No.274284 [Last50 Posts]
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
____________________________
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Post last edited at
No.274354
>>274284
Sure, I'll join. Let me know if I built my character correctly.
Xin was born to a rich business family. Her parents have always tried to arrange the best for her. When Xin's ability to manipulate water was discovered, they wasted no time in sending her to the MGA. Her magical armor takes the form of an elaborate chinadress, reflecting her pride in her family's status. When fighting, Xin prefers to remain stationary and keep enemies at range with her water manipulation.
Water Cutter (5) Primary: Combat Secondary: Utility
Xin shoots out a stream of water at high speeds with the sole purpose of destroying a target.
Overflowing Tides (4) Primary: Protection Secondary: Combat
Xin sends out a small tidal wave to push a target away from her in a straight line.
Chessmaster (2) Primary: Utility Secondary: Combat
Xin's love for chess has influenced her way of thinking in all aspects of her life. She prefers to spend time thoroughly understanding a situation before taking action. In combat, she views the battlefield like a chess board, and seeks the quickest path to checkmate.
Hook: Clumsy
Xin is no athlete, but few would look at her and consider her out of shape. However, in stark contrast with her usual confident character, she lacks fine motor coordination skills. It is not uncommon for Xin to trip over nothing, then insist she did not trip while blushing with embarassment.
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No.274376
I'll post my character when I can. Been very busy since we last played. Glad you're back, WN.
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No.274377
This sounds pretty fun. I skimmed the rules a bit, but I'll give them proper read when I can. You can expect a character from me in a day or two.
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No.274379
Just ask for a channel for roleplay in the discord.
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No.274380
>>274354
Seems to be a solid character, the only note I'd add is that you can ignore the "utilities" aspect of character design for the time being, as it's still an idea at this point and I'm going to need to take notes while actually running the game before I can even nail down what the specific utilities would be.
Until that's ready, I'll be working off ability descriptions, and yours seem to quite nicely pin down what the abilities you've chosen are and what they should be capable of.
>>274379
Oh right! I forgot the discord server!
https://discord.gg/4yCYpc5
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No.274384
>>274377
This is me… I couldn't resist and just making my character now. I'm the type to get hyped too easily. Anyways, I'm expecting I'm gonna have to make a change with this one for sure.
Name: Reina Kokuro
MG Alias: Soothing Bell
Primary Ability: Magical Singing
Reina, who goes by the name Soothing Bell as a Magical Girl, is a relatively inexperienced Magical Girl. Having only awakened to her abilities within a a few years and never going on a true mission until now.
In her civilian life she is and idol, and her magical abilities greatly reflect that. It's gotten to the point where her magical duties and idol persona have blurred together, leaving little free time for herself.
Still she is kind and dutiful girl, seeking to bring joy and safety to everyone. She's quite simplistic and stubborn, showing an incredible willpower beyond what is typical for other magical girls.
Abilities:
Song Magic (3) - Primary: Buffing - Secondary: Debuffing
Bell's song magic serves to increase the abilities of herself and allies, or hinder her enemies. Unfortunately for her, she has yet to be able to do both at the same time.
Willpower (5) - Primary: Mental Protection - Secondary: Corruption Resistance
Bell has an unusual amount of Willpower. Naturally adept at resisting mind control and other mental magic. (I'm expecting to use this as a sort of, buff to her Heroic Resolve, if allowed)
Physical Athletics (2) - Primary: Combat - Secondary: Mobility
Being an idol means staying shape. Bell has a rigorous workout routine to go along with her other idol duties.
Hook - Simple-Minded: Perhaps one of the reasons her mental fortitude is so high is because she isn't very smart. She's easy to trick and manipulate if done right.
—–
So yeah, the part I'm expecting to change the most is the Willpower thing… and yeah I know the Utility thing is probably gonna be changed (as mentioned in response for Xin's post) but I figured I should do it anyways.
