No.274284 [View All]
Hello all, new and old.
Empress Calista’s Tower is a lewd role-playing game where players take the role of magical girls invading a seductive queen’s tower. The intent is to have an entertaining game that doubles as a lewd writing prompt.
Connection City is a modern fantasy setting focused on Magical Girls, Superheroes and the like. A themed thread for this setting is here:
>>277692
A new ruleset is in the works after how poorly the Risus base fit with board-based play. I have changes in mind that I think will help players be more engaged with what's going on, and let things move more quickly and smoothly.
Current rules document here:
https://docs.google.com/document/d/1dGKdlOQrl9UXzcvXRhmoR5O_o-vk6TJUXflqWOVLN_w/edit?usp=sharing
The link allows commenting, either by highlighting a block of text and adding a comment in the sidebar pointing to it, or by suggesting edits. (It will seem like you can edit the document, but any changes you make will be invisible to others and show up to me as suggestions.)
So far the rules are still an ongoing WIP, so all feedback is welcomed.
Sometimes players want to go deeper into an event than the speed of gameplay allows them to, or play out other related scenarios. Here is an additional freely editable page for any additional lewd writing in connection with the game.
https://docs.google.com/document/d/1ndQ4gxjVDpNyUKmJwv_Ds63bxVYOpQRYCOv2y2HOa-Q/edit?usp=sharing
Previous OOC thread:
>>150689
The previous game used a somewhat modified version of the Risus rule set.
Rules are in this document:
https://docs.google.com/document/d/1ZdSoKvy3-HY5cshItoQEVPOHPyPP2_qbx6ZWvPnK4LM/edit?usp=sharing
Last game thread:
>>274579
For those who are curious about the previous runs of the game or who want to dig through some memories, I have a folder for archiving all the ended threads here:
https://drive.google.com/open?id=0Bw_7GYESD6i-ZGRWeko1ZDdUUFk
61 posts and 9 image replies omitted. Click [Open thread] to view. ____________________________
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No.277227
I came to remember that previously, players were taming monsters to use their help later. In this rule set, that's still possible, but you have to initiate a different kind of battle. Something along the lines of domination, seduction, intimidation and the like.
I'm trying to lean more on the versatility of the ruleset, so expect less straight up combat and perhaps more of other types of conflict.
With that in mind, perhaps different monsters should have different strengths in different areas as well.
And I should definitely mull over how combat entanglement wours for those outside. When two characters and/or teams are fighting, it should be assumed that diverting attention to something else would leave them vulnerable their opponent, but at the same time, teaming up should be encouraged.
Oh, inspiration strikes! Teaming up means getting coordinated, the deterrent to just barging in on an existing fight should be along those lines. . .
Going to lay out one thing though, I added the "flee" command that can be used to exit combat on your attacking turn. This would also disband an existing team without penalty, but regrouping with a different team makeup would have to wait until next turn, as it uses each team member's action.
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No.277230
>>277227
>players were taming monsters
>Something along the lines of domination, seduction, intimidation and the like.
Don'tcha know? You gotta beat them within an inch of their life with the power of friendship in order to turn enemies into friends!
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No.277395
Was kinda waiting for Sapphire to post back about the broom last turn but ah well. Anyway, I'm going to be on the road and unable to post for the next week and a half starting next Wednesday, just as a head's up if I suddenly disappear.
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No.277495
Recent turns have been running long, and I guess it's time to set hard limits on how long a player can be out before their character is removed from play.
A turn will run for no more than three days. (If all players take actions sooner, the game can still move faster.) If a player is idle for a full week, their character will be left active for only one last turn before the character is benched and removed from play.
The "last turn" starts now for Sapphire Heart and Swift Rogue.
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No.277616
Now that y'all are down one player, do you need someone to pick up Sapphire Heart or create a brand new character?
