Dark Conception (Monster game)

This is the place to post your own creative works for other to play or give feedback on!
Forum rules
This forum is for posting and collaborating upon third party work. Please do not post request-threads, and avoid posting artwork that is not your own unless it is being used as a reference.

Re: Dark Conception (Pen and Paper Game)

Postby Anonymous » Sun Jan 02, 2011 2:41 am

this is probably a stupid question but it's going to have better graphic's right
other then that sound's great beside's the insect fetish
Anonymous
 

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Sun Jan 02, 2011 3:18 am

God I hope so! I freely admit that my art skills are horrendous at the current time.

And as far as the insects go... well, that's just one monster type... way I figure it, people should be able to play with any monster they want, be it mammal, bird, alien, whatever...

(That does bring up an interesting point though, as far as graphics go. I've been primarily thinking one or two major creature archetypes (I.e. Cat and Canine for mammal...) for each monster "Race". Is that too limiting or not. I've been thinking that way to limit the graphic load as much as possible. (Personally, I can't see peope wanting ONLY equines for their monsters... part of an equine maybe, but I may be mistaken. Any furries wanna correct me and give me some better insight here?)
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby FuzzFace » Sun Jan 02, 2011 6:19 am

Well, maybe a rabbit type monster would be able to breed even more rapidly as a mammal type in addition to the canine and cat types.

I’m pretty much guessing “large” sizes will take up one hex on the map, right? What about huge monsters? Will that take up two, or even four hexes if it’s as big as a vehicle? Will small ones fit into half a hex, allowing two monsters into one hex?

And let me get this straight: A human will have six slot areas (head, torso, two arms, two legs.) Since they are “large” in size, both arms together will have a total slot power of 10. (five slots each for both arms.) This is enough to hold, let’s say a rifle. Now, if a pregnantion occurs, will both arms each have three more slots, increasing the total for both arms to 16 slots? In this case, could a human use a gun ripped off a fighter jet if they had the strength to hold it?
User avatar
FuzzFace
 
Joined: Sat Sep 04, 2010 1:20 am

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Sun Jan 02, 2011 6:47 am

Dang... great questions!

First off, looks like I'm gonna have to do more with the various monster types, since there is obviously thought that way. (Yeah, I was thinking that rodent/bunny types would be able to have a mutation to decrease maturation time and gestation time)

Sorry that I didn't clarify HUGE size. Huge size take up a total of seven hexes. (1 hex, plus the surrounding six hexes) (After all, they're HUGE) They're also easier to hit, but can have much higher stats, and many more slots.

The big thing here is that humans DON'T use the slot/ Create a Monster system normally. Normal humans have ZERO slots. They simply have equipment that they carry and use. (Hadn't detailed those rules yet, but excellent question) The thing is that slots represent monster "equipment" and "traits" Essentially its the inborn characteristics of the monster, including their "Weapons" When a human gets corrupted, they gain some of that flexibility, but not for "Human" equipment.

So in your example, if a woman was at corruption level 2, (Which would be required for six slots) She'd be able to use those slots for arm mutations/weapons, as well as possibly holding standard human weapons. She could NOT suddenly gain the ability to walk and carry an M2. (And if she lost her hands through her mutations, she'd lose the ability to fire guns...Now if she used her slots to increase her strength six times... that might be possible.) Hope that clarification makes a bit more sense.

(I am writing up the "Human" rules right now... Slightly different paradign, but I like how you're thinking!)
And thank you for the question! Helps me organize my thinking and see where I fucked up.
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby KaTsuO_O » Sun Jan 02, 2011 2:07 pm

One question, are you going to control the human, monsters or both?
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
User avatar
KaTsuO_O
 
Joined: Tue Nov 02, 2010 6:03 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Sun Jan 02, 2011 8:03 pm

Ideally, Both.

I figure the way the human campaign will work out will be similar to a standard, "Alien Invasion" game, with the emphasis on trying to learn as much about the enemy as possible before they're overwhelmed. (If I could I'd like to work in some "B-movie"/SF weapons for the hell of it, as well as some other tech... but that's for some of the scenario ideas.)

