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Re: Planet of Pleasure (SIGN-UPS)
OK, liking the idea of a single escape roll, it fits with the other idea I have for enemies potentially becoming angered at resistance and trying to actually HURT you.
Archer, the only problem I forsee with solo play is that a Sorceress is essentially rape bait vs. anything, regardless of how you tinker with the stats.
Sorc's have low strength for a reason, and Warriors have high for a reason. If you go solo, and you lower enemy strength to make up for that, you've now made a Warrior basically invincible up until the boss fights. I don't like the idea of running solo play with a stat based setup such as this, and I'll be completely honest on one other thing. It took quite some time to work out the first version to this, I'd prefer not to completely have to scrap it and come up with another system.
My largest concern with solo really is this. A Warrior has a good chance to free herself from any grapple or rape. A Sorceress on the other hand has to be VERY lucky with the rolls to pull this off unless it's a particularly weak enemy. Take this for example.
Sorceress vs. Lesbian Trap Plant - Sorceress is captured in a grapple - Sorceress attempts to free herself which pits a base 15 strength+D50 vs. a base 45 strength+D50. In this case, the Plant only needs to roll a 20 to ensure her grapple remains. Now if you lower this number to make it more fair, lets say to a 30 ... What stat do you give those 15 unused points to? And it also gives a Warrior a much easier time to free herself too. The problem is, even if you reduce the Plant's strength, you have to put those other 15 points somewhere. You COULD put it into Energy, Vitality or Intelligence, or mix and match evenly, however that then adds either more stamina, more HP, or make it harder to run away from them. Even if you do this, then you look at this.
Sorceress vs. Lesbian Trap Plant - Sorceress is captured - Attempts to break free: 15+D50 vs. 30+D50. Plant needs a mid range 35 Roll to ensure victory again. With no other party member available to help, this means a Sorceress who's been captured has a very high chance of instantly being raped to the KP cap.
On the KP cap, I'm instituting a system where the party can be overwhelmed and immediately raped to 10,000 KP. This would not be drawn out, it would just happen. After that the enemies would simply vanish. This would apply to a single enemy vs. woman as well, once they reach 10,000 KP dealt out the woman would be "incapacitated" for the remainder of the fight, while the enemy in question would either vanish, or target someone else, I'm undecided on the enemy fate. Either way, the most a girl could gain would be 10,000 from any single battle. That said, I've dramatically raised the KP caps per level. They now look like this:
Level 1 - Gain 50,000 KP.
Level 2 - Gain 100,000 KP.
Level 3 - Gain 200,000 KP.
Level 4 - Gain 400,000 KP.
Level 5 - Gain 800,000 KP.
Level 6 - Gain 1,600,000 KP.
Meaning you'd need 160 of those 10,000 KP losses just to hit KL 6. It's unlikely to happen in 160 consecutive battles. The main idea behind the 10,000 cap is that the sicko behind this would like to see some variety in your sexual defeat, not just a single enemy raping you into oblivion.
I do think we'll remain with a party system for now, however I might consider after this is done making a separate system where enemy stats would be derived as a percentage of the character's stats later, or tweaking system and taking some solo "beta testers" for a potential solo offshoot version of this. What I'm mostly getting at Archer is that for solo play, the only way I see it working with this type of system is to specifically work stats for enemies to be derived off of the character class, which means multiple enemy stat pages, one to go for each class. It's the only way I can see it being fair, and that may take me months to figure out properly. I just don't see solo play working without some setup making the enemy stats proportionate to the players.
Enemy HP figuring for normal enemies is going to be reduced significantly, so that will make things smoother I hope. Boss monsters I think shall remain the same setup, perhaps a small tweak to their HP figuring. I believe I figured the change I've made to roughly be HALF of what enemy HP previously was based on the system that was in place, so pretty much all of the battles you folks had would have already been over with this new system.
