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Alright, so I have had time finally to finish the re-write for the old CoC system, and run it by Archer. We're both in agreement that everything looks good, so now the only thing left to do is start getting victims .. I mean players for the new game.
Most of the enemies (and bosses) will be the same, given that 3/4ths of them were never encountered in the first game.
Character creation will work a bit differently this time around. Gone is the immediate claim to 'customization' from Level 1. Instead, there are now six different 'classes' of characters, each with their own special skills, and, as you will discover later on, their own special weaknesses.
The pleasure/orgasm system has also seen a massive overhaul, gone are the straight up Int vs. Int rolls to determine orgasms. Instead, a new sexual stamina system has been formulated for just this purpose. Fill up your stamina bar, and presto, your one orgasmic chick. The impregnation system also has been changed, as has the direct sexual combat system.
There is now virtually NO unarmed combat (unless you run out of ammo, mana and your weapon breaks in battle!) Now, you may have noticed the word MANA there. Well yes, this does mean that there are various spells, or even special skills a character can utilize. Some of these skills enhance the damage dealt, while others deal a fixed amount of additional damage, and still others deal a fixed total amount of damage. Some skills even deal damage that can't be reduced by immunities, giving them a massive advantage. While it is completely possible melee combat, or shooting an enemy with a gun, could deal more damage than anything else, it is a bonus to have skills capable of ignoring enemy defense or just dealing a set amount and not wasting the ammo.
Before we list the new system pieces you will need to know in order to decide what character class you will choose for this mission of escape, we offer a bit of advice. Do not overlook ANY single stat, for it may cost you, and be forewarned, while a group of nothing but one character class may seem appealing, we don't recommend putting all your eggs in one basket, for there ARE immunities out there, and you will need diverse damages in order to combat these stronger foes.
One final thing: Players will have the option to group up into parties of up to 4 players. I shall handle this directly before your 'copy of the world' is given to your party. No single play through will be allowed due to the inherent difficulty of the later 'acts' of the game. With that said, let's meet the character classes and the new systems you need to know about!
All characters will start out being able to select a weapon from their chosen class. Regardless of which one they choose, they will deal 2x of the margin of victory + strength bonus.
Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage and dish out the heavy melee damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies. Warriors also recieve inherent bonuses when they utilize swords or axes in combat. Warriors recieve 1 mana point per level, and 1 mana point per point into Energy. They also receive 3 life points per level, and 3 life points per Vitality point.
Starting Stats:
Strength: 40
Dexterity: 40
Vitality: 50
Energy: 10
Intelligence: 10
Starting HP: 150
Starting Mana: 10
Starting Sexual Stamina: 210
Special Skills:
Zeal - Attempt to attack all foes at once. If this connects you deal +5 Damage to each foe struck. Mana Cost - 5.
Vengeance - Add fire, lightning and cold damage to your attack, dealing a total of +15 elemental damage. Note immunes will lower this skill's effectiveness. Mana Cost - 10
Cleave - You strike for +20 damage. Mana Cost - 15
Final Thrust - If the enemy is below 30% health, this attack doubles your after strength calculated damage. Mana Cost - 25 (Elite)
Thrill of Victory - If this attack hits deal +10 damage. If target foe had less health than you, do an additional +10 damage and gain 5 mana. Mana Cost - 25. (Elite)
Eviscerate - You hit the enemy, and if it connects their HP drops by 20% of their maximum. (Can only be used once per enemy, and may not be used after an enemy is under 30% life. Can't be combined with any weapon spells.) Mana Cost - 30 (Ultimate Skill)
Available Weapons: Axe, Sword.
Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Javelin or the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim. Amazons receive 2 points of mana per Energy point and 1 point of mana per level. They also receive 2 life points per level and 3 life points per Vitality point.
Starting Stats:
Strength: 35
Dexterity: 45
Vitality: 40
Energy: 15
Intelligence: 25
Starting HP: 120
Starting Mana: 30
Starting Sexual Stamina: 175
Special Skills:
Strafe - Attempt to attack all enemies at once. This skill does +5 damage to all struck enemies. (Usable ONLY with a bow.) Mana cost - 5.
Charged Bolt - Add +10 lightning damage to your weapon. (Javelin ONLY) Mana cost -5.
