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Comments and discussions of Adventure stuff. D and Z.


ZeroSpace

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Re: Comments and discussions of Adventure stuff. D and Z.

Ah. I am gonna have that soon lol, watch and learn newb
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Dude. You just insulted newbie. Shame on you. He isn't even here. Anyway vote man. I need to finish updating my story. It's on an SSD.
 

Rule 34

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Re: Comments and discussions of Adventure stuff. D and Z.

I look, but there's no description of colored tentacles here. . .
Well, there it is. *looks below*
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Ok. Heres the colors of Tentacle Spawns.

Red: Able to pin the character easier.
Blue: Has aphrodaisic on body, increasing arousal.
Green: Wraust's fertility tentacle.
Black: Tentacle the goes up to the characters ass and uses it as a home. (Asexual Tentacle, it mates with itself, and breeds itself inside the character intestines slowly killing character by eating the character. WARNING: Upon encountering these creatures get help from a nearby person to stick their arm up the ass of character and pull it out!)
White: Tentacle that increases libido permanently upon spraying cum onto character.
Yellow: Paralyzes character.

Thats the colores and what they do.

Slime Colors:

Red: Strong slime. Is harder to kill.
Blue: Like a red tentacle spawn except it covers all parts of the body instead of one.
Green: Assimilates the character. (You either kill it or die.)
Yellow: Very small and weak slime. Usually alone and not noticeable. This slime goes for the breasts. It feeds off milk from any kind of mammel. This means it can force male mammels to lactate! Eww disturbing I know.
White Slime: Black tentacle except it just rapes character in the vagina for 1 - 30 days.
Grey: Strongest slime, smaller then red/blue/green bigger then yellow, it goes inside female characters vagina and impregnates heroine. It then leaves heroine.
Rainbow Slime: Wtf HAXXORS SLIME! This slime is the slime of all slimes. This one cannot attack but it can be made into any kind of material and then sold.

(If you want more colors, suggest them and tell me what they do, and I'll add them in.)
 
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ZeroSpace

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Re: Comments and discussions of Adventure stuff. D and Z.

RAINBOW SLIME: ABLE TO RAPE CHAR. UNTIL SHE'S PREGGY! STRONGER THEN EVERY SLIME! AND WILL STALK CHAR AFTER SHE'S PREGGY, AND AFTER BIRTH WILL RAPE HER AGAIN!

Lol nah.

White slime: Gives off a smell that increases libido. Uses victim's vagina as home, cannot be taken out unless char. is fucked many times and spreays it out during a huge orgasm. During the time char is fucked while it's inside, char CANNOT GET PREGANT. And it will... NEVER GONNA GIVE YOU UP! NEVER GONNA LET YOU DOWN! NEVER GONNA RUN AROUND AND DESERT YOU! (Unless it gets annoyed after penises invades his 'home' many times and gets forced out.)
 

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Re: Comments and discussions of Adventure stuff. D and Z.

White slime: Gives off a smell that increases libido. Uses victim's vagina as home, cannot be taken out unless char. is fucked many times and spreays it out during a huge orgasm. During the time char is fucked while it's inside, char CANNOT GET PREGANT. And it will... NEVER GONNA GIVE YOU UP! NEVER GONNA LET YOU DOWN! NEVER GONNA RUN AROUND AND DESERT YOU! (Unless it gets annoyed after penises invades his 'home' many times and gets forced out.)
I actually like that idea. Maybe it can form a tentacle or something to rape other females while still in the victim? (futa replacement)
 

ZeroSpace

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Re: Comments and discussions of Adventure stuff. D and Z.

Genius!
We make a good team Rule
 

Hentaispider

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Re: Comments and discussions of Adventure stuff. D and Z.

Purple slime: Able to insert part of itself into victim's bloodstream without damaging skin/veins. Very hard to get it off of it's victim until it's done, and even if you manage to get it off, it'll cause severe damage to veins and skin.
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Ok. Heres the colors of Tentacle Spawns.

