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/erp/ - Erotic Roleplay

Where bisexual means you don't like men

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File: 3fde7e801d2824c⋯.jpeg (393.43 KB,963x1221,321:407,495dd2b7c23d611edf66d57ea….jpeg)

 No.150689 [View All]

Going ahead and starting both new threads tonight so that the new game thread won't be pointing to an OOC thread that's already on the verge of auto-sage. Sorry if I take up half the front page because of this. Seems an appropriate time for a pair of fresh threads anyway.

It's been over two years since I started the first thread for this game, it's been a fun ride. The current iteration has been going well over a year as well. Look back on the memories in this archive of the game.

https://drive.google.com/drive/folders/0Bw_7GYESD6i-ZGRWeko1ZDdUUFk?usp=sharing

So how is this as a game. Can I hear from the lurkers a little? Anyone been quietly watching since the start? Any thoughts on the earlier rough rulesets?

And then the future. After this game runs it's course I'm thinking of trying out another ruleset, one based on Risus, but with some twists and carryovers to keep the things centric to the type of experience I'm shooting for.

Current Game Rules Document:

https://oasis.sandstorm.io/shared/AXerEBzfu4yKe5CEfs-ekdu8_9PY1fP6adW_uDzVtVo

New Rules Document: (Under construction as of this post)

https://docs.google.com/document/d/1tayWCmyOr-fwPZl_lMHkfZ_89TaqrrLj-3il9UXsulM/edit?usp=sharing

Extended roleplay space/archive:

https://oasis.sandstorm.io/shared/kswCs9szckxuJODQdv2JmWvPOcHXkd7t3XuWsOYoSR1

Characters list: (Player characters as of this post. NPCs may be added later.)

https://oasis.sandstorm.io/shared/q7ROxG8ubgLAxN87-xQDtif2B3z1K-EMkGd-_NPBjLb

Previous thread:

>>99648

444 posts and 77 image replies omitted. Click [Open thread] to view. ____________________________
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Post last edited at

 No.178653

Sorry everyone RL is eating up all the time and energy I need to make updates. Hoping to get back to it Monday.

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 No.179281

>>178653

I hear that. Take your time.

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 No.181895

So to get this thread visible again, why not a public discord link?

(I was mainly waiting to get all the active players in first, but I guess it's been too long already.)

https://discord.gg/BTGfdKd

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 No.182331

Sorry, work left me a wreck again. Early Friday update hopefully.

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 No.182341

>>182331

this is a day i'm actually glad for it :(

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 No.182402

>>182331

No worries. Do your best!

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 No.182453

i got an action in! sorry for poeple who interacted with isabel, i'll try to have actual reactions and flow later after work.

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 No.185258

Oops, checked in earlier and saw only one post, then forgot to check back later.

Guess I'll put in a late update tomorrow since it looks like there's enough actions to progress with.

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 No.185523

>everyones just up and leaving the room without RP

Okay I guess I'll figure out what to do

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 No.185536

>>185523

Guess I'll give you time to do it, tired tonight I'll make it a regular Friday.

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 No.185539

>>185523

I'm pretty sure we were all just dying for a change of scenery after spending like two months in that room.

Maybe we should do a couple turns of just RP when we hit the next floor?

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 No.192548

File: c4ec3e5eac497fc⋯.jpg (257.47 KB,832x1200,52:75,__amami_haruka_futami_ami_….jpg)

File: 5622da96349959f⋯.jpg (98.01 KB,850x850,1:1,__hinanawi_tenshi_touhou_d….jpg)

>Entranced has raised to 6, Electric Idol is unable to resist or escape sexgrapples until entranced is lowered. (Minimum action roll is swapped out for this effect.)

Believe me when i say I'm not trying to rules-lawer here, but i have a question about intent. Does this apply specifically to sexgrapples? Or should I be thoroughly enjoying any grab+threat sort of action? what would everyone prefer?

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 No.192580

>>192548

I'm thinking specific to sexgrapples, as the cables are presently just trying to rip clothes. So it won't apply unless the cords start trying to plug themselves in.

Might start rolling molesting strike for this case based on interest.

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 No.194661

Considering that all of us have been busy compared to other times, perhaps it would be a good idea to slow the update schedule for a while as well.

I'm thinking of changing it to Monday and Thursday every week until we can be more engaged.

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 No.199690

I just received a major disruption in the real life side of things, which not only might decimate the time and energy I have to make updates, but also may result in loss of internet access. I'll try to keep you updated but I may be forced to go on indefinite hiatus at any time over the next moth or so.

