LucioCurious
Virgin
- Joined
- Dec 11, 2015
- Posts
- 11
Hello all,
I haven't visited these forums in a long time, and I'm glad to see they're still going strong. I wanted to share a game I've invented with a broader audience that might be interested, so I've come here.
I love perilous fantasy-themed adventures, and specifically, I love playing the storyteller and side characters while others play the main characters. I come up with my own game systems and settings because I like to build the world around the characters my players want to play, and because I find it thrilling to have their fates depend upon the roll of dice. Even though it's all for sexy fun, I also take building a balanced role-playing game very seriously, and my goal is to make one in which fighting, charm, and sexual pleasure or punishment are all viable ways to, uh, resolve conflict.
I've been working on this version of the game on and off and I think I'm onto something good, so I'm curious what others think and if it excites them. I'll split up what I have so far into a series of posts, and I'd love to hear feedback.
* * *
SETTING SUMMARY
Once the earth was ruled by splendid civilizations, kingdoms and empires that stretched across the known world and flourished in culture and the arts of magic and alchemy. But the lust and avarice of men turned them against one another, and the grotesque monstrous races that had been forced into the shadows emerged to exploit this discord. Over the last hundred years, humanity has been tumbled from its throne by marauding barbarians, secrets and wisdom lost to ruins and darkness. The scattered remnants of once proud peoples now suffer under the yoke of tyranny and slavery, and some foretell that within the next century, humankind is doomed to be bred out of existence.
Amidst this chaos, ambition and greed still know no bounds, and the few remaining city-states are unable to band together and rally in the face of imminent destruction. But for those adventurers or opportunity-seekers determined to make it on their own, grand mysteries and possibilities await in a land yet to be reclaimed from the blight of savagery.
SYSTEM
This game system aims to integrate the possibility of kinkiness into combat, for those who, like me, thrill at the risk of rolling the dice to determine whether one dominates or must submit. Ideally, this system is as capable of resolving violent confrontations as sensual competitions, while being at its best when the two are intertwined in erotically-charged conflict. It aims to be structurally simple and balanced with its only complexities designed for titillation and well-integrated with the whole.
Character creation involves determining your attributes, selecting your equipment and temperament, and coming up with some active and passive abilities. Thus, I've separated the explanation into three parts: on attributes, on resistances and armor/mood categories, and on special effects and abilities. Lucio's character sheet is available as a reference.
ATTRIBUTES
There are seven attributes that govern your character's main strengths and weaknesses. In addition to these attributes is Vitality, which represents how much physical and psychological damage you can endure, and Reserves, which represents how many special abilities you can use before resting. The seven attributes are as follows:
Strength: Determines the accuracy and damage of physical attacks, which target Agility and Fortitude, and the likelihood of inflicting status effects with physical attacks.
Charisma: Determines the accuracy and damage of psychological attacks, which target Wits and Will, and the likelihood of inflicting status effects with psychological attacks.
Aptitude: Determines the accuracy and damage of magical attacks, which may be either physical or psychological depending on the active ability or tool, and the likelihood of inflicting status effects with magical attacks.
Agility: Determines evasion of physical attacks, initiative, and accuracy of touch attacks.
Wits: Determines evasion of psychological attacks, initiative, and damage of touch attacks.
Fortitude: Determines damage reduction of physical attacks, the likelihood of resisting status effects from attacks which target Fortitude, and reserves.
Will: Determines damage reduction of psychological attacks, the likelihood of resisting status effects from attacks which target Will, and reserves.
Your Vitality is equal to your total attribute points. An average person has 70 points, allowing for a score of 10 across the board, and a talented person might have 80 to 90, but no starting character should have higher than 100.
Your Reserves are equal to (Fortitude / 5) + (Will / 5), rounded down. For example, if you have 16 Fortitude and 8 Will, you would have 4 Reserves, allowing you to use 4 active abilities per rest.
