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== Gameplay mechanics == General: *So long you hide your whoring, you do not lose social status *If you are found out that you are indeed whoring, you can use Manipulation or Common Sense to stop the effects *Easy Blusher allows a corrupted character to acquire dates, so does Innocent *One of the ways to win the game is via acquiring a wish. You must be 90-100% pure to use the wish *Corruption can be used to increase your power temporally. *If your character loses her way compared to her goal, this is counted as a game over(IE: Your goal is to be married to childhood friend, getting a high enough corruption would result in your characters death/turning into a shade of her former self) *You win the game by reaching your goal. *You can be a futa and monster at the same time, or trap and monster at the same time. Virginity: *Losing virginity results in you permanently losing purity points, the amount depends on how you lost it. *If you for instance dated your childhood friend, and it became romantic, it is only a dent that can be spotted with a sharp spyglass. *If you lost your virginity to a random stranger you where dating, you lose 30-60% depending on how lewd it got *If you get raped by a monster or gangraped, your Common Sense determines how much you lose. High common sense equals lower losses *You may start out without virginity, but that lowers your purity points *If your character gets married, there is no loss of purity for losing the virginity. *Sex after losing virginity is no longer a large hit on your purity, and but it will still net you a decent amount of corruption points Trap general: *You lose roughly all your social status if found out, but can be suppressed and ignored if your character has enough ranks in Common Sense and Manipulation *Higher chance of sex during dates *Trap on girl dates plays by same social reputation rules as yuri *Same mechanics for purity and virginity as normal girl. You lose virginity from being anally penetrated or from having vaginal sex. Yuri general: *Same mechanics for purity and virginity *Less social stigma for getting caught than normal girl, but can be suppressed and ignored if your character has enough ranks in Common Sense and Manipulation *Can perform shameful acts without less purity loss, but same virgin rules Monster general: *You lose social status based on how human you are if found out, but can be suppressed and ignored if your character has enough ranks in Common Sense and Manipulation *Monsters have a chance to attempt to rape their date, depending on breed. *Tentacle monsters and lust demons(Succubus/incubus) don't have virginity, but can lose purity for excessive rape. *If your goal is to get rid of the monster part to become human, it must be done via a combination of light and dark magic(ritual), or via a wish, or via extremely high levels of Conjuration -alter self A taste of combat: * The players start combat, combat is fought in rounds. However if the situation is appropriate(for instance the PCs being ambushed) then the GM can move first * Each player/controlled character get 2 actions, unless specified otherwise. **A action is spent on moving, or attacking, or using feats, or a action. **A action can be setting up a conduit for using Channeling, or Summoning elementals, or using Dark Magic/White Magic/Desillusion/Illusion to buff party members, etc. **A action may also be getting one or several items from the inventory, or turning unconscious characters into keychain items. Please see inventory section for more. * Moving moves your character up to a certain number of tiles(to be decided), and it costs 1 action point per move. Meaning it is possible to move twice and hence cover twice the range. **Some feats may also grants you the ability to move a few tiles while executing them. * Weapon prophecy grants the normal default attacks. **Ranged weapons attacks ranged, and melee weapons requires you to be close. *** Ranged weapons range is 1 move range, the same applies to throwing your melee weapons(if you got the feats for it) **Each point invested grants addition 0.5 health for ranged weapons, and 0.75 health for melee weapons. **Each point invested grants 0.5 bonus damage when attacking. **And a feat each 4th invested point. **Switching weapons requires 1 action. **You may pick 1 addition weapon to master each 5th point invested. Will receive use of all shared feats. * Illusion ** Illusions main aspects are mirages and illusions, and generally raping light to create something that looks so real that anybody can be fooled by it, until they attempt to touch it. ** Illusion works by having "allocation points*. You start with 1 allocation point for having 1 point in illusion, and then gain another point per 2 invested(at 3, 5, 7, 9, 11, 13, etc) *** Each point may be spent on different aspects. For instance creating a pitfall in the battlefield, creating various effects in your allies. *** The total number of points you have decided the total amount of things you can do. After having invested all the points, you need to deallocate a point. Deallocation costs no actions, and can be done anytime. *** Lets say you have 4 points, and have created 3x1 pitfalls on the battlefield and have a optical illusion on your parties tank. And you want to create another illusion. You must either deallocate one of the pitfalls, all of them, or the tanks optical mirage. **You need to have the proximity of 1.5 moves from your illusion(s) in order for them to work. If a illusion gets outside of that area, it is automatically unallocated. However, feats/magic focus may change that ** Your main skills are *** Pitfall, a unevenness in the terrain, or at the least it looks that way. Anybody who passes