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No.277617
>>277616
I don't know if Wicked mentioned it here in this thread (they definitely did in the game's discord) but they decided on the player limit being 6 people. So… There has been a slot open the whole time even with Sapphire Heart around. So go ahead and make your character and wait for Wicked to approve it.
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No.277618
>>277617
I feel that it'd be awkward with someone just magically disappearing, so I honestly don't mind taking up the mantel as Sapphire Heart. I still have to read through all the rules, but I can do that quickly enough.
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No.277625
>>277618
Yeah it is a bit awkward. I've been in chat based games where if people don't show up for the session, we just forget that the character even exists for the duration of the session… so I've gotten used to the awkward feeling of characters just disappearing from existence all of a sudden.
Anyways, up to you what you want to do… though it would be awkward too if Sapphire Heart's player is able to return later and then there is someone else playing their character.
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No.277629
For what it's worth, it definitely wouldn't be the first time for us to rotate like this. And given we're playing with Scooby Doo doors now, it'd even sorta make sense that we lose track of someone along the way. Maybe Sapphire found a door that took her outside, or maybe she's just operating solo somewhere else in the building.
Better play it safe and make your own character though. Then again, I may be biased since I tend to avoid playing canons because it feels like someone else's character to me.
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No.277633
Yeah, I definitely need to give the rules another running-through so that it's up to date, take fresh eyes to my descriptions so that they're clear, etc.
And definitely open to more players to the cap of six, but I'll ask that you make your own character, just in case Sapphire Heart's player comes back in the future.
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No.277654
So an idea came to me, why not make a theme thread based on the setting I've been using for the game? I'll probably make it in a day or two. This thread could serve as OOC cor that as well, if needed.
I just figure it might be nice to have a spin off without the game part in addition.
While I leave some time for feedback, anything that would be good or important to put in the opening post?
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No.277655
>>277654
As an outsider, I love this idea. Give others a chance to play in the setting without too much of a time investment or commitment, and might even motivate people on the fence to jump on in.
I think the most important thing right away to include in the OP would be a basic summary of the setting and the kinds of fetishes to be looking into. It might be a bit wordy to do a full summary of the stories played out in previous threads up to this point, but I think it would be very helpful. Perhaps put in a pastebin and linked to in the OP so it doesn't clutter things up too much. Might also want to decide if the theme thread is "canon" to the main games so to speak?
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No.277766
Hm… No one wants to bite on my post in the new RP thread? Is it lack of interest in the character? Or bad presentation? Or bad writing? Or simply a lack of ideas to follow up with?
If it's the last one, I can propose several ideas.
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No.277780
>>277766
I'm not sure if I can speak for everyone, but it seems a little too…. snuffy for my own tastes.
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No.277781
>>277780
Ah, no it's not meant to be snuff based. Just showing she's a pretty bad person and not quite right in the head, and I ended the post right before anyone actually died to avoid that. Depending on what you want to go with, he can be saved or his actual demise can happen off screen.
Also I wrote in some stuff to explain she actually likes anyone else with magical abilities, and would treat them differently than ordinary people.
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No.277797
>>277781
I was more undecided whether I wanted to take that hook or start a new one to possibly attract outsiders who wanted to play villain.
I understood your post myself, but I can see how someone might think you were going for darker tones.
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No.277820
>>277766
I just posted in Connection City, sorry if it isn't up to par
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No.277852
>>277843
I've decided to also join the Empress Calista's Tower RP, though I'm having trouble deciding between two faceclaims before I start really making my character. They're the ones posted above. Which one do you think would be better?
I decided to go for a mage-like character because I saw that we have a fighter, rouge, and archer already, as well as whatever class Soothing Bell would be considered. I know there isn't really any class system in place, but I feel like it would be beneficial to have a diverse group of characters with diverse abilities.
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No.277853
>>277852
Hm… I guess it depends on the personality type. Judging by the pictures alone, the elf looks like the typical calm intellectual type of mage (a bit close to what Sapphire was like), but the purple haired girl gives off a far more excited and cheerful vibe.