The monsters are the side I have the most affection for, (As evidenced by the fact that I've worked harder on the rules for them) but I want the humans to have the ability to possibly win if they manage to play to their strengths. (Concentrated Long Range fire, use of the environment, traps, reseach.)

The monsters of course are going to be able to change to meet human tactics, and that's their strength. (Of course they can come up with some nasty surprises of their own, as evidenced by my mutations list...)
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 03, 2011 12:45 am

Okay... Humans

Humans are different than monsters. Humans have stats and equipment.

Human equipment is not "Installed" like on monsters, but is carried or worn, and as a result has certain restrictions that "Slots" do not.

As a baseline, a Human can carry four weapons total, provided that their strength is high enough. Two of these can be "two Handed" weapons. However, if a human chooses they can carry four "1-handed" weapons instead. No matter how many weapons are carried, a human may only use as many weapons as they have hands at one time. (2 handed weapons count as 2 hands...)
(However, a furry/corrupted human could possibly have additional hands, provided the slots were spent that way... Yes, that postentially means weilding 2 rifles at the same time, or four SMG's...)

Weapons.
Human weapons are broken down into general categories that represent classes of weapons. For simplicities sake, I do not differentiate between different models, etc... It adds a level of detail that is not necessary and needlessly complicates the game. (Especially considering that I would like to have the weapons "Modifyable" in game to make them more effective against various critters...)

Here are the categories of weapons that I would like to have. Each of these will have an associated "Ammo" type which is only interchangable with weapons that share the same type.

Light Pistols: Standard weapon, and in respect for RL, a hit with this can take down a human if it is accurate enough. (Considering the lethality of Crits in this game, I'm leaning towards making its damage 10 points. ) Uses "Light Pistol" ammo.
Heavy Pistol: Usually associated more with films and macho assholes with small dicks...In this game, Heavy pistols are very necessary for taking down monsters with armor and tons of hit points. (Once again, considering how deadly crits are, I'm for making the damage here 20, but seriously limiting the clips...) Uses "Heavy Pistol" ammo
Sub-machineguns: Generally used by police against unarmored targets. Generous clips, but limited firepower due to light rounds. (Gonna make this on par with Light Pistols for damage: 10, buuut since this weapon can burst and full auto, it is much more useful for fast moving targets, as well as unarmored targets that take a LOT of rounds to put down.) Uses "Light Pistol" ammo
Hunting Rifle: A rifle that fires rounds designed to put down wildlife. Great stopping power, and range, but limited clip and slow firing. (Damage from this sucker is 25. Very useful, considering that it can usually be modified with scopes, etc to put down monsters at a distance. Military sniper rifles are represented by modifications to this weapon with clips, scopes, etc... ) Uses "Heavy Rifle" ammo.
Assault Rifle: A rifle designed to fire light rounds at close range. Generous clip and decent stopping power, but limited effectiveness at range. (Damage is 15. Has burst and autofire, (Based off a GOOD assault rifle... ) Uses "Light Rifle" Ammo.
Battle Rifle: A traditional military rifle. Designed for long range encounters, and capable of burst and autofire. (Damage is also 25. The way that sniper/hunting rifles will be more effective is due to their scopes and greater likelyhood of causing a critical hit.) Uses "Heavy Rifle" ammo
Light Machine Gun: A weapon that generally fires in burst or automatic only. Very generous clip, and able to sustain a high rate of fire (Damage is 15. This weapon is once again best for engaging rapidly moving targets. ) Uses "Light Rifle Ammo
Medium Machine Gun: The limit of what is usually considered "Man portable" weaponry. Best if fired from a braced position, but can be fired on the move. Full auto and burst capable. (Decent damage as well: 25 For reference, I'm using the 240 machine gun as a reference for this one.) Uses "Heavy Rifle" ammo
Heavy Machine Gun: NOT "Man portable". (However, is potentially carryable by a character/monster with strength high enough. and yes, I've heard the stories about guys firing an M2 while standing... I'm guessing that the minimum strength will be 85 to carry and fire this sucker unaided.[It weighs 84 pounds... figure that's a good reference number]) Lower rate of fire than other machine guns, but makes up for it in damage and range. (Range is as long as a sniper rife, and does a full 40 points of damage without criticals. Yes, being hit with one of these is a BAD thing. However, it's HEAVY and needs to be set up to be fired most of the time... And yes, a perfect critical from this will result in 600 points of damage. Moral of the Story? If you're the monsters, these things are a PRIORITY to neutralize. )

