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Character Baseline Sheets and Combat Mechanics


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SiphonTalvesh

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CHARACTER CLASSES AND SPECIFICATIONS:

Warriors - The 'Tank' Class, Warriors can still deal a decent amount of damage, but their strong suit is absorbing damage when needed to protect their more vulnerable team mates. Warriors have the following stats.

Health: 7,000 HP. Stamina: 7,000.


Types of Warriors:

Slashing Warriors: Makes use of swords and deal 700 damage per attack, while additionally afflicting the target foe with bleeding, which adds 100 damage per enemy turn for the next 4 turns unless it dies. This can be 'refreshed' with each subsequent hit.

Blunt Damage Warriors: Makes use of maces and deals 1,000 damage per attack, while having a 25% chance each time to stun the enemy for the round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.

Axe Warriors: Makes use of axes and deals 1,100 flat damage with no special bonuses. A Pure damage dealer as it were.



Rogues - A high damage dealing, slightly less tanky class that can deal a fair bit of damage, but are a little more susceptible to being pleasured or damaged. Rogues have the following stats.

Health: 5,000 HP. Stamina: 5,000.


Types of Rogues:

Melee/Assassin Rogues: Makes use of daggers and close quarters combat. Deals 1,200 damage and additionally afflicts the foe with poison damage, adding in 100 damage per enemy turn for the next 4 turns unless it dies. This can be 'refreshed' with each subsequent hit.

Ranged/Amazon Rogues: Makes use of bow and arrow based weapons. Each attack deals 1,400 damage and has a 25% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.

Hybrid Rogues: Makes use of sword based weapons, with some close quarters combat and additionally uses traps. Each attack deals 1,000 damage and throws out a trap that afflicts both Poison and Bleeding Damage (200 combined damage per turn) for 3 turns. Additionally, it has a 25% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.



Druids - A tank-ish class more so than the Rogue, but less so than the Warrior, the Druid is heavily focused on damage as well having a fair bit of survivability. Certain types can also assist the pary greatly. Druids have the following stats:

Health: 6,000 HP. Stamina: 6,000.


Types of Druids:

Shapeshift Druid: There are two subvariants to this type, but both make use of Melee Attacks and momentary shapeshifting powers to enhance them.

Werewolf - Deals 1,300 damage and afflicts bleeding damage, 100 per turn for the next 3 turns unless it dies. This can be 'refreshed' with each subsequent hit.

Werebear - Deals 1,500 damage and has a 30% chance to stun the enemy for that round, stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.

Elemental Druid: Makes use of the Wind Element, and has two different attacks. Primary attack is a single target Twister/Tornado that deals 1,600 damage and has a 20% chance to stun the enemy for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed. It's secondary attack can only be used once per battle, called Hurricane. This attack deals 1,000 damage, and hits every enemy on the field of battle. Under most circumstances, this skill can also force enemies off their victims, ending their rape attacks on the spot, though there are a few special cases where this doesn't work. It can be used even if the Druid is being raped, however as noted, it won't free them as expected with certain foes, though it can be used for a one hit damage dealing before they are helpless.



Sorceress' - The physically weakest class in the game, they want to try and stay out of sexual combat whenever possible as their bodies simply aren't able to last long under sexual assaults. They make up for this with an excellent blend of damage dealing abilities. Sorceress' have the following stats:

Health: 3,000 HP. Stamina: 3,000.


Types of Sorceress':

Fire: Launches fireballs at their target, dealing 1,600 damage on impact. Additionally, the fireball has a 20% chance to ignite the target on fire, dealing an additional 200 damage while forcing it to miss their next turn to put itself out.

Cold: Tosses shards of ice at the target foe, dealing 1,600 damage to it on impact. Additionally, there is a 20% chance the target will become frozen, and miss it's next turn, and be open to all attacks until 1 full circle has been completed.

Lightning: Hurls bolts of lightning at the target foe, dealing 1,000 damage to it and everything else targetable on the battlefield as well. If more than 3 foes were struck in this manner, there is a 40% chance each foe hit will also become stunned for that round, leaving it to miss it's next turn and be open to all attacks until 1 full circle has been completed.

Pure Elemental Sorceress: Able to use all three type of magic at will, the Pure Elemental Sorceress can become a one woman damage dealing army as long as she remains on her feet and not raped.