Another point is the purple haired girl has quite a selection of images, so if you wanted to post images of her relating to the current action/scene, it would be a lot easier. Also, when the becomes corrupted, it looks like it wouldn't be too hard to find a fitting dark/evil/corrupt version of her.
Personally I like how the elf looks better though.
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No.277938
Revisiting the fact that resolve-boost dice have been almost total freebees so far. I have two solutions for this which are as follows:
Scaling the the target based on the current number of dice:
Basically the target slides in line with the whole slippery slope mechanic.
6: 21
5: 18
4: 15
3: 12
2: 9
1: 6
And alternately there's the other option that makes it more a desperation move where it automatically costs one die, but instead of rolling an additional die, it counts as automatically rolling 6.
Also the power of teamwork is on display here, refresher on how to form a team:
Choose a leader, roll the same action together. Upon the first united action the team counts as a single unit in combat.
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No.277944
>>277938
I planned to form a team with Akashic Knight after noticing the enemy was in a team too, but I was wondering if I could do it defensively… as it form a team but don't take any action so we can have a team for when they will eventually attack one of us. Otherwise I'm likely to pass since attacking into that would probably be a bad idea unless I really wanted to spend some resolve/Regalia to try and hurt them.
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No.277976
>>277944
I guess you don't need to strictly take an action to count as a team, the specific thing I don't want to allow is attacking separately but then defending together the same turn. So how I'm lining it up in rules is that team formation must be done by characters who haven't acted yet. in a turn.
Arguably you could announce intent to team up after actions so it's already in place the next turn, but "hit and huddle" feels a bit abusable.
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No.277977
>>277976
Yeah, I see what you mean. Alright then, decided on my post then. Give me a moment it'll be up real soon.
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No.278135
Tomorrow, it will be a week since Akashic Knight last posted in the thread, so the rest of you might want to reconsider your actions, as I might need to bench the character after a few more days.
Hope they didn't ragequit after being hit by the team attacks.
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No.278176
Sorry for disappearing like that. I saw the attack post, got a little overwhelmed and decided to put it off for a day… And then spent the last four without internet, just got it back about an hour ago.
I will say though, team attacks do seem to slightly favor the enemies a fair bit if only as a matter of player logistics. Since they're all controlled by one person they can just snap into them without any fuss. Meanwhile the reason I didn't even attempt to at the start of this fight was it seemed like it was only Bell and me who were active which wouldn't really improve our odds much… Also my own absence kinda provides a reinforcing example of that problem.
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No.278178
>>278176
Yeah, I'm seeing how this mechanic might not be so compatible with the asynchronous format. Since all player characters are currently involved in this fight, shall I wait just a bit longer for some of them to throw dice? Maybe Soothing Bell at least?
Well, this is part of the reason for running the game in a small trial map, so we can see how it works, if there are problems, and if the ruleset is suitable or not. I'd like to try continuing as-is for the duration of the battle, but if intermittent player activity basically makes this mechanic unusable for the players it may have to go.
Though I kind of like how it allows a boss character to force players to fight through lackeys before they can even think about targeting the boss themselves.
I'm not seeing a lot of asking what roll targets will be, I kind of thought that might be an issue before. Asking all players: Are you fine with throwing your dice relatively blind, or are you just not asking what your roll targets would be in order to not slow down the game?
The combination of clothing and purity alongside dice wear looks a little wonky at first, but I think it might work if the rest of the ruleset isn't a problem.
If too many parts of the Risus base game don't work though, I may want to take a step back and outline how I want the game flow to work and consider another revision of the rules.
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No.278181
Oh… I was waiting for Akashic Knight to post first before rolling… since I elected them as team leader and rolling as a support in a team before the leader's main attack doesn't make much sense to me… Figured I'd make an attack post based on what Knight is doing to detail how mu character would support her action…
I have to agree the whole team thing doesn't seem to work well in this sort of play.
