the master mind is already taken, though the plot I have he has two of his buddies he brought in first to help Those roles are reserved for Co-Gm's that would be responsible for helping to get the rest of the system figured. it's very simple number stat system, no dice involved.
here's a chunk of what I have for Character Creation.
Game stats Are on a range of 0to1000 new players always start with 100 in each stat and as they take on a class in their first adventure stats are raised to presets for a 1st level of that class. Each class has a max for a certain stat this usually has to do with the class type. (corruption code is the only exception this stats is still 0-1000 but it starts at 0 and builds the more a player fails)
Strength, melee classes have alot of this stat a reduced Strength leave the subject weak and for the most part helpless a negative strength score leaves the subject helpless and unable to move in a combat based manners
Willpower, Mental strength Used by magical classes for spell casting the higher the will power to stronger a character can resist disabling attacks. At the end of a battle willpower recovers at a rate of 10 points per round. A negative willpower puts the subject in a helpless trance where they are unable to access the games menu.
Stamina, this stats slowly goes up and down from various activities rest and food generally restore it. any action takes a certain number of stamina points.
S.Stamina, Used mainly by the monsters this number determines how many time a monster can defile a victim during an encounter. For players this stat is new and starts High it indicates how long they take to recover from being defiled, The effects stack so if a player is defiled by multiple monsters they take longer to recover. as the characters level up they can reduce this stats by buying points or getting special skills.
Agility, How agile a character or monster is agility adjusts a players defensive score.
Arousal, This gauge rises and falls with each special encounter certain actions affect characters differently
(hidden) Code corruption, This is seen by the monsters on each girl this gauge tells them how many times they've 'lost' to the monsters and were defiled if the bar fills up the girls mind is fully linked into the game and the master hacker (the games final Boss) has gain access to brainwash the girl into anything he wants outside of the game. The higher the level of the monster the more powerful it's corruption code rate is.
The level of a subjects corruption code can adversely affect them in the real world
100
Subject is addicted to the game wants to play it whenever available.
200
Subject in game and to a lesser extend in the real world would begin dressing more scantly clad
300
subject feels more submissive in the real world
400
subject would rather do nothing but play the game
500
the player becomes easily distracted when flirted with; mind almost immediately goes to the last encounter they had in game.
600
Subject wants to wear her neural link at all times like a slave collar
700
Subject begins to think more about the game and sex than anything else
800
specific control commands can be implanted These commands are usually verbal cause the subject to preform a pre-set response.
900
Subjects mind is mostly gone They behave like a bubbly bimbo any guy can get them to do anything and they would much rather fuck and play the game than do anything else.
1000
The subject can have her mind reprogrammed to become anything the master hacker wants so long as the neural link is on their neck their minds are completely accessible for him to rewrite.
Combat stats are on e scale of 1-100
MP: magic power based off of a subject will gauge The higher the Mp the more powerful the caster
Def: defensive score takes a players agility and armor to get this score
Attack power; based on strength and weapon stats
HP How many Hit points a player has if reduced to Zero HP the subject is logged off for an hour.
Classes and class jobs
Fighter (focus on attack power)
Ranger
+10 to attack power stamina and agility
-20 to willpower
Resistant to natural created Potions, poisons, and drugs, magically created one have normal effect.
Natural fighter Rangers use huntsman based weapons and are limited to leather armors.
Barbarian
+20 to Strength and stamina
-30 to willpower
Able to enter a rage that reduces mental damage but no tactics can be made and the players inventory is locked to them.
Unable to use magic skills of any kind.
Knight
+10 to Strength Stamina
-10 to agility
Can use any one handed weapons, certain 2-handed weapons, and any armor.
Must use fine quality or better weapons after reaching level 5.
Rogue
Scout
Thief
Assassin
Healer
Cleric
Druid
Purifier
Mage
Magic Bird
Sorcerer
Elementalist