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No.274385
>>274379
>>274380
I don't know who it is going around suggesting everywhere that the discord replaces the board, but hi. This is Admin-chan. If you wanted, I'd be really happy to host you guys with your own section on the larger /erp/ server and would be able to give Wicked permissions for just the Callista's Tower channels, so you could be drawing from and have an audience of the larger community, or link to you guys' own discord from an Empress Callista channel or something like that.
I'm glad you guys are still around!
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No.274387
>>274385
Sounds good, could definitely try having a channel of the greater /erp/ server, though mind I'm signing off after this post.
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No.274388
>>274385
Who is Admin chan? Unless you're Baron then this seems like a takeover attempt for no reason. Also this thread does not even update often enough for the type of game to have a channel imo
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No.274391
>>274388
It IS a takeover but it is already too late to stop it. Pretty much 90% of the board has migrated over to this guy's discord ever since he jokingly made it.
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No.274398
>>274391
Yeah id rather not tie erp to my discord or make a new one just for it
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No.274405
>>274388
I'm admittedly not Baron. All I'm actually interested in is getting the game more attention and players, though. I like seeing things like this, the school thread, and boardRP in general, and I'd like to use things like the Discord to make sure this thrives, if your GM wants to take advantage of it in any way. There's a lot of users and activity over on our end that I'd like to see about diverting to things like this. The purpose would be to get you guys attention, activity, players.
>>274391
Yeah. It was a pretty dumb joke that exploded into a weird solution to the general hot garbage that surrounded the shitposting thread. Sadly that's also been what most of the board's activity had become, and even though it's already made things better about the insanity and drama (and unfortunately made the place slower,) I'd like to use it to go even further and get people actually writing, especially on the board itself. It's not "my" server, I'm trying to manage it as "/erp/'s" server, and that means first and foremost being there to support and bolster things like this, if you guys want the help and attention.
>>274398
Always encouraged to open Discord in-browser and make a burner account to use on there, since the clients will let you be logged into both at the same time no-questions-asked. You've probably got the smarter idea, though! All the shenanigans about Discord logging your shit are probably largely true and I'm an idiot for getting into it.
We're talking about what the community would be interested in, in the way of affiliating you guys, in the srs-chatter channel right now. I'll bring up anything you guys say here, in there. I don't want to bog down your thread too much with this nitpicking and decision-making, though, and I hope this doesn't distract you guys too much. Don't let this slow the start of your game!
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No.274415
>>274354
Here's my updated character, with the revised Overwhelming Tides and some minor edits.
Sapphire Heart, Xin
Xin was born to a rich business family. Her parents have always tried to arrange the best for her. When Xin's ability to manipulate water was discovered, they wasted no time in sending her to the MGA. Her magical regalia takes the form of an elaborate chinadress, reflecting her pride in her family. When fighting, Xin prefers to remain stationary and keep enemies at range with her water manipulation.
Water Cutter (5)
Xin shoots out a stream of water at high speeds with the sole purpose of destroying a target.
Overflowing Tides (4)
Xin sends out a small tidal wave to push a target. Xin can manipulate this wave remotely to push her target at different angles, or even pulling the wave back to draw the target closer.
Chessmaster (2)
Xin's love for chess has influenced her way of thinking in all aspects of her life. She prefers to spend time thoroughly understanding a situation before taking action. In combat, she views the battlefield like a chess board, and seeks the quickest path to checkmate.
Hook: Clumsy
Xin is no athlete, but few would look at her and consider her out of shape. However, in stark contrast with her usual confident character, she lacks fine motor coordination skills. It is not uncommon for Xin to trip over her own feet, then insist she did not trip while blushing with embarrassment.
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No.274416
To get things back on track, We have one player with a solid character, and another who is more still on the drawing board. I'm really hoping for three players, but I don't wan to keep the existing two waiting for too long if there isn't much more interest.
The classic player cap has been six, but it's been rare for the game to be full, much less have a waiting list.
But don't worry about being blocked out if you're watching to see what the game is like in action, it's generally open to new players at any time I'm not holding down a player cap (probably going with the aforementioned 6 again.)