Triple Shot - Attack with a volley of 3 arrows, which may strike a single enemy up to three times. (Bow ONLY) Mana cost - 15. (Elite)
Lightning Javelin - Add +20 lightning damage to your weapon. (Javelin ONLY) Mana cost - 15. (Elite)
Precision Shot - Deals 35 damage to any foe who is raping an ally, AND causes them to be unable to rape that turn. Mana cost 45
(Ultimate) This skill can only be used once every five turns though. Can be used with either a Javelin or Bow and Arrows. If this skill is not used on an enemy actively raping, it will still deal 35 damage and be recharged instantly. This attack ignores Physical Immunity by dealing pure magic damage. Bear in mind, there are some enemies who cannot be targeted with this attack, and there are a few magic immunes. See special notes.
Available Weapons: Bow+Arrows (unlimited arrows), Throwable Javelins (self replicating/unlimited).
Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's have inherent bonuses when they use any kind of dagger or knife based weapon, and they are the only class that have a chance to double strike. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape. Assassins receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 life points per Vitality point.
Starting Stats:
Strength: 30
Dexterity: 30
Vitality: 30
Energy: 20
Intelligence: 40
Starting HP: 90
Starting Mana: 40
Starting Sexual Stamina: 150
Special Skills:
Flashing Blades - Causes a double strike and deals +5 damage per weapon that hits. Mana Cost - 5. (Daggers Only)
Double Throw - The assassin throws a pair of throwing knives at her enemy, dealing +5 damage per hit. Mana Cost - 5. (Throwable
weapons Only).
Leaping Mantis Sting - The Assassin attacks with her dual daggers, and if this attack hits, she deals +15 damage and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25
Dancing Daggers - The Assassin uses her dual throwing weapons and hits for +15 damage, and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25.
Mobeius Strike - The Assassin attacks with her weapons and hits for +20 magic damage. This skill can only be used every three turns, and prevents her target from attacking for one turn. (Ultimate) Mana Cost - 45.
Available Weapons: Dual daggers, Dual throwing knives (self-replicating/unlimited).
Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be extremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes. Necromancers receive 2 points of mana per level and 3 points for each Energy point. They also receive 2 life points per level and 3 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 30
Energy: 25
Intelligence: 35
Starting HP: 90
Starting Mana: 75
Starting Sexual Stamina: 145
Special Skills:
Amplify Damage - This skill allows the Necromancer to curse her target to receive DOUBLE physical damage, or strips Physical Immunity. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Lower Resist - This skill curses target foe to take DOUBLE elemental damage, or strips one elemental immunity of the Necromancer's choice. Mana Cost -5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Bone Spear - This magic projectile deals 55 magic damage to her target foe if it hits. (Elite) Mana Cost - 35
Weaken - Curses target foe to have half their normal strength and dexterity, making them easier to attack. (Elite) Mana Cost - 55.
This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally.
Confuse - Curses target foe to become confused and attack a random allied monster with HP damaging attacks. Can only be used once on an enemy, and only twice in any combative round. (Ultimate) Mana Cost - 150. This curse last for 5 turns, until the attacked enemy dies, or the Necromancer is raped, whichever happens first.
Available Weapon: Long Staff.
Ritualist Class: The Ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions
past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their gained pleasure. This can be highly useful to a group who's warrior has been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an allies (or their own) weapons. While they do not receive any bonuses to a particular weapon, their weapons spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress. Ritualists receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 25
Energy: 25
Intelligence: 40
Starting HP: 75
Starting Mana: 50
Starting Sexual Stamina: 125
Special Skills:
Soothing Memories - This skill allows the Ritualist to restore 1D25 HP and 1D25 Sexual Stamina when cast. The skill can only be used on an ally who is not being actively raped, and is not grappled. It may only be used once per six turns on the same person and only in combat areas. Mana Cost - 20
Splinter Weapon - This weapon spell allows the Ritualist to cause a weapon to magically attack all targets in the area for +10 damage. If this is placed on any weapon, and the attacker succeeds in hitting their target, the damage will be dealt in it's full to every enemy. This spell lasts 5 attacking turns, or until the Ritualist is raped. Mana Cost - 30.
Spirit Bind - This channeling spell is two-fold. It may be used to either take information from a recently killed enemy that could prove useful, or it can be used to briefly bind the spirit of a fallen enemy to serve as an ally. If it is used to gain information, the Mana Cost is 35. If it is used to bind the spirit as an ally, the Mana Cost is 55. (Elite) This spell only lasts 3 turns or until the Ritualist is raped. If she is raped before her turn comes up, then her spirit ally will vanish and not attack, as it will attack directly after she does. Said spirit deals the same damage the Ritualist dealt with her attack, if she and it hit.