If you want to have Players going through minions before being able to fight the Boss Character directly, perhaps you can simply say a certain character is immune to damage/wear until other certain enemies are dealt with first.
>>278178
>Asking all players: Are you fine with throwing your dice relatively blind, or are you just not asking what your roll targets would be in order to not slow down the game?
Hm… to be honest I never thought about asking for roll targets in in the first place. It wouldn't really matter to me anyways… in fact I think I just prefer going into things blind and being told if I simply failed or succeeded.
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No.278186
Shining Hope, did you die or something? Haven't heard in a week!
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No.278200
>>278186
Sorry, been busy!
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No.278221
>>278200
Well, good to hear you aren't dead! Thanks for letting me know what's up.
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No.278250
>>278221
Also, I see you deleted your post, or something like that
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No.278253
>>278250
Erm, deleted my post? I didn't delete my post.
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No.278256
>>278253
Well, I saw the name Death Bunny show up in the Shota Town thread, maybe something else got mixed up as well?
Or I think there were some server errors the other day, maybe those ate it.
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No.278259
>>278256
No that was just my mistake… although it wasn't letting me delete my post in order to correct it. The last name I used stays in the name field throughout the site… dunno if that ic cause of my browser or that is normal, but I forgotten to change it when I made that post.
As for deleting… I didn't delete anything in the Connection City thread or here. And my post there is still the last one in the thread.
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No.278304
>>277938
Well, the thought "why not both?" occurred to me earlier, so I've decided you can do either of the above when getting dice through resolve.
You can risk losing a heroic resolve die based on the table in the previous post to roll an extra die in your action, or you can burn one heroic resolve die for a guaranteed 6.
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No.278310
Letting you all know that I will be on vacation for a while. I'll still try to post through my phone or laptop though. But won't be adding the usual images in my posts.
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No.278428
So, a couple of chunks of Risus need to be removed or replaced, because the board format isn't working with them so well. Other than that it seems to work well enough, but I'm thinking I should definitely lay down what I want out of the game to help refocus what if anything should change as testing continues.
The issues at hard are:
Teamwork: Should combining of dice pools just be tossed? Just adding the sums for a combined effort makes even two people become super OP, so maybe it's just out.
Combat: As I understood it, when you start fighting something, both sides are just "stuck" in combat, meaning doing something else isn't an option. It's designed with the team mechanics in mind, so I may just have to work combat more like it was under the cthulu ruleset, with no forced investment in a situation, and enemies and hazards will then have to target a character to keep them from leaving.
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No.278441
>>278428
A part of why I stood out this last week or so is the teamwork dice. I think relying on one person to perform an action is too difficult, and it stifles gameplay because you just contribute dice and that's it. The mechanic can also be exploited. For instance:
-Lead player has a combat ability with base 6 (lore + hook included)
-All other players (at this point 3 other possible) have abilities with base 6 and contribute
I might has well have just said "Okay kill whatever moves until it's dead, here's my dice until then, be back later"
Also the issue is with this system minmaxing is encouraged. Maybe 1 character could be non-combat and has room traversing abilities and just clears rooms, while others are just combat. Perhaps that's a way of gameplay that's being encouraged, I know my character is basically useless if it's not combat because I can't even scan a damn room unless I roll >= 10 /12. But I feel that's more suited to tabletop or very active gameplay. There are characters playing now who have spread out their ability dice, and while the ideas are great their abilities are useless under this system that encourages minmaxing.
Finally, while I like the idea of dice regenerating on their own after, I feel the characters are too flimsy doing a hostile situation. One "hit" and your character is essentially crippled. For example, if you are 1v1 an NPC with the same number of dice as you, you already start at a 50% lose probability. If you lose that initial roll, your odds of losing entirely are now permanently higher than the odds of winning, no matter what happens after. If at any point the NPC has more dice than you, even if it's the start of combat, your odds of losing are immediately >50%. Considering combat is such a strong part of the game, these are some terrible odds. But if the point of the game is to lose immediately, then I guess it works. If the point is to traverse the map, it is unlikely that can happen.
