling while in the dominant position costs no AP and leaves the two of you in close range. Neither may use spells or abilities. Both will use their Unarmed stat times two for damage calculations.
Normal Attack -- 4 AP, Melee/Ranged derived stat in damage to Health and Stamina.
Light Attack -- 2 AP, 35% damage, increases chance to hit by 10% (less for swift enemies) up to 80%.
Defend -- 2 AP, reduces damage to Health and Stamina by enemy’s first strike in the next round by 25%. If enemy’s first attack is a grapple, add 25 to chance to escape. Only usable as the last move of your turn, obviously.
Take Cover -- 1 AP, reduces ranged chance to hit significantly until the opponent has moved to a spot where he/she can see you; it also adds 5% chance to dodge to enemy melee attacks for first round after taking cover.
Move -- X AP, specify how much AP you want to spend moving, which direction you want to move in, and what you hope to accomplish by moving -- the enemy will need to spend a similar amount to catch up to you – but they may also knock you down if you try to flee too often, making grapple attacks easier (+5% chance to succeed).
[highlight]Crippling Attacks: Using any attack you want as a baseline, you may choose to aim to cripple or otherwise debuff your opponent. If you choose to do this, you may trade any number of hit chance% for crit chance% -- a crit will grant you a debuff involving where you aimed.[/highlight]
Variables used:
General:
Health (pretty obvious)
Mana (used to cast spells or activate abilities, will regenerate very slowly until you rest)
Action points: See above list.
Stamina: This will measure your ability to resist and sexual endurance. When you take damage, you will suffer the same amount of damage in stamina. If your stamina drops to zero, you will no longer be able to fight or leave the area -- rape is pretty much guaranteed if anyone is there. You will regenerate stamina only when you rest. Causing your opponent to run out of Stamina will allow you to do whatever you want with or to your opponent -- rape them, cuddle with them, kill them, attempt to enslave them, pleasure yourself in front of them, eat them -- whatever you want. Once I have alerted you that your opponent’s Stamina has reached zero, please roleplay with them however you wish in your next post, then let me know what you want to do after you are finished.
Damage dealt:
Critical Chance: d100 – if you score higher than 100 minus your crit chance, you will deal extra damage and/or cause special debuffs to your opponent. Normal and light weapons will deal an additional 50% damage, and heavy weapons will deal an additional 75% damage. Spells do not get a chance to critically hit due to already high damage.
Melee/Ranged/Unarmed Derived Stat: This will be your basic damage. (Melee/Ranged/Unarmed skills will be used primarily for determining whether or not you can use better weapons. Unarmed weapons will include things like brass knuckles, enchanted hand wraps, etc.)
Max spell damage/healing: Regenerative/Destructive Magic skill / 2. Otherwise, heroes will go around one-shotting things with spells, am I right?
Damage received:
Physical/Mental Resistance: Resistance will affect roleplay effects of certain attacks. Heavy attacks used by enemies will also have a roll against your Resistance. If they win handily, they might just inflict a status debuff on you. If they barely win, you might get some nasty bruises or something -- something you can roleplay with but won't necessarily limit you if you don’t want it to. However, if you win the roll, you'll shave off some damage by converting the hit to a glancing blow. Players will only get similar roles when attacking if the opponent is noticeably weaker (attacker’s STR is 50% higher -- or more -- than defender’s STR)
Damage Threshold lowers the damage you take from all direct attacks by directly subtracting from the damage you would normally take. Most attacks will be reduced to, at the lowest, one.
Dodge: Dodge(skill)/4 = percentage decrease to enemy's accuracy -- initial chance to hit is 95%.
Notes:
The standard chance to hit is always 95% without any dodge modifications. Higher level enemies will have an even higher chance to dodge.
Losing a battle due to stamina loss will involve rape, but losing a battle to health loss will generally be less pleasant.
