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Space Erotica Wrestling Sign-Up (SEWing aka Card-Based Wrestling)


Mamono Assault Force

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I made a very basic system for wrestling in another RP, but only for a single person. I'm thinking of introducing the idea around to see who's interested in possibly playing some sex wrestle-based fighting.

The setting (since that's important to people) of this game will take place in a sci-fi environment, where people who are slaves, in debt, or actually interested in the money, participate in a lewd arena to duel with a single other opponent in a sexual battle for fame, profit, or freedom. The entire purpose of this arena, to make money off of all the lustful people in the universe wanting to see two sexy combatants try to wrestle each other and dominate their opponent.

On paper, the game will be pretty simple. Both Wrestlers(players or NPCs, whichever you want to fight) will play one or two cards from their hand. The cards will have values of 1-5 listed on them, randomly delivered into their hand from their deck. The value of the card(s) they put forth will be compared against the opponent, and whoever won gets their action performed on the opponent, with the objective of the game being to earn as many points as possible.

Points are earned in various amounts so long as you are winning the exchanges, though more points are awarded for sexual actions as these are harder to perform than just striking someone, requiring you to win once to grab them, and then win again to either pin them or get straight to fucking. Consecutive wins and the resulting dominant sex will net you far more points than just striking all day.

I've pondered about all the features this game might have, like character customization and progression, but I'll cough up some of that provided there's any interest at all in such sexual wrestling via derp cards.

Oh, and I can host this in either form, either play by post or via live chat.

The main issue I came across was how to make a wrestling thing that is role play rather than actual wrestling. The conclusion I came to was just to go the way of Angel Wrestling and use cards. And even though it's only two people, I think I can still possibly do some live play, or allow you two to face each other. Either way, I think I'll post a base character sheet and some basic rules here.

HERE ARE THE RULES

Basic Rules:
Character Creation
When making your character, the only two choices you have to make is their Build and Fighting style. The rest of your sheet fills itself out based on the parameters listed. Each Build and Fighting Style comes with it's ups and downsides, so finding a combination that suites you is key.

Every stat starts out at 5, except for your main stats, which start at 100 and are drained as opponents do things to you. When you choose your ideal combination, adjust your stats accordingly. If the parenthesis say to raise/lower a stat by 1, proceed to do so.

Here's a breakdown of what the stats do and represent: (This game rounds to the nearest first decimal)
Main Stats
Hit Points: You lose HP by being struck. When this reaches zero, you are temporarily stunned and rendered helpless. Though once you recover, this resets to max. Losing all your HP multiple times causes you to be stunned longer. That's covered in the main rules. HP Recovery cards restore HP at x2 the labeled value as a % of your max HP (Ex. a 5 value card will restore 10%).

Pleasure Points: You lose PP by being pleasured. When this reaches zero, you orgasm and lose both two cards of your choice from your hand and the top two cards from your Stamina Deck(the main deck you draw from). Consecutive orgasms increase the amount of cards you lose from BOTH deck and hand by +1. Eventually causing you to lose through exhaustion. PP Recovery cards restore PP at x2 the labeled value as a % of your max PP (Ex. a 5 value card will restore 10%).

Will Power: You lose WP by being victim to enemy attacks. Everything affects WP, but at a diminished effect. While it takes a long time for WP to go down, when it hits ZERO, your character forfeits the match as they are dominated by the opponent. You can restore Will Power either by landing your own attack (Which restores Will Power very slightly), or using WP Recovery Cards. Recovery cards restore WP at the labeled value as a % of your max PP (Ex. a 5 value card will restore 5%).

Power Stats
Strength: This determines how much damage you do when you strike, in addition to adding it's labeled value to your total result when using Grapple Type Cards. (Grapple Value = Card Value + Strength + Grappling)

Dexterity: This determines how well you can come into contact with your opponent. Whenever you are on the offensive and both you and your opponent are standing while not engaged in a grapple, this is always used to determine success. (Strike Value = Card Value + Dexterity + Striking) / (Grapple Value = Card Value + Dexterity + Grappling)

Reflexes: This determines how well you can act defensively. Reflexes can be used in any defensive scenario, even in grapples, so long as it's for the sake of defense. (Evade Value = Card Value + Reflexes + Evasion) / (Escape Grapple = Card Value + Reflexes(OR)Strength + Grappling)

Fortitude: This allows you to resist the temptation to give in to your opponent. When made victim to the enemy's attack, it is compared against the opponent's Intimidation stat. Having a higher Fortitude means you reduce the WP damage they would have done. Having a lower Fortitude than them causes their WP damage to increase against you.