I'd also like to include weapons such as Grenades, Explosive charges, Stinger rockets and flamethrowers, but those all fall under "Special weapons" that I haven't fully balanced or thought through yet. (Actually I did, but I have to recreate it.) Oh, and a few melee weapons, but I forgot this time...

In addition, humans have ARMOR. This has 2 components. the actual Armor value, and the Obscuring Clothing rating, (How well it protects from sex.) And humans can wear up to 3 "Layers" of clothing, however, only the highest Armor value counts full value. The second layer only counts 1/2 and the third 1/4. In addition, some armor CANNOT be stacked, and that will be addressed when I get around to writing up ALL of the armors.
Obscuring Clothing stacks. 100%
Here's the only examples I can remember:
Bikini/underwear- ARMOR: 0, OC: 2. Strength requirement: 1. (Yes, even underwear can save you. However, considering that even a monster with a strength of 10 would be able to power through this, it's usually a final defense...)
Bullet Proof Vest- ARMOR: 20, OC: 5 Strength Requirement: 15. (A bullet proof vest is great for stopping bullets... that's not what monsters usually want to do to humans though... The low OC rating is due to the fact that all it protects is one of three erogenous zones... )

There's a ton more, but I need to recreate them... Some will limit weapons carrying... but those will be very obvious WHY they do...

Okay, that's to give the monsters and Idea what they're up against. I want to include some "Weird Science" weapons, as well as detail modifications to these weapons, but that can wait till later...
Once again, any ideas, I'd love to hear em!
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 03, 2011 3:02 am

Okay... I do apologize for not having this better organized, but unfortunately, my brain has this game pretty well scrambled, and when I remember something I wanted to do, I post it...

Creature types-
In the interest of keeping the game to a SOMEWHAT managable level as far as character models and graphics go, I've limited the types of monsters to several basic ones. In addition, in those categories, I'd like to expound upon the starting "Traits" for each different type of monster. Keep in mind that I plan on having these be able to be evolved in pretty much ANY direction, so the starting point only limits the general "Look" of the monsters... I also have included some notes how the game rules should "Lean" as to how each "race" should be played.

Mammal Category-

Human- Yup, I want humans. I figure there should be a scenario with an evil group that mutates their members, etc... could be fun. Starts with the same basic stats as a human, and can use human equipment from the start... (Only problem I have is how the human "Furry" girls would look... kinda fucks that one over...)

Canine- Doggy style away! I would like to have Canines as a major player, starting as a Medium Four legged with teeth... Could be a lot of fun, and I think the play style should favor teamwork.

Feline- Catgirls! Starts as a Small four legged with retractable claws and teeth... emphasis on this one should be stealth/solitary stalking.

Equine- Horsies... Starts as a large four legged with large penis and hooves... should be one of the faster races in the game, with emphasis on endurance as well.

Rabbits- Breed like a bunny... Rabbits start as small four legged, but breed FAST, their gestation times and maturation times should be naturally lower than other races.

Reptile/Bird Category-

Bird of Prey- Small Humanoid with Wings mutation, beak mod, and claws/talons. This should NOT be a subtle race. The general strategy should be rapid assault, followed by retreat.

Lizards- I figure that this category can cover most reptiles, since if they grow a shell, you got a turtle, etc... Reptiles should be the most "Vanilla" of the races, with no special strategy.