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No.274418
>>274284
Might as well give this another go since we're starting from a blank slate and all.
Name: Aria Owen
Alias: Akashic Knight Aria
A senior at the academy, Aria was gifted with the ability to draw upon her own life force to augment her magic and manifest weapons that act as a true extension of their creator. Kind, friendly, and bearing a strong sense of justice, she has long looked up to and idolized the woman the school was named for, striving to be like her as she progressed through her studies, pushing herself to her limits to live up to that ideal.
Outside of lessons, training, and missions, Aria is a fairly laid back young woman who enjoys romance novels and collects pins, key chains and other such baubles as a hobby. Always one to lend an ear to those that need it, she tries to see the good in everyone she meets and is quick to make friends… Even if sometimes with the wrong sorts of people.
Aether Arms (3)
Weapons - usually a sword or other bladed implement - formed from crystallized energy drawn directly from the wielder. Lightweight yet durable and capable of striking even incorporeal foes. Being true extensions of their wielder, however, their strength is tied to the wielder's resolve and physical well being.
Aether Shield (4)
A protective shield of raw magical energy which hardens in response to the user's will and emotional state, projected outward to ward off attacks. Can also be used as a short-lived platform for jumping or breaking one's fall.
Regeneration (1)
With her skill at manipulating the flow of her own life energy, Aria can quickly recover from wounds and illness that would leave most bedridden for weeks and dull the pain of whatever she can't manage to fix entirely. Though far from making her invincible it gives her a strong upper-hand in battles of attrition and direct combat.
Ad Nihilo (1)
A powerful purifying spell that purges darkness and corruption from an area in a blinding swell of light magic. While potentially quite devastating to a magical girl's foes, reckless use is risky and taxing for all but the most resilient and seasoned practitioners.
Athletic (2)
A diligent member of the track and field, as well as the fencing team. Even without her magic, Aria is exceptionally quick, resilient, and a strong jumper, to say nothing of being handy with a blade.
Hook: Self Sacrifice
Aria has always been the overly polite sort that puts the comfort and needs of others above her own, occasionally to her own detriment - having shown up late for training or being left scrambling to finish an assignment on several occasions due to assisting others, giving up something she had her eyes on in the store because someone else wanted it, and so on - but on the battlefield this trait is amplified to near reckless levels, willingly throwing herself into harms way to protect others even if it means risking herself and lashing out to bring justice upon those who would harm the weak and vulnerable.
—–
Just your standard tanky 'paladin' type magical girl. Ad Nihilo is kinda intended to fiddle with the system and work as a high-risk super move/finisher that basically requires boosting to get use out of but can potentially tip a battle, though I can leave it off and shift the point elsewhere if needed. Pretty much done, but I might try to squeeze in doing the tale for that last die if I have time after waking up.
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No.274430
>>274418
The one I'd recommend shifting most is regeneration, as I don't plan to include a lot of physical harm in the tone of the game, with most fighting resulting in clothing damage for example.
I'm not too keen in coming up with custom game mechanics for a ruleset we haven't even used yet, but Ad Nihilo is fine as a purification ability, though mind that the needed roll target will be based on how ambitious the attempt is and won't be scaled down to the number of dice available.
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No.274432
>>274284
>>274384
Updating my character sheet, since messed up my dice count and buffing/debuffing haven't been figured out yet. Completely changed my Song Magic to sound manipulation.
Name: Reina Kokuro
MG Alias: Soothing Bell
Primary Ability: Magical Singing
Reina, who goes by the name Soothing Bell as a Magical Girl, is a relatively inexperienced Magical Girl. Having only awakened to her abilities within a a few years and never going on a true mission until now.
In her civilian life she is and idol, and her magical abilities greatly reflect that. It's gotten to the point where her magical duties and idol persona have blurred together, leaving little free time for herself.
Still she is kind and dutiful girl, seeking to bring joy and safety to everyone. She's quite simplistic and stubborn, showing an incredible willpower beyond what is typical for other magical girls.