Intimidation: Similar to Fortitude, except increases the WP damage you do to the enemy.

Charisma: Determines who goes first in a match, and when the crowd interferes with the match, determines who either helped or hindered, depending on the event. In addition, adds to the amount of pleasure damage done to the opponent.

Technique Stats
Striking: Increases the likelihood of successfully striking the opponent, in addition to increasing the damage dealt. (Strike Value = Card Value + Dexterity + Striking)

Evasion: Increases the likelihood of evading Strikes and Grapples. (Evade Value = Card Value + Reflexes + Evasion)

Grappling: Aids with grappling successfully, in addition to adding to the value to hold the grapple successfully or escape it. (Grapple Value = Card Value + Strength + Grappling) / (Escape Grapple = Card Value + Reflexes(OR)Strength + Grappling) / (Grab Value = Card Value + Dexterity + Grappling)

Sexual: Increases the amount of sexual pleasure you deal to your opponent, variable based on what type of pleasure you deal. Foreplay will deal normal pleasure, but sex will deal high amounts of pleasure while also taking a little pleasure damage yourself. (If you are in control and initiating sex, your opponent will deal less damage than you on average.)

Deck List Selection and what Cards Mean
Building a deck is very straight forward. You will always have a certain amount of cards in your deck of certain values. Yes, you cannot escape the cursed 1's. However, you can assign those cards 'types' which can suit your particular play style. There are four types of cards you can have in your deck: Striking, Grappling, Defense, and Recovery. They all do the same thing, with the odd ball out being Recovery. Loading your deck with cards that suit your strongest stat is a given, but balancing them out between recovery and defense can be trickier than you think, and there's a reason for that.

When you are asked to choose cards, first you need to declare your ACTION. If you're on Offense, you're either Grappling, Striking, or Recovering. Then, the cards you can play are based upon the action you take. If you want to play one card, you may use ANY card in your hand and have the listed value be your defense. Using a Recovery Card Value 5 is acceptable in order to use a Strike Attack.

If you want to use two cards however, you must use TWO cards of the SAME TYPE that MATCH. If you have a Grapple 5 and Grapple 2, you may use both, and their value together will become Grapple 7, a fairly intimidating number and difficult to overcome unless the opponent plays two cards as well, meaning your attempt will likely be a success.

The exception to the rule is using a Recovery card in addition to a normal card. To use a Recovery Card as your second card, the first card must match the TYPE of the attack you're using. Want to grapple and recover at the same time? Use a grapple card, and a recovery card. You cannot use a Defense and Recovery type together if you're grappling. You have to match if you want to use two cards.

With that said, Value 1 cards can be useful despite their low numerical value, either as a Recovery card, or an illusion when attacking, showing your opponent that you're playing 2 cards, and scaring them into wasting their good cards for nothing.

Finally, be mindful of the card limits when making your deck.
1: You MUST have an exact number of each Value in your deck. Twelve one's, Twelve two's, etc, for a total of 60 cards.
2: You CANNOT have more then SIX cards of ONE TYPE (You may have 6 Cards of Value 5 Grapple, and 6 Cards of Value 4 Grapple, but not 12 Cards of Value 5 Grapple)
3: When making a Recovery Card, Rule 2 applies UNIVERSALLY to each Value. This means you can't have 6 Value 1 HP Recovery Cards, and 6 Value 1 PP Recovery Cards as an excuse to toss all your 1's.

Wrestling Mechanics and How to Win
First, the Turn Order. Player with the Highest Charisma goes on the Offense. Otherwise it's a coinflip. And the only thing hidden is the cards, players on Offense declare their actions openly. Both players' Stamina Decks are full of their 60 cards, while their Fatigue Decks start empty.
WHEN BOTH PLAYERS ARE STANDING

1: BOTH PLAYERS - Draw One Card from your Stamina Deck.