Insect/Arachnid Category-

Spiders- A MUST. Nothing says scary like a nasty spider coming at ya. Figure spiders should start with the "Extra Legs" and "Web" mods, and should be REALLY good on the defensive.

Bugs- Covering all the rest of the bug kingdom. I figure worms/flies/beetles etc, should all be able to be created with the system, and limits the number of... well I guess Furry doesn't work... chitony? Buggy? gals models that we'll need.

Supernatural Category-

Demons- Demons could be interesting if I made it so every demon was MUCH more powerful than a standard monster, but there were DAMN few of them. And they didn't breed more demons through sex, but rather "Spawn" which were far inferior to the demons...

That's my 10 ideas... Once again, if anybody has any ideas or changes to suggest, lemmee have em! this is still a WIP, and as such can be changed.
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby Zeus Kabob » Mon Jan 03, 2011 8:55 am

dryingpole Wrote: I'm also toying with the idea of a fully bred human becoming a "Futa" and going after the other women... no stats on that, but it's another idea.)

Okay, I just thought; 1: losing a high level human who was prime breeding material would really suck, and if she turned futa, then that would be a reason to corrupt her, instead of if she didn't have any further use, wherein she would have no further use, and unilaterally it would suck to corrupt her, and 2: perhaps you could make a mechanic for reducing corruption, whether it be by items acquired in a difficult way, or just time, I think that it would be very good to not eliminate good breeding women.
All in all, on your idea, I think that the thought of a game which changes depending on how one plays it has always been my favorite kind, and this one looks awesome. Great Job!
User avatar
Zeus Kabob
Moderator
 
Joined: Tue Nov 16, 2010 2:16 am
Location: Between some awesome thunderheads

Re: Dark Conception (Pen and Paper Game)

Postby FuzzFace » Mon Jan 03, 2011 11:04 am

Suppose a Demon doesn't use the gene pool. Instead, Demons get their abilities by sacrificing other willing monsters who want to make them stronger. The stronger the monster, the better the sacrifice. Could be a good drawback to balance out how strong they are already.

Is It possible to have the human girls get their tubes tied, maybe as a special ability, or a mutation…?

Since the monsters start with a gene pool which is basically their form of money (upgrades to stats, etc,) would the humans start off with something similar, like cash for “Buying” items before the start of the first round?

How much of the environment can be effected? I saw that there’s an ability that lets monsters dig into the ground. Can walls be erected? Can you use the dead bodies of enemies to use as an obstruction?

More on weapons and armor, can the guns be jammed? When armor is shredded, is there a way to repair it? Do projectile attacks in general get an accuracy bonus or range bonus when shot from a higher ground? Are there cover bonuses when getting shot at in a tree, (I.e., a projectile may hit the tree instead of the player hiding in it)

Suppose the humans research a weakness of a monster, would they get a certain bonus to attack and defense against the monster? (a knowledge bonus if you will)

Could a monster with heavy fire resistance light themselves on fire, and chase the humans around? (not sure how well that would do, since they want to rape them, not sear them.)

* Mutation: Sonar! Not only can a monster see in total darkness, and find enemies more easily, they could create a sound blast powerful enough to stun when upgraded to a certain level. The max level could blow ear drums out, deterring their perception, and awareness levels.

* Mutation: Voice box! Monsters can attract the enemy with their human call.
User avatar
FuzzFace
 
Joined: Sat Sep 04, 2010 1:20 am

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Mon Jan 03, 2011 5:21 pm

Dang... All GREAT questions/ideas and I'll do what I can to answer each and every one!

I actually like that idea about Demons being the one that "Breaks" the paradign. How bout a compromise between your idea and my idea... Demons have several "Boss" monsters that are their strong monsters... they, unlike all other monsters, can grow stronger, but only by the sacrifice of "spawned" monsters, who adhere to the regular rules... (But I think for game balance, "Spawn" should be weaker than equivelent monsters from other races.