Red:
Able to pin the character easier.
Blue: Has aphrodaisic on body, increasing arousal.
Green: Wraust's fertility tentacle.
Black: Tentacle the goes up to the characters ass and uses it as a home. (Asexual Tentacle, it mates with itself, and breeds itself inside the character intestines slowly killing character by eating the character. WARNING: Upon encountering these creatures get help from a nearby person to stick their arm up the ass of character and pull it out!)
White: Tentacle that increases libido permanently upon spraying cum onto character.
Yellow: Paralyzes character.

Thats the colores and what they do.

Slime Colors:

Red: Strong slime. Is harder to kill.
Blue: Like a red tentacle spawn except it covers all parts of the body instead of one.
Green: Assimilates the character. (You either kill it or die.)
Yellow: Very small and weak slime. Usually alone and not noticeable. This slime goes for the breasts. It feeds off milk from any kind of mammel. This means it can force male mammels to lactate! Eww disturbing I know.
White Slime: Black tentacle except it just rapes character in the vagina for 1 - 30 days.
Grey: Strongest slime, smaller then red/blue/green bigger then yellow, it goes inside female characters vagina and impregnates heroine. It then leaves heroine.
Rainbow Slime: Wtf HAXXORS SLIME! This slime is the slime of all slimes. This one cannot attack but it can be made into any kind of material and then sold.
Purple Slime: Slime that attaches itself to skin in form of clothing, continually pleasuring victim as it slowly inserts itself inside of the victim. Depending on gender it will cause strange effects. Male's will find themselves thinking and acting more like a female. Female's will find their bodies changing. For purple slime I will use 1d10.

Males 1 - 10.
1.) Has a strange lust for other males.
2.) Lust is strengthened.
3.) Begins to talk like a female.
4.) Begins to think like a female.
5.) Body change begins.
6.) Chest turns into breasts.
7.) Breasts increase in size.
8.) Above, but vagina passage appears.
9.) Breast increase and libido increase.
10.) A Male man with C-E cup breasts and massive sexual drive and vagina.
Females 1 - 10.
1.) Breasts hurt.
2.) Breasts increase by one cup size.
3.) Feel hornier for no reason.
4.) Vagina is now in a constant state of arousal.
5.) Breasts increase another cup size.
6.) Mind alteration happens. Female character is now willing to have sex with anything. There is no longer any rape.
7.) Breasts increase four cup sizes.
8.) Breasts begin to lactate.
9.) Vagina is soaking wet and female begins to release phermones into the air which causes nearby male animals to have sex with her. Also affects female.
10.) Mind alteration happens. Female now begs to be fucked and impregnated. Begins to lose memories until is female can only think about sex.
Purple slime will depending on dice roll stay for that many turns. Hooker you just said it entered body.....

(If you want more colors, suggest them and tell me what they do, and I'll add them in.)
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Ok this is how I am going to set up shops as. The shops will sell all the weapons/armor. The problem is whether or not I put out of stock by the weapons/armors.
If you see discount in store name, it will sell everything for half price.
Weapons stores have all weapons.
Armor stores have all armor.
General Stores have some weapons and armor and a little cloth. But mostly they deal in potions/herbs.
Miscellaneous shops have accessories.

General Store: Warning can only carry a limited amount of items.
Potions:
Minor Health Potion – Restores little (5%) vitality back to the character. 30 Copper.
Weak Health Potion – Restores more (15%) vitality back to the character. 80 Copper.
Light Health Potion – Restores some (25%) vitality back. 1 silver 30 copper.
Health Potion – The standard adventurer always has some on hand. Restores at least half your vitality (50%). 2 silver
Major Health Potion – You better have some when fighting the powerful monsters. Restores (65%) vitality. 15 Silver.
Light Magic Potion – The magic people always have at least two or three. Restores (30%) mana. 1 silver Copper.
Major Magic Potion – The strongest of mages or priests gobble these up as soon as their made. Restores (50%) mana. 2 Silver.
(More will be added in time. Ideas please.)

Herbs:
Bitter Mind Herb – Helps you get rid of those nasty demons in your head. 30 Copper.
Mind Herb – Destroys the nasty demons in your head. 1 Silver.
Minor Body Herb – The abortion herb, as termed by the raped women. 80 Copper.
Body Herb – The rid yourself of craving’s herb. 4 Silver.
(More will be added in time. Ideas please.)