2: OFFENSIVE PLAYER - Choose a type of Action and Declare it (Strike/Grapple/Recovery/Do Nothing)

3: OFFENSIVE PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the type of action you're doing, or one card matching type and one Recovery Card. DECLARE THE NUMBER OF CARDS YOU ARE USING

4: DEFENSIVE PLAYER - You may choose to Do Nothing, in which case draw two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the DEFENSE TYPE, or one card matching Defense and one Recovery Card.

5: RESOLVE CARDS - Both players cards are shown, and are added to their associated stats. If Offense wins, their action resolves. If Defense Wins, nothing happens. The cards used are discarded into their owner's Fatigue Decks.

6: ADVANCE CLOCK - The Clock ticks forward by 1.

7: SWITCH SIDES - If a grapple did not occur, the defensive player is now on Offense, and vice versa. If a Grapple did occur, refer to the grapple turn order.

WHEN BOTH PLAYERS ARE GRAPPLING (Note: the dominant player is the one who initiated the grapple, the one holding Submission Hold/Pin, or the one who Escaped Submission and entered the Neutral Grapple state. You are NEVER dominant if you are still in a submission hold.)

1: BOTH PLAYERS - Draw One Card from your Stamina Deck.

2: DOMINANT PLAYER - Choose an Action. If your opponent is only Grappled with you, you may attempt to put them into a submission hold, escape the grapple, Penetrate your opponent, perform foreplay, or Do Nothing.
2a: If you have your opponent in a submission hold, you may put them into a Pin, or perform penetration/foreplay, or Do Nothing. (Do Nothing bonuses apply)
2b: If you have your opponent in a Pin, you may only either continue holding Pin, or perform penetration/foreplay, or Do Nothing. (Do Nothing bonuses apply)

3: DOMINANT PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the GRAPPLE TYPE, or one card matching Grapple and one Recovery Card.

4: SUBMISSIVE PLAYER - Choose an Action. If your opponent is only Grappled with you, you may attempt to put them into a submission hold, escape the grapple, Penetrate your opponent, perform foreplay, or Do Nothing.
4a: If you are either in a Submission Hold or Pin, you may only choose to try to Escape the Grapple or Do Nothing.

5: SUBMISSIVE PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the type of action you're doing, or one card matching type and one Recovery Card.
5a: Concerning usage of two cards You must use the Defensive Type OR the Grapple Type for Escaping(they cannot be used together), otherwise, use Grapple Type as per normal.

6: RESOLVE CARDS - Both players cards are shown, and are added to their associated stats. The player who wins gets their action resolved. The cards used are discarded into their owner's Fatigue Decks.

7: ADJUST GRAPPLE STATUS - The grapple status may change according to who won, with the exception of Pin. Here is a length of progress that the grappling can go through, with Player 1 Winning going to the Left, and Player 2 Winning going to the right.
7a: Player1 Pinning Player2 <---> Player1 Submission Holding Player2 <---> Player1 Grappling with Player2 <---> Player1 Submission held by Player2 <---> Player1 Pinned by Player2

8: ADVANCE CLOCK - The Clock ticks forward by 2.

Now that that's out of the way, let's discuss how to win. There's three conditions, some drastically easier than others.

1: VICTORY BY POINTS!
You get points based on what you do to your opponent.
(PPT=Points Per Tick)
Enemy Orgasm - 100 Points
Strike - 5 Points
Mutual Grapple - 5 PPT to victor of last resolve
Pleasure - 10 PPT
Dominance - 15 PPT
Pins- +5 PPT for every Tick while held (stacks with Dominance)
Disrobing - 50 points

2: VICTORY BY SUBMISSION!
Make your opponent's WP drop to zero!

3: VICTORY BY KO
Make your opponent's HP drop to zero enough times that they can no longer fight!
Opponents are knocked out for increasingly longer amounts of time depending on how many counts of Bruised they have.
+(Bruised Count = #Ticks.): 0=3, 1=5, 2=9, 3=Wrestler Loses
+Resting between rounds removes one instance of Bruised

Character Sheet:
Name:
Gender:
Picture/Description: (There is no limitation to race, because this game is based in space and sci-fi is cool with just about anything. Just don't engage on me. Keep it , I beg you.)