Heh... hadn't thought of that one... (but it is a logical question) I'm going to say no just for the sake of the game (Since the paradign is that monsters can breed with women outside of their fertile time, I figger they'd be able to force her body to modify an individual cell, or something). Since gals automatically lose the ability to get pregnant if they become a full monster, (That was a deliberate play balance choice) I suppose it would be possible to have an "early" mutation for a gal that prevents a breeding pregnancy complely... (Should be fairly high in slot cost though... and she'd still be vunerable to monsters using "egg" pregnancies...) (On the subject of BC though, I was thinking that maybe one of the humans "research" projects could be "Monster Birth Control" which reduces pregnancy chances...)

I was thinking that human equipment would primarily be determined by scenario. (Most of the scenarios I had in mind were for the humans to "scavenge" what they could from police, private homes, etc... But I think human characters should start with at least some equipment... Definately if you're CREATING a human character there should be a mechanic for that... [Notes something to work on]

IDEALLY, this game would be a 3d hex field with a slightly destructable environment. (Think X-com) I think we really only need one level of "underground" to represent tunnelling, etc... (Either you're on the battlefield, or you're below it... If you're below it, you can't affect the battlefield until you actually are ON the battlefield... [Or maybe a mutation that allows tentacles to be shot through the ground ala the Graboids...] I'd LOVE to have walls and barricades, since those are some of the best defenses the humans could have early on.

Yes, there was a game that covered how I'd like guns to be handled called Jagged Alliance. Essentially each gun has a percentage of "maintanance". Every time the gun is fired, a check is made against this, which degrades at variable rates. I'd like to use a similar mechanic for armor, but of course at a certain point armor CAN'T be repaired. (I figure at ZERO percent everything is TOTAlly broken and can not be fixed...) I'd like to add cover bonuses as well, simply reducing the total accuracy for intervening stuff. (Since Accuracy equals Criticals, I am leery of adding too many bonuses for positioning, but will take any suggestions on that... got a mechanic in mind to represent it or just a bonus?)

Exactly what I was hoping for on the research side... I figure Humans should be able to research monster Corpses, residue, impregnated women, etc... and those bonuses should translate into real game mechanics. Whether it is anti-monster toxins, monster detectors, Anti Monster BC, or just "SHOOT THEM HERE" damage bonuses, it should be part of how the humans react to the monsters. [Also another area I haven't fleshed out totally in this version]

Yeah, why the hell not? Of course you have to remember that a DEAD woman is useless for breeding (These things ain't Jason), so monsters need to be leery of tactics that eliminate their own advantages.

I'm with ya on sonar, all good ideas, except I figure the max level should be temporary, and the humans should be able to treat any stat damage at a hospital, or with a doctor's help. (Figure this would be a head only mutation, and starts at one slot. That's the "close range" level. One more slot increases the range to the same as standard vision, and three allows for the sonar attack. Four slots, (Which means on a humanoid it can only be mounted on Large creature) Would allow for the DAMAGE level, and any more slots would simply increase damage and or range.

Another GREAT idea. at one slot, it only creates vauge, human "Sounding" voices... two slots sounds like a human... (But this one would get useless FAST. Lose a few humans and They'll start checking out calls for help in squads...)

Keep em COMING! I will keep working on every idea I get...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby Elerneron » Tue Jan 04, 2011 7:26 am

Your "human" monsters could have different skin colors. Red, Blue, Yellow, etc. and the women could evolve the skintone in two stages. The different skin colors could even represent different abilities or resistances ie. reds are fire resistant, blues produce electricity, etc.
User avatar
Elerneron
 
Joined: Tue Jun 08, 2010 10:55 am

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Tue Jan 04, 2011 4:56 pm

While I do like the skintones idea... I'm going to shy completely away from making them similar to anything you find in nature... (Since I want them to look exotic...)
Not certain on the "resistances" idea. While it's sound, I had hoped to cover defenses through the "slot" system, and not though just general stats.