As for disabling an enemy, I doubt very much a demon is going to suffer much ill effect from being the aggressor and having an orgasm. Bear in mind these are specifically bred for just that purpose, so they probably have a high resistance to this. That said however, I've decided that once a character has suffered an orgasm, or is prevented from resisting rape by some status ailment or whatnot that the muscles in their body are relaxed. Given that to be the case, here would be a scenario.
Ritualist is raped by an enemy - Ritualist suffers an orgasm and can't move/resist for one turn - Ritualist suffers a second orgasm. In this case, she would NOT add another loss of turn because she wasn't resisting.
So the idea is, if she's resisting and suffers an orgasm then she loses a turn. If she's unable to resist for whatever reason and suffers an orgasm, she will NOT lose a turn. So you MUST be resisting in order for the paralysis effect of an orgasm to take effect.
Now, I'm gonna let loose a few details of my ideas beyond this.
1. I intend to add a few new enemies, as well as potentially a few new traps. Some traps may be sentient, while others won't.
2. I intend to add a system where a monster might become angered by your breaking free and attempt to incapacitate you with a physical attack, leaving them open to either a counter-attack dealing instant damage, or a miss resulting in them hurting themselves.
3. I found some mathematical errors in the old character starting stat sheets, these have now been fixed.
4. Added a DEFINITE 2 new character classes to this, and expanded max party size from 4 to 6 players to adjust for this. New classes are listed below, with their projected skills.
New Character Classes:
Chantress Class: As her low strength and dexterity suggest, the Chantress is NOT a melee type. She is instead a mage who focuses on party buffs, and an attack skill. Her buffs are EXTREMELY useful to a party, so you may wish to consider taking her along with you. She recieves 2 life points per Vitality Point, and 2 Mana Points per Energy Point.
Strength: 20
Dexterity: 30
Vitality: 35
Energy: 40
Intelligence: 25
Starting HP: 70
Starting Mana: 80
Starting Sexual Stamina: 180
Mantra of Persistence - While this buff is active, each party member has 25% more Health, 20% More Mana and 30% more Sexual Stamina. This buff remains active from the time it is cast through an entire battle, unless the Chantress is raped. Once penetrated, the buff fails and must be recast later when she is free. Mana Cost - 50.
Mantra of Speed - While this buff is active, each party member is able to have two actions per turn. If they are being raped, they have two chances to escape penetration. If attacking, they can attack twice with the same skill at only the cost of one cast. This might be one of the more useful spells later in the game, along with Persistence. As with all buffs, if the Chantress is raped, the buff ends. This buff however only lasts for 10 turns regardless before it must be recast. Mana Cost - 50.
Replication - This skill allows the Chantress to replicate ANY ITEM in the game except an item that you can only have one of at a time upon their dropping. A highly useful skill, it is used at the end of a fight, so plan your mana usage wisely. Mana Cost - 60. (Elite)
Holy Blast - This skill is the only attack skill a Chantress has. It deals 100 Holy Damage if it hits, double against undead and demons. This damage cannot be reduced, nor enhanced, it will always do 100 damage to non demons or non undead, or 200 if they are demonic or undead. Mana Cost - 30
Mantra of Power - This incredible buff COMBINES the effects of Speed and Persistence. It lasts from the time it is cast until the fight ends, or the Chantress is raped. Once it has been cast and broken, the skill enters a ten round cool down. Mana Cost - 250 (Ultimate)
Spiritmaster Class: The Spiritmaster is essentially a mage similar to the sorceress, only she can summon spirits to aid her in battle. A Spiritmaster focuses on summoning Spirits and avoiding melee wherever possible. She can also attack from afar with her damage spells. A Spiritmaster may have multiple spirits out, but only one of each type of summon at a time. She recieves 3 points of mana per Energy point and 2 life points per Vitality point.