[highlight]Spell Creation by Tassadar![/highlight]
Tassadar said:Wanted to keep it sort of similar to the one you made. I think it might be easier to leave the ranges alone. I dropped skills, because modifying specific skills would add more complication to an already complicated system.
x = amount of damage a spell does.
y = duration of a spell. By default, always 1. Has to be decided upon spell creation, and cannot be changed later on without creating a whole new spell.
z = buff/debuff to a SPECIAL stat. By default, 0, and must be decided upon spell creation, and cannot be changed later without making an entirely new spell.
The mana cost of a spell, based on range:
Touch: y(.5x + .8z) -- one target
Cone: y(x + 1.5z) -- a few targets in an area in front of you
Beam: y(.6x + z) -- one target
Radial: y(x + 2z) -- all targets within a circular area around the caster (low-med range)
Distant Radial: y(2x + 3z) -- all targets within a circular area anywhere you can hit
The whole "cannot be changed later" thing shouldn't be a problem since there isn't a maximum number of spells a character can know at the moment. The numbers are small because magic needs to be an option all on its own, and since high mana at level 1 is around 50, it seems likely that characters won't get anywhere near 100 for a while.
Also, if a spell wants to affect multiple SPECIAL stats, treat it as though their were just another z, but make it so that all z values have to be the same.
For example:
A spell that just does x damage at Touch range would cost .5x mana and would deal x damage.
A spell that did x damage and depleted an enemies Strength by 3 for 3 rounds at Beam range would cost: 3(.6x + 3) = 1.8x + 9.
A spell that depleted all enemies Agility by 2 and did x damage for 4 rounds in a radius around the caster would cost: 4(x + 4) = 4x + 16.
A spell that just did x damage in a radius at a target of the casters choice for 3 rounds would cost: 6x
Edited by myself: Spells will do, at max, (Regenerative or Destructive Magic)/2 damage.
Simplified example battle (ignoring feats, faults, specs, and roleplay):
Player vs. Player
Player One: Teraphim
Name: Teraphin Solem
Race: Human
Age: 26
SPECIALS
Strength: 7
Perception: 5
Endurance: 6
Charisma: 5
Intelligence: 5
Agility: 9
Luck: 5
Spirit: 3
Derived Stats
Action points: 5 + AGI = 14
Critical Chance: LUK% = 5%
Damage Threshold: Armor = 2
Health: 20 + (END x 4) = 44
Mana: 20 + (SPI x 3) + INT = 34
Stamina: 100 + (END x 8) = 148
Physical Resistance: Damage Threshold + END = 8
Mental Resistance: Damage Threshold + (END/2) + (INT/2) = 7.5
Melee: (Weapon damage / [Points below req STR + 1]) + (STR/2) = 6.5
Ranged: (Weapon damage / [Points below req AGI + 1]) + (AGI/2) = N/A
Unarmed: (Unarmed skill/5) + (STR/2) = 5.8
Skills
Alchemy – Primary stat: Intelligence – 10
Barter – Primary stat: Charisma – 10
Destructive Magic – Primary stat: Spirit – 6
Dodge – Dual stats: Agility, Endurance – 15
Explosives – Primary stat: Perception – 10
Guns – Primary stat: Agility – 18
Lockpick – Primary stat: Perception – 10
Medicine – Primary stat: Intelligence – 10
Melee – Primary stat: Strength – 14
Regenerative Magic – Primary stat: Spirit – 6
Repair – Primary stat: Intelligence – 10
Sneak – Primary stat: Agility – 18
Speech – Primary stat: Charisma – 10
Survival – Primary stat: Endurance – 12
Unarmed – Dual stats: Strength, Endurance – 13
Inventory
Damaged Blade: 3 damage
Leather Armor: 2 Damage Threshold, 8 Durability
Race: Human
Age: 26
SPECIALS
Strength: 7
Perception: 5
Endurance: 6
Charisma: 5
Intelligence: 5
Agility: 9
Luck: 5
Spirit: 3
Derived Stats
Action points: 5 + AGI = 14
Critical Chance: LUK% = 5%
Damage Threshold: Armor = 2
Health: 20 + (END x 4) = 44
Mana: 20 + (SPI x 3) + INT = 34
