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Mamono Assault Force

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What's this about, anyway?
Monster Girl Rancher is about you, a Rancher, who's decided to make Ranching your lot in life for whatever reason. After that, what you want to have happen is pretty much up to you. You could be a Rancher who's a total pervert and just wants to smut every mamono you come across, a Rancher who's just in it for the money, or a Rancher who's more into the adventurous factor that comes with being a Rancher, and everything in between. You can train mamono and build relationships with them, get to know other (NPC or Player) Ranchers, go on adventurous expeditions with your mamono, battle with other mamono in the tournament. The combat itself only takes place as much as you want it to, as you can easily get by on money by simply doing odd jobs helping other (NPC) Ranchers.

This is entirely a non-serious game. There's no main plot, or goal in the game, besides to become an awesome Rancher, and there's no time limit for that.

How do I get started, anyway?
Just post in the sign-up thread I'll probably post at some point, or just talk to me. Just be careful you don't wanna start with a monster girl that's hard to please, like a dragon, or a Youko. Your life will not be easy trying to get them to do anything for you. Also, the fully updated list of monster girls available are on a site run by mean people who want you to sign up for an account before you can even view their shit.

And since this is a realm that features femdom rather excessively, I'm gonna say that you should stick with a female character, although you can do whatever you want. Just don't expect to be Rance, the guy who tries to rape everything that moves, because that won't work out for you very well.

I can't be a guy who just does whatever he wants to his mamono and fuck them silly and turn them into my little bitches? Fuck this game, cya.

Yeah, this isn't the game for you, pal. We prefer femdom here.

What do I need to know, anyway?
Nothing. I pretty much spell out what you can do during the game and all you need to do is just know how to read and write. Although I guess you should know what the various stats of a mamono mean.

Mamono Level: This number goes up by 1 for every day spent training your mamono's stats, including loyalty. This is generally just used in the event two players ever meet up, and want to duel for whatever reason. For balance's sake, I give the underdog of the fight enough points to reach the level of their opponent, but only for the fight taking place.

Life: This is, plain and simple, your monster's life total. The number of points you have in this stat is the number of hit points your monster has. So a 60 base Life Pixie only has 60 HP, while that 300 base Kappa has 300. Life also has an important effect in your monster's expeditions, having more of it will prevent it from collapsing along the trip from exhaustion.

Power: This is the stat the influences physical-based hits. It's directly compared with the enemy monster's Power to determine how much damage either monster causes to each other. Also, during training missions, Power allows your monster to overcome physical trials, such as passing through barriers.

Intelligence: This is the polar opposite stat of Power: Intelligence both raises the damage of magic-based attacks and helps with your defense against those same attacks. In addition, when on a training mission, Intelligence helps your monster with their searching. It is probably the most valuable mission stat, in fact. The higher your Intelligence is, the more accurately your monster will perform, and the less likely she will get lost on the trip. While high Life is required to get around, Intelligence ensures quality success.

Defense: The monster's Defence is just what it sounds like: their overall ability to take a hit. This works for both Power and Intelligence attacks, with the appropriate stat (Power or Intelligence) giving bonuses to it for those specific types of attack.

Skill: The ability of 'Skill' makes it more likely that you will hit an enemy. The higher your Skill, the better hit percentage you will have. Obviously this is very valuable for monsters who don't have high accuracy techs to begin with!

Speed: Speed is your monster's chance to dodge. The higher your Speed, the harder it is for the opponent to actually hit you. Simple, direct, to the point; there's nothing else.

Loyalty: While a Dragon is obviously more powerful than a Mouse, a Mouse can be immensely more loyal to you than a Dragon. Every time you issue an order to your monster during a battle, such as to use a special ability or fight with a certain strategy, there is a chance it will ignore you. Given that, a Mouse can beat your Dragon, simply because your Dragon doesn't care to fight for you.

Tech: This is the parameter that bases how proficient the monster's skills are. The higher a mamono's tech, the higher the capabilities of it's skills, allowing it to perform criticals, drain the enemy's Guts, have high accuracy, inflict status effects, and even heal itself.

What about the other players, anyway?
You can interact with other players as easily as you can with other NPC's. It's as easy as posting in their Ranch thread, and announce yourself to be visiting them. After that, you guys can talk, smut each other, trade with each other (Once I figure out items), duel each other, and pretty much anything else you want.

What else is there to know, anyway?
Nothing. You can play now.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Information about the game and stuff

What is this thing called morale and what does each kind do, anyway?
Morale is something your mamono can acquire during battle when certain conditions are met, for good or bad. Your mamono can get good morale if you cheer them on, or if they do well in combat. And they can get bad morale if they aren't doing so well in the fight. A mamono with bad morale is generally in a lot of trouble of being defeated, and their loyalty stat comes into very important play when you, the trainer, try to encourage them to snap out of it. Although, keep in mind that trying to encourage your mamono might backfire if the enemy mamono's loyalty to their trainer is far greater than your mamono's loyalty to you. Also keep in mind that mamono can only ever have one type of morale at a time. Should they acquire another, they will lose their previous morale status.