Strength: 15
Dexterity: 30
Vitality: 15
Energy: 50
Intelligence: 40
Starting HP: 30
Starting MP: 150
Starting Sexual Stamina: 110
Summon Elemental Spirit - The Spiritmaster summons a Fire, Cold or Lightning damage dealing spirit, whichever one she chooses upon the casting of this spell. The Spirit can attack in one of two ways. If the Spiritmaster connects with an attack of any kind, the spirit instantly hits the enemy for the SAME amount of damage in it's element. If the enemy was cursed with lower resist, the elemental damage is doubled. If the Spiritmaster does not connect with an attack, this spirit deals 50 Elemental Damage by itself. Spirit attacks can't be avoided and will always connect, and will always attack the enemy the Spiritmaster is.
This spirit lasts 10 turns, regardless of if the Spiritmaster is raped or not. However, if she is raped, the Spirit will randomly target the enemy with the lowest HP that isn't raping a player. Mana Cost - 50.
Summon Barrier Spirit - The Spiritmaster summons a spirit which forms a protective barrier around her, or an ally of her choosing. This barrier prevents an enemy from harming or raping the protected ally at a price. Each time the spirit protects it's target, it loses 50 HP. This spirit has 300 HP, so it can protect up to six times before it is slain. It will last either until it's HP is depleted, or it has been on the field for 10 turns. Mana Cost - 75.
Spirit Thrash - The Spiritmaster attacks with a shadow damage dealing attack which hits for 100 HP instantly. This type of damage can't be avoided, and there is no immunity to it. Mana Cost - 110. (Elite).
Spiritual Sap - This spell saps the energy out of a target enemy, causing them to be paralyzed for 5 turns, or until they are struck with an attack. While highly useful, this skill has a 10 turn cooldown, and can't be casted more than six times in a single fight, so use it wisely. It also can only be cast on an enemy who is not currently grappling or raping a woman. Mana Cost - 200 (Elite).
Spiritual Time Bomb - This highly useful spell simply is the best protection in the world. When cast, this spell instantly afflicts the
target enemy with a prevention spell. This spell prevents an enemy from grappling for 3 turns, actually dealing 75 damage every time it tries to attack. As enemies will always try to attack, this can be highly useful to both prevent a grapple, AND deal damage. It may only be cast once every five turns, and only once per enemy in a fight, so use this VERY wisely. Mana Cost - 350 (Ultimate).
More later.
OK, liking the idea of a single escape roll, it fits with the other idea I have for enemies potentially becoming angered at resistance and trying to actually HURT you.
Archer, the only problem I forsee with solo play is that a Sorceress is essentially rape bait vs. anything, regardless of how you tinker with the stats.
Sorc's have low strength for a reason, and Warriors have high for a reason. If you go solo, and you lower enemy strength to make up for that, you've now made a Warrior basically invincible up until the boss fights. I don't like the idea of running solo play with a stat based setup such as this, and I'll be completely honest on one other thing. It took quite some time to work out the first version to this, I'd prefer not to completely have to scrap it and come up with another system.
My largest concern with solo really is this. A Warrior has a good chance to free herself from any grapple or rape. A Sorceress on the other hand has to be VERY lucky with the rolls to pull this off unless it's a particularly weak enemy. Take this for example.
Sorceress vs. Lesbian Trap Plant - Sorceress is captured in a grapple - Sorceress attempts to free herself which pits a base 15 strength+D50 vs. a base 45 strength+D50. In this case, the Plant only needs to roll a 20 to ensure her grapple remains. Now if you lower this number to make it more fair, lets say to a 30 ... What stat do you give those 15 unused points to? And it also gives a Warrior a much easier time to free herself too. The problem is, even if you reduce the Plant's strength, you have to put those other 15 points somewhere. You COULD put it into Energy, Vitality or Intelligence, or mix and match evenly, however that then adds either more stamina, more HP, or make it harder to run away from them. Even if you do this, then you look at this.
Sorceress vs. Lesbian Trap Plant - Sorceress is captured - Attempts to break free: 15+D50 vs. 30+D50. Plant needs a mid range 35 Roll to ensure victory again. With no other party member available to help, this means a Sorceress who's been captured has a very high chance of instantly being raped to the KP cap.