Signet of Spirits - This channeling spell allows the Ritualist to summon a spirit to her aid, which deals 35 shadow damage with it's attack. This damage is immunity ignoring and cannot be reduced by any known method. The spirit replaces the Ritualist's attacking and soothing presence for 5 turns, however it will vanish if she is raped, which she still can be. (Elite) Mana Cost - 65.
Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 110 shadow damage. This skill is highly exhausting, and can only be used once every ten turns, regardless of if it hits. (Ultimate) Mana Cost - 100. Shadow damage is immunity ignoring and cannot be reduced by any known method.
Available Weapon: Long Staff.
Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available. Sorceresses receive 3 points of mana per level and 3 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40
Starting HP: 20
Starting Mana: 135
Starting Sexual Stamina: 85
Special Skills:
Fire Ball - This spell deals 40 Fire Damage if it hits. Mana Cost - 35.
Ice Blast - This spell hits for 40 cold damage if it hits. Mana Cost - 35.
Lightning Bolt - This spell hits for 40 lightning damage if it hits. Mana Cost - 35.
Energy Blast - This spell deals shadow damage, and hits for 80 damage. (Elite) Mana Cost - 50. Can only be cast once every 5 turns. Shadow damage has no immunity and cannot be reduced.
Elemental Destruction - This spell deals fire damage in the form of a meteor, cold damage in the form of a chaos ice orb, and lightning damage via a thunderstorm all in one sudden cast. If this spell hits, target enemy foe is struck for 150 total elemental damage, 50 from each element. (Ultimate) Mana Cost - 200. This spell can only be used once every 10 turns as it is exhausting.
Available Weapon: Long Staff.
A note regarding special skills: No special skill may be combined with a weapon spell. If you are under the effects of one, you may not use a special skill attack. Special Skills factor in their + damage AFTER all other calculations. The only exception to this are magic only skills and the Warrior skill Final Thrust.
Description of Stats:
Strength: This stat determines how much additional damage your character can do with physical attacks (assuming they connect). It is also used to escape from being grappled, escape rape attacks and traps, to resist/penetration attempts, and is factored in with Dexterity for pleasure taken while being actively raped. For every 5 points of strength, you do +1 damage with melee and gun based attacks.
Dexterity: This stat determines how likely you are to be able to hit an enemy, or avoid being hit by them. It's also used in conjunction with the Strength stat to determine how much pleasure your character suffers while being actively raped.
Vitality: This stat determines how many hit points your character has. Your HP is your life, when it reaches zero, you have died. It is also used to factor how much sexual stamina your character has (how much sexual pleasure you can handle before the big O.)
Energy: This stat is used for several things. It's primary use is in factoring how much mana you have. Mana is used every time a spell or skill is used. It is also used with vitality to determine how much sexual stamina your character has.
Intelligence: This stat is used for the ability to recognize and avoid various traps laid out for your characters. Every character will scan for traps, so do not ignore this stat because if you do, your weakness may cost your entire party the chance to avoid a trap. This stat is also used in the event your party wishes to escape from combat, however ALL party members must succeed in avoiding ALL enemies in the area. Note you cannot escape from a boss battle. Also, when combat initiates, a roll will be conducted to determine the attacking order. In this case, your base Intelligence + D100 = Your initiative, or place in the chain of attacks. The higher your number, the more likely you are to attack first. Intelligence can play a major roll in how often your party is able to get a 'jump' on the enemy, and how often you may be able to escape from battles. It should be noted that enemies will ALWAYS be aware of your presence, however you will also be made aware instantly of theirs. It should also be noted that the Initiative roll holds for the entire fight, and no further initiative rolls will be conducted until a new set of enemies arrives.
1 point of Vitality adds 2-3 HP depending on character class.
1 point of Energy adds 1-3 Mana depending on character class.
(See character classes for these details).
Working out your stats:
Every character starts with pre-set stats. This is different per class however, so pay close attention to those, and especially when adding in stats from gaining a level. The total preset numbers all come out to 150 total points, which enemies will also have presets. As you level and progress through to new areas, the enemies will get stronger and stronger.
Sample Sheet:
We'll use a Sorceress here.