Body Type: (Thick/Muscular/Thin)
Fighting Style: (Striker/Grappler/Ero-Artist)

Main Stats
Hit Points: 100 (+20 if Thick | -20 If Thin)
Pleasure Points: 100 (+20 if Ero-Artist | -20 if Grappler)
Will Power: 100 (+20 if Thin/Grappler)

Power Stats
Strength: 5 (+1 if Muscular/Thick/Grappler | -1 if Thin/Ero-Artist)
Dexterity: 5 (+1 if Striker | -1 if Thick/Muscular)
Reflexes: 5 (+1 if Striker/Thin | -1 if Thick/Ero-Artist)
Fortitude: 5 (+1 if Ero-Artist)
Intimidation: 5 (+1 if Thick | -1 if Thin/Ero-Artist)
Charisma: 5 (+1 if Ero-Artist | -1 if Striker)

Technique Stats
Striking: 5 (+1 if Striker | -1 if Grappler)
Evasion: 5 (+1 if Striker/Thin | -1 if Thick/Muscular/Ero-Artist)
Grappling: 5 (+1 if Muscular/Grappler | -2 if Striker)
Sexual: 5 (+1 if Ero-Artist | -1 if Striker/Grappler)

~~Card List~~

Total Cards of Each # Must = 12 for a total deck of 60 cards
You can only have up to 6 of a specific type of card (Ex. Max of 6 Grapple Value 5 cards.)

Strike Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Grapple Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Defense Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Recovery Cards (HP/PP/WP)
1: 1/1/1
2: 1/1/1
3: 1/1/1
4: 1/1/1
5: 1/1/1
 
Last edited:

cross_grave

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Re: Card-Based Wrestling Sign-up

Considerable interest shown.
 

BlueSlime

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Re: Card-Based Wrestling Sign-up

Missed this when it was posted, but I've always wanted to develop a system for just such a setting. (Well, a lewd wrestling setting, but one that had storylines sort've like the kayfabe of pro wrestling.)
 

cross_grave

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Re: Card-Based Wrestling Sign-up

Then maybe this'll take off after all.
 
OP
Mamono Assault Force

Mamono Assault Force

Coon Tamer
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Re: Card-Based Wrestling Sign-up

NOT DONE YET, ACCIDENTALLY HIT POST REPLY

The main issue I came across was how to make a wrestling thing that is role play rather than actual wrestling. The conclusion I came to was just to go the way of Angel Wrestling and use cards. And even though it's only two people, I think I can still possibly do some live play, or allow you two to face each other. Either way, I think I'll post a base character sheet and some basic rules here.

Basic Rules:
Character Creation
When making your character, the only two choices you have to make is their Build and Fighting style. The rest of your sheet fills itself out based on the parameters listed. Each Build and Fighting Style comes with it's ups and downsides, so finding a combination that suites you is key.

Every stat starts out at 5, except for your main stats, which start at 100 and are drained as opponents do things to you. When you choose your ideal combination, adjust your stats accordingly. If the parenthesis say to raise/lower a stat by 1, proceed to do so.

Here's a breakdown of what the stats do and represent: (This game rounds to the nearest first decimal)
Main Stats
Hit Points: You lose HP by being struck. When this reaches zero, you are temporarily stunned and rendered helpless. Though once you recover, this resets to max. Losing all your HP multiple times causes you to be stunned longer. That's covered in the main rules. HP Recovery cards restore HP at x2 the labeled value as a % of your max HP (Ex. a 5 value card will restore 10%).

Pleasure Points: You lose PP by being pleasured. When this reaches zero, you orgasm and lose both two cards of your choice from your hand and the top two cards from your Stamina Deck(the main deck you draw from). Consecutive orgasms increase the amount of cards you lose from BOTH deck and hand by +1. Eventually causing you to lose through exhaustion. PP Recovery cards restore PP at x2 the labeled value as a % of your max PP (Ex. a 5 value card will restore 10%).