GAMEPLAY
Challenges are resolved by rolling 1d10 and adding the relevant attribute and ability points to the result, and then testing it against a difficulty rating. For example, moving a boulder might have a difficulty of 30, and a character must succeed a Strength check by exceeding that number with their roll.
In combat, an attacker tests their accuracy against a defender's evasion, and if they are successful, they roll for damage as well and that number is passively reduced by the defender's defense. For example, Lucio brandishes a spear and attacks a goblin, rolling a 7 on the 1d10. If he has Strength 15, a spear with a +4 accuracy bonus, and a passive ability that gives him +6 accuracy with spear Striking attacks, his accuracy roll is 32. If the goblin has 20 Agility and +5 Striking resistance, he needs to roll a 7 or higher to avoid Lucio's attack.
To continue the example, if Lucio hits the goblin, he then rolls for damage and gets a 2. Given that his Strength is 15, if his spear has a -2 damage penalty but his passive ability gives him +3 damage, he adds 16 to his roll, resulting in a value of 18. If the goblin has 8 Fortitude, he takes 10 damage.
The exact same rules apply, with different attributes and abilities, if Lucio begs and pleads with the goblin to be spared. In that case, he would test his Charisma against the goblin's Wits, and if he succeeds, he will add his Charisma to a damage roll that will be reduced by the goblin's Will. If the goblin is 'defeated' in this way, he is so thoroughly appeased that he ceases to participate in the fight.
The goblin is an ugly and inarticulate creature with a low Charisma, but it is cunning and experienced at enslaving hapless humans, with high Wits. If it attempts to molest Lucio and subdue him with raw shame and pleasure, then this will be counted as a "touch attack," which is the one circumstance in which defensive attributes become offensive attributes. The goblin's Agility is used to determine his accuracy and his Wits are used to determine his damage. Lucio uses whichever of his evasive stats is higher to try to avoid (in his case Agility), and whichever of his defensive stats is higher to mitigate the "damage" if grasped (in his case Fortitude).
What happens when someone loses all their Vitality depends upon how it's occurred. If Lucio defeats the goblin with his spear, then the goblin is knocked unconscious. If Lucio charms the goblin with social skills, the conflict is defused and the goblin, being swayed, can no longer attack and may even give assistance, though some give-and-take may still be involved. If Lucio is molested into submission by the goblin, he loses his will to resist and is as vulnerable to being exploited or looted as he would be if he were unconscious.
If someone is knocked unconscious and continues to suffer physical damage, they can be killed. If someone is psychologically swayed into ending the fight, continued negotiations could result in them being recruited. And if someone is sexually pleasured until their will fails and then continues to be ravaged, they can be tamed and temporarily become the slave of their tamer. In this world, this state lasts from a few days to a week on average before the will recovers, but continual "training" can extend this state indefinitely. Such is the fate of many hapless adventurers. But there are those who bind monsters to their will this way.
Some notes:
* All forms of attack, whether physical or psychological or sexual, deplete Vitality in the end. This encourages using a variety of abilities in combat, especially since what someone is resistant or vulnerable to can change if they are Stripped of their equipment.
* Aptitude is more versatile an attribute than Strength and Charisma, but in exchange, it requires you to use active abilities and thus your reserves. Both Strength and Charisma, in contrast, have 'normal' attacks, like striking and talking, which can still target specific resistances.
* A defender rolls to evade both because it is engaging and because defenders have other options, such as counter attacks, discussed later.
* While pleasuring an adversary can depend on Charisma, low-Charisma characters can also inflict serious 'damage' through molestation touch attacks. The disadvantage of touch attacks is that those targeted by them get to use their best defensive attributes, but this is only fair, as otherwise a character could put all their points into Agility and Wits, become untouchable, and molest everyone into submission. It sounds good, but it'd be a short game.
* The main reason why there are separate evasion and defense attributes but not separate accuracy and damage attributes is: although distinguishing between damage and accuracy for physical attacks makes sense, like if someone is strong but imprecise, it's harder to explain how that works for Charisma. It's simplest to either use a heavy weapon, which tend to increase damage and lower accuracy, or create passive abilities that increase your damage without raising your Strength.
