---->PlayingSpoiler (click to show/hide):
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.
>Examination: Sometimes we may have Items in our inventory that we have forgotten the purpose of, or may have hidden attributes. Basically if there's something in our inventory that you players are curious about, say "Examine: an item-" in your post and I'll do a quick blurb about that item in our next post.
>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 different means of proceeding in the fight; and utilizing 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 gallivanting 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!
---->Character attributes:Spoiler (click to show/hide):
Each attribute runs from 1-10. Each one is garenteed to have at least one point, unless we make a character that has 0 in one of these stats. This case will definitely create a more extreme character, so be aware.
As for how these points work, here's an example:
Think of 1 INT as a basic knowledge base. Everyone has it and works off of it. You may not be solving quadratic equations in your head, but you can easily get by with 1 intelligence.
At 5 INT, you're a pretty smart puppy (and can probably do a quadratic equation in your head). At 10, you spend your spare time unraveling the mysteries of the universe in your spare time.
Think of 1 as you are essentially average in all ways, you are the most vanilla of people if all of your stats are 1.
>Constitution : Higher this is, the more likely our heroine is to survive us screwing up. Also allows her to outlast other characters... for example: drinking contest much?
>Strength : This describes out heroines overall athleticism, and will help her in fight type situations. In a situation where we need to either run like the dickens or beat up an imp, this stat is a big influence.
>Sneak: This is a descriptor for our heroines deftness in situations where she does not want to be seen. From infiltrating a fortress to slipping cards out of her sleeve, this stat affects all scenarios where she's hiding something.
>Intelligence: Something that I should think is fairly self-explanatory, but also something I should wish for more of so I could describe it better. Feats of engineering and sorcery rely heavily on how smart our heroine is.
>Charisma: How well can our heroine talk her way in, out, over, or around a situation? Check this attribute!
>Libido: This stat describes how likely our heroine is to take the route of carnal satisfaction. This also will affect how often more animalistic races will go into a heat.
>Fertility: Sometime when you put a bunch of batter in an oven, you get cake; sometime when you put a bunch of dick in a vagina, you get a baby. This number simply tells you how likely that is to happen. The higher the number, the more likely our heroine is to take maternity leave. Most situations where pregnancy occurs, the father is the same race. Most situations.
---->Character SkillsSpoiler (click to show/hide):
Each skill runs from 1-10. None are garunteed to have anypoints. If we run into a situation that we don't have a skill for, I'll be sure to figure it out.
-General Skills
>Lockpicking: Locks are dumb. This helps us get around them.
>Chemistry: Generally chicken soup doesnt melt through cast-iron pots, but does our heroine know that?
>Medicine: Does our heroine know if a typical humanoid doesn't have axe like growth that protrudes from there head?
>Acrobatics: Most people cannot do a double-helix-ed triple back flip and land it... and heroine probably won't be able to either, but this skill increases the chance of that happening.
>Engineering: Raise this skill if you don't want that rock tied to a stick to randomly explode.
>Spellcraft: Helps in crafting things that take even the smallest bit of magical know-how.
>Smithing: Hot air, loud noises, sweat... and also blazing hot steel soon to be shaped into something useful.
>Hunting: Where's the thing so? Best figure out if you want to eat tonight.
>Implication: Is some one being a sneaky talker? are we being a sneaky talker? I CAN'T TELL BECAUSE OF ALL OF THIS LAYER OF INNUENDO!
>Haggling: Can you master talking up and down prices? I bet you five gold I can see you this gold for five gold!
>Appraisal: You really think this ladle is worth a 100 gold? I can't tell if this guy is a snake-oil salesman or not!
-Combat Skills
>Marksmanship: Stab that thing way over there... from a distance.
>Small arms: Think knives, or other weapons you can hide inconspicuously.
>One-handed arms: Too few hands for a two-handed weapon? No Problem. This number is worth only half in the case of two weapons.
>Two-handed arms: No idle hands with a weapon that is affected by this skill!
>Shieldsmanship: The difference between blocking dragon's flames, and not blocking a bit of rotten fruit chucked in your direction.
>Hand-to-Hand: ever just wanna punch somebody in the face? Me too.
-Other
>We can populate this as we need it.
---->Personality/ BackgroundSpoiler (click to show/hide):
Generally rules to adhere to when determining what our character will do, and the abbreviated 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 deficiencies. 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 hasn't 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 doesn't 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)(Inherits 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 exuberantly into her sexuality. She generally 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 cruelty, but sometimes that's 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 will 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 doesn't 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 piss-ants that have denied her, she is actually quite harmless and even a tad squeamish 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 receive 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)
---->MotivationSpoiler (click to show/hide):
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 decisions 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 up-heave 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 business 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 necessary, 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 least gets her hands on 4. (Win State: collect 4 legendary items.)
>World Domination: Ha! Good luck! This Win state would be extraordinarily hard to reach, and con be considered our infinite game mode! With this win condition I will have to continuously 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 demon lord, then promptly slay it. You can pretend it killed your family or something... which he didn't... 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.)