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No.278445
>>278441
Well, the wear system basically means that conflicts won't drag out. So this means that if the player wins the first roll, they'll generally win fast and be able to move on more quickly. And in the case of a loss, the defeat state is meant to lean more on a roleplay, with the enemy in question getting a chance to strip and molest the defeated character, who was a much weakened ability to fight back. For three turns as I'm intending now.
That said, it DOES excessively encourage mob-running the whole map as other players would logically be able to rescue a defeated ally, or at least eat up some of those advantaged actions.
I am planning on including much more scenarios that aren't traditional combat, assuming my creativity can keep up.
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No.278792
Just wanted to say, gonna wait for Akashic Knight to do their defense before attacking the Bunny girl… in case Akashic knight lose against the roll.
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No.278793
Wtf? My last post in connection city is missing D: What the hell happened to it?
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No.278802
>>278793
How long ago was it? I mentioned before I'm pretty sure I saw some notes about server errors a while back.
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No.278819
>>278802
Ah, well your post somehow fixed it. Now I just Hope shows up again someday…
Maybe I'll make a new starting post. Be some normal scientist guy who researches magic. Partner could be his assistant, or some magical girl who's power's is researching. So… you know… not all lesbians XD
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No.279050
| Rolled 3, 1, 1, 2 - 8 = -1 (4d3) |
Well, when replies are slow, I'm inclined to think people aren't that into the game. Since a lot of the specific mechanics of the Risus system are a bad fit, and my idea of making the purity/corruption mechanic into a special "cliche" is too hard to balance, I'm thinking about trying out a new set of rules.
I've been reading over the base fudge document. The size is intimidating, but the vast majority of it is suggestions and examples. I think my next step should be looking over the old games to get an idea of what the base attributes should be. (along the lines of conventional INT, STR, etc, but I'd be choosing a range of base "human" abilities, and then let players use creation points to allow players to boost those or add superpowers to them.
Of the ways to handle fudge dice, I think the best option is to go with the following dice settings: 4 dice, 3 sides, modifier -8. It should produce an end number the range and odds ofactual fudge dice (-4 to +4)
Testing as an example.
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No.279096
>>279050
For what it's worth I'm still interested in the game but am kinda stuck with the perfect storm of things getting really busy (been having work done on the house among other things), having my dice pools completely shot except for my defensive ability but having no real in-character justification for powering down to recover (since she's still on the look out for the witch and all that), and the few things I can act on I'm kinda stuck waiting for others for a go ahead (like I COULD just go investigate the cabinet Soothing Bell heard stuff in but without them actually relaying that information it'd be a bit metagamey).
I will admit the whole wear system is a little overly punitive, since once you drop to 2 or less on a dice pool you have a very low likelihood of actually succeeding at any meaningful task, but I can't really think of a good alternative while keeping the system.
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No.279099
>>279096
Well, the wear is just a name I gave to the loss of dice, which is how combat works in Risus. That said it does feel a little wonky on top of clothing/magical energy and corruption.
Just another reason to hash out a fudge rule set.
But in general communication is a free action, and generally it should be okay to assume anything discovered by a party member is then known to the whole group.
Otherwise you'd have to make little RP posts for every new piece of information.
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No.279213
More or less nailed down how I want characters in the fudge rules to work, so time for an overview of what I'm using from fudge and what I've come up with specifically.
Fudge dice: Real fudge dice are six-sided dice with three different sides, two plus, two minus, two blank. The typical game uses four dice. Because each die has three equally possible outcomes, it can be seen as a set of d3. As stated before, four dice with three sides -8 on the board will basically be like using fudge dice and give us the same range and odds.