Combat Mages - Make use of either Curses or Enchanting Powers to assist herself and her friends. They are a bit more tanky than a Sorceress, but are still vulnerable to being raped. Combat Mages have the following stats:

Health: 4,000 HP. Stamina: 4,000.


Types of Combat Mages:

Curses: The mage makes use of the Binding Chains curse, which deals 1,000 damage to a single target. Additionally, if the target was not already affected by a control impairment, it will bind and immobilize the enemy until either it is killed, or the Combat Mage is raped. Only one foe can be bound at any given time.

Enchantress: The mage makes use of a passive buff that remains active so long as she isn't being raped. This buff allows 2 actions per turn for her and her allies. Her main source of damage is a Shadow Damage blast skill that deals 1,000 damage to a single target struck.


Holy Warriors - Effectively a Paladin in everything but the name, the Holy Warrior attacks using her sword and shield, with each imbued with holy magic. When she attacks, she cannot miss due to the holy enchantments, meaning this class effectively only will roll for defensive purposes. Each attack deals 1,500 damage. Additionally, the Holy Warrior has the ability to restore 25% of her target ally's health once per fight, when she herself isn't being raped. In between battles though, she will automatically regenerate 25% of the entire party's health as they move on, assisting massively early on when you might not have health potions to work with. This comes at a price however, as she will suffer a -5 to her initiative roll for the next fight if the skill has to be used at all. Holy Warriors have the following stats:

Health: 6,500. Stamina: 6,500.



PLAYABLE RACES:

Races (Note these are BASELINE Stats and do not include character specific kinks/interactions):

Humans - They have no real true strengths or weaknesses when it comes to sexual combat. In order to get impregnated, or impregnate their attackers, a roll of 9+ is needed on a D12.

Elves - Elves are quite vulnerable to any attack from a Spider Creature or a Plant based creature, taking an additional 100 pleasure when raped by one of these foes. Additionally, they are a bit more fertile and thus easier to get pregnant, or be made to impregnate their attackers than humans or Norn are, needing only an 7+ roll on a D12.

Norn - Norn are quite sturdy when it comes to being raped, taking only half the normal KP from rape that other races would, however, they take an additional 100 pleasure when raped by any enemy that can outright fully restrain them and make them helpless, as it's both a rare thing, and quite the hot little kink for them. They are slightly more fertile than a human, needing only an 8+ on a D12 roll to get pregnant or impregnate their attackers.

Mathosian - Mathosian women are basically more evolved humans, stronger, faster, and quite a bit more fertile than humans. Like the Norn, they have a hot little kink for being helplessly restrained, and will take an additional 100 pleasure when raped by any enemy that can outright restrain them and make them helpless. They need only a 6+ on a D12 roll to get pregnant, or impregnate their attackers.

Atlantean - Atlantean women are some of the most incredible fucks a demon can get, or any other living being for that matter. They are incredibly advanced, and are easily the most fertile race of them all. They have only one major weakness, and that unfortunately for them, is a vulnerability to being taken inside a tight pussy. This is due to the fact that until recently, despite their technological advancements and incredible hologram technology, no Atlantean had ever thought it possible for a woman to be made to have a dick and then have it pleasured. As such, they have very little defense against being taken by a pussy, taking an extra 100 pleasure when one is used against them. Also, they are very fertile, needing only a 5+ on a D12 roll to get pregnant or impregnate their attackers.


Hybrid Races - There are hybrids, combinations of the two playable species as they have been interbreeding for some time now. They are as follows, with the following stats:


Human+Elf Hybrid: The result of a Human and an Elf mating and having a child, they, like other hybrids, blend elements of both species into their genetic makeup, as well as their racial stats. For them, pregnancy will happen on an 8+ roll on a D12. If raped by a Spider or Plant based creature, they will take an extra 50 pleasure.

Norn+Human Hybrid: A Norn and a Human had a kid. They require an 8+ on a D12 for pregnancies, while taking 25% less KP from sexual attacks. If they are fully restrained, they take an extra 50 Pleasure from each sex attack while so.

Human+Mathosian: A Mathosian and a Human had some fun and produced a child. They require a 6+ on a D12 for pregnancies. If fully restrained, they will take an extra 50 Pleasure from each sex attack while so.

Human+Atlantean: A Human and an Atlantean finally went and did it, having fun and getting one or the other (or maybe both!) pregnant. They require a 5+ roll on a D12 for pregnancies. They take an extra 50 Pleasure if they are ridden inside a tight pussy.