I haven't visited these forums in a long time, and I'm glad to see they're still going strong. I wanted to share a game I've invented with a broader audience that might be interested, so I've come here.
I love perilous fantasy-themed adventures, and specifically, I love playing the storyteller and side characters while others play the main characters. I come up with my own game systems and settings because I like to build the world around the characters my players want to play, and because I find it thrilling to have their fates depend upon the roll of dice. Even though it's all for sexy fun, I also take building a balanced role-playing game very seriously, and my goal is to make one in which fighting, charm, and sexual pleasure or punishment are all viable ways to, uh, resolve conflict.
I've been working on this version of the game on and off and I think I'm onto something good, so I'm curious what others think and if it excites them. I'll split up what I have so far into a series of posts, and I'd love to hear feedback.
* * *
SETTING SUMMARY
Once the earth was ruled by splendid civilizations, kingdoms and empires that stretched across the known world and flourished in culture and the arts of magic and alchemy. But the lust and avarice of men turned them against one another, and the grotesque monstrous races that had been forced into the shadows emerged to exploit this discord. Over the last hundred years, humanity has been tumbled from its throne by marauding barbarians, secrets and wisdom lost to ruins and darkness. The scattered remnants of once proud peoples now suffer under the yoke of tyranny and slavery, and some foretell that within the next century, humankind is doomed to be bred out of existence.
Amidst this chaos, ambition and greed still know no bounds, and the few remaining city-states are unable to band together and rally in the face of imminent destruction. But for those adventurers or opportunity-seekers determined to make it on their own, grand mysteries and possibilities await in a land yet to be reclaimed from the blight of savagery.
SYSTEM
This game system aims to integrate the possibility of kinkiness into combat, for those who, like me, thrill at the risk of rolling the dice to determine whether one dominates or must submit. Ideally, this system is as capable of resolving violent confrontations as sensual competitions, while being at its best when the two are intertwined in erotically-charged conflict. It aims to be structurally simple and balanced with its only complexities designed for titillation and well-integrated with the whole.
Character creation involves determining your attributes, selecting your equipment and temperament, and coming up with some active and passive abilities. Thus, I've separated the explanation into three parts: on attributes, on resistances and armor/mood categories, and on special effects and abilities. Lucio's character sheet is available as a reference.
ATTRIBUTES
There are seven attributes that govern your character's main strengths and weaknesses. In addition to these attributes is Vitality, which represents how much physical and psychological damage you can endure, and Reserves, which represents how many special abilities you can use before resting. The seven attributes are as follows:
Strength: Determines the accuracy and damage of physical attacks, which target Agility and Fortitude, and the likelihood of inflicting status effects with physical attacks.
Charisma: Determines the accuracy and damage of psychological attacks, which target Wits and Will, and the likelihood of inflicting status effects with psychological attacks.
Aptitude: Determines the accuracy and damage of magical attacks, which may be either physical or psychological depending on the active ability or tool, and the likelihood of inflicting status effects with magical attacks.
Agility: Determines evasion of physical attacks, initiative, and accuracy of touch attacks.
Wits: Determines evasion of psychological attacks, initiative, and damage of touch attacks.
Fortitude: Determines damage reduction of physical attacks, the likelihood of resisting status effects from attacks which target Fortitude, and reserves.
Will: Determines damage reduction of psychological attacks, the likelihood of resisting status effects from attacks which target Will, and reserves.
Your Vitality is equal to your total attribute points. An average person has 70 points, allowing for a score of 10 across the board, and a talented person might have 80 to 90, but no starting character should have higher than 100.
Your Reserves are equal to (Fortitude / 5) + (Will / 5), rounded down. For example, if you have 16 Fortitude and 8 Will, you would have 4 Reserves, allowing you to use 4 active abilities per rest.
GAMEPLAY
Challenges are resolved by rolling 1d10 and adding the relevant attribute and ability points to the result, and then testing it against a difficulty rating. For example, moving a boulder might have a difficulty of 30, and a character must succeed a Strength check by exceeding that number with their roll.
