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[[Image:Pedobear_Seal_of_Approval.png|right|thumb|Kid Tested, Pedobear Approved.]] Enjo Kōsai RPG is a system made on a strange day when the stars aligned and /tg/ became /d/ for a day. [http://suptg.thisisnotatrueending.com/archive/16062108/ first threads archive] Location for chat: [irc://irc.rizon.net/#enko #Enko at Rizon.]. == Enjo kōsai - RPG == '''Stats:''' *Name: *Age: *Height: *Bust: *Ass: *Belly: *Haircolor: *School uniform: '''Abnormal''': *Your character is not a normal girl. You might have demon blood in your veins, or you might be male. *Does not grant any advantages, must be incorporated to fit with background *If you are a complete monster(think monstergirl), you must have set points into illusion or desillusion to hide it. Japan is xenophobic. *Sexual orientation is also under this stat: Bisexual, lesbian or straight male must be listed here. '''Final Goal:''' *These are examples, which means you can construct your own goals. However: If you just need a goal, and can't brainstorm yourself to create one, just throw a dice and pick one. # Become a total slut (reach full corruption) # Acquire enough funds to have full 3 years education in a private elite school # Kill a certain demon/angle/planar being # Remain pure and not lose virginity # Acquire large amounts of fund to get childhood friend and long love interest on the medicines he needs to be healed, and remain pure # Wish for redemption (lots of extremely wangsty backstory) # Wish for becoming other gender # Wish for becoming human # Wish for becoming unhuman # Wish for ascending # Find a rich, single man who loves to buy gifts to settle down with. # Save yourself from a demonic presence. # Save your class from a demonic presence. # Save your school from a demonic presence. # Save a demon from religious radicals. # Save your school from a morally radical principle/superintendent/teacher. # Find your parents true murderer. # Discover the identity of the man who wronged your older sister/sempai, and stop him from harming others. # This was how your mother found her true love. Like mother, like daughter. # Find the Ultimate Summon. # Put an end to the constant harassment from your rival school. # Stop at nothing to prove your school has the greatest cheerleading squad in Japan! # Sabotage other schools <sport> teams, so that your little brother's team has a chance this year! # Humiliate the upperclassman that bullied you last year. Stop at nothing until they commit suicide. # Regain your self respect. # Learn the true meaning of love. # Whatever it takes to forget the pain. # Restore the school's bad reputation by deposing the corrupt administration. # Destroy the school's good reputation by scandalizing the moral majority. # Put an end to the criminal element that is abusing the students. # You know who your true love is. You just need to make them love you back. # You NEED to have the best cell phone, all the latest music, and the latest fashions. This is how you get the money. # You've got a dark secret, which you will protect at any cost. # Your sibling has a dark secret, which you will protect at any cost. # You're actually a journalism prodigy, and this is the thesis that will get you your dream job. # College is expensive. This is your scholarship. # You're paying off your sibling/parent/blackmailer's gambling debts. # You're saving up for a new car. # Before you woke up this morning, you were a 25-year-old salaryman. You've switched bodies, and have stumbled upon a possible way back. # You've recovered from a terrible disease which left you barren. You're saving up for fertility therapy. # Your entire family has a terrible curse, you're trying to break it. # Your entire family had a terrible curse, you're trying to get it back to regain the life you knew. # You're out to ruin the life of the person who ruined yours. # You're trying to convince another player to stop compensated dating, and are only going along to protect them. # You're seeking the secret to eternal youth. # You're an orphan, and you want your parents back. # You have a terminal illness. # You're an immortal seeking final peace. # Your would-be lover broke up with you for being too naive. You'll show him. # Your childhood soulmate was transferred to this school, you ran away from home to find him/her. # You aspire to be a movie star/idol. # You're raising money for a charity in the name of a deceased loved one. # A notorious hacker wrecked your life. It's payback time. # Deep down, you just want your parents to be proud of you. # Deep down, you just want your parents to be dead. # Deep down, this is just another cry for help. # Your ex-boyfriend knocked you up, and you're too hurt and ashamed to get help. '''Initial purity:''' *(i like the proposed ideas, affects rate of gained surplus magic and cap) *"No, not a stat - it's a measure of corruption. the higher your purity value, the less power you have, but the more attractive you are to men." -anon *Actual stat will be alongside your HP and combat ability, if we create a character sheet. '''Social class:''' *Your social standing, defines your allowance and your starting money. This can safely be ignored if it is not interesting for your background. *Also defines your purity levels. High class means you can must start out almost pure. *High class also forces you to specialize... A high