Elf+Norn: An Elf got taken to paradise by a Norn, and the two probably really enjoyed it (especially if it was a Norn dick inside a tight little Elf pussy!). They require a 7+ on a D12 for pregnancies. If they are fully restrained, OR taken by a Plant or Spider based enemy, they'll take an extra 100 Pleasure from each sex attack. If what fully restrained them also was a Plant or Spider based enemy, they'll take 200 extra pleasure instead!

Elf+Mathosian: An Elf and Mathosian had at least one good night of fun and someone got impregnated! They require a 6+ roll for pregnancies. If they are fully restrained, OR taken by a Plant or Spider based enemy, they'll take an extra 100 Pleasure from each sex attack. If what fully restrained them also was a Plant or Spider based enemy, they'll take 200 extra pleasure instead!

Elf+Atlantean: An Elf and an Atlantean had a bit too much unprotected fun and someone ended up pregnant from it (who are we kidding, they probably loved doing it!). They require a 5+ on a D12 for pregnancies. They take an extra 100 Pleasure when raped by anything Spider or Plant based (or if taken inside a tight pussy!). If they get taken inside a tight pussy AND it's a Spider or Plant based foe, they'll take 200 Pleasure.

Norn+Mathosian: A Norn and a Mathosian played the game of sexual pleasure, probably taking turns trying to dominate the other, and one or both got pregnant. They require a 7+ on a D12 for pregnancies. If they are fully restrained by anything, they'll take an extra 200 Pleasure.

Norn+Atlantean: A Norn and a sexy Atlantean got it on and had at least one kid from that kinky sexy fun time. They require a 5+ on a D12 for pregnancies. If fully restrained OR taken inside of a tight pussy, they will take an extra 100 Pleasure. If both happened at the same time, they'll take +200 Pleasure.

Mathosian+Atlantean: A Mathosian and an Atlantean had lots of sex and had kids. They require a 4+ on a D12 for pregnancies, making them the most fertile overall species. If fully restrained OR taken inside of a tight pussy, they will take an extra 100 Pleasure. If both happened at the same time, they'll take an extra 200 Pleasure.


Non Player Races information will be included in the page for all NPC's listing.
 
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SiphonTalvesh

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COMBAT MECHANICS AND GENERAL INFORMATION:

Rolling Mechanisms:

All Combat Rolls make use of a D20 vs. D20. Highest roll wins. If a tie, the defender will get the win.


Adrenaline Boosts - When raped to an orgasm, gain an adrenaline boost for 10 rounds. The boost gives you a +5 to all defensive rolls AND your attacks can't miss for it's duration. However, if you are raped to another orgasm while you have an adrenaline boost running, you will have it raped out of you, giving the enemy a +5 to all it's rolls and leaving you unable to gain another boost until either a new battle begins, or you have been raped to two more orgasms, whichever happens first.



Corruption and it's Generation/Penalty Levels:

Generating KP - Any time something sexual happens, you gain KP. See the below table:

1: Gain KP equal to the amount of pleasure taken every time a sexual act occurs with you.

2: Gain 100 KP any time sex is initiated (penetration occurs). This happens every time you start a 'new' sexual encounter. Of note, 'new' is defined as penetration initially happening, so for example breaking free of one enemy, only to be grabbed and raped by the same enemy again later counts as a 'new' sexual encounter as you are getting penetrated again.

3: Gain 500 KP for having an orgasm yourself. (Only if you didn't have a dick).

4: Gain 1,000 KP if a foe ejaculates inside of you, or if you ejaculate inside of them.

5: Gain another 1,000 KP if, when you get blown inside of, you become pregnant from it, or if your own ejaculation inside an enemy caused them to get impregnated by you.


Corruption Levels and Penalties:

KL 1: Reach 50,000 KP. There is no penalty for reaching this level.

KL 2: Another 150,000 KP gained. There is no penalty for reaching this level.

KL 3: Another 175,000 KP gained. You become easier to pleasure, gaining 10% more pleasure from sex.

KL 4: Another 200,000 KP gained. You become more absorbent of corruption, gaining 10% more.

KL 5: Another 200,000 KP gained. You are nearing the end and now have become more fertile! All pregnancy initiating rolls are reduced by 2.

KL 6: Another 225,000 KP gained. You have been completely defeated and corrupted! You are now a sex slave and will soon be properly turned into a new minion to be used against your old friends and allies. Time to bring them into the fold by raping them!


