- Joined
- Nov 20, 2016
Well I finally decided to get some consistency down on my gameplay side of things and put together this extremely basic and developing system to make sure that it's impossible to get confused with roleplays going forward!
Of course there's a certain lovely lady on this board who helped me develop it this far, she'll know who she is when she reads this and should be happy she helped it along!
I'd like nothing more than for you dear viewer to help me along with developing this further, all games need further development and growth, the best playtester are those who will truly enjoy it! The system is designed for an individual controlling a small party but can also work for an individual controlling a single character or several people working together each controlling an individual character if that's what someone found interesting, though we all know how messy group roleplay planning can be.
So with that, onto the basics!
Characters & The Basics:
The system comes with two 'modes' one meant to handle combat, the other not so much!
Battle Mode:
Overview Mode:
Example:
So, if you find yourself at all interested in this new system and trying it out, sent a PM my way and we might be able to make some very interesting scenarios together! Why not stretch it to the limit and consider it in modern or other settings outside of fantasy? Help me test, push and break the game while doing the same to your poor heroines!
Oh, and let me know about any mistakes you spot, how embarrassing would it be to keep those up?
Of course there's a certain lovely lady on this board who helped me develop it this far, she'll know who she is when she reads this and should be happy she helped it along!
I'd like nothing more than for you dear viewer to help me along with developing this further, all games need further development and growth, the best playtester are those who will truly enjoy it! The system is designed for an individual controlling a small party but can also work for an individual controlling a single character or several people working together each controlling an individual character if that's what someone found interesting, though we all know how messy group roleplay planning can be.
So with that, onto the basics!
Characters & The Basics:
There are four characteristics of note within the game.
Health: Used for taking physical hits, when it hits zero you’re exhausted and helpless!
Lust: Used for taking sexual hits, when it hits zero your mind is broken and you’re helpless!
Damage: The damage you do on a hit, dependant on the type of character this will generally be a trade off between higher damage here or less damage and more defenses or other more powerful traits!
Traits: All the things that make a character special! Normal traits provide some form of bonus or a new ability, Kink and Wound traits generally make a character more susceptible to further damage of their kind.
All characters begin with two positives traits and a negative trait relating to their character. Their lust and hp will also be determined based on their characteristics. You provide the characters and then I will provide the stats!
A note on d10s: The entire game is centered around d10 rolls, everything aside from damage rolls will be made with a d10!
A note on items: Items do exist in the game, but usually in the form of artifacts or powerful weapons and armor! Every character had four slots, one for armor, one for a weapon, one for a trinket and one for a ring. Each of these items is in essence a ‘trait’ that is more powerful than average and can be shared between characters, however they can be lost easier than a character can! Occasionally these can be purchased, but more likely they must be found.
A note on recruitment: No one works for free, you may add a new character to your team for the cost of 500 GP. There is no cost further than this, however you may only have up to four characters in any given combat.
Health: Used for taking physical hits, when it hits zero you’re exhausted and helpless!
Lust: Used for taking sexual hits, when it hits zero your mind is broken and you’re helpless!
Damage: The damage you do on a hit, dependant on the type of character this will generally be a trade off between higher damage here or less damage and more defenses or other more powerful traits!
Traits: All the things that make a character special! Normal traits provide some form of bonus or a new ability, Kink and Wound traits generally make a character more susceptible to further damage of their kind.
All characters begin with two positives traits and a negative trait relating to their character. Their lust and hp will also be determined based on their characteristics. You provide the characters and then I will provide the stats!
A note on d10s: The entire game is centered around d10 rolls, everything aside from damage rolls will be made with a d10!
A note on items: Items do exist in the game, but usually in the form of artifacts or powerful weapons and armor! Every character had four slots, one for armor, one for a weapon, one for a trinket and one for a ring. Each of these items is in essence a ‘trait’ that is more powerful than average and can be shared between characters, however they can be lost easier than a character can! Occasionally these can be purchased, but more likely they must be found.
A note on recruitment: No one works for free, you may add a new character to your team for the cost of 500 GP. There is no cost further than this, however you may only have up to four characters in any given combat.
The system comes with two 'modes' one meant to handle combat, the other not so much!
Battle Mode:
Battle mode is as it says on the tin, it’s when the heroines get down to the nitty gritty in a personal battle with whatever villain or monster they have come across!
Attacks: All attacks are rolled at a 1d10 + any bonuses against an opponent’s roll for defense, which is exactly the same. When rolling, also roll the damage you would do if it hit, this keeps the game flowing as once the defender determines they are hit, they can remove the damage without needing another response from the attacker, and no harm done if they miss!
Grappled: When a character is grappled they cannot dodge attacks and can only roll to break the grapple.
Stripped: When a character is stripped she takes 1.5x damage from all attacks.