Starting Stats:
Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40
Strength and Dexterity would grant her in this case a base 55 roll, to be added to a D50 for her resistance to rape attacks.
Strength would be a base 15 to attempt an escape from rape or grapples.
Dexterity would be a base 40 in attacks and avoiding grapples.
HP is 2x the vitality on a sorceress, so 10x2= 20 HP for a starter sorceress.
Mana is 3x the energy on a sorceress, so 45x3=135 Mana.
Intelligence would be a base 40 to avoid traps.
4x Vitality + Energy = the sexual stamina. On a sorceress this would be 10x4= 40 and 45 for a total of 85. So after 85 pleasure, the
sorceress's body would betray her, and she would suffer an orgasm.
Sample Attack Sheets:
Here we have a few sample sheets showing how damage is calculated for physical damage. For our first, we shall use a Sorceress.
Melee Weapon, no skills used:
Sorc: 40 (base dexterity) + 45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.
Damage Calculations: 30 (Margin of Victory) + 3 (Strength Bonus) = 33 Melee Damage Dealt Unarmed x 2 = 66 Damage Dealt with Staff hitting enemy. This would be x3 for a handgun and x5 for an energy pistol.
Sample 2: Melee Weapon, special skill involving + physical damage only. We'll use Cleave for this.
Warrior: 40 (base dexterity) +45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.
Damage Calculations: 30 (Margin of Victory) + 8 (Strength Bonus) = 38 Unarmed Damage x 2 = 76 Damage Dealt with Sword/Axe + 20 (Cleave Bonus) = 96 Damage Dealt Total.
If Final Thrust had been used, and the enemy was below 30% life, then it would be 76 x 2 = 154 Damage Dealt.
Sample 3:
Melee Weapon, special skill involving + damage with elemental to it. We'll use Vengeance for this.
Warrior: 40 (base dexterity) +45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.
Damage Calculations: 30 (Margin of Victory) + 8 (Strength Bonus) + 15 (Vengeance Elemental Damage, assuming no immunity) = 53 Unarmed Damage x2 = 106 Total Damage.
Sample 4:
Assassin Double Strike Skill. Flashing Blades and Double Throw ONLY
Assassin: 30 (base dexterity) + 50 (D50 Rolled) = 80 Vs. Enemy 1 30 (base dexterity of sample creature) + 20 = 50.
Damage Calculations: 30 (Margin of Victory) + 6 (Strength Bonus) = 36 Unarmed Damage x2 = 72 Damage With Dagger Hit Only + 5 = 77 Damage with first hit.
Roll a second set to see how much damage is done with the second dagger, assuming it hits.
In all of these cases, this assumes that an enemy has no immunities. If they were immune, subtract the damage done from the immunity. So for example if an enemy were Physical Immune, then the only attack that would have done anything would have been Vengeance at 15 total damage.
However, if an enemy had elemental immunity, remove the added damage from the immune elements at the end.
If an enemy had no immunities and was hexed with Amplify Damage, multiply the very final number by two. If they were hexed with lower resist, double the elemental damage added where needed.
If an enemy WAS immune, but lost it due to a hex, normal damage is done. However, in the cases of a single fire or cold or lightning immune losing that immunity, it would be 2x damage on the non immune elements, and normal damage on the previously immune
element.
Notes: Demons don't use mana for their spells. It is unknown how they cast, but some cast with a 100% success rate, others do not. You will discover which ones do and don't on your own.
Additional Skills:
Each character class possesses three skills that they share in common. Weapon repair spell, Scan and Resurrection Spells.
Weapon Repair Spell - This spell allows for a 1D35 roll to be conducted as to how many durability points a weapon can be given back. This spell may only be used when there are no enemies in the current area, and as many times as a character wishes to do this with.
Resurrection Spell - This spell allows for a dead party member to be brought back to life after all enemies have been vanquished in the current combat area.
Scan - This is a party wide spell that is passive, meaning it is always on. This useful spell gives information on the levels, stats and remaining HP enemy monsters in your combat area have. It cannot be blocked or stopped, and even if all party members are being raped it will still be active. It also allows you to know exactly how each party member is doing, and if they are close to dying, or reaching their climax.
A character can't pass out due to being raped or suffering orgasms. However, filling the sexual stamina bar up will result in that character suffering an orgasm. If an orgasm occurs, then the character will be unable to do anything for one turn. This also means that they will be unable to provide any resistance to being raped for that one turn, and as such will suffer the full pleasure their attacker can bring down upon them.