class person may not be average at combat and social, but must excel in one of them. '''Blood type''' *A-type means you are capable of calming down to think properly, and that you generally are meaner. *B-types are goal oriented. They will do things based on goal instead of situation. *O-types is the airheaded type, but also the type that will do more. *AB-types are oversensitive, and hence careful. *Blood types does not force your character into archetypes, nor do they warp your personality. But they will affect your character. If a B character changes into a O via magic, she loses all her motivation for doing what was done, and will start becoming a bro, at the cost of losing large amounts of the needed motivation to organize things. == The social circle == Be noted that this is adapted partially from Dogs in the Vineyard. In dogs you have 4 stats, and "traits", which is thrown together into a gigantic poll of dices, and which in turn can be used at any situation fitting the 4 stats or any trait. In Enko the Dogs system is only used for social interaction. Basically when creating a character you must decide if you want your character to be heavy at social interaction, or at combat. You can also take a pick at a easy way out and be average in both. But lets get back to the social interaction: * You have 3 stats: **Common sense, rolled whenever there is a dire need for reality **Elegance, rolled whenever there is a need to be charismatic or smooth(Dancing?) **Manipulation, rolled whenever there is a need to get A to go to B * Blackmailing would for instance be rolled with Manipulation and Common Sense * General and persuasion would be rolled with Common Sense and Elegance * Elegance and Manipulation is the main mode of seduction or "sex appeal" if you will. * But in general only the stat fitting with the situation will be rolled. * And you have traits. ** A trait is something your character is good at, or excels at, or find amusing. ** And a higher dice indicates that the trait is more important or amusing. *** You may for instance assign a high dice to something your character really sucks at, because it is more amusing. Such as being a klutz, or being nearsighted * Dogs has traits being made up on follow ups. The same will hold true in Enko, but as the character is a lot younger in a more progressive society the buildups will likely not be as long ** Example: *** My character is a good shot *** I was trained by my brother *** I endured many harsh nights hunting with my brother *** Etc * You also have your social relationships. Whenever you are involved in something which involves your social relationship, you get a bunch of free dices ** For instance, you get a large dice whenever there is something related to the club your character is involved in ** And you get a free dice whenever dealing with family members Example: * You start "the battle/engagement/scene" by rolling ALL the appropriate dices(both GM and player, or player vs player). * Lets say the scene is to buy a ice cream. I guess that all the Elegance dices should be rolled? ** So both parties involved rolls all their elegance dices ** Whoever has the highest pair of dices starts the battle/scene *** If I have 5 3 2 and you have 4 3 2 I have the highest dice. 5+3= 8 > 4+3=7. So I start. * Both also keep their rolled dices, leave them be in their current position. ** And lets not forget the traits! All traits that seems appropriate must be rolled too, for instance that your character is nervous or shy, or that she has fast fingers, or similar. So long they can be justified for the situation. They will be added to your poll of dices. **And please leave all the rolled traits in their rolled position, alongside your already rolled stats. They are about to get useful. *First note of major importance: ** You may only use 1 trait or 1 relationship dice each turn. Which means you may use how many stat dices you need to react to a attack, but you can only use 1 of the other kind of dice. You are not forced to use a trait or a relationship die, but you can only use 1 per action. * So whoever starts will have to do the first attack, or "Raise". ** Then the second player must "See", this is basically the characters reaction to the attack or situation. *** The player must overcome this dices total value, and the amount of dices needed defines the outcome. You MUST overcome the total value. **** If you only needed 1 dice to overcome the value, this counts as a "Turning the blow", which basically means something awesome happened. Turning means that you keep the rolled dice in the following Raise. **** Failing that, the ideal is to use only 2 dices. That means nothing happens. **** And failing that, and using 3 or more dices results in something called "Taking the blow", which means all these dices will be counted as "Fallout dices". Put them somewhere, they won't matter until the scene is over. But they are bad. ** After a successful See, the turn order changed. Whoever attacked must now defend themselves against who they attacked. *** So player 2 who has managed to somehow counter or survive the attack, (s)he now attacks(Raise). **** Lets get back to "Turning the blow", or just needing 1 dice to overcome your opponents 2 dices in the last turn. You may toss alongside another dice to it, or you may declare that "its good enough", and use it directly for the Raise/attack. * So