And now, here's the morale types that your mamono can acquire and what they do:

Good Morale:

Composed: The mamono is feeling calm and confident and has an extra chance to dodge an attack.

Angry: The mamono is in a state of rage and gains Guts at a faster rate(x1.5).

Grit: The mamono refuses to go down, and fights as hard as they can for their trainer's sake, allowing them to survive an attack that would normally defeat them with 1 Life remaining.

Pumped: The mamono is filled with adrenaline and is shaking with energy, increasing their base damage by 25% (Does not multiply with high grade attacks) and reduces incoming damage by 25%.

Lustful: The mamono's sex based attacks drain 50% more Guts.

Unstoppable: The mamono becomes a force unable to be restrained, and becomes immune to status effects.

Heroic: The mamono has found the courage of a true hero, and their Life returns to 100%. Guts rate and damage increased by 50%, reduces incoming damage by 50%, cannot be affected by status effects, and when defeated, the mamono regains 50% of their max Life before this morale is replaced with the Exhausted Bad Morale.

Bad Morale:

Happy: The mamono is in a state of bliss and isn't paying attention to the battle.

Timid: The mamono is feeling meek and hopeless, causing their Guts regeneration to halve.

Annoyed: The mamono is irritated at their trainer and is refusing to listen to their commands.

Pessimistic: The mamono has given up any hope of winning, the damage they cause is halved.

Reckless: The mamono is acting without consideration for their own safety, giving the enemy an extra chance to hit them.

Terrorized: The mamono has been struck with sheer terror. Every attack against them is an assured critical (Ignores Defense.)

Exhausted: The mamono is barely standing. Their guts rate and damage is halved, and incoming attacks are all criticals.
 
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Re: Information about the game and stuff

How do I know what my mamono's skill does, anyway?
Any skill a mamono has available to them always follows a similar layout. It wouldn't hurt to know what each part meant.

(Name)
(Type) (Cost)
D/A/W/C
(Special)

Name: The name of the skill.

Type: Skills can either be physical or magical. Physical attacks are referred to as Pow and use the Power stat to determine it's strength. Magical are referred to as Mag and use the Intelligence stat.

Cost: How much Guts your mamono must build up before they can use this skill. For every real-time second that passes by, mamono gain a base of 5 Guts. This is important to remember in case time is an issue for any battle.

D: Stands for Damage, and is the grade amount of Damage this skill will inflict.

W: Stands for Withering, and will drain your enemy's Guts depending on the grade. Increasingly effective against foes with low Tech, but less effective against those with high Tech

A: Stands for Accuracy, and increases the skill's chances of landing successfully.

C: Stands for Critical, and increases the skill's chance of landing a critical hit. Critical hits bypass Defense, making it useful for enemies with high Defense values. However, it isn't as useful against foes with high Life.

Special: In place of this will be any special attribute associated with the skill. If the skill has no special effect, it will simply be Basic.

What does each rank of an effect in a skill do, anyway?
Damage: (Damage Value(DV) = Offensive Stat - (Defense/2))
E: 20% Use of DV
D: 40% Use of DV
C: 60% Use of DV
B: 80% Use of DV
A: 100% Use of DV
S: 120% Use of DV

Critcal Effects Based on Grade: (Criticals remove Defense's reduction of the Damage Value.)
E: 20% chance to crit, +10% damage on crit
D: 40% chance to crit, +20% damage on crit
C: 60% chance to crit, +30% damage on crit
B: 80% chance to crit, +40% damage on crit
A: 100% chance to crit, +50% damage on crit
S: 100% chance to crit, +70% damage on crit

Withering Effects Based on Grade: (Each Rank will simply add more reduction done to the enemy based on it's Rank. This list covers how much guts is lost based on the enemy's Tech level. Guts lost depending on defender's Tech is organized from Right to Left, lowest rank to highest.).
E: E(50), D(25), C(17), B(13), A(10), S(8)
D: E(100), D(50), C(34), B(26), A(20), S(16)
C: E(150), D(75), C(51), B(39), A(30), S(24)
B: E(200), D(100), C(68), B(52), A(40), S(32)
A: E(250), D(125), C(85), B(65), A(50), S(40)
S: E(300), D(150), C(102), B(78), A(60), S(48)

Accuracy Based on Grade: (Using a skill that boosts accuracy DOES NOT BOOST THE ROLLED VALUE. Rather, it REMOVES a percentage of the rolled result, and adds a percentage of the attacker's Skill to the result as a replacement. A mamono with 300 skill who rolls 100, and used a skill with E accuracy will acquire a new total of 140 (-20% of the result of 100(-20), and +20% of the attackers total skill(+60)). Thus, using skills that employ accuracy removes the randomization of the attack and ensure success. Ultimate abilities will usually employ accuracy so a stray dodge will not ruin the effects.)
E: 20%
D: 40%
C: 60%
B: 80%
A: 100%
S: 120%
 
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Re: Information about the game and stuff

How are battles handled anyway?
Beginning of a battle
A battle begins with all fighters on both teams at zero guts. Usually both sides will also begin with no morale influencing them, and they will have full health, but as much as battle relies upon stats, it also relies upon the flavor of the RP.