Most of the enemies (and bosses) will be the same, given that 3/4ths of them were never encountered in the first game.
Character creation will work a bit differently this time around. Gone is the immediate claim to 'customization' from Level 1. Instead, there are now six different 'classes' of characters, each with their own special skills, and, as you will discover later on, their own special weaknesses.
The pleasure/orgasm system has also seen a massive overhaul, gone are the straight up Int vs. Int rolls to determine orgasms. Instead, a new sexual stamina system has been formulated for just this purpose. Fill up your stamina bar, and presto, your one orgasmic chick. The impregnation system also has been changed, as has the direct sexual combat system.
There is now virtually NO unarmed combat (unless you run out of ammo, mana and your weapon breaks in battle!) Now, you may have noticed the word MANA there. Well yes, this does mean that there are various spells, or even special skills a character can utilize. Some of these skills enhance the damage dealt, while others deal a fixed amount of additional damage, and still others deal a fixed total amount of damage. Some skills even deal damage that can't be reduced by immunities, giving them a massive advantage. While it is completely possible melee combat, or shooting an enemy with a gun, could deal more damage than anything else, it is a bonus to have skills capable of ignoring enemy defense or just dealing a set amount and not wasting the ammo.
Before we list the new system pieces you will need to know in order to decide what character class you will choose for this mission of escape, we offer a bit of advice. Do not overlook ANY single stat, for it may cost you, and be forewarned, while a group of nothing but one character class may seem appealing, we don't recommend putting all your eggs in one basket, for there ARE immunities out there, and you will need diverse damages in order to combat these stronger foes.
One final thing: Players will have the option to group up into parties of up to 4 players. I shall handle this directly before your 'copy of the world' is given to your party. No single play through will be allowed due to the inherent difficulty of the later 'acts' of the game. With that said, let's meet the character classes and the new systems you need to know about!
All characters will start out being able to select a weapon from their chosen class. Regardless of which one they choose, they will deal 2x of the margin of victory + strength bonus.
Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage and dish out the heavy melee damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies. Warriors also recieve inherent bonuses when they utilize swords or axes in combat. Warriors recieve 1 mana point per level, and 1 mana point per point into Energy. They also receive 3 life points per level, and 3 life points per Vitality point.
Starting Stats:
Strength: 40
Dexterity: 40
Vitality: 50
Energy: 10
Intelligence: 10
Starting HP: 150
Starting Mana: 10
Starting Sexual Stamina: 210
Special Skills:
Zeal - Attempt to attack all foes at once. If this connects you deal +5 Damage to each foe struck. Mana Cost - 5.
Vengeance - Add fire, lightning and cold damage to your attack, dealing a total of +15 elemental damage. Note immunes will lower this skill's effectiveness. Mana Cost - 10
Cleave - You strike for +20 damage. Mana Cost - 15
Final Thrust - If the enemy is below 30% health, this attack doubles your after strength calculated damage. Mana Cost - 25 (Elite)
Thrill of Victory - If this attack hits deal +10 damage. If target foe had less health than you, do an additional +10 damage and gain 5 mana. Mana Cost - 25. (Elite)
Eviscerate - You hit the enemy, and if it connects their HP drops by 20% of their maximum. (Can only be used once per enemy, and may not be used after an enemy is under 30% life. Can't be combined with any weapon spells.) Mana Cost - 30 (Ultimate Skill)
Available Weapons: Axe, Sword.
Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Javelin or the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim. Amazons receive 2 points of mana per Energy point and 1 point of mana per level. They also receive 2 life points per level and 3 life points per Vitality point.
Starting Stats:
Strength: 35
Dexterity: 45
Vitality: 40
Energy: 15
Intelligence: 25
Starting HP: 120
Starting Mana: 30
Starting Sexual Stamina: 175
Special Skills:
Strafe - Attempt to attack all enemies at once. This skill does +5 damage to all struck enemies. (Usable ONLY with a bow.) Mana cost - 5.
Charged Bolt - Add +10 lightning damage to your weapon. (Javelin ONLY) Mana cost -5.