after a few rounds one of the players ran out of dices, for whatever reason. That means he must have used in all his stat related dices, all his trait dices, and all his relationship dices. This means that the scene can have ended ** The "winner" is the one who still has dices left, and gets to add a new shiny trait or relationship to their char sheet. *** The "loser" gets to one of their dices reduced to a lower dice. ** However, one of the players may "escalate the situation" to avoid losing. In dogs you went from talking to fist fights and then gun totting. In Enko you must find something in the scene that can be influenced if a new stat is brought into play. *** Lets say I was going to get ice cream, but the gods have cursed me, so I stumble over there and barely got to the counter before losing. I may escalate the situation by saying "I attempt to use my sex appeal on the ice cream seller" and bringing the Manipulation dices into play, or I could find some good excuse on why I should use my Common Sense and bring those dices into play. **** Now... why would I not do this? Because escalating could result in having to perform more "Taking the blow(s)", which result in Fallout dices, and escalating results in getting drawn into a more serious situation, and a more serious situation means that the Fallout Dices will hurt your character a lot more. I could get molested! **** Besides, I can't reroll the dice that are already used. My opponent would have a advantage because he also gets access to new dices, but those he has not yet used stays in play/on table. *And after the situation is finally over, the winner gets a shiny new trait or stat, the loser gets one demoted, and we start looking at our fallout dices ** They are re rolled, and their size depends on what situation they was acquired in. ***Currently we may directly adopt dogs: The sizes are d4, d6, d8 and d10. In dogs, the d10 only comes in play when you start shooting after each other. ** If any of them is a 1, you gain addition stat point or shiny trait. ** The highest 2 are combined, and their total value defines how bad what has happened was, or how bad it is going to be. *** In Dogs: 2-4 means that nothing happened. 16-19 means your character is about to die, and 20 is instant death. **** I guess your character can get molested at 14-15, and used in some satanic ritual at 18 (against her will). **** At 19 and 20, the exact same thing as at 15-18 happens, except that the total stigma has gotten to the point where the character will attempt to perform a suicide. Ask the players if its in their characters interest to save her, otherwise the GM will have to roll situational against her. * Raise = attack/action * See = reaction/dodge/parry * "Turning the Blow" is when you only need 1 dice to overcome the oppositions raise, this is also used in your next raise. Which means that I fucked your shit. * Taking the blow is when you have to use 3 or more dices in order to get a higher or equal number to the opponents raise, and all these dices will turn into Fallout Dices * Fallout Dices are basically the aftereffects of a scene to your character. Did she get molested? Did she scrape her leg? Did she lose social reputation? Did she get permanent mental scars from being embarrassed? == Inventory == Your character may carry a backpack, or shrink items to fit them to a keychain. Your character may only have 6 items on the keychain, and they can be grabbed from the keychain and transformed back in a split second. Since your character can not acquire items too heavy to lift, their only limitation to what they can carry is 6 items + whatever they can stuff in the backpack. Characters may use normal 15-30 liter backpacks. Unconscious characters can be turned into keychain items. ==Gameplay stats == Health: *Also commonly known as HP *Your character starts out with 10 HP, and gains 1 HP for each point invested into physical skills. *Summoners use their summons directly as shields, and formshapers gain 1 hp for each body part transformed. *Your character is knocked unconscious at 0, all damage taken that would break that threshold is ignored until next round. *Your character dies at -5. Death is permanent. *Each negative damage point taken is worth 1 attack, so damage source does not matter. This means you need to be attacked 5 times in order to die. *Unconscious characters can be turned into keychain items. It takes 1 action to do this. Exp: *You gain 1 stat point per 100 exp?) *Gained via dates, or achievements for your character *A date is usually worth 20-400 exp depending on the chance of your character being brutally molested. *You do not gain experience for killing enemies. You can gain experience for overcoming extremely dangerous enemies. Corruption: *Basically how much whore points you have in surplus, can be burned in order to perform greater acts(think stat boosting potions) *Acquired via lewd dates or lewd sex *The maximum amount of corruption you can have is limited by your goal, and corruption level. A pure virgin who loses it can't acquire that much corruption points, but a whore who took long before she lost her virginity will have a higher amount of corruption points. *Yes, you do gain corruption for being raped Inner purity: *How much of a slut/untainted your character is *Being chaste means in general that you are entirely pure *Each time you lose purity you gain