over them must roll 1-5 on a 1D20 in order to avoid taking damage. They take 1D6 damage for failing the check *** Optical illusion, creating a weird hallucination like image of whoever is under it. Whoever is under the illusion gains a chance of dodging all incoming attacks if they roll 1-4 on a 1D6. *** Optical wall, creating something that looks like a extreme obstacle, that prevents anybody from moving trough it. Will be deallocated if attacked. *** Mirror Images. Create a mirror image of one of your party members or yourself, or a enemy. Deallocated if attacked or hit by attacks. ** Casting illusion magic costs 1 action point, and you may freely spend all your points on 1 casting. * Desillusion ** The ability to create a illusion inside your opponents head. Unlike illusion you must cast it on each individual, and only they see what you want them to see. Also includes the ability to do mind control. ** Has some core ideas as illusion: Allocation points, however they may be several debuffs stacked on a single target. ** May also be cast on allies, but the use is limited. For instance if somebody in your part has a fear of spiders, you may cast desillusion on them so that when they see spiders they see snakes or bugs instead. ** Cast range is 1 movement ** And the noted abilities are: *** Distracted: Must use at the least 1 action point on moving *** Hallucinations: You sanity will flicker and see your companions as demons, roll a 1D6 at start of turn for the character. **** If 1 is rolled, the character collapses of information overload, and the turn is skipped **** If 2-3 is rolled, the character attacks one of its allies **** If 4-5 is rolled, the character must spend one of its action points on attacking **** If 6 is rolled the character stumbles, takes 1D6 damage, and is unallocated *** Mind Control: Use 2 allocation points + 1 for each difficult level of your opponent. The character is now under your control, until it suffers damage equal to your total HP. Unallocated after taking that much damage. **** Swarm enemies are without difficult level, strong enemies costs 1 addition point *** Lose all fear: The target gets each 6th damage taken removed. Can invest additional points to decrease the amount needed. IE: if 6 points is invested, the target takes 1/2 damage. * Conjuration ** The ability to tear apart the plane to bind beings into partially controllable forms. ** See conjuration table for more details *White magic / Dark magic ** White magic/Dark magic is to draw energy from the plane of Good/Evil ** A user of this kind of magic will suffer continuous whispers from the plane while using the magic. However, it will not affect their moral position beyond the fact they might cave in to the pressure of the whispering one day ** Healing *** White magic has the ability to heal flesh and cure wounds, but nothing beyond that(Heals HP) *** Dark magic has the ability to heal all wounds not related to the flesh(Heals everything that is not HP, including debuffs), or increase regeneration *** White magic heals 1d4+ "1 for each third invested point" on a target, while Dark mages can cast "Regeneration" on a target, healing it 2 + 1/4 invested points for 1 round + another round for each 4th point ** Can cast a infestation of their plane on a target, allowing the target to get 1/2 damage per being unaligned to the plane in area(1,5 moves). Lasts 1 round per 3 points allocated **Get a feat each 4th level, each feat is designed to combat being not of the Good/Evil plane *Transformation ** The ability to magically warp yourself, but will be dispelled if knocked unconscious or cast anti magic on ** At 20 invested points transformation is now permanent, resulting in them not being dispelled after being knocked unconscious or being hit by anti magic ** Further notes will be written after playtesting *Psychic **The ability to warp reality without magic, merely by being present **Got no abilities or use except that you gain a feat each 4th level *Anti magic ** The ability to tear apart magic, and become empowered by being in the presence of such unnatural things ** Gains attack, speed, and defense merely for being in the presence of magic, otherworldly beings, time travellers or things that is not from planet Earth(0,5 move) ** Can dispel magic, a action. ** Further notes will be written after playtesting *Enchant **The ability to grant unnatural strengths or feats on a item **All enchantment not for yourself will last 1 round, unless you are close to the item in question(0.3 move) **May be used on anything, and the effect depends on how much you want done with the item. For instance you could enchant a broomstick to become a fierce unbreakable combat weapon, or turning shoes into levitating shoes that increase move speed or grants chance of dodge, or turning a normal piece of cloth into a unbreakable armor *Channeling **The ability to create a conduit to a plane or magic type, and then use it for destructive purposes. **It costs 1 action point to setup a conduit, and the conduit lasts until you move or are knocked unconscious. (Being knocked back does not count as moving) **After having setup a conduit, you gain attacks with area effects, depending on the type of conduit *** Exploding bolts(a missile, obstructed by line from caster, explodes on impact resulting in area damage) *** Energy Beam (deals damage in line from player *** Cone (deals damage in a wide area in front of the caster) *** Collapse conduit (deals damage around the caster, but loses conduit in process) ** Deals 1/2 damage for each invested point, and rolls a dice depending on skill level. Starts at D4, and gains a upgraded dice each 5th point. New dice is points larger than the old one
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