Abilities:
Sound Manipulation (4)
Bell's song magic allows her to control sound. From distracting foes with fake sounds, boosting her voice to abnormal levels, or even creating sonic shock waves in an emergency.
Willpower (5)
Bell has an unusual amount of Willpower. Naturally adept at resisting mind control, mental corruption, and other mental magic.
Physical Athletics (2)
Being an idol means staying shape. Bell has a rigorous workout routine to go along with her other idol duties.
Hook - Simple-Minded: Perhaps one of the reasons her mental fortitude is so high is because she isn't very smart. She's easy to trick and manipulate if done right.
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No.274443
>>274415
Forgot to include this: Sapphire Heart's full civilian name is Zhou, Wen Xin.
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No.274445
Alright, as I start getting the game ready to go, you'll all need icons to represent your character on the map. Simple symbols, single color that I'll be using the magic wand to do move around the image document that will be exported as the map. Care to tell me what symbols you want and what color they should be?
You can make your own if you care to, just keep in mind that they must be exactly 24x24 (touching all sides of the space available to fit the grid) and a single-color solid shape. (magic wand tool as mentioned above.)
Also I need your preferred private message methods so I can send you a link to the player kink preferences document.
Modified some text in the rules to clarify things, add a few details and the like, but I think it's time I started pre-populating the map to a degree.
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No.274446
>>274445
I'll have a blue heart for Sapphire Heart. My preferred PM method is Discord.
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No.274447
>>274445
Oh right. I'd like a pink music note for Soothing Bell. And my preferred PM method is Discord.
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No.274449
>>274430
Alright, will shift the point over. As for custom rules and such, I figured it'd just work as an "attack everything" emergency bomb which should be simple enough to work within the existing rules, and as mentioned, kinda intended for it to be something I've have to burn resources to use as a result. Anyway here's the revised stuff:
Name: Aria Owen
Alias: Akashic Knight Aria
A senior at the academy, Aria was gifted with the ability to draw upon her own life force to augment her magic and manifest weapons that act as a true extension of their creator. Kind, friendly, and bearing a strong sense of justice, she has long looked up to and idolized the woman the school was named for, striving to be like her as she progressed through her studies, pushing herself to her limits to live up to that ideal.
Outside of lessons, training, and missions, Aria is a fairly laid back young woman who enjoys romance novels and collects pins, key chains and other such baubles as a hobby. Always one to lend an ear to those that need it, she tries to see the good in everyone she meets and is quick to make friends… Even if sometimes with the wrong sorts of people.
Aether Arms (3)
Weapons - usually a sword or other bladed implement - formed from crystallized energy drawn directly from the wielder. Lightweight yet durable and capable of striking even incorporeal foes. Being true extensions of their wielder, however, their strength is tied to the wielder's resolve and physical well being.
Aether Shield (5)
A protective shield of raw magical energy which hardens in response to the user's will and emotional state, projected outward to ward off attacks. Can also be used as a short-lived platform for jumping or breaking one's fall.
Ad Nihilo (1)
A powerful purifying spell that purges darkness and corruption from an area in a blinding swell of light magic. While potentially quite devastating to a magical girl's foes, reckless use is risky and taxing for all but the most resilient and seasoned practitioners.
Athletic (2)
A diligent member of the track and field, and fencing teams. Even without her magic, Aria is exceptionally quick, resilient, and a strong jumper, to say nothing of being handy with a blade.
Hook: Self Sacrifice
Aria has always been the overly polite sort that puts the comfort and needs of others above her own, occasionally to her own detriment - having shown up late for training or being left scrambling to finish an assignment on several occasions due to assisting others, giving up something she had her eyes on in the store because someone else wanted it, and so on - but on the battlefield this trait is amplified to near reckless levels, willingly throwing herself into harms way to protect others even if it means risking herself and lashing out to bring justice upon those who would harm the weak and vulnerable.
>>274445
Just a green sword of some sort would work for me.
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No.274472
>>274449
Still need a way to privately send you the link to the preferences document.
