Weirdo Wrote:since i cant decide between neko and bunny my choice would be like this :
VintageBass Wrote:Weirdo Wrote:since i cant decide between neko and bunny my choice would be like this :
My list copied...
Weirdo Wrote:Yea pretty much ^^ looks like we have somewhat the same taste
But tbh as long as there are some animals involved im in =P
Omnimek Wrote:Neko or goblin milf anyone? No?
Omnimek Wrote: Neko or goblin milf anyone? No?
coyoteredmoon Wrote:Playing
We've all played the dry run of my CYOA system. An event occurs, responses to the event that cause new events, respond to that next event, so on and so forth; responses either being supplied by myself, or by reccomendations by you players
I roll dice behind the scene in many occassions, and dertermine whether the reaction is successful.
The standard actions are very much based off of the characters base personality, which means they generally align with the character. Which brings us to the first new thing we'll have to deal with:
> Base Personality: At the start of our new heroine, we will determine her base personality. The personality will have some associated experinces with them that I will ask you all to keep in mind while reccommending actions As much as I would have enjoyed exploding sheep, Hiekya was not a fan of the idea (granted that was one of the many flaws with the first run through, but hey: live and learn!)
>Motivation: Our new heroine is going to come in with another brand-spankin-new feature: Motivation. Be sure, there will be lots of diversions for our heroine to follow, but this generally what she will work towards. This is something that I will mainly handle in terms of story telling, but its good for you all to be aware that i may push you guys in a direction every once in a while.
>Reputation: Reputation runs from -100 to 100. This is gained or lost based on how quests and tasks are completed (or not completed). This number will generally tell you how willing people are to give you certain missions. Some missions will require high reputations, and others maybe not so much.
>Combat: This will remain much the same. I'll give you guys a few means of going about a fight, each with different chances of success and different out comes on success. You all can also come up with differnt means of proceding in the fight; and utillizing our new skills and attributes, you can gauge yourself the how likely the success is based off of skills relativey applicable to the action.
>Magic: Magic works slightly different than the the rest of combat. First, our heroine must have memorized the spell to use it in combat. In order to memorize a spell, I'll roll the dice behind the scenes here and see if she she read the thing through and understood it, or was skimming and can't remember the finer points. This process is directly affected by our heroine's intelligence. Second, each spell has components that must be on hand in order to cast it: which can be bought in town for the right price. In the case of a fight, casting a spell against an unprepared foe will have a high chance of success; There are not too many characters I have planned that will be able to defend themselves against magic.
Outside of combat our heroine will be able to use spellcraft as a means of casting.Spellcraft as a whole is involves putting specific runes on objects, and the associated cost is that of the drawing instrument and whatever is being drawn on. In combat not a lot of people will allow people to draw on them, so use of a focus will be needed to cast spells.
Focuses can be used indefinitely as long as the item does not break (however many spell components are flammable, and channeling energy through them has a chance of setting them alight.)
>Health: Every time we lose in a confrontation, we lose one health. When our Heroine reaches 0 health, she is deemed unconscious. This may result in her becoming a slave, or etc. (Rape is a super uncomfortable thing for me, so none of that. Sorry if you're disappointed.) Reaching 0 health won't result in a fail state, but it will make it considerably more difficult to proceed. The option to run is always available, and 100% viable. Giving our heroine something to heal her wounds, or letting her rest sufficiently will restore her health. We start with 2 Hp, then the Con attribute it added for the total health. Each occasion where our heroine can take damage, can only do one point of damage at the highest. That still may seem like little hp for a low CON character, but do remember, retreating is is a reliable option.
>Sex: This is something I will basically control. When you all vote that its a time to do some of the saucy samba, I'll write out a bit and give you all a pretty picture If the character our lead lady does it with has the capability to successfully pump her full of compatible baby batter, I'll roll based on her fertility attribute to see if that cake begins baking.
>Children: ITS NOT THE END OF THE WORLD EVERYONE! Children generally will not give us a fail state, How ever the will not be super duper useful either. Until they're grown they'll hang out in town and either be taken care of by a friend or galavant about the town freely; either way, they will cost 20 gold a day. When they turn 20 they become useful and can accompany our heroine, however unless we all come to an agreement we will not be time-skipping 20 years. XD
>Fail-State: Our adventuring days end if we reach -100 gold. It's not worth continuing to adventure if any basic job is worth more than galavanting around the countryside. If our heroine is enslaved, she will be reduced to 0 gold and have all equipment removed. The next 7 days after escaping enslavement, our character will be immune to the failstate; so we gotta use that time wisely!
coyoteredmoon Wrote:Personality/ Background
Generally rules to adhere to when determining what our character will do, and the abrieviated way our character became that way.