Unlike the last two games, your characters will have defined attributes. I've selected them to fit the basic actions that basically all characters will need to preform.
Agility: Running, dodging
Analysis: Assessing objects, determining strengths and weaknesses of enemies
Perception: detecting traps, examining rooms, noticing threats
Dexterity: Grappling, grabbing objects, precise motor skills
Strength: Fighting, breaking things, lifting and moving things
Will: resisting corruption, purifying
Note that these are the basic abilities, and I highly recommend adding some skills (details below) that will help your characters get through situations that an ordinary person couldn't
Fudge has these base levels for rolls and attributes:
Terrible -3
Poor -2
Mediocre -1
Fair 0
Good +1
Great +2
Superb +3
Fudge suggests layers of Legendary for anything higher, but I've chosen to squeeze in one more under that:
Superhuman +4
Legendary +5 and higher
Because this game is about superpowered people, the default for all attributes is -1; Mediocre. Any other thing that comes up that an ordinary person would be capable of should be assumed to start there as well, though additional base traits won't be added unless they come up a lot.
This brings me to how to build your character's stats.
Your character upgrades are measured first in attribute levels, which can be spent to raise the base attributes by 1, (except will, which costs double) however thay can be traded for skill levels or gifts
Skills are abilities that not everyone has, defaulting to poor(-2) if it's not something requiring magic, in which case your character needs to have that specific ability to attempt using it. The first skill level will bring anything up to mediocre,(-1) and so on with more levels. Each attribute level can be traded for three skill levels
Finally are gifts. Gifts are more passive traits that come into play automatically rather than being a base trait used to perform an action. a fair gift will usually cost two attribute levels.
After spending all the points above, you can lower an attribute by one level for another to spend (aside from will, which pays double) or by taking the reverse of a gift, called a fault
I've decided that it would make things a bit more interesting if I require that every character have a particular type of fault, a kink: something that makes them less able to resist corruption; be it a type of stimulation, a situation, or a type of partner. The kink should tie into the character's personality somehow.
The slightly complicated bit is how your magically enhanced character differs from their ordinary state. You'll have a number of attribute levels for the base character, and then some for their magical enhancements.
For the attributes, magical enhancements are added to the base, so a character with -1 in agility and two attribute levels added to the stat as a magical girl will have +2 listed under "enhanced" for a sum of +1
Naturally magical levels, skills and gifts stop counting when your character's transformation isn't active, but you can also lower attributes or take faults that only apply when transformed as well, for example a character might take -2 agility under "enhanced" in order to gain a "heavy armor" gift that grants additional points of magical regalia, which would nicely fit an in-universe set of bulky armor that slows the character down when transformed.
The creation points for your character's base abilities can be spent on magical levels, skills and gifts, but not the reverse.
I'm thinking of having 5 normal attribute levels and 6 magical levels to start with. With that in mind, here's the character sheet:
Magical Girl Codename (Normal Name)
Attribute Base Enhanced
Agility -1
Analysis -1
Perception -1
Dexterity -1
Strength -1
Will -1
Skills
-None-
Gifts
-None-
Faults
[Kink]
Character description
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No.279431
So a somewhat important question: Can you use purification actions while out of costume?
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No.279432
>>279431
Yes, but naturally you can only use your heroic resolve dice for it.
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No.279817
As the previous game was starting to slow down, I started working on a new ruleset since Risus seemed not to fit well with board based play.
I've been hammering it out slow and not-so-steady, but I'm starting to reach a point where the section I'm writing is starting to have a lot stuff I havent made strong decisions about. I guess it's about time to show what I've got so far.
https://docs.google.com/document/d/1dGKdlOQrl9UXzcvXRhmoR5O_o-vk6TJUXflqWOVLN_w/edit?usp=sharing
One thing is deciding how I want corruption damage to accumulate. The core should be the difference between will and seduction attributes combined with rolls, but I think the level of clothing damage accumulated should modify the results in some way.
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