Triple Shot - Attack with a volley of 3 arrows, which may strike a single enemy up to three times. (Bow ONLY) Mana cost - 15. (Elite)
Lightning Javelin - Add +20 lightning damage to your weapon. (Javelin ONLY) Mana cost - 15. (Elite)
Precision Shot - Deals 35 damage to any foe who is raping an ally, AND causes them to be unable to rape that turn. Mana cost 45
(Ultimate) This skill can only be used once every five turns though. Can be used with either a Javelin or Bow and Arrows. If this skill is not used on an enemy actively raping, it will still deal 35 damage and be recharged instantly. This attack ignores Physical Immunity by dealing pure magic damage. Bear in mind, there are some enemies who cannot be targeted with this attack, and there are a few magic immunes. See special notes.
Available Weapons: Bow+Arrows (unlimited arrows), Throwable Javelins (self replicating/unlimited).
Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's have inherent bonuses when they use any kind of dagger or knife based weapon, and they are the only class that have a chance to double strike. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape. Assassins receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 life points per Vitality point.
Starting Stats:
Strength: 30
Dexterity: 30
Vitality: 30
Energy: 20
Intelligence: 40
Starting HP: 90
Starting Mana: 40
Starting Sexual Stamina: 150
Special Skills:
Flashing Blades - Causes a double strike and deals +5 damage per weapon that hits. Mana Cost - 5. (Daggers Only)
Double Throw - The assassin throws a pair of throwing knives at her enemy, dealing +5 damage per hit. Mana Cost - 5. (Throwable
weapons Only).
Leaping Mantis Sting - The Assassin attacks with her dual daggers, and if this attack hits, she deals +15 damage and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25
Dancing Daggers - The Assassin uses her dual throwing weapons and hits for +15 damage, and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25.
Mobeius Strike - The Assassin attacks with her weapons and hits for +20 magic damage. This skill can only be used every three turns, and prevents her target from attacking for one turn. (Ultimate) Mana Cost - 45.
Available Weapons: Dual daggers, Dual throwing knives (self-replicating/unlimited).
Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be extremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes. Necromancers receive 2 points of mana per level and 3 points for each Energy point. They also receive 2 life points per level and 3 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 30
Energy: 25
Intelligence: 35
Starting HP: 90
Starting Mana: 75
Starting Sexual Stamina: 145
Special Skills:
Amplify Damage - This skill allows the Necromancer to curse her target to receive DOUBLE physical damage, or strips Physical Immunity. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Lower Resist - This skill curses target foe to take DOUBLE elemental damage, or strips one elemental immunity of the Necromancer's choice. Mana Cost -5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.
Bone Spear - This magic projectile deals 55 magic damage to her target foe if it hits. (Elite) Mana Cost - 35
Weaken - Curses target foe to have half their normal strength and dexterity, making them easier to attack. (Elite) Mana Cost - 55.
This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally.
Confuse - Curses target foe to become confused and attack a random allied monster with HP damaging attacks. Can only be used once on an enemy, and only twice in any combative round. (Ultimate) Mana Cost - 150. This curse last for 5 turns, until the attacked enemy dies, or the Necromancer is raped, whichever happens first.
Available Weapon: Long Staff.
Ritualist Class: The Ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions
past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their gained pleasure. This can be highly useful to a group who's warrior has been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an allies (or their own) weapons. While they do not receive any bonuses to a particular weapon, their weapons spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress. Ritualists receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 25
Dexterity: 35
Vitality: 25
Energy: 25
Intelligence: 40
Starting HP: 75
Starting Mana: 50
Starting Sexual Stamina: 125
Special Skills:
Soothing Memories - This skill allows the Ritualist to restore 1D25 HP and 1D25 Sexual Stamina when cast. The skill can only be used on an ally who is not being actively raped, and is not grappled. It may only be used once per six turns on the same person and only in combat areas. Mana Cost - 20
Splinter Weapon - This weapon spell allows the Ritualist to cause a weapon to magically attack all targets in the area for +10 damage. If this is placed on any weapon, and the attacker succeeds in hitting their target, the damage will be dealt in it's full to every enemy. This spell lasts 5 attacking turns, or until the Ritualist is raped. Mana Cost - 30.
Spirit Bind - This channeling spell is two-fold. It may be used to either take information from a recently killed enemy that could prove useful, or it can be used to briefly bind the spirit of a fallen enemy to serve as an ally. If it is used to gain information, the Mana Cost is 35. If it is used to bind the spirit as an ally, the Mana Cost is 55. (Elite) This spell only lasts 3 turns or until the Ritualist is raped. If she is raped before her turn comes up, then her spirit ally will vanish and not attack, as it will attack directly after she does. Said spirit deals the same damage the Ritualist dealt with her attack, if she and it hit.