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 No.208104

So while the game is officially on hiatus, I feel like I should finally complete the new rules doc. That will be part of my self-test as to when I can get back to regular updates.

Also, I feel like I want to float the Idea of switching to RISUS as the game resumes with a new solution for the target roll issues. Instead of a rigid category system, I'd ask players to lay out a more specific template of what character cliches are capable of.

Next time I can post I'll lead with examples, to an extent I'm mainly posting to show I'm active, just not specifically making game updates.

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 No.212725

File: f42696b7558887e⋯.jpg (218.56 KB,850x1030,85:103,__kisaragi_chihaya_idolmas….jpg)

>>208104

>>199690

might as well give it a shot, Risus is something that's been mentioed a few times and might just do the trick.

Anyway, I'll be monitoring this thread a bit more vigilantly. See you at the top.

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 No.213436

>>212725

Same here. I hope things go better for you WN

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 No.213553

Dice rollRolled 6, 1 = 7 (2d6)

Thanks for the support! The worst is over, but I only have internet access on mobile at present. I think some of us will be happier with the additive dice as opposed to the best of several d6.

The only stumbling block is deciding roll targets, which I recently started to think is best solved by me trying to anticipate and assign numbers to various things players might want to do, and players choosing more narrow and specific definitions of abilities.

Each cliche gets a primary function, and perhaps two secondary functions. The primary should be fairly specific, while the others are more general. If gou use a cliche for anything other than it's primary purpose, there will be a penalty that raises your roll target. If that purpose is a secondary, the penalty is an extra 5 added to the roll needed. For attempting something not covered at all, the penalty is a +10 to any roll targets.

Here's an example character, a bit rushed but it civeys the hereral idea i think.

Crimson axe:

Blazing axe 6d6

Primary close range combat

Secondaries

Long object

Fire source

Explosive agility: 4d6

P: Fast travel

S:

Air movement

Close combat

Also testing dice.

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 No.217941

I have personal internet back, but there's some work to do IRL before I commit to an update schedule, but it's just as well as there's some more to do before I actually resume the game, especially since I'm planning on switching to RISUS before resuming.

Firstly because a scale of 1-6 makes it difficult to challenge the player. with one die it's about a 16% chance of the best possible result, about 30% at two, and just over 50% for three. Under Risus there will be more variance in whether something is possible High roll targets mean some things won't be doable without a strong cliche and some luck.

I did some work on the rules doc, which I think seems more or less covers the game as it is now, though let me know if anything is missing or needs more detail or explanation. I'm going to be making a third doc where I basically read back through the RISUS PDF and probably mostly copy while adding the current and new rules I intend the game to have going forward.

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 No.221448

I live in the area hit by hurricane Michael. Me and all my stuff are fine, but the local infrastructure is shot. Looking at a week plus before power is back. So basically more delays. Getting a much-needed vacation of sorts though.

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 No.221710

>>221448

Be well, Wicked.

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 No.222961

>>221448

Stay well. I don't know what's going on but I'm rooting for you

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 No.230046

Still fine, just waiting for primary internet service to come back.

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 No.243872

>>230046

I hope you're okay. Also I miss everyone here

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 No.244330

I'm more or less ready to start chipping away at the Risus rule set. Mostly just gathering time and energy to do the work to get set up again.

Wanted to wait until I had a nonzero amount of work put in, but may as well roll call, and also ask if people want to start a new campaign. While it wouldn't be too hard to swap over some conditions, we may want a new run to go with new rules, especially if the sudden hiatus is going to cause a big enough shake up of the player roster.

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 No.244786

>>244330

A few fresh eyes might be a good thing. Too many returning players myself included might get it bogged down with whatever they're used to or expecting.

>>243872

We're still here. Changed maybe. Everything well I hope

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 No.244975

>>244786

>Changed maybe

How so?

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 No.248686

So I've gotten started on the Risus-based rules doc. Not much yet, starting with the basics of the new rules, like character creation, how to take actions and the like.

It's occurred to me that several of the addons to the current ruleset will have to work differently under the new one. For example, holds may have to be -1 die for all actions when applied, and complications may work better when applied to a specific cliche.

I'm thinking of calling them abilities however, as I intent for them to be less broad than in the "anything" examples.