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No.274474
>>274472
Ah right. I set up a burner account on discord to send that to. Will probably end up deleting it after or something, I dunno. Especially since I can't actually post in the discord without claiming it and I don't want to deal with juggling client stuff or tying my main account to stuff from here more than I have.
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No.274527
Imbued with stellar magic by an alien spirit, Sylvia Shepherd is a girl that seems to enjoy her work defending the city from extra-dimensional malcontents. However, this is mostly because when she tries to focus on her mundane life, things tend to go wrong for her in bizarre and improbable ways. She needs to call someone for a ride? She drops her cellphone down a storm drain. Has to meet someone at a certain time? Her alarm doesn't sound. Major test coming up? Someone's cheat sheet find its way into her hands and she's caught with it. Still, Sylvia manages to be cheery thanks to the fact that, as a magical girl, she's quite talented. After fumbling her way through a climactic clash with the Dimension Queen Dark Matron (she had a lot of help), sealing her inside a black hole, she came to Connection City to help better hone her skills at Valkyria Academy.
A member of her school's archery and track clubs, Sylvie is athletic but far from a tomboy, and you can just as often find her gushing over makeup and clothes on a shopping spree as you can find her out for a jog through a hiking trail. Bad luck aside, her main weakness is technology. The finer nuances of computing elude her, and she often winds up managing her digital files in ways that would make anyone remotely competent with a computer cringe.
4 - Shooting Star Bow (Magical): With her weapon of choice, Sylvie is a remarkable markswoman, firing beams of celestial light to purify her foes. By expending some of her magic energy, Sylvie can even make her arrows curve and twist in the air. With a little creativity, she can reshape it into nearly any ranged weapon, and the bowstring makes a decent impromptu rope.
3 - Radiant Starlight (Magical): Drawing her power from the cosmos, the Stardust Shooter's body glows with an aura of pure white starlight that she can manipulate. She can use it to reveal secrets, dazzle enemies and even dispel dark magic. Of course, throwing stellar light around makes it completely impossible to hide…
4 - Athletic (Mundane): Boasting a fairly toned figure, Sylvie has higher-than-average stamina and endurance. She doesn't tire easily and can pull off impressive physical feats in a pinch. She claims she could hold her own running with the Doctor and his companions, if a mysterious police box ever showed up on her lawn.
Unlucky (Hook): Sylvie has a strange knack for winding up in bad situations. Sometimes this can be chalked up to mundane carelessness, but other moments, her bad luck truly borders on the supernatural. Sylvie is twice as likely to fall victim to a trap if it hasn't already been sprung previously. The GM is also free to implement this in other ways if it seems like she's had it too good for too long.
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No.274540
I'll write something when i can. Been busy
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No.274583
So I'm considering changing how "turns" work, giving updates for individual actions instead of taking all actions and responding all at once. Things that are timed based on turns can now go at the rate of whenever all players have taken actions, at which point a checklist of who has taken action is reset.
This way you don't all have to choose actions at once with no information.
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No.274605
So, there was one thing from the last ruleset that I more or less forgot about, but it's nowhere near coming into play at this point, so there's plenty of time to discuss it and decide whether to carry it over.
Characters in the last ruleset had an "addiction" stat, representing a growing attachment to the corruption each time a character succumbed to the temptation.
How this mechanic would work in this rule set is that characters start with one less heroic resolve dice each time they're reverted to heroes after becoming a corrupted girl, a remaining portion of corruption clings and needs additional purification to remove.
Similarly, magical regalia would be lower, but with a hard cap at the new value.
In-universe this would be a magical girl's outfit getting skimpier and sluttier to reflect a subconscious desire to be corrupted again.
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No.274606
>>274605
Yeah I don't mind. Sounds like a neat rule. And a nice limit to how much corruption a PC can take before becoming fully corrupted to the point of no return (Say their max Resolve reaches 0 and no amount of purification can return them to normal again).
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No.274607
>>274605
I'm fine with that, it sounds fun.