In combat, an attacker tests their accuracy against a defender's evasion, and if they are successful, they roll for damage as well and that number is passively reduced by the defender's defense. For example, Lucio brandishes a spear and attacks a goblin, rolling a 7 on the 1d10. If he has Strength 15, a spear with a +4 accuracy bonus, and a passive ability that gives him +6 accuracy with spear Striking attacks, his accuracy roll is 32. If the goblin has 20 Agility and +5 Striking resistance, he needs to roll a 7 or higher to avoid Lucio's attack.
To continue the example, if Lucio hits the goblin, he then rolls for damage and gets a 2. Given that his Strength is 15, if his spear has a -2 damage penalty but his passive ability gives him +3 damage, he adds 16 to his roll, resulting in a value of 18. If the goblin has 8 Fortitude, he takes 10 damage.
The exact same rules apply, with different attributes and abilities, if Lucio begs and pleads with the goblin to be spared. In that case, he would test his Charisma against the goblin's Wits, and if he succeeds, he will add his Charisma to a damage roll that will be reduced by the goblin's Will. If the goblin is 'defeated' in this way, he is so thoroughly appeased that he ceases to participate in the fight.
The goblin is an ugly and inarticulate creature with a low Charisma, but it is cunning and experienced at enslaving hapless humans, with high Wits. If it attempts to molest Lucio and subdue him with raw shame and pleasure, then this will be counted as a "touch attack," which is the one circumstance in which defensive attributes become offensive attributes. The goblin's Agility is used to determine his accuracy and his Wits are used to determine his damage. Lucio uses whichever of his evasive stats is higher to try to avoid (in his case Agility), and whichever of his defensive stats is higher to mitigate the "damage" if grasped (in his case Fortitude).
What happens when someone loses all their Vitality depends upon how it's occurred. If Lucio defeats the goblin with his spear, then the goblin is knocked unconscious. If Lucio charms the goblin with social skills, the conflict is defused and the goblin, being swayed, can no longer attack and may even give assistance, though some give-and-take may still be involved. If Lucio is molested into submission by the goblin, he loses his will to resist and is as vulnerable to being exploited or looted as he would be if he were unconscious.
If someone is knocked unconscious and continues to suffer physical damage, they can be killed. If someone is psychologically swayed into ending the fight, continued negotiations could result in them being recruited. And if someone is sexually pleasured until their will fails and then continues to be ravaged, they can be tamed and temporarily become the slave of their tamer. In this world, this state lasts from a few days to a week on average before the will recovers, but continual "training" can extend this state indefinitely. Such is the fate of many hapless adventurers. But there are those who bind monsters to their will this way.
Some notes:
* All forms of attack, whether physical or psychological or sexual, deplete Vitality in the end. This encourages using a variety of abilities in combat, especially since what someone is resistant or vulnerable to can change if they are Stripped of their equipment.
* Aptitude is more versatile an attribute than Strength and Charisma, but in exchange, it requires you to use active abilities and thus your reserves. Both Strength and Charisma, in contrast, have 'normal' attacks, like striking and talking, which can still target specific resistances.
* A defender rolls to evade both because it is engaging and because defenders have other options, such as counter attacks, discussed later.
* While pleasuring an adversary can depend on Charisma, low-Charisma characters can also inflict serious 'damage' through molestation touch attacks. The disadvantage of touch attacks is that those targeted by them get to use their best defensive attributes, but this is only fair, as otherwise a character could put all their points into Agility and Wits, become untouchable, and molest everyone into submission. It sounds good, but it'd be a short game.
* The main reason why there are separate evasion and defense attributes but not separate accuracy and damage attributes is: although distinguishing between damage and accuracy for physical attacks makes sense, like if someone is strong but imprecise, it's harder to explain how that works for Charisma. It's simplest to either use a heavy weapon, which tend to increase damage and lower accuracy, or create passive abilities that increase your damage without raising your Strength.