For example, a mamono can begin a battle with 20 guts, enough to launch a preemptive attack, if the battle began with her having the drop on the enemy. But don't make the mistake of thinking that this is a rule set in stone! The battles themselves are as flexible as RP itself. The beginning of a battle, as well as the battle itself can change based on the effects of RP alone!

A mamono can even begin battle with the heroic morale if the situation calls for it, such as a smaller mamono fighting desperately against an impossible foe for the sake of their trainer. The point is, a battle can be modified based on what the GM finds logical or reasonable. A mamono's emotions play a big part in the battle itself, as well as her loyalty! And again, I can't stress this enough, the stats that mamono possess are only to resolve issues that casual Role Play cannot, such as whether they hit or dodge.

With all this in mind, the only thing the stats of a mamono cover is their beginning Life. Every other factor that can influence how a battle begins is entirely up to GM discretion. Here are some examples of how a battle can begin:

-The enemy mamono has an abusive trainer, she may start with a bad morale due to being treated poorly.

-The rancher's mamono is angry at their trainer (regardless of how high their loyalty is, they can still have a spat with their trainer), and refuses to listen to their orders. The GM should randomize what attacks they perform. As well, if the Rancher shouts commands, they won't work.

-The Ranchers mamono has seen a lot of combat non-stop the past few weeks. Not given a chance to recover, they should start with reduced Life, or perhaps even the Exhausted bad morale status if they are being pushed particularly hard.

-The Rancher came up with a particularly good idea for how to lead their mamono into battle, and as such, are rewarded with anything that sounds reasonable. If they used their minotauress for example, to cause a rockslide to enemy mamono below, then the battle should begin with the enemy having suffered some damage, provided they weren't the type of mamono that could avoid damage from such a trap (flyers, burrowers, or mamono that could block/ignore the attack. Another minotauress below would not give any shits, for example.).

During a battle
Stats greatly come into play in a battle, but if you think the GM should just be rolling loyalty, power, speed all the time and that's it, you're wrong. Combat in itself is also influenced by RP, whether you believe/like it or not. The opponent might throw a taunt at your mamono, and that might cause it to get a bad morale because it got angry or upset. Similarly, the Rancher can do the same to the enemy, taunt them or make fun of them to get a rise and throw them off. The Rancher can pep talk their mamono can give them good morale, or their pep talk might even annoy their mamono, depending on their personality, and they'll get bad morale instead!

The battles in MGR are meant to be filled with the personality of the combatants. Some get angry, some cry, others cut down their enemies with ferocity or knightly grace. The mamono should be talking to each other while fighting, shouting catch phrases, and generally letting who they are show as they fight. That way, when your mamono wins, it should feel like it was your mamono who won the fight, and celebrated in her own way. A mere sheet of stats lacks personality. Go nuts, and have fun with the combat!

Gyuki: "You're just another stepping stone on my path to becoming a master swordswoman."

Akitsu: "I will take your panties as my spoils of war."

Marla: "You didn't stand a chance against a Queen!"

Sparkle: "Candy-candy, sweetie-sweetie~! Yummy!"

Let the personality flow.

The Flow of Battle
Albeit vague, the Role Play aspects of battle have been laid out. It made vague on purpose in order to establish the fact that a GM can make their own situations and adjust how the combat flows as a result. Despite the existence of stats, the GM still maintains great control over the battle. At any point in time, he can make the player win or lose. If the player acts foolishly while believing that their mamono will be victorious because of their stats alone, then it should be obvious that the next logical conclusion will be that player's downfall. However, don't assume all foolishness should be punished. Depending on what's driving them to be foolish, they might still face difficult odds, but have the willpower and determination to win at the same time. At the end of the day, a good Player Character presented with good Role Play should always find a way to overcome difficulties along his or her path to becoming a great Rancher.

Now that we have that out of the way, and all the RP has been tended to, all that's left is the basic flow of combat. Follow these instructions.