On the KP cap, I'm instituting a system where the party can be overwhelmed and immediately raped to 10,000 KP. This would not be drawn out, it would just happen. After that the enemies would simply vanish. This would apply to a single enemy vs. woman as well, once they reach 10,000 KP dealt out the woman would be "incapacitated" for the remainder of the fight, while the enemy in question would either vanish, or target someone else, I'm undecided on the enemy fate. Either way, the most a girl could gain would be 10,000 from any single battle. That said, I've dramatically raised the KP caps per level. They now look like this:
Level 1 - Gain 50,000 KP.
Level 2 - Gain 100,000 KP.
Level 3 - Gain 200,000 KP.
Level 4 - Gain 400,000 KP.
Level 5 - Gain 800,000 KP.
Level 6 - Gain 1,600,000 KP.
Meaning you'd need 160 of those 10,000 KP losses just to hit KL 6. It's unlikely to happen in 160 consecutive battles. The main idea behind the 10,000 cap is that the sicko behind this would like to see some variety in your sexual defeat, not just a single enemy raping you into oblivion.
I do think we'll remain with a party system for now, however I might consider after this is done making a separate system where enemy stats would be derived as a percentage of the character's stats later, or tweaking system and taking some solo "beta testers" for a potential solo offshoot version of this. What I'm mostly getting at Archer is that for solo play, the only way I see it working with this type of system is to specifically work stats for enemies to be derived off of the character class, which means multiple enemy stat pages, one to go for each class. It's the only way I can see it being fair, and that may take me months to figure out properly. I just don't see solo play working without some setup making the enemy stats proportionate to the players.
Enemy HP figuring for normal enemies is going to be reduced significantly, so that will make things smoother I hope. Boss monsters I think shall remain the same setup, perhaps a small tweak to their HP figuring. I believe I figured the change I've made to roughly be HALF of what enemy HP previously was based on the system that was in place, so pretty much all of the battles you folks had would have already been over with this new system.
As for disabling an enemy, I doubt very much a demon is going to suffer much ill effect from being the aggressor and having an orgasm. Bear in mind these are specifically bred for just that purpose, so they probably have a high resistance to this. That said however, I've decided that once a character has suffered an orgasm, or is prevented from resisting rape by some status ailment or whatnot that the muscles in their body are relaxed. Given that to be the case, here would be a scenario.
Ritualist is raped by an enemy - Ritualist suffers an orgasm and can't move/resist for one turn - Ritualist suffers a second orgasm. In this case, she would NOT add another loss of turn because she wasn't resisting.
So the idea is, if she's resisting and suffers an orgasm then she loses a turn. If she's unable to resist for whatever reason and suffers an orgasm, she will NOT lose a turn. So you MUST be resisting in order for the paralysis effect of an orgasm to take effect.
Now, I'm gonna let loose a few details of my ideas beyond this.
1. I intend to add a few new enemies, as well as potentially a few new traps. Some traps may be sentient, while others won't.
2. I intend to add a system where a monster might become angered by your breaking free and attempt to incapacitate you with a physical attack, leaving them open to either a counter-attack dealing instant damage, or a miss resulting in them hurting themselves.
3. I found some mathematical errors in the old character starting stat sheets, these have now been fixed.
4. Added a DEFINITE 2 new character classes to this, and expanded max party size from 4 to 6 players to adjust for this. New classes are listed below, with their projected skills.
New Character Classes:
Chantress Class: As her low strength and dexterity suggest, the Chantress is NOT a melee type. She is instead a mage who focuses on party buffs, and an attack skill. Her buffs are EXTREMELY useful to a party, so you may wish to consider taking her along with you. She recieves 2 life points per Vitality Point, and 2 Mana Points per Energy Point.
Strength: 20
Dexterity: 30
Vitality: 35
Energy: 40
Intelligence: 25
Starting HP: 70
Starting Mana: 80
Starting Sexual Stamina: 180
Mantra of Persistence - While this buff is active, each party member has 25% more Health, 20% More Mana and 30% more Sexual Stamina. This buff remains active from the time it is cast through an entire battle, unless the Chantress is raped. Once penetrated, the buff fails and must be recast later when she is free. Mana Cost - 50.