Link to the doc here:

https://docs.google.com/document/d/1ZdSoKvy3-HY5cshItoQEVPOHPyPP2_qbx6ZWvPnK4LM/edit?usp=sharing

You can highlight text to comment/ask questions.

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 No.249531

>>248686

About to start doing a bit more writing in the rules doc. I figure it'd be good to make a habit of showing up regularly as I get ready to start DMing again.

I'm thinking of having "Magical Regalia" (the replacement for indecency) be a simple HP/MP number of 0 to 6. Drawing from it or taking damage will consistently lower it by one.

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 No.251158

Oh right, holidays are a thing.

I'll keep the thread afloat so people know I plan to start again, though I should probably get it ready to go as people come back around new years.

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 No.253127

I'm about to do some work on the risus rules doc again. I'll be keeping a tab open here to watch for any questions and such over the next hour or so.

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 No.254516

Happy new year!

And I know it's still the holiday season, but is anyone out there still watching?

I'm kind of hoping for some feedback on the new rules as I write them up.

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 No.254635

>>254516

Still here, just ridiculously busy

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 No.255234

I've been sort of holding off on the play-by-post stuff here until I can figure out if my work schedule is ever gonna return to normal.

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 No.256347

Well, having to bump more often to keep on the front page, any new players looking to join? I've mostly settled in to the idea of starting a new campaign.

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 No.258302

Looking for fresh eyes here, I just did some work on the new rules doc, and need to know what is needed most. I know I'm missing some worldbuilding stuff, but it feels like the rules are incomplete and I feel like outside input would help a lot, especially from anyone who hasn't already been playing the game, since I'm hoping to add new players as some older ones are likely not returning.

The link to the rules again:

https://docs.google.com/document/d/1ZdSoKvy3-HY5cshItoQEVPOHPyPP2_qbx6ZWvPnK4LM/edit?usp=sharing

Don't forget you can highlight sections of text to comment!

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 No.260208

Another visibility bump, but I've come to the realization that I'm missing a lot from the old rules because I was too focused on adapting the Risus parts.

Time to do another splitscreen writing session.

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 No.263196

Seems like it's going to be all existing players, so guess the next step is to convert stats and for you guys to redesign your characters. Perhaps some IC things can happen int eh meantime as we get settled back in.

One thing to do before actual gameplay resumes is to pin down pre-decided roll targets. (otherwise I'd need to read your intended action, tell you the roll target your ability has for that particular task, and then repeat if you decide you want to try something else instead.)

One solution is to come up with categories for various uses and assign them to each ability, possibly something like one primary purpose and then one to a few secondary uses that add 5 to the target. Combat is basically it's own thing which doesn't bode well for what I intended as an example, but I'll use it anyway since it will probably do a great job of illustrating the concepts as I think them over.

For example Crimson Axe's axe is primarily a melee weapon, it's not really appropriate for ranged combat, so trying to use it as one should pose a problem. Because it is still a weapon however, she can throw it, but it's likely she'll lose possession of it as a consequence, unless perhaps the hit is strong enough to disable the target such that she can easily retrieve it. In this case accomplishing the base action has the normal roll target, (say 10) but she temporarily loses the use of her axe unless the roll is 20 or more.

Any ability can attempt anything, but if there's no match at all there should be a significant penalty, I'm thinking 15. So hacking an electronic lock could have a base of 10, but crimson could try cutting the mechanism to deactivate it, but that's pretty unlikely so the target goes up to 25, and arguably failure should ruin chances of opening the door normally.

And while the axe is primarily a melee weapon, it does give off flames, meaning in a pinch it can work for elemental combat. Because this would be a secondary purpose, it's a little harder to use for that, giving +5 to the needed roll.

So in summary, Roll target penalties I'm leaning towards:

+5 for using a secondary utility

+10 if the sub-category does not match (but supercategory does)

+15 if the ability and task don't align at all.

But naturally, what will be the categories is the question. I'm thinking movement would be one, with subs like lateral or vertical. Think I should probably look over the archive and see what kinds of things players did besides fight, as well as design some of the less combat oriented floors I want to have to guess what you might want to have.

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 No.264947

Did a lot of work on the rules today, primarily cleaning up the section explaining actions to make it clearer. (actually I think I'm not done with that yet, I Intended to explain how teams work better and I don't think I've rightly started on that part)

Also working on a simpler version of the whole "categories" idea than I was going on about earlier. I'm going to call them "utilities" and calling them "utilities" and the full set of utilities an ability has can be called it's "scope" to make discussion it easier.