Weapons:
Rusty/Decayed – These weapons are the junk of adventurers. Minus 2 to all damage rolls. Copper has no negatives. Iron has bonus damage but drop in attack speed one level. Ex: Rusty weapons are on display. Copper shortsword 1d6. Iron Short sword 1d6 + 2, medium attack speed.
Melee Weapons:
Short sword – The standard weapon for beginning fighters. (Attack 1d6 – 2. Fast attack speed. Average Reach.) 20 Copper Rusty, 80 Copper for Copper, 5 Silver for iron.
Long sword – The more desired weapon for beginning fighters. (Attack 1d6 – 2, medium attack speed. Good Reach.) 30 Copper Rusty, 90 Copper for Copper, 6 Silver for iron.
Dagger – Desired by rouges and assassins. (Attack 1d4 – 2, Very fast attack speed, worst reach.) 10 Copper, 60 Copper for Copper, 4 Silver for iron.
Axe – RAWR! Customary Barbarian weapon. (Attack 1d12 – 2, very slow attack speed, Great reach.) 30 Copper, 90 Copper for Copper, 6 Silver for iron.
Saber – A gallant sailor’s weapon. (Attack 1d8 – 2, slow attack speed. Good reach.) 25 Copper, 85 Copper for Copper, 5 silver and 50 Copper for iron
Cutlass – Pirates choice. (Attack 1d5 – 2, fast attack speed, Good reach.) 25 Copper, 85 Copper for Copper, 5 silver and 50 Copper for iron
Mace – Paladin’s great friend. (Attack 1d5 -2 medium attack speed, bad reach.) 25 Copper, 85 Copper for Copper, 5 silver and 50 Copper for iron
Staff – Every mage’s good friend. Can be shortening to be a wand. (Attack 1d9 – 2. slow attack speed, great reach.) Wand stats (Attack 1d7 – 2, fast attack speed, good reach.) 50 Copper, 1 Silver for Copper, 8 Silver for Iron.
(More will be added in time.)
Ranged Weapons:
Crossbow: Attack 3d depends on bolts. Slow attack speed. Awesome Reach. 1 Silver for Copper braced wood. 8 Silver for Iron braced wood.
Short Bow: Attack 1d depends on arrows. Very Fast attack speed. Great Reach. 70 Copper for Copper Braced Wood. 6 Silver for Iron braced wood.
Long Bow: Attack 2d depends on arrows. Very Fast attack speed. Awesome Reach. 1 Silver for Copper braced wood. 8 Silver for Iron braced Wood.
Bolts: d8 50 copper cost 1 silver. 50 iron cost 2 silver.
Arrows: d6 50 copper cost 50 copper. 50 iron cost 1 silver.

Armor: Coming Soon. (No Accessories inside general store.

Clothing Consists of: Wool 50 Copper. Cotton 2 Silver. Silk 20 Silver.
Then describe cloths you want to buy.

Reach System:
Awesome Reach: Ranged weapons only. It’s going to take them a long while to get to you, if your far away.
Great Reach: Their going to answer to your weapon, unless their agile enough.
Good Reach: They either disarm you or catch your weapon.
Average reach: They can almost grapple you if they want to.
Bad Reach: they can grapple you.
Worst Reach: Their figuratively on top of you. The only thing keeping them away is whatever your holding.

Speed System: Basically the attack speeds detail on how fast your going to swing and whether or not they can block it.
Very Fast Attack speed. Depending on their attack speed, your going to most likely hit first unless negated by some spell.
Fast Attack Speed. You still got it!
Average Attack Speed. Meh, your probably equal to them in the fight.
Slow Attack Speed. Damn, their going to hit you.
Very Slow attack speed. Hope the weapon is worth it.
Worst attack speed. Your too weak for the weapon!

Going to be making an rp soon if I keep this up….

General store is the only thing available right now.
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Enchantments for this story are made in this thread.
I am not going to make the enchantment list till someone suggests one of their ideas for an enchantment.