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No.274610
>>274605
No complaints here, definitely thematically appropriate.
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No.274611
>>274606
>>274607
>>274610
Great!
Just to clarify though, at this point I intended that heroic resolve can theoretically be recovered to full, you just come back with less after a run as a corrupted girl, while regalia gets the permanently lowered ceiling.
Granted, gaining extra dice back will be more difficult as the overall purity of the party decreases. This is by intent as purity is meant to be a precious resource that is hard to gain after it's lost.
The sixth conversion is the point of no return, at which point a character has simply had too much of the corruption's high to mentally and emotionally refuse the temptation, and will continue to hold the motivations and goals of a corrupt girl even if the corruptive magic is fully purged.
The player gets the option to continue play as corrupt girl, but upon defeat someone of the corrupted side will "rescue" them. Ideally the character will get a sendoff with a short scene of what kind of depravity their new self is inclined to.
Some of you have purifying abilities, and I think I'm okay with those taking the place of heroic resolve in purifying actions, excluding purifying allies to raise their number of heroic resolve dice.
Though in theory if the action fails against opposition, you need to roll a test of heroic resolve against the same opposition value.
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No.274616
The middle child in her family, though she doesn't look it, Nia isn't one to get too much attention. While she didn't care the focus wasn't on her, the house could get crowded sometimes, so Nia used that opportunity to sneak off into the city to where the famous Academy was located. She figured she could at least sightsee, even if she didn't have any of those magic or heroic abilities. After getting lost during one night of sneaking out and meeting a familiar in the form of a stray black cat, Nia was able to awaken her abilities. In the years after, Nia spent her nights taking missions around the city, mostly "pest" extermination, until she was noticed by the Academy. Working for them seemed to be a more lucrative opportunity than taking out wayward summoned familiars, so she graciously accepted. Plus she could be there and back home before anyone could tell!
Abilities:
Soul weaponry (5): Nia carries three hilts with her, all which sit on a leg garter. When summoned, they can transform into whichever form of a hilted weapon she wants, provided she focus hard enough to change it. The weapon itself is nearly weightless, with all of its weight applied only when striking a target. Her primary weapon of choice for close combat is a giant poleaxe. Its giant blade allows for wide cleaves, and could even be used to bludgeon should she need to. Her other hilts usually take the form of knives which she throws, usually to incapacitate.
Cat-like Reflexes (4): What started off as a sixth sense turned into a command of speed. After focusing, Nia can hasten the movement of herself and whoever she is touching at the time, becoming nearly invisible to onlookers while those onlookers appear motionless to anyone affected. She uses this power in shorts bursts, mainly to traverse distances and to keep enemies still long enough to land a crucial hit, but has been able to extend the duration under extreme stress.
Sharp vision (2): Nia has always had an attention to detail. She swears it is enhanced by her abilities, but really she just assumes that. Dark places aren't too much of an issue for her. She has knack for spotting traps and finding hidden passageways and items.
Self-conscious (Hook): Although she is a middle child, she looks younger than she really is. And her short height isn't helping either. Plus with the cat ears and tail that come as a part of her transformation, she feels she gets way more attention than in her normal state. While she puts on a smile, she worries about being seen as cute and helpless. This causes her to sometimes overcompensate by her actions and put in way too much effort than is needed or even safe.
>>274611
I'm glad you're still doing this. Sorry about being quiet for so long.
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No.274652
>>274618
I assume you're using athletic, should clarify that an action should always list the ability used in addition to the summary.
>>274616
Welcome back! All players already in the game seem to have chosen actions,
But I think I'll have to ask you to rework that hook a bit. it feels a little vague. I'm not sure how I could exploit it by scenario choice or exactly what kind of tactical missteps it sets up an in-character obligation to take.
Akashic Knight's Self Sacrifice seems largely similar to the example I placed for Crimson Axe, so it implies the character will take unreasonable risks. (An aside, If I feel a hook of that type isn't coming into play when it should, I may enforce it by declaring actions top the contrary null.) But aside from that, I can engineer or create a hostage situation to take advantage.