Thanks for the suggesttion! [writes furiously]

Oh, and I'll finish off this post with my four of my ideas for: Strategies that Don't WORK in this game...

1. (Human Strategy) Turtle: Well, the monsters are inferior at range and need to get to us to get better, so We'll just bunker up in the best building possible, and shoot em all!

Why it doesn't work: If you're turtling, you aren't trying to save the OTHER women out on the world map. Monsters can get to them JUST fine. You're also denying yourself potential recruits... in fact the ONLY way to get recruits... you'll be safe, until a HORDE of VERY powerful monsters comes knocking...

2. (Monster Strategy): Sleepytime Sex!: Humans are a pain in the ass to rape. It's MUCH easier to just knock them out and rape them!

Why it doesn't work: Base monter impregnation chance with NO modifications or mutations is usually only around 10%. Without an orgasm to improve that chance, you're looking at a successful impregnation every 10 rapes. Considering also that monsters can only make a limited number of impregnation attempts per day... (Only way this one might work is if you've modded the HELL out of one of your monsters, increasing its base impregnation chance to 50% or so. Of course the monster will be worthless in a fight...

3: (Human Strategy): RUSH! The monsters are weak at the start, and we can just rush em with our characters! We'll send only males so they can't impregnate anyone, and with enough firepower we'll wipe em out before they can get going. (AKA: The Gorman Strategy)

Why it doesn't Work: Humans are also weak at the start. Rushing and leaving no thought to defense will leave holes that are EASILY exploited by monsters. And considering that humans get better through experience, sending a bunch of rookies is going to result in most of them getting slaughtered. Criticals work BOTH ways...

4: (Monster Strategy) The Victory Monster! : You don't need a horde of monsters! Just breed a few impossible to kill nightmares with the best weapons. They'll easily smash through anything the humans can cook up.

Why it doesn't work: Boom... Humans can use heavy weapons. No matter how big and bad your monster is, attacking a prepared position head on is gonna get you slaughtered. And if you give them lots of time to prepare, the humans will have special weapons and technology to go after you. The game Ideally will be a balancing act, where you wait until you can JUST beat the humans, or the monsters.
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Tue Jan 04, 2011 7:11 pm

Some thoughts on paradigns.

Okay, as I'm working out various mutation/mod rules, I'm coming up with a few paradigns that I want to apply across the board in this game. So bear with me here, this one's a "Game Design" more than a "Hot monsters that rape chicks" post...

1. Early equipment/mods add percentage points, valuable stuff multiplies. What this means is that the early/low cost mutations and equipment just add a flat bonus to whatever action they modify. The REALLY effective stuff is much later on, and adds multpliers. (And multiple multipliers stack! But only additive. As in, 2 2x modifers becomes 3x, NOT 4x. 3 3x modifers is a 5x bonus, NOT 9x...)

2. Monsters OWN humans in close combat. This ones going to be a heavy empasis. Sure humans can do research, etc to help, but all things being equal, a monster will own a human if it gets up close and personal. Mostly with tentacles...

3. Humans OWN monsters in ranged combat. Yes, the monsters can make dedicated fire support monsters, etc, but they will NEVER be as effective as a squad of humans with assault rifles at range... Of course, there's always the "Creature Launcher" to turn a long ranged battle into a close combat situation...

4. Monsters need to guard captives. I put this one in there, because monster gestation times can be up to a week in what I'm currently working on. (Huge monster, 5 day gestation with no mods... tentative WIP) As a result, monsters will need to keep some of their forces in reserve to make sure human victims don't escape, get to a hospital, get an abortion... etc...

5. Humans need to research. Humans will want to keep their best minds at work on determining ways to kill the monsters. They'll want samples, live monsters, monster fetuses... etc... etc... anything they can get their hands on to whomp on the bad guys. (Even some SF weapons, for fun!)

6. There is no tactic that there is not a counter for. This one's essential. I want "Combined arms" and a variety of forces essential for victory. There should be no ONE ULTRA TACTIC that always wins...