Basically, You make the enchantment and I decide whether or not to use it.
Ex: Personalized Weapon
Goak's Biting winded Iron Long Bow of lost dreams.
Atk: 1d6 + 2 + 4
Speed: Fast.
Reach: Awesome.
Enchantment effects:
Biting adds 4 damage.
Winded decreases the amount of endurance Goak has. (Tires faster.)
Lost dreams, upon hit the enemy becomes disillusion of it's dream leading to depression, 1d40 to work. Needs 35-40 to happen.

See the enchants? Also if you vote for personlizing weapon, I make up 3 random enchantments and put it onto weapon.

Enchantments List: A-Z
Biting - Adds 4 Damage.
Lost Dreams - Disillusions opponent. Causes depression on 1d40, 35-40 is successful.
Winded - Character Tires Faster.

Price system as follows for enchantments.
Depending on strength of weapon or how many enchants it has on it.

1st enchant 50 Copper for Rusty/Copper/Leather. 2 Silver for Iron. 5 Silver for Grokyte. 20 Silver for Mithral/Adamantium. 50 Silver for Master Weapon.

2nd Enchant is doubling of price for first enchant.

3rd Enchant is tripling of price for 1st enchant. Ex Master weapon third enchant = 1 gold 50 silver.

4th Enchant is as follows. 5 Silver for Rusty/Copper/Leather. 2 Gold For iron. 5 Gold for Grokyte. 20 Gold for Mithral/Adamantium. 50 Gold For Master weapon.

5th Enchant as follows. Rusty/Copper/Leather cannot be enchanted without destroying self. 2x of 4th enchant.

6th Enchant Iron cannot go any further. 3x of 4th enchant.

7th Enchant as Follows. 5 Platinum for Grokyte. 20 Platinum for Mithral/Adamantium. 50 Platinum for Master.

8th Enchant as Follows. Grokyte cannot go any further. 2x price of 7th.

9th Enchant as Follows Mithral/Adamantium cannot go further. 3x of 7th.

10th Enchant as follows Master weapon = unique weapon change. Materials Required: Maxed out enchanted weapons of Rusty/Copper/Leather (Either of the three.) Iron. Grokyte. Mithral/Adamantium (Either.) Also requires 300 Platinum pieces.

Maxed Enchants for Weapons:
Rusty/Copper/Leather is 4th enchant.
Iron is 6th enchant.
Grokyte is 8th Enchant.
Mithral/Adamantium is 9th enchant.

Good Enchantment List A-Z.
Barking - 1d6 bonus sound damage upon hitting enemy.
Biting - Adds 4 Damage.
Blood - 1d3 vampire heal rate. Must strike FLESH to work.
Flame - 1d6 bonus fire damage upon hitting enemy.
Lost dreams - Upon hit the enemy becomes disillusion of it's dream leading to depression, 1d40 to work. Needs 35-40 to happen.
Roaring Inferno: Rare enchantment found 1d30 fire damage. It can also shoot a close range fireball (great reach) at enemy. Can cast this only twice a day. (If you choose this for an enchantment there is a good chance of getting flame enchant.)

Bad Enchantment List A-Z
Pleasure lvl 1 - This enchantments keeps the character constantly at a low level state of arousal. (Barely Wet.)
Souls - Can be possessed far more easily.
Winded - Character Tires Faster.
Wooden - Limbs are stiffer, reflexes slowed. Suffer in all dodge and escape rolls. by -2.
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Deleted all this stuff due to how old it is compared to the newer DoD 2 version system.

*Sneaks something new in*

The 4th Angels and Demons
By: Kayi

kayi: Simple system info:
First attack per turn is always at base value. Each additional attack suffers a penalty based on the type of weapon. These penalties may range from simply a lower chance to hit, to actually causing the wielder injury.

Some weapons must be charged or have ammunition built up inside it (assuming it is not one of the rare weapons that cannot have ammo created for it, or is otherwise limited uses). In this case, number of charges/shots max will be listed, and amount that can be generated/charged per turn.