I can complicate a situation for Sapphire Heart with scenarios that demand quick reflexes, or for Soothing Bell with trickery.
And Sylvie's hook has a listed disadvantage. (which I think I'll treat more as an example than a specified mechanic.) With an outright invitation to throw in random bullshit on top.
So in summary, a typical hook needs to be something that I can make use of as a DM, and I'm not sure how I'd do that with the hook you've presented.
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No.274653
>>274652
>I assume you're using athletic, should clarify that an action should always list the ability used in addition to the summary.
If only because neither my Bow or Starlight abilities make much sense for "I enter the room", unless I'm specifically lighting it up or firing at the first thing I see.
>Sylvie's hook has a listed disadvantage. (which I think I'll treat more as an example than a specified mechanic.)
Yep, the exact circumstances of how my Hook activates is up to your discretion, but I wanted to add a little more to it than just saying "the DM can fuck me over whenever he feels like it"
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No.274656
>>274652
I had a feeling it was too vague, too tired to think of anything to fix it really. One of her biggest flaws is the tendency to rush right in without regard for safety if there is a visible target. Pretty much all offense. If I can't think of something just set the skills to 4/4/2.
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No.274657
>>274656
On that note if you come up with a better one, or if anyone decides to add a tale, you can still get the extra dice mid-game.
Oh, and do you need me to send you the link to the preferences document again? And via what if so?
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No.274685
I decided to rename Water Cutter to "Knight Blade Stream" and Overwhelming Tides to "King's Tide". I think they sound a lot cooler and ties in with Xin's chess background.
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No.275238
Glad to see this is still going. Unfortunately I can't re-commit to the adventure right now but I'll be watching~
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No.275294
>>275238
Nice to see you're still watching all the same, hope you get the free time you need in general, not just for the game.
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No.275349
Nia, it seems like you might have been out for a long time as a LOT of the kink/preferences document is blank under your character, besides the new fields added. How should I send you the link if you need it again?
I put my email in the email field, it seems that my contacts list has gotten erased somehow, so I don't have anyone's email anymore.
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No.275350
>>275349
And oops, seems I need a new tripcode.
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No.275454
So I can't expect everyone to repeatedly check the rules doc for changes, so I'll outline my last needed addition: Defending.
Basically some situations will allow players to take an avoidance roll. Certain traps, or what the last ruleset called a "boss attack." I initially wrote it as a response to attacks, but in that case a battle is happening, with defending being a natural part of it.
One important detail is that for each incoming attack, a character (player or NPC) can roll defense.
One thing to think over is the whether regalia and resolve should be involved in battle, or come into play upon defeat. (Clothing damage and corruptive groping in battle as opposed to only wear points coming into play.)
Perhaps trading dice for added effects would work, so say fairy (4) can roll 3 dice instead of four, but deal damage to regalia in the result of a win. Same to add "molesting strike" which in this case one die (the last in the set) doesn't count towards the total, but instead causes a resolve test if it rolls higher than magical regalia.
This would allow my enemy NPCs or corrupt-side players to strip or molest enemies without having to fully defeat them, but also leaves a potential opening for a comeback.
And finally defeat, I'm thinking for two or three turns after defeat, the losing character is limited to defending rolls, while the winner can make actions against their defeated opponent with attacks against regalia and molesting strikes not requiring the -1 die. (choose one) Also, defeated characters might also not be able to cause wear.
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No.276122
You still with us Nia?
Aside from still needing your updated preferences, your last action was a week ago.
If there isn't a response in three days and all other players have moved, I'll have to bench the character.
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No.276123
So a quick question on boosting rules: Can you mix spending regalia and resolve? Like say burning two points of regalia and risking a resolve die to get 3 dice?
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No.276126
>>276123
Yes, just remember to specify the costs you're paying for your boosts.
And just in case reminder that 6 is the maximum number of dice a single player can roll.
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No.276144
>>276122
>>275349
Sorry about that. I've been busy plus not used to the game updating so regularly. I sent an email to your account. My email is in the field above.