Step 1: The Rancher and their enemy decide what mamono to use in their available team, and then decide what skill they use. The GM should be fair and ensure they already have selected what the enemy will do before prompting the player to make their choice. The GM should also have the enemy mamono give some sort of action in the sense of role play that hints at what they're going to do to attack the Player. Then, maybe the player can counter it, and feel a sense of reward if they do. It's a good feeling, let them enjoy it.

Step 2: The battle progresses in seconds. For every 1 second that passes, both mamono selected to use an ability gain 5 guts, modified by their passives or other factors. (Multiplicative values stack with each other in this case. Two x1.5 guts gain factors will cause guts to gain x2 as fast, 10 per second.) This flow of time represents the two enemy mamono sizing each other up and developing the courage or power to make their attack. An elf waiting to make a magical arrow shot to her enemy's vital point will take time for her to both gather power and take careful aim to try and make sure it lands.

Step 3: Once either mamono has built up enough guts to use their skill, they immediately use it, spending the guts they have built up. At this point, when a mamono has built up enough guts to attack, they do so. They use their skill and the guts with it. After you roll for all the skill's effects, go back to Step 1 for that mamono. IT IS POSSIBLE FOR THE TWO COMBATING MAMONO TO BE IN DIFFERENT STEPS AT THE SAME TIME. ergo, a mamono who was just attacked by her opponent can still be gathering guts to make her own attack.

Battle continues this way, along with all the role play involved influencing the results, until one side is defeated.

After Battle: If the Rancher won, their mamono's Life does NOT regenerate back to full, UNLESS they are in a tournament. If the Rancher is on an expedition, then they will have to use healing items to cure a mamono of any damage they received. Status effects WILL be removed after a battle, however. They do not persist once a fight is over.

Experience: How much stronger a mamono gets is determined at the end of the week. You simply divide the number of mamono the Rancher defeated by the number of mamono in his/her team, and then times the result by six. The result is the amount of levels all the mamono in the Rancher's team gains. Keep in mind that the levels each mamono gains should always be multiples of 6. This means that the number of mamono the Rancher fights must come in multiples of the number of teammates he/she has brought with them. Bosses count as three enemies because their health is multiplied by 3. Ergo, a group of 3 mamono shouldn't have fought 7 mamono at the end of the week, because then math problems and I don't wanna.

Stat rolls and stuff
I'll try to keep this simple.

When rolling for to-hit, the contest is: Attacker's Skill roll vs. Defender's Speed roll

Determining To-hit&Dodge: Using a , use a single die whose number of sides equal to the attackers Skill value, and another die with sides equal to the defender's Speed. Once you get those two values, they are modified based on the factors influencing the battle. The final result of those modified values determines if the attack lands. Attacker wins upon a tie.

Using a skill that boosts accuracy DOES NOT BOOST THE ROLLED VALUE. Rather, it REMOVES a percentage of the rolled result, and adds a percentage of the attacker's Skill to the result as a replacement. A mamono with 300 skill who rolls 100, and used a skill with E accuracy will acquire a new total of 140 (-20% of the result of 100(-20), and +20% of the attackers total skill(+60)). Thus, using skills that employ accuracy removes the randomization of the attack and ensure success. Ultimate abilities will usually employ accuracy so a stray dodge will not ruin the effects.
S: 120%
A: 100%
B: 80%
C: 60%
D: 40%
E: 20%

Determining Damage: Depending on the skill being used, either Power or Intelligence is used as the offensive stat. Once the offensive stat has been determined, subtract half of the defender's Defense from the attacker's offensive stat to get the Damage Value. Ergo, if the attacker is using a POW attack, and has 300 Power, while the Defender has 300 Defense, then the Damage Value will be 150.

Then, the amount of the Damage Value that will be used is dependent on the skill in use. Let's use this skill as an example.

Crash
Pow 14
D/-/-/-
Basic

It's using [D] Grade Damage. Given the multiples of 20% you've seen thus far, Damage uses a similar concept. This means that 40% of the DV is used. The result of the example above is obviously 60 damage that will be dealt, unless other factors are present to interfere with that. To make things a little more varied though, I randomize 10% of that final value, like how most RPGs do. This means that the flat value of 60 can cause between 54 and 66 damage.

I'm tired of writing for now, I'll add more or change this if need be.
 
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Mamono Assault Force

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Re: Information about the game and stuff

What are commands and what do they do in battle, anyway?

Commands change the way your mamono fights, causing them to gain buffs and debuffs to try and manage the situation better. They can be the difference between winning and losing.

Commands:
Go all out! (Increase to hit and damage, lower dodge and defense)
Play it safe! (Halve Guts generation, increase defense and dodge)
Defend! (Won't gain guts for 4 seconds, double dodge and halve damage recieved)
Wait and See! (Do nothing, gain Guts passively)
Get brave! (Gain guts at a faster rate, lower dodge and defense)
You can do it! (Cure negative morale)
She can't stop you! (Add positive morale)
 
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