> The Bookish Girl: She's spent alot of her life around books. Having her nose buried in them since her earlier years, has however, left her with some startling social defeciencies. She dreams big thanks to a very well developed imagination, but ultimately gets a nasty bout of belly butterflies when she finally follows through. Her relatively calm life hasnt left her with a bunch of world experience, but her hopeful optimism generally propels her into the unknown hoping for results romantic results of her beloved stories. (-2 Charisma, +Intelligence) (+1 to Medicine, +1 to Engineering, +1 to Chemistry)
>Daughter of Heikya: The apple doesnt fall far from the tree. Heikya's daughter will have her mother's sense of justice, as well as a wealth of stories from Heikya's adventuring days. Her absorbtion of those tales has left her with a strong resolve and a hard headed streak that her mother did not have. When challenged, she is less likely to back down than you're average goblin. Thanks to her mother's trailblazing before her, Heikya's daughter has a tad more clout than an average goblin as well. (+1 Charisma)(Inherants the general skill set of her mother thanks to all of her quality teaching)
> Mother Hen: She's had a long life before now. For one reason or another, this poor girl has spent her life up until this point caring for her brothers and sisters. Now she's free to roam and do as she wishes, but her kindly nature continues to persist. Her long term care of her family has left her very cautious about starting a new family, though, and is careful to preserve her new found freedom. (+1 Charisma, -1 Libido, -2 Fertility)(+1 to Medicine, +1 to Hunting, +1 to One-handed arms)
>The Wild Child: Whether by expulsion or purely a need to escape, this lady has ended up on the road and learned all of the skills she's needed to survive. Her wild nature often leads her to path less traveled, but also allows her to effectively weigh her options and allow her to judge the least risky of them: then with the utmost confidence, ignore those safe options. She is quite acrobatic due to a brief period where she traveled with roaming performers and quite proficient at foraging thanks to the many times she's been short on funds. (+1 to Medicine, +1 to Marksmanship, +2 to Hunting, +2 to Acrobatics)
>The She-Wolf: Living an overly-sheltered life before, this woman has budded more exbertantly into her sexuatilty. She genrally will lie on the side of caution unless the biggest risk is a little intercourse, then as long as it accomplishes her goals she's completely fine with it. She is more apt than most to act cruely, but sometimes thats just the name of the game. Many near mishaps have made her careful about her interactions, but her many interactions have given her a bit of a 'reputation' to say the least. (-2 Charisma, +1 Libido, -1 Fertility)(+1 to Medicine)
>The Sneak: She's not unaccustomed to the streets, and isn't terribly stressed about getting off of them when the sun starts to set. Her time has been spent learning tricks that'll let her survive of the unaware, yet still has a sense of ethics. Never steal from someone else in a bad spot, mark jerks so that she can steal from them more efficiently when night falls. She may be a thief, but she wont raise her hand to anyone who doesnt deserve is and has a strongly developed sense of justice. (+1 sneak)(+2 to Lockpicking, +2 to Acrobatics, +1 to Small arms)
> The Ruler: Why is she the way she is? Maybe bullied to much as youngling, maybe she's been denied something she truly wanted or needed; The long and short of it is that she's developed in to a truly evil being with a Sadistic streak a mile long..... or so she would claim. This young lady is a tad delusional, and generally will choose the path that causes moderate misery. And though she has claimed to have trod upon the skulls of thousand pissants that have denied her, she is actually quite harmless and even a tad squeemish in the presence of true cruelty. (-1 Intelligence, +1 Charisma) (+1 to Spellcraft, +1 to Engineering, +1 to Two-handed arms)
>The Shieldmaiden: This young woman has spent a large portion of her life learning the way of the sword and shield. Her teachers were her family and she accepted their lessons openly. She will always take the path of peace when presented to her, but will never back down when faced by a foe. She is an energetic lady who will jump to the aid others even if it costs her time. (+2Strength)(+1 to Medicine, +2 to One-handed arms, +2 to Two-handed arms, +2 to Shieldmanship)
>The Clumsy Girl: This fairly innocent little lady suffers from one major issue, she is all kinds of clumsy. She is generally a good person, and won't ever intentionally do significant harm to somebody who does not deserve it.... not intentionally. And though her little curse is burden, she has come through life all the stronger. This Clumsy lady is as durable as they come, lets just hope that the person who is experiencing her loving nature is as durable as she. (+3 Constitution, +2 Fertility) ( Passive: Unlucky: Chance of failure is increased by 5% in all rolls) (Passive: Unexpected Fortune: If she fails and rolls lower than 10%, she may recieve an unexpected benefit from her failure)
> The Loner: This young lady is not quiet by nature, but simply chooses not to interact. She prefers time alone rather than with that of assorted company. She is not diplomatic by nature, but either prefers to avoid tense situations or take the route of silent and firm solution. She's less likely to open up to multiple partners with any amount of frequency, but her lack of social acclimation is made up for with her near ruthless efficiency. (+3 Sneak, -1 Charisma, -1 Libido)(+2 to Marksmanship, +2 to Hunting, +2 to Hand-to-Hand, +2 to One-handed arms, +2 to Two-handed arms)
>Innocent : This lady has grown up a sheltered life, but not so much as to be completely ignorant to the world. Many of her reactions can be rather childish, despite her knowledge on any particular situation she will still hide her face as she furiously blushes. The draw-backs of this however is a significant penalty to sneaking, as she cannot hold in a solid giggle. ( -2 sneak, +1 Charisma, -2 Libido, -2 fertility)
m3rchant Wrote:Don't quite know if this is allowed, but can we go with the clumsy daughter option? I just think it would be fun to have a half-goblin child who wants to be the headstrong B.A.B.E. (Bad Ass Bitch Extraordinaire) her mother was, but finds herself with too much of a gentle and loving nature to bring herself to kill.