corruption *Your level of purity determines what subconscious signals your character sends out. Being pure also means you can get more dates Delinquent level: *How much of an punk our outsider your character looks and behaves like *Why?: I dig this. ''"Just because I want to play a smoking/punk loli who is actually chaste"'' *Has some social effects, and do define a bit of your clientele for dating. Instead of being asked out for "your decent looking" your character will now be asked out for dates based on "FUCK! your bloody awesome!" == Stats: == You get to take specialization in 1 skill, starting with 5 points in it, and you get to take 3-5 subskills with 2-3 points in them depending on background. <br/> These skills can not be used to save yourself from being raped. Suggested stats: *Illusion(optical mirages) *Desillusion(hallucinations instead of mirages) *White magic(Heals HP and ability to restore purity, manipulated unpure) *Dark magic(Heals all non-stat wounds and ability to reduce purity, manipulate pure) *Weapon proficiency (pick 1 specialization, any weapon imaginable, you also get new proficiencies per 5 stat points, martial arts counts as a proficiency) *Conjuration- (summon and control planar beings) *Transformation (ability to warp yourself, such as becoming a tentacle monster until spell is cancelled, becomes a form of shapechanging at higher levels) *Psychic(The ability to warp reality without magic, it can be eyes that cause natural phenomena by looking at them, or it can be something as simple as telekinesis. Does not count as magic) *Anti magic(ability to dispel magic, or get heightened adrenalin and power from being around magic) *Enchant (the ability to grant unnatural strengths or feats on a item, for example turning your school uniform into a something as sturdy as a iron wall, or levitating shoes) *Channeling (The ability to create a conduit to a plane or magic type, and then use it for destructive purposes. You use 1 action to setup the conduit, and then get AoE attacks for your next attacks. Conduit is broken if you move or are knocked unconscious). == 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 ==Corruption Points== Corruption point can be used in many ways: # You do not recharge corruption points while in a combat scene. To recharge them you need to setup a filthy sexual related encounter. # Your limitation of corruption points is the % of pureness you have lost. At 90% pure you can have 10 corruption points, at 85% you can have 15, etc. # Abbreviated CP * Mechanics: ** You may enchant a body part with a corrupt enchantment. ** You may only 1 enchantment of each type. For instance you may not have 2 portable conduits to use for channeling. ** The enchantment may or may not be skill related, and it can even be used to compensate for lacking a skill in the first place. ** Upon initiating the corrupt enchantment you must also set a duration. Default duration is the entire combat scene ### Why set a duration? It costs CP to remove a enchantment. ### Why would you do that? Because you can only have 1 enchantment of each type. ### IE: Lets say you made a portable conduit to throw fireballs, but it turns out the last group of enemies is immune to fire and explosions. Either you need to stop using the conduit you have created, or you could remove the enchantment, and make a new conduit of some other element in order to hurt the enemies *Examples: ** Create a portable elemental conduit, either to ignore the lack of channeling skill, or in order to avoid having to use a dedicated action in order to make conduits ** Turn your weapon into a demon weapon. ** Bleed corruption points to heal yourself ** Special properties which you can not achieve under normal circumstances ** Really anything you can convince your GM to allow General GM stuff: * Corruption points are suppose to sit by and be generally useless the first few points. Limit to only small skill increases, or similar. * Extremely useful special properties should not be allowed until the character in question has accumulated a decent amount, and is starting to get close to having extreme amounts of trouble acquiring a date, or is starting to run a extreme risk of getting socially expelled. * Another small note to remember is that corruption or loss of purity goes in thresholds. Once your character has been properly depraved they need to do something worse in order to get less pure. The dilemma could start with your character losing a check on a date, and get a long lewd kiss. So you got less pure, and the player might think its a good idea to use those points and regain them afterwards. ** However, attempting to initiate the kiss would result in the NPC attempting to go further, which could lead to the player getting molested or even raped! And since both of those are a lot more depraved than just kissing, corruption points here we go. *** And as the purity goes down, "normal people" who would be interested in paying for a date becomes less common. This is partially cultural: nobody wants a impure girl by cultural standards, and purity works in a unconscious way meaning that you can't hide your corruption. And since you need dates in order to reach your end goal, for whatever reason, corruption is bad in its own way. **** But then again: Your character should be ''mostly'' desirable unless properly raped. Rapists don't go straight for vaginal penetration, they start out teasing with lewd acts. For instance using lube and gliding over the ass, blowjobs, and other things. ==Summoning Rules== Rules: * A summon that is based on your purity level is stronger than a generic summon, but you can lose control over it, or it will demand offerings. * If you summon a elemental, a force of nature, or some other contraption, also known as generic summon, its power will be directly based on your skill level. You still need to roll 1d6 to determine archetype. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Dice roll ! Archetype ! Description |- | 1 | Swarm | You did not summon a entity, but rather a mass of something. Their tough due their numbers, but their attack ability is low, and the mobility is mediocre |- | 2 | Leaper | A entity that is fast and mobile. Has 3 actions per turn, but low attack and health. Small size |- | 3 | Whip monster | A monster that has limbs or tentacles that can reach far. Can attack as far as it can move, mediocre stats. |- | 4 | Elemental | A monster made directly of what its affinity is, like a fire elemental. Deals AoE damage |- | 5 | Hulk | A gargantuan monster capable of severe damage output. |- | 6 | Group of fiends | You gain 5 extremely weak monster capable of standing on the same tile. While on the same tile they all take full damage of a attack to that tile. |} Purity summoning rules: Purity summoning rules: *You first roll 1D6. If you roll 1, you gain +15 purity rating for the summon, while you gain -15 purity rating for rolling a 2. **You then pick a number between 1 and 10 that is also not the result of the last dice throw. You then roll 1d10, if it lands on any of the selected number the summon will gain powers equal to +3 of your Summoner level, but it will also not be under your control. It will demand a offering. Stronger summons will be more likely to demand severe offerings or possession. ***You may deny a summons price if its summed in the convenient way, and attempt to fight it. The character in the party with the highest common sense can ask the one with the highest manipulation to let the rest of the group join the summon in its fight with the summon. *** You may still roll 1D6 to see if the sacrifice summon is docile. If you do, the summon will demand nothing if the dice lands on 6, but it will go berserk and attack you if the dice lands on 5. **** However, if you succeeded at landing in the Flesh Fiend area you roll a D20. 1-7 its bad(its going to rape you, or force you do to its bidding, or posses you for some time), 8-15 its good(the price is not that bad), 15-20 you get the neutral summon(a soul from purgatory, a hero of mankind. Price depends on background). *You may have negotiated a specific summoning beforehand. Doing so means you do not need to roll, and it will be under your control, but you are forced to pay its price after doing so. A negotiated summon has a power of 2-5 higher than the summoning skill level depending on the severity of the offering. ** A contracted summons price must be paid, and can not be ganked after combat. * You decide the archetype of the summon yourself. {| {| border="1" cellspacing="0" cellpadding="5" |- ! Purity ! Class ! Information ! Offering |- | 70-100% | Pure beings | A summon type that is generally not dangerous to lose control over. Some are however extremely dangerous or demanding. | Candy, good deeds or appreciation |- | 60-70% | General doubter | Can be dangerous, contract can be negotiated | Hair, skin, nails, favours |- | 40-60% | Flesh fiend | Extremely dangerous, will attempt to rape party | Sexual acts, apologies |- | 30-40% | General whiner | A summon type that is generally not dangerous to lose control over. | Hair, skin, nails, favors |- | 0-30% | Corrupted beings | A summon type that is extremely dangerous to lose control over. If a docile one is summoned, it is not different from a pure being. | Depraved acts, submission, domination |} FAG: *Weak summons will demand small things, like licking your arm, a bit of candy, saying that its awesome, or something similar. *Strong summons will demand large things, and a pure being is only less dangerous because they will demand something that is not as harmful for the summoner contra a corrupted being. *Giving orders to your summons counts as 1 action, no matter the number or type of summons. However, if they have already gotten a order, they will keep on doing it until a new order is issues. They will attack corpses until they are assigned a new target. *Summons may come with special abilities or skills. Rule of thumb is that the GM decides them. == Gameplay++ == General: *The intended "high level" is 20, or 2000 exp. *I would recommend most of the things from this RPG on a different setting, possibly a jRPG one. *Most likely the mechanics will be adapted into a general weeaboo RPG, where this will be one of the scenarios. But laziness will prevail most likely. Combat: *Your character rolls a 1d6 dice for damage, and deal 1/2 of proficiency in extra damage. *Indirect damage always rolls 1d6 damage, for instance damage caused by Illusion or Desillusion or by tripping by accident. *A character gets 2 actions per round. Moving, attacking or casting spells uses 1 action, meaning you can attack twice or move twice or cast spells twice if you want to, or any combination.
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