Ranges affect how far a weapon can strike efficiently at. "Melee" implies the weapon remains in the hands of the wielder when striking. Though some melee weapons have a range (whips, living-chains, etc), when they reach their limit, that is the end of it. Attacking past accepted range in Melee requires moving closer, and is deemed automatically done, potentially putting the attacker at risk of attacks of opportunity, walking into traps, or other dangers, if they're not careful.

For actual ranged weapons, up to it's first range has no penalty, and every range block after the first has a -2, up to it's limit. The format is ## (##), to ##. (IE, a pistol would be 30 (10), 100. Meaning up to 30 meters/yards no penalty, and a -2 for every 10 feet after that, out to 100 meters/yards, where the weapon loses too much power to ever shoot accurately.)

Combat rounds are deemed time variable. Certain forms of combat may be as brisk as a few seconds of rapid gunfire exchange per round, other forms may be complicated martial arts passes, taking long minutes of intense combat before a single round of battle resolves. In the event of mixed combat between these styles, a middle ground is often fallen back on. IE: at melee range, it's more difficult to bear a gun on a target while they're slashing at you with a giant freaking sword, resulting in gun combat being slowed, while the sword wielder is acting overly aggressive with the weapon due to the gun-fighter's ineffective defenses, causing the two combatants to find a unique middle-ground for the fight.

For simplicity sake, when in doubt, one can assume a combat round lasts between 15 and 20 seconds. Note: This applies to recharging weapons as well, as ducking for cover while reloading allows more focus on the weapon (faster reload), than attempting to charge a weapon while dodging a melee attack (slower reload), once again allowing the system to self-balance.

kayi: SVTNPP - Standard Variable Tech Nano-Powered Pistol
Ammo: 5/5 shots. Reload: 5 sp per shot, 1 per turn.
2d6 damage, +0 to-hit, Range: 30(10)/to 100. Multi: Penalty per shot, -0/-3/-6/-9/-12 (max 5 shots)
-
A standard armament of the futuristic post-apocalypse mortal world, stuffed to the brim with nanomachines so it can effectively use a variety of 'hard' ammo. Standard shots fired from this weapon are created from debris and materials around the weapon itself, expending the wielder's energy to fuel it's nano-factory for ammo construction.

Angels/Demons have learned through experience against this weapon that it is surprisingly effective for a side-arm, and that by channeling their own power into the weapon, the nanomachines, not caring where they're powered from, will perform their duty in generating ammo.

kayi: No, you decide how many shots you fire. If you fire 1 shot, it's 1 shot, no penalty. If you fire 3 shots, it's 1 at -0, 1 at -3, 1 at -6. Then that's it.
kayi: If you fire all 5, then the shots are all as described
Diagasvesle: Kk.
kayi: So if you fire 2 shots per round (and generate 1 ammo per round), you could get 5 rounds of double-shots at 0 and -3 penalty (respectively). For massive damage compared to single-shooting.
Diagasvesle: 1 at -0, 1 at -3, 1 at -6, 1 at -9, 1 at -12, is that how the rolls would work if firing all 5 shots? Would the penalties increase if the shot goes over the 30 meter mark for the pistol?
kayi: Or, you could triple shot to burn ammo... or even blow all 5 rounds in the first turn. Then swap to an alternate weapon if the fight continues.
Diagasvesle: *Nods*
kayi: Addative. If it's at 40 meters (-2) then the penalties would be -2, -5, -8, -11, -14
Diagasvesle: Kk.
Diagasvesle: If the weapon is say, bolt action, does it have the ability to shoot multiple shots per round?
kayi: It will, but the limits will reflect on this. Needing to handle the bolt will sharply penalize the player, and risk mis-bolting the round if they attempt to fire too many rounds in a turn.