Will Power: You lose WP by being victim to enemy attacks. Everything affects WP, but at a diminished effect. While it takes a long time for WP to go down, when it hits ZERO, your character forfeits the match as they are dominated by the opponent. You can restore Will Power either by landing your own attack (Which restores Will Power very slightly), or using WP Recovery Cards. Recovery cards restore WP at the labeled value as a % of your max PP (Ex. a 5 value card will restore 5%).

Power Stats
Strength: This determines how much damage you do when you strike, in addition to adding it's labeled value to your total result when using Grapple Type Cards. (Grapple Value = Card Value + Strength + Grappling)

Dexterity: This determines how well you can come into contact with your opponent. Whenever you are on the offensive and both you and your opponent are standing while not engaged in a grapple, this is always used to determine success. (Strike Value = Card Value + Dexterity + Striking) / (Grapple Value = Card Value + Dexterity + Grappling)

Reflexes: This determines how well you can act defensively. Reflexes can be used in any defensive scenario, even in grapples, so long as it's for the sake of defense. (Evade Value = Card Value + Reflexes + Evasion) / (Escape Grapple = Card Value + Reflexes(OR)Strength + Grappling)

Fortitude: This allows you to resist the temptation to give in to your opponent. When made victim to the enemy's attack, it is compared against the opponent's Intimidation stat. Having a higher Fortitude means you reduce the WP damage they would have done. Having a lower Fortitude than them causes their WP damage to increase against you.

Intimidation: Similar to Fortitude, except increases the WP damage you do to the enemy.

Charisma: Determines who goes first in a match, and when the crowd interferes with the match, determines who either helped or hindered, depending on the event. In addition, adds to the amount of pleasure damage done to the opponent.

Technique Stats
Striking: Increases the likelihood of successfully striking the opponent, in addition to increasing the damage dealt. (Strike Value = Card Value + Dexterity + Striking)

Evasion: Increases the likelihood of evading Strikes and Grapples. (Evade Value = Card Value + Reflexes + Evasion)

Grappling: Aids with grappling successfully, in addition to adding to the value to hold the grapple successfully or escape it. (Grapple Value = Card Value + Strength + Grappling) / (Escape Grapple = Card Value + Reflexes(OR)Strength + Grappling) / (Grab Value = Card Value + Dexterity + Grappling)

Sexual: Increases the amount of sexual pleasure you deal to your opponent, variable based on what type of pleasure you deal. Foreplay will deal normal pleasure, but sex will deal high amounts of pleasure while also taking a little pleasure damage yourself. (If you are in control and initiating sex, your opponent will deal less damage than you on average.)

Deck List Selection and what Cards Mean
Building a deck is very straight forward. You will always have a certain amount of cards in your deck of certain values. Yes, you cannot escape the cursed 1's. However, you can assign those cards 'types' which can suit your particular play style. There are four types of cards you can have in your deck: Striking, Grappling, Defense, and Recovery. They all do the same thing, with the odd ball out being Recovery. Loading your deck with cards that suit your strongest stat is a given, but balancing them out between recovery and defense can be trickier than you think, and there's a reason for that.

When you are asked to choose cards, first you need to declare your ACTION. If you're on Offense, you're either Grappling, Striking, or Recovering. Then, the cards you can play are based upon the action you take. If you want to play one card, you may use ANY card in your hand and have the listed value be your defense. Using a Recovery Card Value 5 is acceptable in order to use a Strike Attack.

If you want to use two cards however, you must use TWO cards of the SAME TYPE that MATCH. If you have a Grapple 5 and Grapple 2, you may use both, and their value together will become Grapple 7, a fairly intimidating number and difficult to overcome unless the opponent plays two cards as well, meaning your attempt will likely be a success.

The exception to the rule is using a Recovery card in addition to a normal card. To use a Recovery Card as your second card, the first card must match the TYPE of the attack you're using. Want to grapple and recover at the same time? Use a grapple card, and a recovery card. You cannot use a Defense and Recovery type together if you're grappling. You have to match if you want to use two cards.

With that said, Value 1 cards can be useful despite their low numerical value, either as a Recovery card, or an illusion when attacking, showing your opponent that you're playing 2 cards, and scaring them into wasting their good cards for nothing.