Stamina: 100 + (END x 8) = 148
Physical Resistance: Damage Threshold + END = 8
Mental Resistance: Damage Threshold + (END/2) + (INT/2) = 7.5
Melee: (Weapon damage / [Points below req STR + 1]) + (STR/2) = 6.5
Ranged: (Weapon damage / [Points below req AGI + 1]) + (AGI/2) = N/A
Unarmed: (Unarmed skill/5) + (STR/2) = 5.8
Skills
Alchemy – Primary stat: Intelligence – 10
Barter – Primary stat: Charisma – 10
Destructive Magic – Primary stat: Spirit – 6
Dodge – Dual stats: Agility, Endurance – 15
Explosives – Primary stat: Perception – 10
Guns – Primary stat: Agility – 18
Lockpick – Primary stat: Perception – 10
Medicine – Primary stat: Intelligence – 10
Melee – Primary stat: Strength – 14
Regenerative Magic – Primary stat: Spirit – 6
Repair – Primary stat: Intelligence – 10
Sneak – Primary stat: Agility – 18
Speech – Primary stat: Charisma – 10
Survival – Primary stat: Endurance – 12
Unarmed – Dual stats: Strength, Endurance – 13
Inventory
Damaged Blade: 3 damage
Leather Armor: 2 Damage Threshold, 8 Durability
Player Two: Candus
Name: Candus Tamorin
Race: Human
Age: 18
SPECIALS
Strength: 4
Perception: 4
Endurance: 4
Charisma: 4
Intelligence: 10
Agility: 4
Luck: 5
Spirit: 10
Derived Stats
Action points: 5 + AGI = 9
Critical Chance: LUK% = 5%
Damage Threshold: Armor = 1
Health: 20 + (END x 4) = 36
Mana: 20 + (SPI x 3) + INT = 60
Stamina: 100 + (END x 8) = 124
Physical Resistance: Damage Threshold + END = 5
Mental Resistance: Damage Threshold + (END/2) + (INT/2) = 8
Melee: (Weapon damage / [Points below req STR + 1]) + (STR/2) = 3
Ranged: (Weapon damage / [Points below req AGI + 1]) + (AGI/2) = N/A
Unarmed: (Unarmed skill/5) + (STR/2) = 3.75
Skills
Alchemy – Primary stat: Intelligence – 20
Barter – Primary stat: Charisma – 8
Destructive Magic – Primary stat: Spirit – 20
Dodge – Dual stats: Agility, Endurance – 8
Explosives – Primary stat: Perception – 8
Guns – Primary stat: Agility – 8
Lockpick – Primary stat: Perception – 8
Medicine – Primary stat: Intelligence – 20
Melee – Primary stat: Strength – 8
Regenerative Magic – Primary stat: Spirit – 20
Repair – Primary stat: Intelligence – 20
Sneak – Primary stat: Agility – 8
Speech – Primary stat: Charisma – 8
Survival – Primary stat: Endurance – 8
Unarmed – Dual stats: Strength, Endurance – 8
Inventory
Weathered Staff: 1 damage, 15% chance to stun target for next round.
Clothing: 1 Damage Threshold, +3 to Speech, 5 Durability
Spells
Burning Hands (touch): .5x
Ray of Light (beam): .6x
Race: Human
Age: 18
SPECIALS
Strength: 4
Perception: 4
Endurance: 4
Charisma: 4
Intelligence: 10
Agility: 4
Luck: 5
Spirit: 10
Derived Stats
Action points: 5 + AGI = 9
Critical Chance: LUK% = 5%
Damage Threshold: Armor = 1
Health: 20 + (END x 4) = 36
Mana: 20 + (SPI x 3) + INT = 60
Stamina: 100 + (END x 8) = 124
Physical Resistance: Damage Threshold + END = 5
Mental Resistance: Damage Threshold + (END/2) + (INT/2) = 8
Melee: (Weapon damage / [Points below req STR + 1]) + (STR/2) = 3
Ranged: (Weapon damage / [Points below req AGI + 1]) + (AGI/2) = N/A
Unarmed: (Unarmed skill/5) + (STR/2) = 3.75
Skills
Alchemy – Primary stat: Intelligence – 20
Barter – Primary stat: Charisma – 8
Destructive Magic – Primary stat: Spirit – 20
Dodge – Dual stats: Agility, Endurance – 8
Explosives – Primary stat: Perception – 8
Guns – Primary stat: Agility – 8
Lockpick – Primary stat: Perception – 8
Medicine – Primary stat: Intelligence – 20
Melee – Primary stat: Strength – 8
Regenerative Magic – Primary stat: Spirit – 20
Repair – Primary stat: Intelligence – 20
Sneak – Primary stat: Agility – 8
Speech – Primary stat: Charisma – 8
Survival – Primary stat: Endurance – 8
Unarmed – Dual stats: Strength, Endurance – 8
Inventory
Weathered Staff: 1 damage, 15% chance to stun target for next round.