Diagasvesle: I believe i understand the range combat part for ranged weapons... Care to give an example for a ranged melee weapon such as a whip or living chain?
kayi: It would be akin to 20(5)/to 35. Hence at ranges up to 20 meters, it has no penalty, while out past, up to it's limit, it becomes harder to control, and eventually simply cannot move further (past 35 meters).

kayi: In that weapon, control over it gives -0 out to the 20 meter mark. Then at 25 it's -2. At 30 it's -4 and at 35 (this weapon's limit) it's at -6.
kayi:
Name:
Race/Aligned: (angel, mortal, demon)
HP: 100 / 100
SP: 100 / 100
XP: 0
Bonuses:

Skills:

Inventory:

Picture:
Description: (variance from picture if pic provided.)
Background: (Simple background provided assuming none is given here. Backgrounds must be approved.)

kayi: you will start off with no bonuses nor skills. These are obtained through items and can be perminantly gathered by spending XP to do so.
kayi: *gives full game info*
kayi: Life, the Universe, and Everything. It was all created so long ago, by an unseen force that no one has witnessed since. "Good" and "Evil" keeping balance over one another, with 'mankind' self assured that THEY were the 'third power'.

They may have been right. In the distant future in a time of deep space travel, where nanomachines gave humans abilities that could almost surpass those of angels or demons, mortal eventually discovered a way to open the passageways to both heaven and hell. Although those who died are still locked away deep within the realms of each, and without a physical body, may not merely be 'brought back'.

Each group growing ever more distrusting of the others, was ready to begin the final battle, and bring about the end of days.

Then, a fourth power came.

Offering an alliance secretly with each of the other three, they all eagerly accepted, without knowing what they were getting into, and a climactic battle erupted.

In the wake of that first battle, Heaven, Hell, and the Mortal World were all left in ruins.

The fourth power was not salvation from the apocalypse.

It WAS the apocalypse.

kayi: By the time the players start, Earth is already gone. Heaven's gates are torn asunder. And Hell is without a ruler, as Lucifer himself has fallen to the fourth power. The three sides are going to be dragged together and forcefully told, "Work together, or go fight THAT alone." And the first encounter WILL murder anyone who can't work as a team.
kayi: standard character death can be respawned from. This enemy will not allow it. Anyone dead to the first enemy is perm-dead. No revival.

kayi: which means that characters unable to work as a team will suffer very very short lifespans
kayi: There are three choices for characters, Angels, Demons, and Mortals.

Angels have high power and capability, but are susceptible to corruption. They are granted their powers from and outside source which will just as happily take their powers away if they act out of line. Angels losing their powers will NOT merely become mortals, they simply lose their powers, and cannot do anything but wield what weapons they still own.

-Advantages: Strongest starter class. No real flaws.
-Disadvantages: WILL lose powers if acting like pricks like last game.

Mortals are the most adaptive of the group, though lacking many spirit powers that the others begin with, and weapons of man being weaker by compare, they find themselves capable of wielding weapons of both sides, and even capable of merging weapons that are of both sides to create new, powerful objects.

-Advantages: Most adaptive with weapons, can create mortal-only weapons that trump holy or demonic weapons.
-Disadvantages: No spirital powers, weak starting class from no +50% weapon options. Absorbed nano-powers often weaker than holy or demonic counterparts.

Demons exist as the spawn of darkness. Though each individual demon may represent one of many acts of sin or evil, more powerful ones often represent many, or even the mere negative existance as a whole. Demons gain power by taking it from others.

-Advantages: May steal powers from defeated foes, strongest power growth if enough XP to support it.
-Disadvantages: Weakest starting class, demonic weapons will always be outclassed by holy weapons.

kayi:
Notes: There will be penalties for pointless in-fighting. Angels, fucking play good guys, act evil and you suffer. Mortals and Demons: Be evil if you'd like, but know if your actions cause the party to fail, you're going to be destroyed too. Hence to all 3 types, it's in your best interest to play nice, and acting against yourself in this way WILL cause the GM to step in and penalize you.

RPing tension, going off on different approaches to the same mission, refusing to risk yourself to aid a "foe" type, all accepted. Throwing a teammate into imminent rape or attacking her directly... NOT.

kayi:
Angels -
+50% holy wepaon damage
-50% demon weapon damage
Support Items and Abilities
Holy weapons tend to be superior (single type) weapons.


Mortals -
100% damage for holy or demon weapons.
Tech focus/Devices (variety of powers)
Can create hybrid weapons from both holy and demonic power.

