Author: Snow Nymph
Author's note: A work in progress. I would super love a link to any RP it is used in, and if you do send me such a link - I solemnly swear not to message anyone involved in that RP and pester them about any aspect of its use or any changes made to fit their style... or any other reason really. Except maybe to say thank you for the link. If you have questions or thoughts, feel free to message me! My goal however is some degree of simplicity - however, I do have a version in the works that is more system-heavy. PM me if you would like to see what I have for those sets of rules.
Success RollsChallenge dice vs. Attempt Dice, typically made with d20s.
A matching roll favors whoever rolls 2nd. The first roll decides the challenge, the 2nd attempts to match it.
Skill challenges can be set as a flat number by the GM. Ex: setting the difficulty of picking a lock at 8.
Basic Success: matching or rolling higher than the challenge
Major Success: rolling 5 higher than the challenge
Critical success: rolling a 20 against a lower roll (16 or lower in combat)
Basic Failure: rolling beneath the challenge
Major Failure: rolling 5 or lower beneath the challenge
Critical Failure: rolling a "natural" 1 or a 2 against a higher roll
Advantage/DisadvantageAdvantage: Roll twice, take higher roll
Disadvantage: Roll twice, take lower roll
OutnumberedWhen fighting multiple opponents, attacks against the player stack a cumulative +1 bonus to attack rolls after the first attack
Rolls done on a single TurnPlayer:
Attack Action: state intention and roll a d20 to show the effectiveness of that action
Defense Action: helps the GM determine the effectiveness of any incoming attacks on the player next turn
Any additional rolls: such as pleasure/resistance rolls
GM:
Defense Action: versus player's attack, determine effectiveness and describe results
Attack Action: versus player's defense, determine effectiveness and describe results
Any additional rolls: such as pleasure rolls
GM adjustment
Adjust for any major successes, major failures, critical successes, and critical failure (may need to roll for the player in case of advantage/disadvantage)
Player Turn(Attack) actionThe individual can act, generally, with an attack. This is rolled against the opponent's defense roll (from the opponent's previous post), or a challenge/difficulty rating set by GM.
Can also consist of attempts to run away, break free of a grapple, and so on.
Natural Critical: (Natural 19 or 20): attack will inflict heavy damage, can make a second attack action with advantage (second attack doesn't generate advantages or disadvantages)
Fumble: Critical fail (natural 1 or 2): fumble. Defense roll becomes equivalent to 0 for that turn, incoming attack = major success at 12 or lower, inflicts heavy damage when 13 or higher.
Defense actionRoll for defense
Natural Critical: Natural 19 or 20: can use
Focused Attack/Defense next turn for 0 endurance
Fumble: Critical fail (natural 1 or 2): fumble. Turn one attack roll or defense roll d20 into a d12 next turn (GM chooses).
GM TurnThe GM will adjust for Critical Successes, Critical Failures, Major Successes, and Major Failures
Defense versus Player's AttackPlayer's attack is unsuccessful if defense matches their roll or is higher
If critical success (19 or 20):
vs same or higher: break even, ignore second attack
vs lower: enemy regains 1 stamina, or can gain advantage on next attack roll
If major success (+6): attack roll at advantage
If major failure (-6): attack successful, following attack roll at disadvantage
If critical failure (1 or 2):
vs same or lower: break even
vs higher: attack inflicts heavy damage, player gains one advantage next turn (decide before rolling)
Attack versus Player DefenseAttack is successful if it is at least +1 higher than their defense roll
If critical success (19 or 20):
vs same or higher: break even
vs lower: attack inflicts heavy damage, can make a second attack action with advantage (second attack doesn't generate advantages or disadvantages)
If major success (+6): attack hits, player gets disadvantage on their next attack
If major failure (-6): player gets advantage on their next attack
If critical failure (1 or 2):
vs same or lower: attack misses normally
vs higher: player gets advantage on their next attack, next defense roll at disadvantage
Skills and Endurance systemLuck - End cost: Full Endurance Pool
Re-roll an unwanted d20 result, cannot use Luck for 2 rests, or until after the next combat sequences, whatever comes later
Reckless Attack / Cautious Defense - End cost: 2
Advantage on either can be placed in exchange for disadvantage on the other (can only be used when disadvantage isn't already imposed)
Focused Attack / Focused Defense - End cost: 1
Decide which attack will be given the higher score, roll twice and allocate the scores appropriately
Starting Hero Endurance: 3
Level up: +1 Endurance (Super Rare, if ever : consider cap of 5)
Weak Enemies may have: 1-2 endurance
Strong enemies may have 4-6 endurance (and luck costing 4 endurance only)
Epic enemies may have: 6+ endurance (and 1 or 2 number of free luck rolls)
Pleasure System, optionalWhen a stimulating action occurs, a pleasure system can be implemented. Works best regarding unusual triggers, ex: when using magic is sexually stimulating, or when being grappled.