Finally, be mindful of the card limits when making your deck.
1: You MUST have an exact number of each Value in your deck. Twelve one's, Twelve two's, etc, for a total of 60 cards.
2: You CANNOT have more then SIX cards of ONE TYPE (You may have 6 Cards of Value 5 Grapple, and 6 Cards of Value 4 Grapple, but not 12 Cards of Value 5 Grapple)
3: When making a Recovery Card, Rule 2 applies UNIVERSALLY to each Value. This means you can't have 6 Value 1 HP Recovery Cards, and 6 Value 1 PP Recovery Cards as an excuse to toss all your 1's.

Wrestling Mechanics and How to Win
First, the Turn Order. Player with the Highest Charisma goes on the Offense. Otherwise it's a coinflip. And the only thing hidden is the cards, players on Offense declare their actions openly. Both players' Stamina Decks are full of their 60 cards, while their Fatigue Decks start empty.
WHEN BOTH PLAYERS ARE STANDING

1: BOTH PLAYERS - Draw One Card from your Stamina Deck.

2: OFFENSIVE PLAYER - Choose a type of Action and Declare it (Strike/Grapple/Recovery/Do Nothing)

3: OFFENSIVE PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the type of action you're doing, or one card matching type and one Recovery Card. DECLARE THE NUMBER OF CARDS YOU ARE USING

4: DEFENSIVE PLAYER - You may choose to Do Nothing, in which case draw two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the DEFENSE TYPE, or one card matching Defense and one Recovery Card.

5: RESOLVE CARDS - Both players cards are shown, and are added to their associated stats. If Offense wins, their action resolves. If Defense Wins, nothing happens. The cards used are discarded into their owner's Fatigue Decks.

6: ADVANCE CLOCK - The Clock ticks forward by 1.

7: SWITCH SIDES - If a grapple did not occur, the defensive player is now on Offense, and vice versa. If a Grapple did occur, refer to the grapple turn order.

WHEN BOTH PLAYERS ARE GRAPPLING (Note: the dominant player is the one who initiated the grapple, the one holding Submission Hold/Pin, or the one who Escaped Submission and entered the Neutral Grapple state. You are NEVER dominant if you are still in a submission hold.)

1: BOTH PLAYERS - Draw One Card from your Stamina Deck.

2: DOMINANT PLAYER - Choose an Action. If your opponent is only Grappled with you, you may attempt to put them into a submission hold, escape the grapple, Penetrate your opponent, perform foreplay, or Do Nothing.
2a: If you have your opponent in a submission hold, you may put them into a Pin, or perform penetration/foreplay, or Do Nothing. (Do Nothing bonuses apply)
2b: If you have your opponent in a Pin, you may only either continue holding Pin, or perform penetration/foreplay, or Do Nothing. (Do Nothing bonuses apply)

3: DOMINANT PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the GRAPPLE TYPE, or one card matching Grapple and one Recovery Card.

4: SUBMISSIVE PLAYER - Choose an Action. If your opponent is only Grappled with you, you may attempt to put them into a submission hold, escape the grapple, Penetrate your opponent, perform foreplay, or Do Nothing.
4a: If you are either in a Submission Hold or Pin, you may only choose to try to Escape the Grapple or Do Nothing.

5: SUBMISSIVE PLAYER - If you chose to Do Nothing, draw either two cards from your Stamina Deck or one card from your Fatigue Deck. Otherwise, choose your cards to use. If you wish to use only one card, it may be of any type. If you wish to use two cards, you must either use two cards matching the type of action you're doing, or one card matching type and one Recovery Card.
5a: Concerning usage of two cards You must use the Defensive Type OR the Grapple Type for Escaping(they cannot be used together), otherwise, use Grapple Type as per normal.

6: RESOLVE CARDS - Both players cards are shown, and are added to their associated stats. The player who wins gets their action resolved. The cards used are discarded into their owner's Fatigue Decks.

7: ADJUST GRAPPLE STATUS - The grapple status may change according to who won, with the exception of Pin. Here is a length of progress that the grappling can go through, with Player 1 Winning going to the Left, and Player 2 Winning going to the right.
7a: Player1 Pinning Player2 <---> Player1 Submission Holding Player2 <---> Player1 Grappling with Player2 <---> Player1 Submission held by Player2 <---> Player1 Pinned by Player2

8: ADVANCE CLOCK - The Clock ticks forward by 2.