7. You can't just throw away ammo... For both humans and monsters, this one applies. Monsters, while of COURSE they can engage in swarm attacks, can never afford to throw away troops without some return. In addition, humans should never think the best solution is to just randomly fire in the hopes of killing a creature that MIGHT be out there...

8. Non-aligned humans are the MOST valuable resource for both sides. For the humans, they represent another character that can be trained, fire a gun, man a wall, research, etc... for the monsters... another victim to rape. They should be all over EVERY strategy map, and one of the major goals for both factions will be to rescue/rape them...

9. You can't just Kill the queen. Neither side should have an EASY win scenario. Every map should have very precise victory conditions. While some MAY be as simple as "Kill a specific monster/human" for the most part it should be clearly defined, and a fun challenge.

10. All sex scenes should be long, but the emphasis is on breeding. So, sorry for all you anal/oral fans out there. The monsters want one thing, and that's pussy. Sure, we can have some fun "triple penetration" rape scenes, but the monsters really have one thing on their minds...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby Burningman420 » Tue Jan 04, 2011 7:35 pm

What about humans capturing monsters and either through research or just breeding cause their own mutations so they can get a few people stronger to help fight?
Burningman420
Newly Registered
 
Joined: Tue Jan 04, 2011 3:29 am

Re: Dark Conception (Pen and Paper Game)

Postby thtoneguy » Wed Jan 05, 2011 12:25 am

what if you made some enhancements evolve to be a less lethal but better suited power for instance fire breath that with added slots becomes a knockout gas or an aphrodisiac?

building on the sonar train of thought perhaps a knockout in there somewhere as well...

and knockout the female may be a viable strategy if you went about it as a way of getting her to the lair for use there.
thtoneguy
Newly Registered
 
Joined: Wed Jan 05, 2011 12:09 am

Re: Dark Conception (Pen and Paper Game)

Postby thtoneguy » Wed Jan 05, 2011 12:26 am

what if you made some enhancements evolve to be a less lethal but better suited power for instance fire breath that with added slots becomes a knockout gas or an aphrodisiac?

building on the sonar train of thought perhaps a knockout in there somewhere as well...

and knockout the female may be a viable strategy if you went about it as a way of getting her to the lair for use there.
thtoneguy
Newly Registered
 
Joined: Wed Jan 05, 2011 12:09 am

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Wed Jan 05, 2011 7:15 am

@burningman: Yeah i was hoping that Humans would WANT to capture monsters for research. That actually might be an interesting thing to have in there... (picturing a room with a monster held captive... suddenly an armed guard pushes a naked woman in...) I think it'd be best NOT to have the humans actually able to mutate their own troops reliably. Make is something strange, but for some reason they can't be mutated WITHOUT being actually screwed by a monster... (And that would make it VERY interesting, since monsters are worth Research... Humans COULD breed monsters specifically to research... but there should be a chance if they do this that the monster escapes and runs loose with some of the Human's most intelligent female researchers...)

@thtoneguy: Great ideas there too... I think that most effective way to do that would be to have "Base" mutations, and "Add-on" mutations that only work when attached to a base... That way the basic weapon may be lethal, but with the correct add-on, (Which works with MANY mutations) it becomes deadly...

And GREAT idea on making the knockout strategy work! Of course, when the gals wake up... they're all trussed up and ready for some monster to breed the hell out of them... Of course that entails guarding the victims, and no in-combat spawns...
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby dryingpole » Wed Jan 05, 2011 7:45 am

Okay, really quick let's talk about Derived Stats...

Monsters have em, and humans have em. They're the nuts and bolts, little points that make or break yer characters...

LIFE: Your basic, lose em and ya die stat. This is equal to the character/monster's Discipline+Strength.

Which means that an average human has between 20 and 50. And yes, that does mean that a single well aimed shot can kill a human. (Takes A LONG time for humans to regen without medical aid. Even then, you're looking at some stun damage for humans...)(Monsters on the other hand regenerate this like Stun)

STUN: The points that determine how much pain your character is in. This is equal to LIFE x 2.