Exhausted: When a character is reduced to 0 Health she is too exhausted to fight back. She collapses and is completely vulnerable until combat ends. Reduce maximum Health by 5.
Mental Break: When a character is reduced to 0 Lust they cannot fight against pleasure any longer. They are vulnerable until combat ends and may even try to drag allies down with them, given the chance. Reduce maximum Lust by 5.
If a character is reduced to less than half their Health during a fight, they roll for a wound trait at the end of combat. If they are reduced to less than half their lust, they roll for a kink trait. Regardless, after a round of combat they roll for a bonus trait. The rolls for all of these are 1d10, anything above 5 gives them a trait. Swapping a weapon (or just switching from a magical style that handles range to one that is effective in melee) takes one turn.
Attacks: All attacks are rolled at a 1d10 + any bonuses against an opponent’s roll for defense, which is exactly the same. When rolling, also roll the damage you would do if it hit, this keeps the game flowing as once the defender determines they are hit, they can remove the damage without needing another response from the attacker, and no harm done if they miss!
Grappled: When a character is grappled they cannot dodge attacks and can only roll to break the grapple.
Stripped: When a character is stripped she takes 1.5x damage from all attacks.
Exhausted: When a character is reduced to 0 Health she is too exhausted to fight back. She collapses and is completely vulnerable until combat ends. Reduce maximum Health by 5.
Mental Break: When a character is reduced to 0 Lust they cannot fight against pleasure any longer. They are vulnerable until combat ends and may even try to drag allies down with them, given the chance. Reduce maximum Lust by 5.
If a character is reduced to less than half their Health during a fight, they roll for a wound trait at the end of combat. If they are reduced to less than half their lust, they roll for a kink trait. Regardless, after a round of combat they roll for a bonus trait. The rolls for all of these are 1d10, anything above 5 gives them a trait. Swapping a weapon (or just switching from a magical style that handles range to one that is effective in melee) takes one turn.
Overview Mode:
This is well, everything else! It might be an expedition into locations unknown, preparing an army to fight against an invasion or just combing a city for clues. Areas will always be presented to the player with their success and failure options, but never with the required roll to pass, only with the general difficulty of success in the area. This mode will usually if not always be time limited, to provide a balance between the risks the girls must take and the safety they try to find in avoiding stretching themselves too thin. Areas may change after every turn, or not, depending on the circumstance
Regardless of the amount of girls on each section they will make 1 Roll per day and each additional heroine assigned to an area gives the check a +1. Failures provide the listed negative effects for each area. Assign your girls as you like and for as long as you like in each area. It can only be a few days or you can assign a single girl to the same place for a full month, if you like! However if a failure prevents them from continuing we will stop the entire party on that day. We'll keep working through like this until we are out of days! If a girl in the party is ever ‘missing’ after a failure the entire party misses that day as they spend the time searching for her. During this mode any scenes that result from a failure are briefly played out, usually as a one or two turn post while the next set of days are rolled for.
Below is a sample of such options one might have during a scenario in which they need to raise an army!
Regardless of the amount of girls on each section they will make 1 Roll per day and each additional heroine assigned to an area gives the check a +1. Failures provide the listed negative effects for each area. Assign your girls as you like and for as long as you like in each area. It can only be a few days or you can assign a single girl to the same place for a full month, if you like! However if a failure prevents them from continuing we will stop the entire party on that day. We'll keep working through like this until we are out of days! If a girl in the party is ever ‘missing’ after a failure the entire party misses that day as they spend the time searching for her. During this mode any scenes that result from a failure are briefly played out, usually as a one or two turn post while the next set of days are rolled for.
Below is a sample of such options one might have during a scenario in which they need to raise an army!
Example:
Easy Areas:
Town Slums:
A vile place full of scum and villainy it is nonetheless easy for the girls to pick up a few sad patriots and overconfident young men here.
Success: 10 Armed Peasants
Failure: Raped by drunks (Rape scene, roll as normal for a Kink trait, 10% chance to be held an extra day)
Countryside:
Slightly more bearable than the slums the countryside is full of hard working people who only want what is best for their families. They might not be patriotic but with orcs coming toward their lands they will be happy to face them.
Success: 10 Armed Peasants
Failure: Raped by a wild animal (Rape scene, roll as normal for a Kink trait, 20% chance to be held for an extra day)
Wilderness:
Who knows what the girls might find out this way? It’s entirely possible that they might find some unexpected allies in the southern wilderness!
Success: ???
Failure: 50% Raped by a wild animal (Rape scene, roll as normal for a Kink trait, 20% chance to be held an extra day) 50% Chance to roll for a Wound Trait and lose an extra day for all characters assigned here
Medium Areas:
Town Center:
While the town center is home of businesses and the average worker of the realm they are often more content with their circumstance and quite happy to remain living their lives as they are.