How many different utilities there are and how specific they are is a component that still needs work. The number of abilities that are in a scope will have to be based on that. The first few I came up with were fairly general, such as mobility, which covers dodging, traveling and avoiding obstacles. However as I try to cover the bases it seems like others will end up being more specific and force me to break up the first few.

And the link again t keep it visible.

https://docs.google.com/document/d/1ZdSoKvy3-HY5cshItoQEVPOHPyPP2_qbx6ZWvPnK4LM/edit?usp=sharing

Feel free to comment (highlight a block of text and assign text to it) or even suggest rewrites! At first glance it will seem like you can modify the document, but instead of changing it will show up as a suggestion I can accept or refuse.

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 No.266228

File: f64aa31d99eaaae⋯.jpg (77.75 KB,450x800,9:16,__cucouroux_granblue_fanta….jpg)

I kind of stalled out trying to come up with more general utilities, so I'm pretty sure at this point that I'm going to have to go with more specific utilities and more of them per ability. Then again I am just thinking through it in my head. I haven't really been getting much feedback as I try to think this out.

The system I want is one where general utilities that each have multiple functions, possibly some that overlap.

Movement: Traveling through multiple rooms, avoiding attacks, fetching items

Combat: Attacking, defending, breaking things

Investigation: Examining rooms, detecting traps, analyzing magical objects

psychology: Motivation, persuasion, intimidation

It's starting to feel like it won't work out that way, but either way it seems like I'm going to need to break things down into most of the specific people want to do.

Perhaps I should come up with assorted abilities and add specific uses to the list as I think of them. Hopefully afterworld I can group them back together to simplify things, but that might actually be more complicated in the end.

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 No.268213

Since I've been getting so little response on this, maybe It's time to officially set this on the back burner until something changes.

There isn't really interest from new players, and existing players seem to be too busy to play proper or have not turned up.

Basically I'm going to let myself focus on other things and maybe inspiration will strike, or maybe I'll find another, more lively venue to move to.

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 No.268236

>>268213

In all honesty, it's likely going to be easier to find a place with more people who are potentially interested. Sorry to see that one of the few bright points on this board appears to be dead in the water, but I wish you luck it getting it back up off the ground.

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 No.268239

>>268213

I'm sorry. I just don't know if I can give any input on the ruleset at all without playing it.

You really are one of the best people on this board for what you do, and until things are actually starting I don't know if you'll get feedback or not. Right now maybe people are waiting? I know I was waiting and still am, but I understand if things go differently.

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 No.268282

>>268239

Well that's a good point, the big thing is that this is the first time in about a month that someone other than me has posted anything in this thread.

I haven't had anyone so much as try to make an example character, so it really seems that interest is almost dead to begin with. That said; a short overview of character creation: You have ten dice to spend on your character's abilities, using up to four (normally) on each. (in theory you can have ten 1-die abilities but that would likely be pretty useless.)

I think initially we'll have to feel it out, perhaps I should bring back the corrupt mansion scenario to do another test-run before launching an actual campaign.

For this trial run I'll dump everything about categories, utilities and such and take notes during play to see if I can come up with a good way of deciding beforehand how appropriate an ability is for various thing so that roll targets arent' a total mystery until my check in.

Consequently, during the trial gameplay will involve players declaring actions, me telling them what the roll target would be and then them choosing to roll against it or consider a new action. Hopefully things get streamlined over time.

>>268236

Either I don;t know how to look, or it's harder than you think to find an alternate venue for this sort of thing.

Honestly I think baron should just start entering the board in the hungry games. I don't really see how a flood of newbs could be worse than the current slow death the board is undergoing.

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 No.268369

I think a big reason why people are hesitant to join this game is because we're not really sure what to expect. How much of it will be normal gaming and how much will be lewds? What fetishes are you catering to (other than magical girls)?

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 No.268381

>>268369

Well, the core kinks are corruption and yuri. Other highly likely kinks are bondage, tentacles and monsters/monster-girls.

Others will generally adjust to player preference, the exact form of some events and hazards will adjust to the tastes of the players exploring a room.

The intent is to have an interesting enough game that doubles as a lewd writing prompt. For an overall picture of what the game has been like so far, I have a zip file of all the threads for the game so far.

https://drive.google.com/file/d/1PyRliYCSId0ZHlRP4P6LcJVEYLqavvV0/view?usp=sharing

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 No.273659

File: 7e1c5957bed11ab⋯.png (4 KB,840x840,1:1,Mansion.png)

This is still in the works, just doing less because of the lack of response. I put together a small map to test the new rules in, so at this point I absolutely need players before anything can move forward.