Also a Hook, since I neglected to update that.
Prudish (Hook): Nia is easily thrown off guard if an enemy "reveals" too much or even an ally is put into a "revealing" situation. Even too much cleavage or an upskirt makes her uneasy. Her worst fear is ending up in an outfit where she is showing too much.
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No.276184
>>276144
Now that's definitely an acceptable hook, so I'm adding the fifth die to soul weaponry.
Also replied to your email with the link.
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No.276270
Just wondering, how do resolve rolls work? Also if you lose like 1 die doesn't that just mean your character is screwed?
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No.276295
>>276270
I intended it to have a slippery slope effect, but you're generally not screwed until you're down to two dice. At that point you need to be pretty lucky to meet the typical dice target of 10. And that's also when it first becomes possible to completely fail a resolve check and turn corrupt.
A roll of less than three (<3) on a heroic resolve check results in corruption. The upper target to keep dice might vary, usually based on the source. Bosses for example are likely to demand a 15 to completely resist, while very minor grunts may only need 5.
Also RL garbage prevented last night's update. Hopefully it won't have to become a hiatus.
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No.276409
There was a line already in the rules to this effect, but I just expanded it as I'm going over the rules now:
A team can be formed by joining a single character that is already in combat. The new team may choose any member as the leader. However if additional members join a team that has already been formed, the team leader cannot be changed without first disbanding the team.
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No.276411
>>276409
Before anyone actually does anything, I will specify that team formation or changes should be done before any of the involved characters take their actions.
Also I just added a small pile of new kinks to the preferences document, so check that out if you would.
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No.276427
Looking at the odds on anydice, failing against 10 with 6d6 has odds of less than 0.2%
For now I intend to keep 10 the basic resolve check as it's more fair against lower resolve, but also to introduce some stronger checks.
To start with, boosts that take action dice to the upper limit. If a boost die brings your total to 5 or 6, you'll need to pass a check of 15 to avoid losing a die. For multiple boosts, say if you have (3) and use three resolve boosts, the first check will pass at 10, but the other two will lose dice if they're 14 or less.
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No.276826
Anyone still here?
Also given the spam threads from last week were never cleared out, you guys want to move to /eros/?
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No.276853
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No.276897
So a bit of chat in discord made me realize even with the last increase, the chance of failing a heroic resolve check of 15 at six dice is still minuscule, and resolve boosts are still almost free dice.
However, setting the target higher would make passing impossible later when resolve is low, so there doesn't seem to really be a good fixed number to use for this. On one hand I'm inclined to make a table of targets based on current resolve that scales in a way to make it riskier the lower resolve is, but Soothing Bell suggested a totally different mechanic.
Instead of adding a die, the value of current resolve is added to the total of your roll, but then one resolve die is automatically lost. So if you're at 6, you get +6 to your action roll, and your resolve lowers to 5.
Considering there's an automatic loss of one die, perhaps having it always be a +6 might be a bit more fair. You're not likely to give up a resolve die for a mere +2, but when your back is against the wall, a +6 might be valuable enough to risk future checks.
This suggestion would make boosting from heroic resolve more of the desperation move it's really meant to be, than than a low-risk source of extra action dice. In any case something will have to change, as it's pretty game-breaking to be able to add dice to every action at a risk of barely over 6% at worst.
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No.276906
I probably won't mind a move. Only use the board for this game anyway. So either stay or go is fine by me.
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No.276908
>>276897
If you wanna move it to /eros/ then go for it.
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No.276909
>>276908
Sorry, I meant to reply to >>276826
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No.276924
>>276826
I was halfway holding my post this round to see if we ended up moving. Doesn't matter either way to me though.
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No.277200
So the migration, while /eros/ seemed to briefly grab more traffic, it seems that baron waking up has brought people back here, the owner of /eros/ as well possibly.
So short of anything dramatic happening, I'll just keep using the current threads and then consider the situation again when one nears the bump limit.
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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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