Success: 10 Militiamen
Failure: Kidnapped (Rape scene, roll as normal for a kink trait 50% chance of being held an extra day)
Dockyards:
The dockyards are full of great people coming from all areas of the world. Other races and humans from other countries all come from the ports more often than not. Despite the reputation they’re only a little dangerous for a woman.
Success: 10 Warriors
Failure: 10% Raped by sailors (Rape scene, roll as normal for a kink trait, 50% chance of being held an extra day) 10% Raped by new arrivals (Rape scene, roll as normal for a kink trait, no chance of being held an extra day)
Mage Quarters:
Good luck getting the mages to budge and help you with anything. Though the scholarly type are more likely to flee using their magic when danger comes their way they can also be powerful and stout allies if you can convince them.
Success: 10 Mages
Failure: 20% Experimented on (Roll for a wound and a kink trait as normal, no chance of being held an extra day)
Difficult Areas:
Church District:
The holy districts of the country’s cities are choked full of powerful priests and even the occasional paladin. They have their own duties and can be nearly impossible to convince to your cause.
Success: 5 Priests 5 Paladins
Failure: Nothing
Underground:
The underground is a strange place, while it is safer than the slums it’s also filled with far less savoury characters. Still, some of them would make excellent additions to an army being raised.
Success: 10 Assassins
Failure: 10% Kidnapped (Rape scene, roll as normal for a kink trait, 90% chance of being held an extra day)
King’s Court:
The highest of high courts it would be amazing if any of the nobles here would give the party the time of day. However if they could convince them there’s no doubt that they would be able to provide the best of the best for their military.
Success: 10 Knights
Failure: Disdain (3 Counters of Disdain will lock you out of the King’s Court and the Church District)
Town Slums:
A vile place full of scum and villainy it is nonetheless easy for the girls to pick up a few sad patriots and overconfident young men here.
Success: 10 Armed Peasants
Failure: Raped by drunks (Rape scene, roll as normal for a Kink trait, 10% chance to be held an extra day)
Countryside:
Slightly more bearable than the slums the countryside is full of hard working people who only want what is best for their families. They might not be patriotic but with orcs coming toward their lands they will be happy to face them.
Success: 10 Armed Peasants
Failure: Raped by a wild animal (Rape scene, roll as normal for a Kink trait, 20% chance to be held for an extra day)
Wilderness:
Who knows what the girls might find out this way? It’s entirely possible that they might find some unexpected allies in the southern wilderness!
Success: ???
Failure: 50% Raped by a wild animal (Rape scene, roll as normal for a Kink trait, 20% chance to be held an extra day) 50% Chance to roll for a Wound Trait and lose an extra day for all characters assigned here
Medium Areas:
Town Center:
While the town center is home of businesses and the average worker of the realm they are often more content with their circumstance and quite happy to remain living their lives as they are.
Success: 10 Militiamen
Failure: Kidnapped (Rape scene, roll as normal for a kink trait 50% chance of being held an extra day)
Dockyards:
The dockyards are full of great people coming from all areas of the world. Other races and humans from other countries all come from the ports more often than not. Despite the reputation they’re only a little dangerous for a woman.
Success: 10 Warriors
Failure: 10% Raped by sailors (Rape scene, roll as normal for a kink trait, 50% chance of being held an extra day) 10% Raped by new arrivals (Rape scene, roll as normal for a kink trait, no chance of being held an extra day)
Mage Quarters:
Good luck getting the mages to budge and help you with anything. Though the scholarly type are more likely to flee using their magic when danger comes their way they can also be powerful and stout allies if you can convince them.
Success: 10 Mages
Failure: 20% Experimented on (Roll for a wound and a kink trait as normal, no chance of being held an extra day)
Difficult Areas:
Church District:
The holy districts of the country’s cities are choked full of powerful priests and even the occasional paladin. They have their own duties and can be nearly impossible to convince to your cause.
Success: 5 Priests 5 Paladins
Failure: Nothing
Underground:
The underground is a strange place, while it is safer than the slums it’s also filled with far less savoury characters. Still, some of them would make excellent additions to an army being raised.
Success: 10 Assassins
Failure: 10% Kidnapped (Rape scene, roll as normal for a kink trait, 90% chance of being held an extra day)
King’s Court:
The highest of high courts it would be amazing if any of the nobles here would give the party the time of day. However if they could convince them there’s no doubt that they would be able to provide the best of the best for their military.
Success: 10 Knights
Failure: Disdain (3 Counters of Disdain will lock you out of the King’s Court and the Church District)
So, if you find yourself at all interested in this new system and trying it out, sent a PM my way and we might be able to make some very interesting scenarios together! Why not stretch it to the limit and consider it in modern or other settings outside of fantasy? Help me test, push and break the game while doing the same to your poor heroines!
Oh, and let me know about any mistakes you spot, how embarrassing would it be to keep those up?