So if you're interested or even curious, I'd love to hear from you!

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 No.273701

>>273659

Gave the rulebook another read, I'm very excited to see this in action. Though I do wonder about this paragraph

>Up to two additional dice may be added in exchange for a hook and/or a tale. A hook is a weakness or handicap you offer to give your character. A tale is an additional story about your character’s background. For each offering the Dungeon Mistress accepts, you receive one additional die for your character, which can be added to any ability, even if it already has four or more dice. (Thus an ability with four of the base dice can have both of these extra dice added to bing the ability to the maximum of 6)

If I read correctly this an additional 2 on top of the 10 already? How is an appropriate hook or tale determined?

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 No.273731

>>273701

>How is an appropriate hook or tale determined?

Ah, That's something I somewhat forgot about (This is why feedback is important, It's all too easy to miss things like this without a second set of eyes.)

Now even with elaboration, his is going to be up to my personal judgment, but some examples would definitely help clarify what would make a good hook or tale. I've been meaning to lay down some examples for the example character, so I guess that needs working on now.

But to summarize, a "tale" could be seen as in the vein of Ero-Empire's 2k 2lewd bonuses, if you've been around long enough to be at all familiar with that. A "tale" should be a short story that most importantly fleshes out your character. It doesn't need to be lewd, but that wouldn't hurt, since it needs to be interesting in some way. A good hook would be a story that shows an example of your character in action, personality, powers and all. Alternately it could be a story about a pivotal point of your character's development. And naturally an encounter with a tentacle monster they narrowly escape with no more than a shred of dignity or clothing left works too.

Ero-empire gave a bonus for posts with a minimum of two thousand words, I'm thinking something in that ballpark would be good. I'm looking for quality first, but if it's shorter than 1k it probably doesn't have enough meat.

"Hooks" are in the line of gameplay disadvantages, so it's much more of a mechanical trade-off. Hooks should disadvantage your character in a way that makes being a DM for your character more interesting and opens up possibilities. It should be something that doesn't take a lot of contrived coincidence to use, and not be something that's easy to work around.

One example of a good hook is a limitation on or because of your character's magic. For one example, say a character with elemental powers is unable to use magic if they get soaked with water. Another might have the character's magic be unable to work on things made of a certain material.

Alternately the magic can have consequences based on conditions, Several characters from BNHA have traits like this, where using to much electricity makes him an idiot, or the main character who hurts himself at full power. This should probably apply to the whole character however, for example an ability that's particularly situational with a limit on how often it can be used won't be appropriate.

Another category is psychological weaknesses that causes the character to act contrary to sound judgment, such as my example character Crimson Axe having a case of survivor's guilt that would cause her to be irrationally self-sacrificial, such as refusing to be the first one to run away, even if the rest of the team is in better shape than she is. Alternately a character might have a fear of bugs that causes them to be unable to fight a giant spider. (And to elaborate on the hook standards as a whole, that won't fly if you put bugs as a "no" on the player kink preferences document. I'm not tossing a bunch of normal spiders into the tower just to use a hook, maybe as theming for a floor, but not in a scenario that has me excluding the monster variety.)

Or, in something much more on-theme, a secret kink that they're weak against. This would basically cause the character to have slightly higher roll targets to resist tests of their heroic resolve when the theme is the source of the corruption, or in-play against the character.

The way I've written my character "passion flower" it'd make sense for her to have this weakness against all female enemies, but that's a bit overkill. I wouldn't reject such a kink for a hook, but I'd probably double-check if you're sure you want something that exploitable. Instead if I were making her as a player character, she'd have the weakness for the fellow magical girls she's been fantasizing about between (and sometimes during) battles, meaning she has higher heroic resolve tests when being tempted by corrupted player characters.

Another kink hook could be for bondage, meaning when the character is tied up or otherwise restrained they have to roll higher against any incoming corruption to keep their heroic resolve dice.

Ideally kink hooks should be for things you'd want in the roleplay.

As a reminder, current rules are here:

https://docs.google.com/document/d/1ZdSoKvy3-HY5cshItoQEVPOHPyPP2_qbx6ZWvPnK4LM/edit

Anyone remember the bump limit? Well, even if 500 isn't close, I should probably make another new OOC thread just because this transition makes the opening post of this thread VERY outdated.

Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.



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