Now this represents pain, exhaustion, etc. You don't normally lose much of this by just walking around, but after a long time in thie field, running, fighting, etc... you'll lose this naturally. This is regained through rest, meds, etc. This also is a big factor in sex, since every point of stun gives a one point bonus to discipline to ignore orgasm. (And for monsters, a one point penalty to their discipline... in other words, an exhausted monster raping an exhasted woman... probably won't result in an orgasm)

Impregnations per day: This one's simple. A monster can attempt to impregnate/have sex its DISCipline/10 rounded up times per half day turn, unless modified by mutations.

Obscuring Clothing Ignore: A monster can ignore OC ratings for penetration (They still count as a penalty to the check, but the monster does not need to remove it to rape) equal to their STR/10. This represents clothes being ripped right through or pushed to the side. (Rebalanced from sheets)

Actions: A monster or Human has its AGIlity/5 in actions per turn. (Human Maximum is twenty). Actions include moving a hex, aiming and firing a single pistol shot, etc... More complicated actions require more actions to be spent. (For example, firing a rifle takes two actions. One to pull up the weapon and one to fire it)

That's a few more quick concepts for ya folks!
User avatar
dryingpole
 
Joined: Mon Dec 27, 2010 11:02 pm

Re: Dark Conception (Pen and Paper Game)

Postby FuzzFace » Wed Jan 05, 2011 11:22 pm

Equipment idea for humans: Uranium underwear. This special undergarment has a very high Obscuring Clothing rating. On the downside, the chances and effects of corruption are doubled, due to mutation from its radioactive properties once penetrated and impregnated. (The corruption chances and effects are only doubled when wearing this item, and when being raped successfully takes place.)

1. Early equipment/mods add percentage points, valuable stuff multiplies. What this means is that the early/low cost mutations and equipment just add a flat bonus to whatever action they modify. The REALLY effective stuff is much later on, and adds multpliers. (And multiple multipliers stack! But only additive. As in, 2 2x modifers becomes 3x, NOT 4x. 3 3x modifers is a 5x bonus, NOT 9x...)


May I make another example?
Monster base attack= 10. An early modification could add %10 to that, bringing the attack value to 11.
MBA= 10+ %10= 11
Now let’s bring two multiplier mods in, one multiplying by x2, and the other one multiplying by x3, bringing the attack up to 44.
MBA= 10+ %10= 11+(11)=22+(+11+11)=44
MBA= 10+ %10= (11 x 4)= 44 (Or basically, take the initial 11 then multiply by 2, which becomes 22. Then you take 22+11+11 which represents the multiple of 3, equaling 44.)
Is this correct?

I’m also going to try 3 3x’s to confirm.
MBA=10+(10+10)=30+(10+10)=50+(10+10)=70 (that's odd. Okay, so multiplying 10 by 3 equals 30, correct? Then you take the sum, minus the base number which becomes 20. This number will be added two more times to the base number in addition to the first sum of the problem. This should make 70.)
Hmm, 3 3x’s does not equal 5x…
No…I’m messing up somewhere. Bah, could you post the calculations?

Okay, so there are defiantly males, but I’m guessing there won’t be as many of them since they can’t be impregnated. But, can they still be uh…raped by monsters for the purposes of unlocking different mutations, and more Gene pool points? Or are they pretty much a kill on sight kind of thing?

As far as frames go, there are humanoid, four legged, worm, and amorphous. Now these frames can be mixed and matched with any kind of creature type, (Human/zombie, Insectoid/Arachnid, Mammal, Demon, Alien, Lizard/Bird, Worms/Slimy, and Plants) right? could this mean I could have a humanoid worm, Like Earthworm Jim from those good ‘ol retro games? Would it be possible to have a mammal with a worm frame? Or are there limits to design?
User avatar
FuzzFace
 
Joined: Sat Sep 04, 2010 1:20 am

PreviousNext

Return to Creative Corner



Who is online

Users browsing this forum: No registered users