KP Notes:

1: For player characters, they are protected by a special buff. If they reach 224,999 KP of the 225,000 needed for KL 6, instead of being corrupted, IF they have an ally available either in party with them currently, or 'waiting to join', the ally npc will instead siphon off the corruption and gain it instead of the player character, until they themselves are corrupted OR the player character is able to use a KL Lowering potion. This will continue until there are no more allies available to help you, at which point, you will be hotly finished and corrupted.

2: For KP Lowering, there is a consumable potion that can drop, however only one drops from an enemy at a time. If you or your ally have the room to carry it, you decide who picks it up to hold on to it. If you already were full, you may elect to have one of you use the one you already had to pick this one up.

3: In total, it will take 1,000,000 KP to become fully corrupted. This does not count any KP that got removed from the KL Lowering Potions.



Allies and Swapping them:

There are 80 normal Allies to choose from, plus an additional 16 super allies, however those 16 normally are event only. If you run out of normal allies, they will join you the rest of the way in a pinch, but only then.

At certain points of the game, you will be able to freely swap out your current partner ally for another. There are also events where the party size will temporarily be more than 2, such as super boss fights. During these times, before the event/battle stats, you will have the chance to select who will be in your party for the duration of that event/battle. If one of them becomes corrupted, a random one will be chosen by me on the fly to replace them.

If the party becomes overwhelmed by enough inescapable enemies, 2 normal, then 2 super allies will join long enough to end that battle before departing again (super only if need be). This happens after 10 rounds of free rape happen regardless of if anyone got free (only happens if they release you for pregnancies), starting from the moment the last person got outright restrained. First 2 normal allies will join, and then if they get restrained and overwhelmed 2 super allies will join. If they get restrained too and overwhelmed, you'll get 4 normal and 4 super allies to join to end it fast.

Swapping can only happen if there are enough living allies to change out.

Certain Areas of the Game will 'force' certain women or species to be with you for parts of the game. This will be noted when it happens, and if a selection is available, you'll be prompted to make a choice. That NPC will remain in your active party for as long as needed to satisfy requirements.


HP Draining:

All foes (not including traps) drain HP when they rape their victims. For normal enemies, this is 10 health per turn, and 50 health when you orgasm. For boss foes this becomes 20 per turn, and 100 per orgasm. If a character reaches 1 HP left, they are completely left incapacitated as if they were outright fully restrained.


Status of Characters and NPC's:

Each round an update will be placed on any active party members (even those not with you but that are active will have one AFTER a specific fight ends). When making your selections, any pertinent info will be shown.

A typical Status Update Screen will show as follows, using Renedil as an example here:


Renedil: Free/Being Raped by ?. HP: 5,000/5,000. Stamina: 2,000/5,000. KP Level 0, 1,000/50,000 Pregnancy Status: Yes/No, if Yes ?/? rounds til she gives birth. Adrenaline Boost Duration if Applicable. Items Available for use (how many). Special Interaction/Trait Known: Yes/No (You can find these in the NPC lists in that thread).
 
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SiphonTalvesh

SiphonTalvesh

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OTHER INFO:

Each NPC available in the game will have a 'UNIQUE INTERACTIONS' part to them. These will be posted in the complete NPC list, however please note that for your characters, these Interactions will NOT be known until they happen, hence the notation for Special Interaction Known.

Additionally, some NPC also have a UNIQUE TRAIT. There are only some NPC's with this, and again, your character won't know what they are until the trait is 'unlocked'. This unlocking will happen when these specific characters reach a certain point (tied in to their KL Level when it hits KL 5). Of note, these NPC's with the Unique Trait, once they hit KL 5, they CAN'T 'delevel' their KL bar. Instead any additional KP that would have come off of them from a KP Lowering Potion normally will instead have a 'barrier' to absorb the remaining amount of KP (50% of the current level) before they actually start taking KP again.

So for example, Renedil (she's one of those with a Unique Trait, yes) is at 112,500/225,000 (or lower) to KL 6 (starting point of KL 5). She uses a KP Lowering Potion. She'll reset to 0/225,000 AND have a 'barrier' that absorbs 100,000 KP before she actually starts being corrupted again, giving her a bit more of a boost and remaining true to the overall mechanic.


LOOTABLE ITEMS:

There are a few items that can drop from enemies during the game. See the below chart for what can drop, and below that a dice rolling system will be shown that illustrates how they drop, and how high a chance there is for an item to drop.