Well... That and the fact that she has a tendency of tripping over her own two feet when she gets too excited... And everyone else's feet... And everything else... Also, she cant imagine being in the presence of a man's exposed nether regions and doing something other than turning away, burying her face in her hands, and making that "EEEEEE" noise girls stereotypically make.
Well... Yes, she actually can and does quite frequently imagine doing something else, but that's usually when she's alone in her room, and even then, she can't do it without blushing and having to listen to her own pulse in her ears.
m3rchant Wrote:and making that "EEEEEE" noise girls stereotypically make.
coyoteredmoon Wrote:Motivation
This is the ultimate goal of the character. This is mainly a device for me to keep myself on track, but also is a mechanic to help inform you all, the players, what descisions you should make to progress the story. This is not an absolute, though, feel free to do some side quests; just keep in mind our ultimate goal. (I'm laying off revenge motivations for the time being. I see this stuff as kinda light hearted, so lets have fun.)
> Get Rich!: This is a fairly up front goal. Get 5000 gold, win. Our heroine wants to live in the lap of luxury, and while she won't upheave her personal morals to get there, she's not opposed to getting dirty to get some coin. If she reaches 5000 gold, we reach a soft-win. If the players wish to move on to another character, hitting 5000 will count as a win; however there is also what I like to call a 'hard-win' on this goal as well. Reaching 7000 will set our heroine for the forseeable future as well as following generation, but the world of buisness and banking is a cruel world. The larger the gain, the larger the potential loss. (Win State: reach 5000 gold or reach 7000 gold.)
>The Archeologist: This heroine seeks to find magical, historical, or dangerous artifacts and put them in a proper place. She will get her hands dirty if nesseccary, and will go as far as she needs to (as long as her base personality doesn't stop her.) She works toward sealing as many of these objects as possible, but knows she will have done her part is she at leasts gets her hands on 4. (Win State: collect 4 legendary items.)
>World Domination: Ha! Good luck! This Win state would be extroidinarily hard to reach, and con be considered our infinite game mode! With this win condition I will have to continuosly come up with things for you all to make our Heroine do (...:'D). Potentially though, You all can hit a win state on this one. For any point of time, if the Heroine rules the known world, we win. Inversely, If we ever get tired of this, we can vote this character out of rotation.(The Mother Hen character personality can not take this Goal) (Win State: rule the world.)
>Honor for the Family: Our heroine wants to bring glory to their family. This will compel them to take the most dangerous looking quests before others, and will generally spur her to not retreat from a fight. The more glorious the fight, the better; but remmber players, sometimes fighting is not always the glorious path.... (Win State: reach +100 reputation.)
>Family of Infamy: Our heroine wants to make their family infamous. This will compel them to take least honorable path, sowing cruelty in every way they can imagine. The problem with this goal lies in the fact that you need somewhere to live; If your evil is discovered it is highly possible you will be chased to worlds end, then promptly be chucked off. (Win State: reach -100 reputation.)
>Slay a demon lord: Find an evil deomn lord, then propmptly slay it. You can pretend it killed your family or something... which he didnt... but if it helps you slay it, hey do what ya gotta. To be honest, though, Demon Lords are pretty chill. Their hundreds of minions, though? Yeah, those guys suck. (Win State: complete the line of quests to slay a Demon Lord)
>Lay a demon Lord: .....yeah. . (Win State: complete the line of quests to slay a Demon Lord, but instead of killing him do the other thing.)
> World Tour: For those of you who want nothing to do with a proper goal and just want our heroine to get rammed as much as possible, HAVE WE GOT A MOTIVATION FOR YOU! This Heroine has a bit of an unorthodox curse that makes everything she eat (not drink, though) taste like spice peppers. The wizard that cast this annoying as all hell curse set up a means of escape though for our heroine: She must be cum in by one of every known race. And multiple rounds with one type of creature does not get her bonus points. (Win State: have one of every known race ejaculate inside of our heroine.)
Users browsing this forum: No registered users