Clothing: 1 Damage Threshold, +3 to Speech, 5 Durability
Spells
Burning Hands (touch): .5x
Ray of Light (beam): .6x
Scenario: Not particularly important in an example, but let's have both of them start at close range, nearly face-to-face, but with both cognizant of each other.
Initiative:
Teraphim d20 + 9 AGI = 16
Candus d20 + 4 AGI = 13
Teraphim gets the first strike.
Teraphim: 44 HP, 14 AP, 148 Stamina
Candrus: 36 HP, 9 AP, 60 Mana, 132 Stamina
Teraphim: two heavy attacks, one light attack
2x Heavy Attack:
[Hit Chance: 2d100, higher than 7 = successful attack; 11,16; success!]
[Crit Chance: 2d100, 95 or higher = crit; 11, 24; normal hit]
[Damage dealt: 2 * (6.5 * 125%) = 14.3 damage]
Candrus: 22 HP, 9 AP, 60 Mana, 103 Stamina
1 Light Attack:
[Hit Chance: d100, higher than 7 = successful attack; 89; success!]
[Crit Chance: d100, 95 or higher is a crit; 79; normal hit]
[Damage dealt: 6.5 * 35% = 2.3 damage]
Candrus: 20 HP, 9 AP, 60 Mana, 101 Stamina
Candrus: 2 x Burning Hands at max (10) damage each, find cover
[Hit Chance: 2d100, higher than 9 = succesful attack: 69, 51; success!]
[Damage dealt: 10 x 2 = 20 damage]
Teraphim: 24 HP, 0 AP, 108 Stamina
Candrus: 20 HP, 0 AP, 50 Mana, 101 Stamina
Candrus jumps into a nearby small building.
New Round:
Teraphim: 24 HP, 14 AP, 108 Stamina
Candrus: 20 HP, 9 AP, 50 Mana, 101 Stamina
Teraphim: Follow Candrus (1 AP), 1 grapple, 1 normal attack, 2 light attacks (all converted to Stamina damage if grapple is successful)
Teraphim swiftly follows Candrus into the building.
Grapple:
[Hit Chance: d100, higher than 12 = successful grapple; 13; success!]
Normal Attack:
[Hit Chance: d100, higher than 7 = successful attack; 19; success!]
[Crit Chance: d100, 95 or higher = crit; 74; normal hit]
[Damage dealt: 2 * 6.5 = 13 damage to Stamina only]
2x Light Attacks:
[Hit Chance: 2d100, higher than 7 = successful attack; 45, 95; success!]
[Crit Chance: 2d100, 95 or higher = crit; 41, 76; normal hit]
[Damage dealt: 2*(6.5*35%) = 4.55 = 5 damage to Stamina only]
Candrus: 20 HP, 9 AP, 50 Mana, 83 Stamina
And so on. Candrus would most likely attempt to either break the grapple and start casting spells again or attempt to switch to the dominant role in the grapple. Teraphim would probably keep trying to rape Candrus into submission in order to gain a lovely sex toy, or whatever. Keep in mind that if you try to get someone unwilling to follow you, they will obviously try to escape.
Please note that I love to reward ingenuity -- if I say that the building you just entered seems unsteady, knocking down the walls to bring the roof crashing down is a viable choice -- though you’d obviously need to consider the risks and consequences.
There will be no permanent deaths, but long-term debuffs are certainly a possibility.
Last edited: