Cevrik777
Sex Demon
- Joined
- Jan 16, 2011
- Messages
- 276
- Reputation score
- 22
Forward:
Everything in the sections listed below are the official rules - this post will be kept up to date with additional rules and should be treated as the "Rulebook" of this CYOA. I'll try and keep it as up to date as possible, integrating new information from any questions that are asked.
General:
That’s all the stats. Here are a few more detailed notes on Pleasure works, as well as a few other mechanics:
Combat and related mechanics:
Magic:
Another mechanic I will be bringing over from my previous story is that off the "Minor Action", allowing players to look a closer look at the environment or talk to a character. To quote the original passage:
Hello all, here we are again! I may have been gone for a long time but I never forgot, in fact, it kind of drove me crazy how I left our previous story. To put it simply, that story is on hold for now, as I felt I was railroading it too much, Jacqueline didn’t have too much of a personality, and a few other personal reasons, including, but not limited to a massive shitstorm of a mess work-wise – hey, ya gotta put food down on your table before you write anymore.
Anyway, let’s get on to the new story and the new mechanics I’m going to be introducing.
Amarant: Noble’s Path is going to go in a bit of a different direction with how the game will play out. Unknown Path was much more story driven and played off of very specific things in the world. “NP” will be more a game: I’ve already cooked up quite the system which is a combination of classic tabletop ala DnD and Pathfinder, and also includes a few elements inspired by MindFlayer’s “Dungeon of Debauchery”. Entries will also be SHORTER this time around, as I have the suspicion my other story's posts were a bit... "long".
Another big change is how much control you guys have over the character, her abilities, and the story. Now, this is a Work In Progress, and as such this should actually be considered a bit of a trial run. However, if everything goes well, I’ll go ahead and have this be the next “Big Story” I stick with for a while.
Now, as for the game mechanics… oh where to begin…
Anyway, let’s get on to the new story and the new mechanics I’m going to be introducing.
Amarant: Noble’s Path is going to go in a bit of a different direction with how the game will play out. Unknown Path was much more story driven and played off of very specific things in the world. “NP” will be more a game: I’ve already cooked up quite the system which is a combination of classic tabletop ala DnD and Pathfinder, and also includes a few elements inspired by MindFlayer’s “Dungeon of Debauchery”. Entries will also be SHORTER this time around, as I have the suspicion my other story's posts were a bit... "long".
Another big change is how much control you guys have over the character, her abilities, and the story. Now, this is a Work In Progress, and as such this should actually be considered a bit of a trial run. However, if everything goes well, I’ll go ahead and have this be the next “Big Story” I stick with for a while.
Now, as for the game mechanics… oh where to begin…
Everything in the sections listed below are the official rules - this post will be kept up to date with additional rules and should be treated as the "Rulebook" of this CYOA. I'll try and keep it as up to date as possible, integrating new information from any questions that are asked.
General:
Voter Power: I wanted to reward long-time voters this time around, and as such I have decided to implement a system whereby voters can apply a bonus for being "veterans". Every ten votes, will give you one charge, which you can use by saying you want to use your "voting bonus". When used, you will apply a +1 bonus to all rolls for the next post. You can have up to two charges, but you may not use more than one on a vote, nor can more than 3 people use theirs at the same time. To avoid abuse, one "vote" is participating in a vote between 2 story posts - making 2 separate posts between a single story update does not count twice towards this.
Constitution: This is the character’s health. Once this hits zero they are unable to fight anymore and are fully subject to the whims and desires of whatever is nearby.
Mana: This is used to cast spells if you guys happen to make a character that uses magic. Mana regenerates at a rate of 1 per hour. While sleeping/resting, an additional 1 Mana is gained every hour. You can attempt to rest at any time if you haven't slept recently, just be aware of your current situation and surroundings. Mana can also be restored by special items/events and consuming potions.
Corruption: Ah yes, this is how much our heroine has succumbed to the sexual acts acted upon her in the story. It may start at “0” or even higher depending on the character’s background. Less than 100 is considered “Rank 0”; 100 – 200 is “Rank 1” and so on. The effect each rank has isn’t final yet, but I can comfortably say they’ll be something along the lines of:
Rank 0: Defiant
Rank 1: Harder to resist
Rank 2: Compliant
Rank 3: Willing
Rank 4: Given in
XP (Experience): The character will gain experience as they defeat enemies, complete objectives, and accomplish tasks. When they level up… we’ll decide on how that goes. At the moment, I’m thinking of adding bonuses to certain attributes depending on what the character has done to earn experience that level.
Attributes: Attributes in this game have a die value and static value. All of the character attributes start at d6 for their die value and at 0 for their static value. This static value will mostly be referred to as a bonus to any rolls made. A basic check would have the player role the relevant stat’s die, add the static value as a bonus, and then compare the end result against the check to see if they succeed.
To give another example, an average Orc’s Strength would probably be a d10, an average dwarf’s dexterity would probably be a d6 , and a goblin’s charisma would be a d4… with a few penalties.
A general way to think of it is:
D12 = Superior
D10 =Above average
D8 = Average
D6 = Below Average
D4 = Inferior
Strength (STR): This is how strong the main character is according to their muscle and physical power. This stat directly affects the character’s ability to escape from grapples, damage enemies, intimidation (more on that later), and any other physical activity that may require a dice check.
Dexterity (DEX): This measure how agile the character is, including their reflexes, balance, and ability to manipulate objects. This stat directly affects the character’s ability to parry or dodge attacks, avoid or slip out of grapples, hit enemies, sneak, as well as their reflexes and other feats such as acrobatics.
Intelligence (INT): Mostly for casting spells, this stat affects how easy it is to cast spells, craft improvised items, and the character’s knowledge of the world and its languages. This stat also affects die rolls to see how often our heroine will figure out things on her own or if the voters will have to put 1 and 1 together. I will say however, that I will never have this limit an idea that one of you guys comes up with… that just wouldn’t be very fun.
Wisdom/Willpower(WIS): Combined into one stat, wisdom and willpower are one in the same in this game. This stat is a measure of how wise our character is and how much they control themselves. It affects the heroine’s ability to resist pleasure (more on that later), excel in harsh conditions, sense the motives of others, and their general perception of the environment and those around them.
Charisma (CHA): This stat is a measure of our heroine’s ability to speak to others. It affects her ability to Seduce, charm, bluff, intimidate, disguise herself, and be the diplomat when diplomacy is called for.
Constitution: This is the character’s health. Once this hits zero they are unable to fight anymore and are fully subject to the whims and desires of whatever is nearby.
Mana: This is used to cast spells if you guys happen to make a character that uses magic. Mana regenerates at a rate of 1 per hour. While sleeping/resting, an additional 1 Mana is gained every hour. You can attempt to rest at any time if you haven't slept recently, just be aware of your current situation and surroundings. Mana can also be restored by special items/events and consuming potions.
Corruption: Ah yes, this is how much our heroine has succumbed to the sexual acts acted upon her in the story. It may start at “0” or even higher depending on the character’s background. Less than 100 is considered “Rank 0”; 100 – 200 is “Rank 1” and so on. The effect each rank has isn’t final yet, but I can comfortably say they’ll be something along the lines of:
Rank 0: Defiant
Rank 1: Harder to resist
Rank 2: Compliant
Rank 3: Willing
Rank 4: Given in
XP (Experience): The character will gain experience as they defeat enemies, complete objectives, and accomplish tasks. When they level up… we’ll decide on how that goes. At the moment, I’m thinking of adding bonuses to certain attributes depending on what the character has done to earn experience that level.
Attributes: Attributes in this game have a die value and static value. All of the character attributes start at d6 for their die value and at 0 for their static value. This static value will mostly be referred to as a bonus to any rolls made. A basic check would have the player role the relevant stat’s die, add the static value as a bonus, and then compare the end result against the check to see if they succeed.
To give another example, an average Orc’s Strength would probably be a d10, an average dwarf’s dexterity would probably be a d6 , and a goblin’s charisma would be a d4… with a few penalties.
A general way to think of it is:
D12 = Superior
D10 =Above average
D8 = Average
D6 = Below Average
D4 = Inferior
Strength (STR): This is how strong the main character is according to their muscle and physical power. This stat directly affects the character’s ability to escape from grapples, damage enemies, intimidation (more on that later), and any other physical activity that may require a dice check.
Dexterity (DEX): This measure how agile the character is, including their reflexes, balance, and ability to manipulate objects. This stat directly affects the character’s ability to parry or dodge attacks, avoid or slip out of grapples, hit enemies, sneak, as well as their reflexes and other feats such as acrobatics.
Intelligence (INT): Mostly for casting spells, this stat affects how easy it is to cast spells, craft improvised items, and the character’s knowledge of the world and its languages. This stat also affects die rolls to see how often our heroine will figure out things on her own or if the voters will have to put 1 and 1 together. I will say however, that I will never have this limit an idea that one of you guys comes up with… that just wouldn’t be very fun.
Wisdom/Willpower(WIS): Combined into one stat, wisdom and willpower are one in the same in this game. This stat is a measure of how wise our character is and how much they control themselves. It affects the heroine’s ability to resist pleasure (more on that later), excel in harsh conditions, sense the motives of others, and their general perception of the environment and those around them.
Charisma (CHA): This stat is a measure of our heroine’s ability to speak to others. It affects her ability to Seduce, charm, bluff, intimidate, disguise herself, and be the diplomat when diplomacy is called for.
That’s all the stats. Here are a few more detailed notes on Pleasure works, as well as a few other mechanics:
Pleasure: Pleasure is a bit tricky and - while I did have 2 different ways it could work - I have now changed up and solidified the formula after having read feedback from you guys:
Each round a different die is rolled depending on what is happening.
For example (Although not a strict one):
D4/d6 – Teasing
D6 – Oral
D10/d12 – Vaginal
D8 – Anal
These die stack, so if our heroine was being fucked from both sides, both the d8 and a d10 or d12 would be rolled. The result is then pitted against the players WIS/Willpower die (along with bonuses). Whatever the outcome, the difference is then applied to the Pleasure counter, while half (Rounded Up) is then applied in the form of corruption at the end of each post.
When the pleasure gained reaches a certain limit (20), the main character has an orgasm and not only loses the ability to act, but takes the difference between d20 and their WIS roll in corruption.
Certain bonuses/penalties can also be applied depending on certain elements, such as teasing through clothing(-1), being under the effects of an aphrodisiac (Wisdom -5), an opponent cumming onto or inside Jane, or even additional points for multiple partners.
Intimidation: Intimidation uses two stats, Strength and Charisma. Both die are rolled and then the total is halved rounded down.
Diplomacy: Diplomacy checks are simply any charisma check that attempts to disarm a situation or dissuade a party or individual from taking an aggressive action.
Sneaking: A sneak check is checked against an enemy’s Perception check. Darkness, the environment, and other such things can help or hinder the check.
Seduction: Seduction is the promise of sexual favors in order to sway an individual. The roll is a charisma check against the Wisdom/Willpower of a target. Certain bonuses and penalties can affect the outcome, including the target's disposition to sexual favors. If successful, the target can be swayed, but will expect Jane to keep her end of the bargain. Be careful however, as while some individuals are more patient than others, some will expect payment first before keeping their end of the deal.
ALL Charisma checks can be influenced by your post - Put down a general idea of what the character says while intimidating or seducing a target, as this can add a bonus if you're clever.
Reflex: A simple DEX check, which may sometimes have heavy penalties, this will check to see if our heroine dodges out of the way of a surprise attack, catches an item that is knocked off of a table, or other quick, time-sensitive actions.
Perception: Perception checks are mostly made in the background. If Jane notices something that could be of use in an area, while under attack, or something hidden that is dangerous such as a trap, a perception roll will be made using her wisdom. If...
A) Jane notices it, it is brought up in the story, sometimes in italics and sometimes pointed out explicitly, and the result is shown in the "Die Report" at the end of each post. The voters will need to decide how important and of what use the detail in question is. Or... B) Jane doesn't notice anything. The object may or may not be described in the story at all and the die rolls for the perception check will not show up in the "Die Report" at the end of the post.
Perception checks will be relatively uncommon, and the items/details they reveal will very rarely - if ever - have a major impact on the course of the story - I wouldn't want to attach a major plot element to RNG (He says making a game with a shit-ton of dice rolling).
Each round a different die is rolled depending on what is happening.
For example (Although not a strict one):
D4/d6 – Teasing
D6 – Oral
D10/d12 – Vaginal
D8 – Anal
These die stack, so if our heroine was being fucked from both sides, both the d8 and a d10 or d12 would be rolled. The result is then pitted against the players WIS/Willpower die (along with bonuses). Whatever the outcome, the difference is then applied to the Pleasure counter, while half (Rounded Up) is then applied in the form of corruption at the end of each post.
When the pleasure gained reaches a certain limit (20), the main character has an orgasm and not only loses the ability to act, but takes the difference between d20 and their WIS roll in corruption.
Certain bonuses/penalties can also be applied depending on certain elements, such as teasing through clothing(-1), being under the effects of an aphrodisiac (Wisdom -5), an opponent cumming onto or inside Jane, or even additional points for multiple partners.
Intimidation: Intimidation uses two stats, Strength and Charisma. Both die are rolled and then the total is halved rounded down.
Diplomacy: Diplomacy checks are simply any charisma check that attempts to disarm a situation or dissuade a party or individual from taking an aggressive action.
Sneaking: A sneak check is checked against an enemy’s Perception check. Darkness, the environment, and other such things can help or hinder the check.
Seduction: Seduction is the promise of sexual favors in order to sway an individual. The roll is a charisma check against the Wisdom/Willpower of a target. Certain bonuses and penalties can affect the outcome, including the target's disposition to sexual favors. If successful, the target can be swayed, but will expect Jane to keep her end of the bargain. Be careful however, as while some individuals are more patient than others, some will expect payment first before keeping their end of the deal.
ALL Charisma checks can be influenced by your post - Put down a general idea of what the character says while intimidating or seducing a target, as this can add a bonus if you're clever.
Reflex: A simple DEX check, which may sometimes have heavy penalties, this will check to see if our heroine dodges out of the way of a surprise attack, catches an item that is knocked off of a table, or other quick, time-sensitive actions.
Perception: Perception checks are mostly made in the background. If Jane notices something that could be of use in an area, while under attack, or something hidden that is dangerous such as a trap, a perception roll will be made using her wisdom. If...
A) Jane notices it, it is brought up in the story, sometimes in italics and sometimes pointed out explicitly, and the result is shown in the "Die Report" at the end of each post. The voters will need to decide how important and of what use the detail in question is. Or... B) Jane doesn't notice anything. The object may or may not be described in the story at all and the die rolls for the perception check will not show up in the "Die Report" at the end of the post.
Perception checks will be relatively uncommon, and the items/details they reveal will very rarely - if ever - have a major impact on the course of the story - I wouldn't want to attach a major plot element to RNG (He says making a game with a shit-ton of dice rolling).
Combat and related mechanics:
Combat is simply a matter of checking the character’s rolls against that of the enemies:
The character, unarmed for example, throws a punch. With no weapon equipped to grant any bonuses, it’s a simple DEX check. The character rolls a 5 on a d8 and has a 2 for their DEX, adding up to a total of 7. The enemy rolls a 2 on a d6 with no bonuses. The main character lands the punch.
To deal damage, the character rolls their STR die, adding any bonuses from their weapon and deducting the armor value of the enemy.
If the To Hit roll succeeds by 5 or more, the hit is a critical strike and confers an extra d4 to the damage. If it succeeds by 10 or more, the hit is a superior critical strike, conferring an extra d6 to the damage. Note, that Criticals such as this, where a check is won or lost by 5/10 or more, can happen in many different instances, so be careful.
If a To Hit roll fails by 5 or more, then the enemy is offered a free counterattack - this attack functions the same way as an attack, but has a slight penalty to hit and cannot trigger another counterattack. If the To Hit roll fails by 10 or more, the counterattack doesn't receive a penalty, but instead a small bonus to hit.
Weapons and other equipable items provide bonuses to certain aspects of combat, some of which aren't explicitly stated - i.e. think twice about punching an enemy when they're wielding a blade.
Clothing: Clothing can be removed forcefully by an opponent. There’s a chance it will be left intact, ripped, or left in tatters depending on how it’s removed. A roll to remove clothing is just like an attack roll, with a To Hit roll and a Damage roll. Depending on how each one plays out directly affects the state of the clothing. Enemies get a free chance to remove an article of clothing whenever they successfully grapple. When Grapples critically hit, the enemy gets an additional chance to remove clothing. Clothing attacks cannot be countered.
Grappling: Grapples work the same way as “To Hit” rolls, where the two DEX rolls are checked against one another, with only certain weapon bonuses applying. When Grapples critically hit, the enemy gets an additional chance to remove clothing. If there is no clothing, they go straight to a sexual attack.
To escape a Grapple, the character can choose to check their strength (Pushing the enemy off or attacking) or dexterity (Movement based/slipping out of the grapple) against the enemy to escape, although keep in mind: Some checks will suffer a penalty depending on how the character is grappled.. If the player simply matches the check, they manage to escape. If the character is penetrated, matching the check will only dislodge the offender, as completely throwing off an opponent while they are already screwing the character requires a check to be successful by 5 or more (pretty much a crit).
Certain elements in the environments or characteristics about the enemy can apply bonuses or penalties to the character’s escape attempt. Some of these are passive while some need to be actively sought out. I also apply bonus points in the roll depending on how you guys suggest escaping - Be creative! If you think you can utilize a bonus, put it in your vote and see if it pays off!
Of course, the character can always attempt to use a spell to free themselves if they are able to cast or straight up stab their foe if able.
Sexual Attack: To be frank, a Sexual Attack is anything that an enemy does to the main character that can build Pleasure. They are mostly initiated against the player while they are grappled, although there a few enemies that can initiate one against a non-grappled player character.
When a normal enemy has grappled the main character they will make a strength or dexterity check against them. If they succeed, they will penetrate the character or manage to insert themselves into the character’s mouth, depending on the act.
Teasing and other simple Sexual Attacks will have a bonus to hit, as they do not require a lot of movement.
The character, unarmed for example, throws a punch. With no weapon equipped to grant any bonuses, it’s a simple DEX check. The character rolls a 5 on a d8 and has a 2 for their DEX, adding up to a total of 7. The enemy rolls a 2 on a d6 with no bonuses. The main character lands the punch.
To deal damage, the character rolls their STR die, adding any bonuses from their weapon and deducting the armor value of the enemy.
If the To Hit roll succeeds by 5 or more, the hit is a critical strike and confers an extra d4 to the damage. If it succeeds by 10 or more, the hit is a superior critical strike, conferring an extra d6 to the damage. Note, that Criticals such as this, where a check is won or lost by 5/10 or more, can happen in many different instances, so be careful.
If a To Hit roll fails by 5 or more, then the enemy is offered a free counterattack - this attack functions the same way as an attack, but has a slight penalty to hit and cannot trigger another counterattack. If the To Hit roll fails by 10 or more, the counterattack doesn't receive a penalty, but instead a small bonus to hit.
Weapons and other equipable items provide bonuses to certain aspects of combat, some of which aren't explicitly stated - i.e. think twice about punching an enemy when they're wielding a blade.
Clothing: Clothing can be removed forcefully by an opponent. There’s a chance it will be left intact, ripped, or left in tatters depending on how it’s removed. A roll to remove clothing is just like an attack roll, with a To Hit roll and a Damage roll. Depending on how each one plays out directly affects the state of the clothing. Enemies get a free chance to remove an article of clothing whenever they successfully grapple. When Grapples critically hit, the enemy gets an additional chance to remove clothing. Clothing attacks cannot be countered.
Grappling: Grapples work the same way as “To Hit” rolls, where the two DEX rolls are checked against one another, with only certain weapon bonuses applying. When Grapples critically hit, the enemy gets an additional chance to remove clothing. If there is no clothing, they go straight to a sexual attack.
To escape a Grapple, the character can choose to check their strength (Pushing the enemy off or attacking) or dexterity (Movement based/slipping out of the grapple) against the enemy to escape, although keep in mind: Some checks will suffer a penalty depending on how the character is grappled.. If the player simply matches the check, they manage to escape. If the character is penetrated, matching the check will only dislodge the offender, as completely throwing off an opponent while they are already screwing the character requires a check to be successful by 5 or more (pretty much a crit).
Certain elements in the environments or characteristics about the enemy can apply bonuses or penalties to the character’s escape attempt. Some of these are passive while some need to be actively sought out. I also apply bonus points in the roll depending on how you guys suggest escaping - Be creative! If you think you can utilize a bonus, put it in your vote and see if it pays off!
Of course, the character can always attempt to use a spell to free themselves if they are able to cast or straight up stab their foe if able.
Sexual Attack: To be frank, a Sexual Attack is anything that an enemy does to the main character that can build Pleasure. They are mostly initiated against the player while they are grappled, although there a few enemies that can initiate one against a non-grappled player character.
When a normal enemy has grappled the main character they will make a strength or dexterity check against them. If they succeed, they will penetrate the character or manage to insert themselves into the character’s mouth, depending on the act.
Teasing and other simple Sexual Attacks will have a bonus to hit, as they do not require a lot of movement.
Magic:
Mana: This is used to cast spells if you guys happen to make a character that uses magic. Mana regenerates at a rate of 1 per hour. While sleeping/resting, an additional 1 Mana is gained every hour. You can attempt to rest at any time if you haven't slept recently, just be aware of your current situation and surroundings. Mana can also be restored by special items/events and consuming potions.
Overdrawing: A character may overdraw if the mana cost would put the caster below 0 mana and must wait until they regen back to 0 or more from negative mana before trying attempting to cast/overdraw again. But be warned: the character can be subject to any number of horrible side-effects..... especially when drawing more than 1 mana. As far as what these penalties entail... there are many forces of magic out in the world, some more unnatural than others. When desperate for mana, a mage may attract the attention of these powers.
Cantrips: Cantrips are more of tricks and tools to use in the story, rather than combat spells. Jane, by default, has 3 charges and can cast any cantrip with one charge.
Miscasting: When you cast a spell, the character has a chance to have the spell fizzle as they collect the energy to cast it. During the cast, the INT die is rolled, and as long as the result is 2+, the spell is successful. Be careful however, as while under attack or otherwise distracted, controlling a spell can sometimes be difficult, and certain penalties may be applied to one's ability to control conjure a spell. Note: Touch spells are not affected by this and cannot fizzle.
Casting Time (CT): A rough estimation of the time it takes to cast a spell. You can think of them in general terms: Short, Medium, Long, and Instant. Short spells are a cinch to cast in combat, Medium spell are a little less so, and may make it hard to cast while actively fighting and are best cast at range, Long spells will take quite a bit of time and focus and are usually cast outside or before combat, and Instant spells go off as soon as Jane wills them to. The specific times, such as “5 Seconds” or “30 Seconds” are more of a general indicator, and a difference of two seconds, such as a 3 or 5 second cast time, won’t really come into play unless there’s some story element that is extremely time sensitive.
Range/Duration: Pretty self-explanatory.
Gesture: If this is a keyword on the spell, then Jane needs to perform a physical act to cast the spell, such as holding their palm up, making a certain sign, or putting their hand on a target for a touch spell. If she is grappled or bound, gesture spells can’t be used unless the her hands are freed or are afforded enough movement to commence the spell.
Touch: If this is a keyword on the spell, then Jane needs to touch the target with her hands to apply the spells effects. As with Gestures, if Jane’s hands are bound or grappled, Touch spells will be impossible or difficult to perform.
Verbal: If this is a keyword on the spell, then Jane needs to chant a phrase or set of keywords in order to cast the spell. If she cannot speak, she cannot cast it. Whispering an incantation is possible, but it takes twice as long.
Channeled: If a spell is channeled, Jane must constantly maintain focus while casting the spell. The spell's effects will end if she is interrupted.
Requires Focus: Mostly used for cantrips, Jane must focus on the task at hand completely to cast the spell, staying still and concertrating.
Overdrawing: A character may overdraw if the mana cost would put the caster below 0 mana and must wait until they regen back to 0 or more from negative mana before trying attempting to cast/overdraw again. But be warned: the character can be subject to any number of horrible side-effects..... especially when drawing more than 1 mana. As far as what these penalties entail... there are many forces of magic out in the world, some more unnatural than others. When desperate for mana, a mage may attract the attention of these powers.
Cantrips: Cantrips are more of tricks and tools to use in the story, rather than combat spells. Jane, by default, has 3 charges and can cast any cantrip with one charge.
Miscasting: When you cast a spell, the character has a chance to have the spell fizzle as they collect the energy to cast it. During the cast, the INT die is rolled, and as long as the result is 2+, the spell is successful. Be careful however, as while under attack or otherwise distracted, controlling a spell can sometimes be difficult, and certain penalties may be applied to one's ability to control conjure a spell. Note: Touch spells are not affected by this and cannot fizzle.
Casting Time (CT): A rough estimation of the time it takes to cast a spell. You can think of them in general terms: Short, Medium, Long, and Instant. Short spells are a cinch to cast in combat, Medium spell are a little less so, and may make it hard to cast while actively fighting and are best cast at range, Long spells will take quite a bit of time and focus and are usually cast outside or before combat, and Instant spells go off as soon as Jane wills them to. The specific times, such as “5 Seconds” or “30 Seconds” are more of a general indicator, and a difference of two seconds, such as a 3 or 5 second cast time, won’t really come into play unless there’s some story element that is extremely time sensitive.
Range/Duration: Pretty self-explanatory.
Gesture: If this is a keyword on the spell, then Jane needs to perform a physical act to cast the spell, such as holding their palm up, making a certain sign, or putting their hand on a target for a touch spell. If she is grappled or bound, gesture spells can’t be used unless the her hands are freed or are afforded enough movement to commence the spell.
Touch: If this is a keyword on the spell, then Jane needs to touch the target with her hands to apply the spells effects. As with Gestures, if Jane’s hands are bound or grappled, Touch spells will be impossible or difficult to perform.
Verbal: If this is a keyword on the spell, then Jane needs to chant a phrase or set of keywords in order to cast the spell. If she cannot speak, she cannot cast it. Whispering an incantation is possible, but it takes twice as long.
Channeled: If a spell is channeled, Jane must constantly maintain focus while casting the spell. The spell's effects will end if she is interrupted.
Requires Focus: Mostly used for cantrips, Jane must focus on the task at hand completely to cast the spell, staying still and concertrating.
Another mechanic I will be bringing over from my previous story is that off the "Minor Action", allowing players to look a closer look at the environment or talk to a character. To quote the original passage:
Minor Actions Explanation:
Minor Actions are small actions you may do in addition to your Primary Vote (A,B, C, etc). They will usually just provide you with additional information or perhaps, in rare circumstances, an item. If it would cause an encounter or runs the risk of causing general havoc than it's best to put it as an additional detail under primary vote.
Examples are asking someone a simple question, inspecting an object or feature in the environment, checking on or using an item in your bag, or changing some feature on your person. (i.e. Putting your hair into ponytail - See: Sections explained > Appearance)
They may help you, but please, try not to abuse the system. Trying to examine a couple objects in detail may be fine, but picking every item off the shelf in a store can get a bit... tedious.
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