Signet of Spirits - This channeling spell allows the Ritualist to summon a spirit to her aid, which deals 35 shadow damage with it's attack. This damage is immunity ignoring and cannot be reduced by any known method. The spirit replaces the Ritualist's attacking and soothing presence for 5 turns, however it will vanish if she is raped, which she still can be. (Elite) Mana Cost - 65.
Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 110 shadow damage. This skill is highly exhausting, and can only be used once every ten turns, regardless of if it hits. (Ultimate) Mana Cost - 100. Shadow damage is immunity ignoring and cannot be reduced by any known method.
Available Weapon: Long Staff.
Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available. Sorceresses receive 3 points of mana per level and 3 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.
Starting Stats:
Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40
Starting HP: 20
Starting Mana: 135
Starting Sexual Stamina: 85
Special Skills:
Fire Ball - This spell deals 40 Fire Damage if it hits. Mana Cost - 35.
Ice Blast - This spell hits for 40 cold damage if it hits. Mana Cost - 35.
Lightning Bolt - This spell hits for 40 lightning damage if it hits. Mana Cost - 35.
Energy Blast - This spell deals shadow damage, and hits for 80 damage. (Elite) Mana Cost - 50. Can only be cast once every 5 turns. Shadow damage has no immunity and cannot be reduced.
Elemental Destruction - This spell deals fire damage in the form of a meteor, cold damage in the form of a chaos ice orb, and lightning damage via a thunderstorm all in one sudden cast. If this spell hits, target enemy foe is struck for 150 total elemental damage, 50 from each element. (Ultimate) Mana Cost - 200. This spell can only be used once every 10 turns as it is exhausting.
Available Weapon: Long Staff.
A note regarding special skills: No special skill may be combined with a weapon spell. If you are under the effects of one, you may not use a special skill attack. Special Skills factor in their + damage AFTER all other calculations. The only exception to this are magic only skills and the Warrior skill Final Thrust.
Description of Stats:
Strength: This stat determines how much additional damage your character can do with physical attacks (assuming they connect). It is also used to escape from being grappled, escape rape attacks and traps, to resist/penetration attempts, and is factored in with Dexterity for pleasure taken while being actively raped. For every 5 points of strength, you do +1 damage with melee and gun based attacks.
Dexterity: This stat determines how likely you are to be able to hit an enemy, or avoid being hit by them. It's also used in conjunction with the Strength stat to determine how much pleasure your character suffers while being actively raped.
Vitality: This stat determines how many hit points your character has. Your HP is your life, when it reaches zero, you have died. It is also used to factor how much sexual stamina your character has (how much sexual pleasure you can handle before the big O.)
Energy: This stat is used for several things. It's primary use is in factoring how much mana you have. Mana is used every time a spell or skill is used. It is also used with vitality to determine how much sexual stamina your character has.
Intelligence: This stat is used for the ability to recognize and avoid various traps laid out for your characters. Every character will scan for traps, so do not ignore this stat because if you do, your weakness may cost your entire party the chance to avoid a trap. This stat is also used in the event your party wishes to escape from combat, however ALL party members must succeed in avoiding ALL enemies in the area. Note you cannot escape from a boss battle. Also, when combat initiates, a roll will be conducted to determine the attacking order. In this case, your base Intelligence + D100 = Your initiative, or place in the chain of attacks. The higher your number, the more likely you are to attack first. Intelligence can play a major roll in how often your party is able to get a 'jump' on the enemy, and how often you may be able to escape from battles. It should be noted that enemies will ALWAYS be aware of your presence, however you will also be made aware instantly of theirs. It should also be noted that the Initiative roll holds for the entire fight, and no further initiative rolls will be conducted until a new set of enemies arrives.
1 point of Vitality adds 2-3 HP depending on character class.
1 point of Energy adds 1-3 Mana depending on character class.
(See character classes for these details).
Working out your stats:
Every character starts with pre-set stats. This is different per class however, so pay close attention to those, and especially when adding in stats from gaining a level. The total preset numbers all come out to 150 total points, which enemies will also have presets. As you level and progress through to new areas, the enemies will get stronger and stronger.
Sample Sheet:
We'll use a Sorceress here.
Starting Stats:
Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40
Strength and Dexterity would grant her in this case a base 55 roll, to be added to a D50 for her resistance to rape attacks.