1: Health Potion - A consumable potion that fully restores any missing life. Only one will drop per enemy if they are dropped at all. Each character/npc can carry up to 10 of them at a time.

2: Parasite Remover - Used and needed to remove the Futa Parasite Trap. You can carry up to six of these per character/npc at a time, and like all other drops, only one will drop per enemy at a time if they drop at all. Note, after EVERY Boss Fight there will automatically be just enough of these to use as you need to remove parasites, with none being available to carry over. This is so you don't have to rely on a drop, then waste that drop just to remove a parasite.

3: Temporary Stamina Stopper - This is a consumable potion that will stop your stamina from running out during a sexual encounter, thus temporarily preventing you from having an orgasm. Lasts 10 turns from the time it is used. Each character/npc can carry up to two of them at a time.

4: Temporary KP Stopper - A consumable potion that prevents you from gaining KP for the duration of it's 10 rounds. Each character/npc can carry one at a time.

5: KP Lowering Potion - A highly useful and sought after potion that will remove some of your acquired KP and prolong/delay your corruption. How much KP removed depends on how much you had gained at the time of consumption. If you were at 50% or less towards a level, it will remove all KP from that level AND drop you down to the halfway point of the previous level. Otherwise, it drops you to 0 of whatever amount is needed for the current level you are on. Each character/npc can carry one of these at a time.

6: Temporary Attack Booster - This consumable potion boosts your damage output, doubling the damage you can deal per attack for 10 turns. Each character/npc can carry up to two of them at a time.

7: Temporary Evasion Booster - This consumable potion boosts your defensive (avoid tackle, escape rape) rolls by +5 for 10 turns. Each character/npc can carry one of these at a time.

8: Temporary Accuracy Booster - A consumable potion that boosts your rolls to land hits on your foes by +5 for 10 turns. Each character/npc can carry only one at a time.

9: Ultimate Booster - A consumable potion that offers all the buffs! Accuracy, Evasion, Attack Boost, KP Stopper and Stamina Stopper are all wrapped into one yummy elixer! It lasts 10 turns, and each character/npc can carry only one of these super useful items at a time.

10: Key Quest Item - This is one of the items you need to progress to the next area. If you are on your tenth enemy encounter and haven't seen one yet, it will drop on that tenth battle for sure.

11: Nothing - Stingy bastards!


Notes: Drops will only drop for the player character and whatever allies she has with her at the time. When you swap out allies, you can choose to have them hold on to any items they had for a rainy day, or pull them off to yourself and your new ally for ready use. See combat mechanics for how Ally Swapping will work.
 
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SiphonTalvesh

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COUNTER ATTACK SYSTEM:

There is a minor counter attack system in place. When a counter attack happens:

If it was a player counter attacking an enemy, they deal 1,000 Damage to them.
If it was an enemy counter-attacking a player, they automatically start raping them, dealing however much pleasure they normally would right then and there.


TRIGGERING COUTNER ATTACKS:

Currently there are only two ways to trigger a counter attack.

1: A natural WINNING Max DEFENSIVE roll of 20. So say an enemy is attacking you, and you win the roll 20-19. You would counter attack the enemy for 1,000 damage (NOTE: this does NOT count adrenaline boosts, there is a separate deal for that.) This applies for enemies to counter attack you as well when they are on Defense.

2: You have ANY winning roll on Defense while under the effects of an Adrenaline Boost. You automatically counter attack. This applies to enemies as well.


CRITICAL HIT SYSTEM:

There is also a minor Critical Hit System in place. See the below:

When a player or enemy attacks on the offensive, there is a chance the attack dealt will do DOUBLE damage. How does this happen? Let's take a look.


TRIGGERING CRITICAL HITS:

Currently there are only two ways to trigger a critical hit.

1: A natural WINNING Max OFFENSIVE roll of 20. So say you attack an enemy and win 20-19. You would not only land your hit, but deal double damage to them. (NOTE: this does NOT count adrenaline boosts, there is a separate deal for that). Enemies cannot critical hit in this manner.

2: Any WINNING OFFENSIVE roll while under the effects of an Adrenaline Boost. You automatically do double damage whenever you hit during this time period. Note that THIS applies to enemies as well, so if an enemy rapes the Adrenaline Boost out of you and takes it for themselves, they WILL do double damage to you until it's gone.
 
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