Demons -
-50% holy weapon damage
+50% demon weapon damage
Offensive Items and Abilities
May absorb powers from enemies by ripping it from their existance.

kayi:
Weapons can be used by any group, but give bonuses for familiarity with them and being in-tune. Items and abilities are race-specific, and as such they CAN NOT be used by other races. These penalties cannot be 'trained away' during the RP, as using computers is as foreign to angels/demons as wielding holy/demonic magics is to mortals. Things vague enough any race can use it will be tagged "generic", and possibly have an origin mark on it. But generic-tagged items have no bonus nor penalty for any race.

Spending Experience Points will allow you to take temporary skills (as available by equipping items) and turn them into perminant bonuses. Doing this absorbs the bonus out of the item through one of the means available to your group. (Angels give the power to their 'source', and can wield it, mortals analyze and retain data through nanotech, demons tear the power out and absorb it into themselves... more or less.)

Characters can equip up to 5 items before equipment burden sets in. This 'burden' is not in the physical sense, but refers to enduring multiple layers of magical (or technological) abilities not in-tune with their body. In this way, experience points are spent to bring the value under the character's control (in the methods described above).
Diagasvesle: Mhmmm
Diagasvesle: Inventory, any limits?
kayi:
In this manner, one could 'absorb' the power of weapons too, however this is not advised under normal circumstances. After all, 'stealing' a swords magic ability to be 'sharper', doesn't really help a punch be any stronger, as your fist is not a sharp weapon in any sense of the word. Thus, the action would ruin the sword (taking away it's power), while giving you very, very little (if anything) in return.

As this power-stealing is based on magic and tech 'bonuses', raw-objects (non-magic, non-tech) like everyday guns and swords have nothing to 'absorb' out of. They may be wielded as standard, and nothing more. Attempting to absorb them is merely wasting precious XP for no benefit, so have fun doing that if you really want to sit around absorbing everything you come across.

kayi: Inventory has only 'reasonable' limits. IE, you can't stick a car in your pocket. However if you're strong enough to carry one, you could heft it around for a while. (Note: Most characters won't be. But I'll happily laugh at your attempts.) The equip limit also does not apply to non-magic/non-tech objects. Or any self-contained power. Hence, having a standard old-world handgun with everyday bullets, you can equip that on top of 5 powered items. Or using an ordinary sword, or a sledge hammer. Likewise, wielding armors that are non-powered,will not apply against your 5-item limit. However, non-powered weapons, items, and armors, are substantially weaker than their powered partners, and you may very quickly find yourself lacking if you fall back to relying on such objects.

Diagasvesle: Doomsday type weapons, in exsitence in game? Or can they only be made by mortals?
kayi: you mean like nukes?
Diagasvesle: No, Nukes are WMD's 1 time usages.
Diagasvesle: Doomsday weapons are WMD's that are multi useage
Diagasvesle: Like a blade that can split plantes in two with 1 swing.
kayi: You could, effectively, carry an entire arsenal of weapons, shields, armors, and all kinds of other objects. They'd just be useless other than the first 5 you attempt to wield.

In fact, it's likely a good idea to carry a few extra items if you have them. Since absorbing powers from objects removes the power from an item. Hence once you snatch all the power out of your nano-shield and it becomes a part of your mortal's natural nanomachines, he could happily pull out a new camo-unit, or a backup sheild that he didn't have equipped, and activate it right away.
kayi: weapons that powerful exist, but even if your characters find one, they're not likely powerful enough to wield it.

kayi: Just to give you an idea... The average doomsday weapon would take about 1,000 starting players to wield. And would exhaust their entire SP supply, and most of their HP to fire it a single time.
kayi: oh very likely if you tried it all at once. But more likely your body would explode from the power, the raw energy seeping out of every cell of your being until they themselves tear one another apart. Hence why you would have to do it gradually to ever hope for the chance to do so.
kayi: this is why XP exists. XP is a running value of how much power you can absorb safely.
 
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Rule 34

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Re: Comments and discussions of Adventure stuff. D and Z.

Hm. Sounds interesting.
 

Shrike7

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Re: Comments and discussions of Adventure stuff. D and Z.