Strength would be a base 15 to attempt an escape from rape or grapples.
Dexterity would be a base 40 in attacks and avoiding grapples.
HP is 2x the vitality on a sorceress, so 10x2= 20 HP for a starter sorceress.
Mana is 3x the energy on a sorceress, so 45x3=135 Mana.
Intelligence would be a base 40 to avoid traps.
4x Vitality + Energy = the sexual stamina. On a sorceress this would be 10x4= 40 and 45 for a total of 85. So after 85 pleasure, the
sorceress's body would betray her, and she would suffer an orgasm.
Sample Attack Sheets:
Here we have a few sample sheets showing how damage is calculated for physical damage. For our first, we shall use a Sorceress.
Melee Weapon, no skills used:
Sorc: 40 (base dexterity) + 45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.
Damage Calculations: 30 (Margin of Victory) + 3 (Strength Bonus) = 33 Melee Damage Dealt Unarmed x 2 = 66 Damage Dealt with Staff hitting enemy. This would be x3 for a handgun and x5 for an energy pistol.
Sample 2: Melee Weapon, special skill involving + physical damage only. We'll use Cleave for this.
Warrior: 40 (base dexterity) +45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.
Damage Calculations: 30 (Margin of Victory) + 8 (Strength Bonus) = 38 Unarmed Damage x 2 = 76 Damage Dealt with Sword/Axe + 20 (Cleave Bonus) = 96 Damage Dealt Total.
If Final Thrust had been used, and the enemy was below 30% life, then it would be 76 x 2 = 154 Damage Dealt.
Sample 3:
Melee Weapon, special skill involving + damage with elemental to it. We'll use Vengeance for this.
Warrior: 40 (base dexterity) +45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.
Damage Calculations: 30 (Margin of Victory) + 8 (Strength Bonus) + 15 (Vengeance Elemental Damage, assuming no immunity) = 53 Unarmed Damage x2 = 106 Total Damage.
Sample 4:
Assassin Double Strike Skill. Flashing Blades and Double Throw ONLY
Assassin: 30 (base dexterity) + 50 (D50 Rolled) = 80 Vs. Enemy 1 30 (base dexterity of sample creature) + 20 = 50.
Damage Calculations: 30 (Margin of Victory) + 6 (Strength Bonus) = 36 Unarmed Damage x2 = 72 Damage With Dagger Hit Only + 5 = 77 Damage with first hit.
Roll a second set to see how much damage is done with the second dagger, assuming it hits.
In all of these cases, this assumes that an enemy has no immunities. If they were immune, subtract the damage done from the immunity. So for example if an enemy were Physical Immune, then the only attack that would have done anything would have been Vengeance at 15 total damage.
However, if an enemy had elemental immunity, remove the added damage from the immune elements at the end.
If an enemy had no immunities and was hexed with Amplify Damage, multiply the very final number by two. If they were hexed with lower resist, double the elemental damage added where needed.
If an enemy WAS immune, but lost it due to a hex, normal damage is done. However, in the cases of a single fire or cold or lightning immune losing that immunity, it would be 2x damage on the non immune elements, and normal damage on the previously immune
element.
Notes: Demons don't use mana for their spells. It is unknown how they cast, but some cast with a 100% success rate, others do not. You will discover which ones do and don't on your own.
Additional Skills:
Each character class possesses three skills that they share in common. Weapon repair spell, Scan and Resurrection Spells.
Weapon Repair Spell - This spell allows for a 1D35 roll to be conducted as to how many durability points a weapon can be given back. This spell may only be used when there are no enemies in the current area, and as many times as a character wishes to do this with.
Resurrection Spell - This spell allows for a dead party member to be brought back to life after all enemies have been vanquished in the current combat area.
Scan - This is a party wide spell that is passive, meaning it is always on. This useful spell gives information on the levels, stats and remaining HP enemy monsters in your combat area have. It cannot be blocked or stopped, and even if all party members are being raped it will still be active. It also allows you to know exactly how each party member is doing, and if they are close to dying, or reaching their climax.
A character can't pass out due to being raped or suffering orgasms. However, filling the sexual stamina bar up will result in that character suffering an orgasm. If an orgasm occurs, then the character will be unable to do anything for one turn. This also means that they will be unable to provide any resistance to being raped for that one turn, and as such will suffer the full pleasure their attacker can bring down upon them.