Now that that's out of the way, let's discuss how to win. There's three conditions, some drastically easier than others.

1: VICTORY BY POINTS!
You get points based on what you do to your opponent.
(PPT=Points Per Tick)
Enemy Orgasm - 100 Points
Strike - 5 Points
Mutual Grapple - 5 PPT to victor of last resolve
Pleasure - 10 PPT
Dominance - 15 PPT
Pins- +5 PPT for every Tick while held (stacks with Dominance)
Disrobing - 50 points

2: VICTORY BY SUBMISSION!
Make your opponent's WP drop to zero!

3: VICTORY BY KO
Make your opponent's HP drop to zero enough times that they can no longer fight!
Opponents are knocked out for increasingly longer amounts of time depending on how many counts of Bruised they have.
+(Bruised Count = #Ticks.): 0=3, 1=5, 2=9, 3=Wrestler Loses
+Resting between rounds removes one instance of Bruised

Character Sheet:
Name:
Gender:
Picture/Description: (There is no limitation to race, because this game is based in space and sci-fi is cool with just about anything. Just don't engage on me. Keep it , I beg you.)

Body Type: (Thick/Muscular/Thin)
Fighting Style: (Striker/Grappler/Ero-Artist)

Main Stats
Hit Points: 100 (+20 if Thick | -20 If Thin)
Pleasure Points: 100 (+20 if Ero-Artist | -20 if Grappler)
Will Power: 100 (+20 if Thin/Grappler)

Power Stats
Strength: 5 (+1 if Muscular/Thick/Grappler | -1 if Thin/Ero-Artist)
Dexterity: 5 (+1 if Striker | -1 if Thick/Muscular)
Reflexes: 5 (+1 if Striker/Thin | -1 if Thick/Ero-Artist)
Fortitude: 5 (+1 if Ero-Artist)
Intimidation: 5 (+1 if Thick | -1 if Thin/Ero-Artist)
Charisma: 5 (+1 if Ero-Artist | -1 if Striker)

Technique Stats
Striking: 5 (+1 if Striker | -1 if Grappler)
Evasion: 5 (+1 if Striker/Thin | -1 if Thick/Muscular/Ero-Artist)
Grappling: 5 (+1 if Muscular/Grappler | -2 if Striker)
Sexual: 5 (+1 if Ero-Artist | -1 if Striker/Grappler)

~~Card List~~

Total Cards of Each # Must = 12 for a total deck of 60 cards
You can only have up to 6 of a specific type of card (Ex. Max of 6 Grapple Value 5 cards.)

Strike Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Grapple Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Defense Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Recovery Cards (HP/PP/WP)
1: 1/1/1
2: 1/1/1
3: 1/1/1
4: 1/1/1
5: 1/1/1
 
Last edited:

cross_grave

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Re: Card-Based Wrestling Sign-up

Are the bonuses/penalties from builds and styles cumulative? For example, would a thin ero-artist have only 3 in strenght?
 

BlueSlime

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Re: Card-Based Wrestling Sign-up

Would have to run through a trial fight to really wrap my mind around your card system. Fortunately it wouldn't be hard to just create two fighters (since only two choices need to be made per character), and then have an example fight.

Seems to me that this set up could do well for a start, but I think the system would benefit from signature attacks, environmental cards (steel chair, vibrators, etc), and some tag team or royal rumble style rules.
 

cross_grave

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Re: Card-Based Wrestling Sign-up

Or perhaps rules for fighting opponents other than wrestlers? Maybe a "monster" fight or two would be good as well.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Card-Based Wrestling Sign-up

Are the bonuses/penalties from builds and styles cumulative? For example, would a thin ero-artist have only 3 in strenght?
Yes.

Would have to run through a trial fight to really wrap my mind around your card system. Fortunately it wouldn't be hard to just create two fighters (since only two choices need to be made per character), and then have an example fight.

Seems to me that this set up could do well for a start, but I think the system would benefit from signature attacks, environmental cards (steel chair, vibrators, etc), and some tag team or royal rumble style rules.
I'll build expansions onto the original system should this one not die immediately due to lack of interest from the general populace around here.