Mantra of Speed - While this buff is active, each party member is able to have two actions per turn. If they are being raped, they have two chances to escape penetration. If attacking, they can attack twice with the same skill at only the cost of one cast. This might be one of the more useful spells later in the game, along with Persistence. As with all buffs, if the Chantress is raped, the buff ends. This buff however only lasts for 10 turns regardless before it must be recast. Mana Cost - 50.
Replication - This skill allows the Chantress to replicate ANY ITEM in the game except an item that you can only have one of at a time upon their dropping. A highly useful skill, it is used at the end of a fight, so plan your mana usage wisely. Mana Cost - 60. (Elite)
Holy Blast - This skill is the only attack skill a Chantress has. It deals 100 Holy Damage if it hits, double against undead and demons. This damage cannot be reduced, nor enhanced, it will always do 100 damage to non demons or non undead, or 200 if they are demonic or undead. Mana Cost - 30
Mantra of Power - This incredible buff COMBINES the effects of Speed and Persistence. It lasts from the time it is cast until the fight ends, or the Chantress is raped. Once it has been cast and broken, the skill enters a ten round cool down. Mana Cost - 250 (Ultimate)
Spiritmaster Class: The Spiritmaster is essentially a mage similar to the sorceress, only she can summon spirits to aid her in battle. A Spiritmaster focuses on summoning Spirits and avoiding melee wherever possible. She can also attack from afar with her damage spells. A Spiritmaster may have multiple spirits out, but only one of each type of summon at a time. She recieves 3 points of mana per Energy point and 2 life points per Vitality point.
Strength: 15
Dexterity: 30
Vitality: 15
Energy: 50
Intelligence: 40
Starting HP: 30
Starting MP: 150
Starting Sexual Stamina: 110
Summon Elemental Spirit - The Spiritmaster summons a Fire, Cold or Lightning damage dealing spirit, whichever one she chooses upon the casting of this spell. The Spirit can attack in one of two ways. If the Spiritmaster connects with an attack of any kind, the spirit instantly hits the enemy for the SAME amount of damage in it's element. If the enemy was cursed with lower resist, the elemental damage is doubled. If the Spiritmaster does not connect with an attack, this spirit deals 50 Elemental Damage by itself. Spirit attacks can't be avoided and will always connect, and will always attack the enemy the Spiritmaster is.
This spirit lasts 10 turns, regardless of if the Spiritmaster is raped or not. However, if she is raped, the Spirit will randomly target the enemy with the lowest HP that isn't raping a player. Mana Cost - 50.
Summon Barrier Spirit - The Spiritmaster summons a spirit which forms a protective barrier around her, or an ally of her choosing. This barrier prevents an enemy from harming or raping the protected ally at a price. Each time the spirit protects it's target, it loses 50 HP. This spirit has 300 HP, so it can protect up to six times before it is slain. It will last either until it's HP is depleted, or it has been on the field for 10 turns. Mana Cost - 75.
Spirit Thrash - The Spiritmaster attacks with a shadow damage dealing attack which hits for 100 HP instantly. This type of damage can't be avoided, and there is no immunity to it. Mana Cost - 110. (Elite).
Spiritual Sap - This spell saps the energy out of a target enemy, causing them to be paralyzed for 5 turns, or until they are struck with an attack. While highly useful, this skill has a 10 turn cooldown, and can't be casted more than six times in a single fight, so use it wisely. It also can only be cast on an enemy who is not currently grappling or raping a woman. Mana Cost - 200 (Elite).
Spiritual Time Bomb - This highly useful spell simply is the best protection in the world. When cast, this spell instantly afflicts the
target enemy with a prevention spell. This spell prevents an enemy from grappling for 3 turns, actually dealing 75 damage every time it tries to attack. As enemies will always try to attack, this can be highly useful to both prevent a grapple, AND deal damage. It may only be cast once every five turns, and only once per enemy in a fight, so use this VERY wisely. Mana Cost - 350 (Ultimate).
More later.