This game is relevant to my interests :)
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

If you wish to play the beta version of it. Come to *shiver hope chibi does not find this post shiver* these chats.
To make character is.
Name:
Race:
Gender:
Picture:

Good Adv:

Neutral:

Bad Adv:

Equipment:

Loot: Auto none.

One spell/ability and either XSI or I will affirm it.
 
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XSI

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Re: Comments and discussions of Adventure stuff. D and Z.

Loot: Auto none.
Extra equipment start can give the players an container to put their loot in(Only small ones the character can carry), and in DoD, containers count as loot.

I have also spotted a few issues which will be fixed as soon as possible. (Issue allowed people to make characters that would get +100 or more to one thing, while on a d20 system, this would obviously not be a good thing)
 

ZeroSpace

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Re: Comments and discussions of Adventure stuff. D and Z.

OK, yeah bumpity bump bump.
You guys really need to specify what kinda of Hammer time you guys want cause some of you guys probably have MC hammers hammer time in mind, or real rough smex, I dunno know anymore since I wasn't being specific due to time, so quickly! You must all tell me your thoughts!
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

A character sheet for no reason:

Name:
Picture:
Alterations to Character Picture:
Description (if no picture):
Height:
Age: 18+
Bustsize (If girl/herm):
Cocksize (In inches if guy/herm):

Personality(Optional):

Background (Optional):


Advantages:

Disadvantages (One for every advantage):

Other Information:
 
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ZeroSpace

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Re: Comments and discussions of Adventure stuff. D and Z.

Name:ZSpace
Picture: <(-'.'-)>
Alterations to Character Picture:<(\/.')>
Description (if no picture):<(-'~'-)>

Personality:Randomish

Background:Is colored white by default


Bonuses:No Bonuses

Disadvantages (One for every bonus):+1 Disadvantage by default

Other Information:Confused
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

For perhaps future CYOAs i'll decide to run when the one I'm working on is finished.


Sexuality Levels
1 - Sex is in homes, under covers in the dark
2 - Sex is still in homes undercovers but in the day or dark. People talk about it but only if their couples
3 - Sex is in the home, not undercover but never happening whiles guests are there. People talk about it in hushed conversations.
4 - Women wear skimpier clothing, there are very rare occurances of public nudity. People talk about it.

*5 - Women wear skimpy clothing, rare occasions of public nudity, people openly talk about it.
6 - Women wear revealing clothing, sometimes seen public nudity, public sexual acts are very rare, sex shops are appearing
7 - Women wear very sheer clothing, nethers and nipples easily seen, public nudity is often place, public sexual acts are rare, sex shops are in the market places but in dark lighted places.
8 - Women 50/50 go without clothing, public sex is sometimes seen, sex shops are openly available
9 - Women 75/25 go without clothing, public sex is easily seen, sex shops are everywhere
10 - Clothing is outlawed for women, Females are required to have their pussies and asses filled at all times, sex shops outweigh other shops easily.

Monster Places Only
11 - Non monster humanoid's both genders, need to be slaves in order to enter a monster place. This uses sexuality level 10.
12 - As above, but piercings are added to the non monster humanoids.
13- The monsters outright try to kill and attack and don't both with nicieties.

A Good city uses Sexuality levels 1-3
A neutral City uses Sexuality levels 4 - 7
A Bad city uses Sexuality levels 8-10
Monster Cities use sexuality levels 1 - 13.

A system to decide what a city is use of the 1d10
Good cities take up 1-3, and you use the corresponding sexuality levels.
Ex.
1d10 ---> 3 ----> Good city of sexuality lvl 3

Neutral Cities take up 4-7, and you use the corresponding sexuality levels.
Ex.
1d10 ---> 5 ---> Neutral City of Sexuality lvl 5

Bad Cities take up 8-10, and you use the corresponding sexuality levels.
Ex.
1d10 ---> 9 ---> Bad City of Sexuality lvl 9

For a Monster Place/City, you use a 1d13.
Monster place/cities are the only one's that can get 11-13 otherwise the city sexuality levels can be of any of the 1 through 13 sexuality levels.
 
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