Or perhaps rules for fighting opponents other than wrestlers? Maybe a "monster" fight or two would be good as well.
I'd probably just tweak the rules a bit to exclude winning via points and just winning via Will Power loss or Knock Out.
 

cross_grave

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Re: Card-Based Wrestling Sign-up

Hmm. Do we get a chance to tweak our decks between fights? I've no idea what would work here best with which build, to be honest. Should I try to maximize my advantages or try to cover my weaknesses, or how to do that.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Card-Based Wrestling Sign-up

Yeah, you're allowed to tweak your deck between fights. I'm also kinda-sorta-maybe debating the ability to purchase different cards with currency to improve your strategy, but I dunno yet. I'll probably balance everything using Blood Bowl's method, by giving the player with less stuff perks to help them along.
 

cross_grave

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Re: Card-Based Wrestling Sign-up

That could work. Right, I think I'll set up a char with the "default" deck first, see how bad it is. Once I figure out what kinda race I want.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Space Erotica Wrestling Sign-Up (SEWing aka Card-Based Wrestling)

I gave it a very debatable name, and I guess I'm done making the rules. I guess.
 

Mind Flayer

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Re: Space Erotica Wrestling Sign-Up (SEWing aka Card-Based Wrestling)

Interest shown here too, hadn't really noticed this before now. I would prefer my player versus NPC enemies though if that wouldn't be too great a problem. Maybe make a bit of a full on RP out of it, like my gal would be trying to win her freedom or something, I dunno. Also I like Cross_Grave's idea of possibly having some monster enemies or something like that too.
 
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Mamono Assault Force

Mamono Assault Force

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Re: Space Erotica Wrestling Sign-Up (SEWing aka Card-Based Wrestling)

Then make a character.

And shit.
 

cross_grave

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Re: Space Erotica Wrestling Sign-Up (SEWing aka Card-Based Wrestling)

Character Sheet:
Name: Nyx
Gender: Female
Picture/Description: Nyx is an android designed to resemble a humanoid female with high degree of accuracy, up to and including sexual characteristics and the ability to engage in sexual acts. She's still unmistakeably a machine, specifically a highly sophisticated AI put inside of a synthetic body, but she can easily emulate a living being. Her skin, though made of silver-colored metal, is just as malleable to the touch as human skin thanks to wonders of nanotechnology and various other kinds of science, though much harder to break. And thanks to nanotech nerves, all her body parts (including her small breasts, nipples, mouth, clit and vagina) feel quite realistic to the touch and are just as sensitive as the real things. Her short hair is made of soft nanometal strands of a slightly darker color than her skin and her optics glow with a soft, violet light. Nyx was made for the purpose of participating in the SEW Tournaments after the managers decided they needed to draw in the crowds of sexbot fetishists somehow and concluded that making a sexbot who'd fight and fuck in their arenas was the best way of doing so. Though she had a fair bit of freedom in shaping her personality (resulting in a competitive, strong-willed brawler) they managed to install a hidden submissive streak that activates if she loses a fight.

Body Type: Thin
Fighting Style: Striker

Main Stats
Hit Points: 80
Pleasure Points: 100
Will Power: 120

Power Stats
Strength: 4
Dexterity: 6
Reflexes: 7
Fortitude: 5
Intimidation: 4
Charisma: 4

Technique Stats
Striking: 6
Evasion: 7
Grappling: 3
Sexual: 4

~~Card List~~

Strike Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Grapple Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Defense Cards
1: 3
2: 3
3: 3
4: 3
5: 3

Recovery Cards (HP/PP/WP)
1: 1/1/1
2: 1/1/1
3: 1/1/1
4: 1/1/1
5: 1/1/1
 
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Mamono Assault Force

Mamono Assault Force

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Re: Space Erotica Wrestling Sign-Up (SEWing aka Card-Based Wrestling)

GUESS WHAT THREE PEOPLE WHO CARE, YES YOU, YOU THREE SOLE PEOPLE WHO APPARENTLY LIKE CARDS AND WRESTLING AT THE SAME TIME.

We have a sub-forum. It's where things will happen. Mind Flayer made it for me because I agreed to fuck his futa.

Here it is. a<
aaaaaaaaaa|
Right therel |
 
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