---->Character lineageSpoiler (click to show/hide):
>Human: Humans are world leaders in terms of economy and civilization, due in part to their relative intelligence and charisma and also due to their relatively high population. (+3 Constitution, +2 Strength, +2 Sneak, +2 Intelligence, +2 Charisma, +2 Libido, +3 Fertility) (Passive: Not Popular: Interactions with the majority of other races do not prefer the company of humans, and tend to be a little defensive around them. Inversely, most humans prefer the company of other humans)(Passive: Lightly- Obscured Lineage: Can be impregnated by any humanoid male partner.)
>Elf: Elves are beautiful creatures, respected by all other races. They tend to be wise, but reclusive; firmly keeping them from becoming the world leaders the humans are. Most if not all other races owe their roots to elves and their ancient spell-casting culture. (+2 Sneak, +4 Intelligence, +4 Charisma)(Passive: Skill buffs: +2 to Spellcraft, +2 to Marksmanship, +2 to Medicine)(Passive: Linear Lineage: can only be impregnated by male elves.)
>Goblin: Goblins are not known for their civility or their brilliance, but from time to time one comes around that surprises everyone by not having intercourse with literally everything. Goblin women are particularly more intelligent than their male counterparts, and generally more tactful in social situations... but not by much. ( +3 Constitution, +1 Sneak, +2 Intelligence, +4 Libido, +6 Fertility) (Passive: Goblin Physics: Sometimes the most dire of situation calls for the most ridiculous of solutions. Like Cpr healing a man who took an arrow to the head.) (Passive: Non-linear Lineage: Can get impregnated by any male partner.) (Any of the 'child of Heikya' backgrounds must take Goblin Lineage.)
>Equaros: Equaros are the Equine-esque inhabitants of the worlds plains. They are hearty and beautiful creatures, that are fiercely loyal to whatever cause they align themselves. Though they are somewhat brutish, they are very sweet to those they see as friends. (+5 Constitution, +4 Strength, +3 Charisma, +8 Fertility)(Passive: Skill buff: +2 to Medicine, +2 to Shieldmanship, +2 to Two-handed arms) (Passive: Heats and Ruts: this race will occasionally enter a state where they have an unbearable need to breed. During these times, the character suffers from +7 Libido)(Passive: Linear Lineage: can only be impregnated by male Equaros.)
>Nekomata: Nekomata's are feline humanoids of unusual origin and demeanor. They are extremely self-centered, yet much loved by other races. They are commonly taken as slaves, despite the difficulty in training them for service; the craziest part though, is they generally have no problem with being held in custody. The females have especially strong heats and will fornicate with anything phallic. This is a major problem if near one of their own race, as they nearly always become pregnant. (+3 Sneak, +5Charisma, +2 Libido, +8 Fertility) (Passive: Skill buffs: +4 to Acrobatics, +2 to Small Arms.) (Passive: Heats and Ruts: this race will occasionally enter a state where they have an unbearable need to breed. During these times, the character suffers from +7 Libido)(Passive: Lightly- Obscured Lineage: Can be impregnated by any humanoid male partner or male Nekomatas.)
>Knoll: Knolls are the lupine like people of the forests. They coordinate well with people, and are fierce hunters. They often are employed as soldiers as they are a fairly durable people. They have keen senses and are very good at getting a jump on their targets. They are very friendly if they have decided you are an ally, and fiercely territorial if you are not. (+4 Constitution, +4 Strength, +4 Sneak, +4 Fertility)(Passive: Skill buffs: +4 to Hunting, +1 to One-handed arms) (Passive: Heats and Ruts: this race will occasionally enter a state where they have an unbearable need to breed. During these times, the character suffers from +7 Libido)(Passive: Lightly-Obscured Lineage: Can be impregnated by any humanoid male partner or male Knolls.)
>Holostaurus: Holostuarus are a very sought after race thanks to their ability to deal with cattle. Their overall kindly nature, makes them fairly bad warriors; In the defense of their children though, Holostauruses will fight any opposition. Some have a near continuous milk production cycle, as long as certain stimulants are introduced. Their lactations often can be sold for easy cash. (+6 Constitution, +1 Strength +2 Charisma,+2 Libido, +2 Fertility.) (Passive: Milk Money: If properly stimulated, can produce 2 flasks of milk a day) (Passive: Rage: one encounter a day, a holostaurus can sacrifice her kindly nature for an additional +5 Strength, for the rest of the day afterwards she has maxed out fertility.) (Passive: Linear Lineage: can only be impregnated by Minotaurs .)
>Lapinettes: The Rabbit people from the North and South are a curious bunch. They are very timid, and very quick to panic; but are surprisingly hearty in some situations. They can easily withstand extreme temperatures, and can withstand the most toxic of venoms. They're timidness has made them very tricky and have silenced their footsteps to whispers. They are said to breed continuously and produce many children, but they are actually quite moderate in their activity. (+4 Sneak, +3 Intelligence, +2 Libido, +2Fertility) (Passive: Extreme resistance: Seemingly flimsy, these creatures resist nearly all conditions) (Passive: Lightly-Obscured Lineage: Can be impregnated by any humanoid male partner or male Lapinettes.)