Pleasure roll vs. Resistance roll, player can roll their own challenge dice and determine the result this way immediately when necessary
Attacker may roll the pleasure roll, with the defender rolling resistance (and writing the result) in their following post.
Failing a roll, increases the stage of pleasure of the individual
Sample Character's Triggers:
Using magic in an uncomfortable position, while pinned or grappled, or as a desperate action
Using magic in a new way, or for a sustained period of time
Intensifying an already present magic use, or in a magic tug-of-war
Stages of pleasure:
1st stage: flushed skin
-1 following pleasure resistance rolls
2nd stage: Escaped moaning or sharp inhales, sweat
-2 following pleasure resistance rolls
3rd stage: Getting wet, loud moaning, roll automatic pleasure check at next major defense fail
-3 following pleasure resistance rolls
4th stage: Wetness spreads to thighs, further pleasure rolls at disadvantage
-4 following pleasure resistance rolls
5th stage: Orgasm, one turn attacks and defenses automatic major fail (this stage cannot be skipped)
-5 following pleasure resistance rolls
6th stage: Prolonged Orgasm, automatic fail of any combat rolls at discretion of opponent
Pleasured Defense PenaltyAdd -1 penalty to defense per pleasure level
Rolls:
Pleasure Roll vs Pleasure Resistance
If resistance is even or higher: successful resistance
If resistance is lower: basic failure, +1 pleasure stage
If resistance is -5 or lower: major failure: roll an additional d20.
On a roll of 11-20, +1 pleasure stage
On a roll of 1-10, +2 pleasure stages
If resistance is a critical failure (1 or 2 vs. any roll, even a 1 or 2): automatic double failure, +2 pleasure stages
Forced Pleasure: (roll a d20 for chance to strike critically, 1 or 2 on defense, 19 or 20 roll is made by GM)
Entering combat sexually stimulated (to appropriate stage of failure)
Being directly sexually stimulated in the midst of combat
Attempting to use light magic with a high intensity
Attempting to maintain a spell in the round after suffering a pleasure failure
Everything from here on down is especially in the works. I suggest GM "house-rule" any similar effects, or have the player offer a couple ways they might want to specialize their character so the GM can decide what they believe is appropriate for their game. I myself like to give a special bonus or penalty to certain enemies to mix up the pace of combat here and there.
Optional, Character Traits:Examples on how to customize a character, weaknesses should help to balance strengths. Minor strengths would best be balanced by minor weaknesses. Greater strengths, such as bonuses that are always in effect, should be balanced by greater weakness. I'll provide some examples on balances I think could be appropriate, but this is by no means a restricting list.
Strengths:
One advantage roll per day
One +5 to a defense roll per day
+5 to first attack roll per combat sequence
+5 to first pleasure roll per sequence
Advantage to roll triggering prolonged orgasm once per day (disadvantage next attempt if it succeeds)
Weaknesses:
Permanently disadvantaged vs/when...
-1 to defense when area of skin is partially exposed, -2 when large section of skin is exposed
-5 to all pleasure rolls when restrained
Disadvantage to all pleasure rolls when pleasure defense was rolled the turn before
Uncanny Accuracy: +2 to all attack rolls (doesn't affect critical fails)
Natural Grappler: Advantage to all rolls to restrain another or resist restraints
Exceptional Recovery: When you roll into a major defense fail on your turn, roll another d20. On a roll of 11 or higher, consider that a basic failure instead This doesn't work for the player, rolling defense before their opponent has rolled their attack... but this could apply if the player's attack roll is a major fail
Physically Inferior: All rolls made to test strength at disadvantage
General Ineptitude: Critical Fails from 1-3, instead of 1-2
Defensive Ineptitude: Critical Fails from 1-3, instead of 1-2, when defending
Nymphomaniac: Disadvantage to all rolls when sexually stimulated the previous turn
Presented as Self-balanced character traits
Hot-Headed: +2 Attack rolls, -2 defense rolls
Agile, but Weak: +2 defense when evading, -6 defense when restrained
Wild Luck: Once per battle, you may elect to re-roll a failure made on your turn ( excepting critical failures). Keep the second result. When you do, automatically re-roll your next success made on your turn. Keep that second result.
Status Effects and AbilitiesCertain circumstances and conditions might result in change to the above rules. Some examples of this might be as follows...
Status effects:
Blinded: All attacks at disadvantage
Exhausted: -2 to all rolls
Restrained: Attack rolls at disadvantage and -4, unless using action to attempt to break free
Experience Advantage: Re-roll critical fails for first three turns of combat (meant for epic enemies or major bosses)
Special Abilities:
Power Strike/Iron Guard - costs 1 endurance
Add +5 to an attack roll or defense roll, but only if the original roll was lower than the player's
True Strike - costs 2 endurance
Turn an attack major success, into a critical success once per battle. Or, turn basic attack failures into basic successes (this version can be used multiple times).