No.47922
Since Ero-Empire's reboot died, I've been hankering for a mix of game play and ERP.
People were intimidated by Ero-Empire's seemingly complicated rules. (They're not so bad, just not laid out in the most friendly way.) And I was a bit underwhelmed the the slow pace. (Mostly due to lack of participation.)
So I decided to come up with a game that's less intimidating to join and doesn't encourage massive write-ups.
My idea is one where I will play the dark empress and DM, while the rest of you play as magical girls trying to get to the top of my tower. It will play like a board game, with players moving around rooms to clear a floor of monsters before the way to the next floor opens.
Core kinks are monsters/xeno, yuri, and corruption.
I suppose magical boys are fine too. Hell, I don't care what you are, or what's between your legs. My monsters will show a good time to whatever steps into my tower.
Poll for interest. I'll talk specific mechanics if this thread or the poll shows signs of life.
http://simg4.gelbooru.com//images/d0/99/d099cafd7ed1aa5ffa7cea070f799586.jpg
No.47924
>>47922
Oops, posted the wrong link.
Here is the poll for interest.
http://www.strawpoll.me/5197301/
No.47928
>>47922
Sounds like a fun romp. Sadly, getting violated by monsters isn't my thing, so I'll pass.
I've played (nonlewd) magical girls for a lot time so I'm willing to pitch in for the crunchy bits and let other people get raped by monsters.
No.47930
Sure, I'd play. I lplayed magical burst a few months ago in a similar type set-up so I'd be down.
No.47934
>>47928
Huh, so you fall into a gap in the poll?
Well, if we get enough MG players, there might be room for some higher-ranking. . .
Hmm, nothing specific. Maybe boss players?
Contingent again on the number of MG players.
No.47949
Well, since the thread got some early positive response, I'll start spilling the general idea I have.
Each player throws together a magical girl, and spends points in stats. The current planned stats are: Endurance, Attack, and Healing
I'm thinking a map like this. All the MG players start at the entrance, and have to search through the rooms and defeat all monsters to open the next floor.
The twist, aside from that monsters will be trying to molest the magical girls, is corruption. Player characters will have an alignment stat, and if it drops into the lower half, the player's character is corrupt and now fights against her former allies, trying to corrupt them as well.
That's my general idea now, more specifics as interest continues.
No.47956
It sounds like an interesting idea, but how would we play. Rolling d20's in thread, a roll20/maptool application? Should we make a skype group? Are holy paladins allowed in so that they may smite thine evil?
No.47962
Interested, but as above, unsure how we are going to be proceeding, will be checking back for details.
No.48017
>>47956
I'm looking at playing in a thread, and d10 for simplicity. Right now I'm going with 10% chances of critical hit and critical miss, and otherwise even odds of pass/fail, but I'll consider sliding the odds for different situations as planning continues.
The basic flow is that monsters will be hidden under the "fog of war." Rooms are revealed when a player enters them, and stay revealed a turn after they become empty of players.
Monsters will move (at my command) within the FOW, and stay frozen in place when revealed. They'll be wandering towards the players at first. I may get more tactical as it goes on.
I'm thinking of combat as happening all on player dice rolls. A successful roll will have the player attacking, or taking other action, while a failed roll has the monster landing a hit.
if your HP hits zero, you get "defeated" and "caught" status.
"defeated" status is basically an MG being broken out of their transformation. all stats go to lv 1, and one heath is restored each level. this is done by taking a "transform" action, which can't be done in a room with an enemy.
"caught" status represents being ensnared by the monster that defeated you. Only "move" actions are possible till a success or another player comes to the rescue.
I favor magical girls, but any type of "Hero" can join, long as you play by the same rules.
Can you recommend a maptool to make maps like the above? I'm looking to use RNG to choose monsters as well, they'll have their own points to divide. Dunno if they have anything for that.
No.48020
>>47949
>>48017
This look interesting, I would play it.
No.48025
>>48017
This seems pretty neat
http://donjon.bin.sh/fantasy/dungeon/
These are a few randomised examples I got using different options.
I'd like to help throw some ideas around and see what we can make work as well. I might even come up with a character now actually.
Perhaps players might also have the option to be corrupt from the start?
No.48031
>>48025
>Perhaps players might also have the option to be corrupt from the start?
That's an idea I had, but set it aside to make things simple. Actualy I was thinking of characters possibly starting with lower ali, making them easier to corrupt.
Hmm, maybe I can have Dark MG instead of monsters, or less monsters? It'd be less work as a DM as more players fight each other from the start.
I'm loving the map maker for the most part. 'Remove deadends ALL' doesn't seem to always work though. I can always bust out GIMP to move a hallway though.
No.48032
>>48031
I would say players could be monsters too, but I think that would only work in a dream scenario where there are lots of players. I think if we try that, we simply wouldn't have enough MG actually trying to progress.
Perhaps it should just remain so that players become Dark MG when their corruption reaches a certain level. At that point the player can either choose to continue as a Dark MG or start again.
Also, maybe players should be able to spend points on traits and skills as well as stats when making a character.
For example, a girl might have a skill that allows an easier escape, but their stats are lower as a result.
Or you even even have negative traits that give points back. For example, you get corrupted more easily, but you get to put an extra point into attack.
I don't think these would really add much complexity and allow players to make their character a little more unique and varied statistically
No.48040
>>48032
I was considering that too, but I guess I got paranoid about making things too complicated.
I'm thinking:
Traits: passive abilities that happen automatically. a positive or negative can be traded for 2-3 points, or take a double-edged/sidegrade trait.
Additional ability: an additional command your character can take. 2-3 points.
As for the basic commands:
Move:
pass through a door/hallway to a connected room. Roll a d10 if moving into a hidden room. Monster gets a free attack on fail, player gets a free attack on critical pass.
Fight:
Successful rolls deal damage. failed rolls take damage.
Heal:
Add HP to an ally based on heal stat.
Flee enemy:
Move to another room. Stays and takes damage on a fail. Use instead of "Move" when an enemy is present.
Transform:
Lose "defeated" status, regain normal stats. Cannot be used in a room with an enemy.
Escape capture:
Roll a d10, lose "caught" status if successful.
Heal/Spread Corruption: Only useable on a "caught" target.
No.48041
>>48040
My biggest concern at the moment is how exactly time progresses. When do players get to move? When do monsters get to move? Does the game just pause when the DM isn't around?
No.48045
>>48041
I'll by trying to check in daily to register moves, so one turn a day sound good, save for incidents?
No.48046
>>48045
It sounds perhaps a little infrequent considering how short moves will probably be, but I guess it can't really be helped.
Got any specific plans about how character creation might work?
No.48049
>>48046
Depends on my availability, it's abundant right now, but that will likely change. I'll keep everyone updated.
These may not be final, but:
All stats get at least one level.
You get 6 additional levels to spend on endurance, attack, and healing. Positive abilities cost two levels, negative abilities pay two levels. Sidegrades are free. Limit is two abilities total, and one of each.
Endurance is a defensive catch-all, and each level gives 5 HP.
Attack is damage dealt, with a 1:1 Ratio.
Healing restores ally HP with the "Heal" action. 1:1 like attack.
Shall I use my MG f-lists as examples?
No.48051
>>48049
Perhaps it would make more sense for stats to have a base a little higher, say level 3?
Otherwise, players might be basically forced to take at least one level in endurance to make sure they're not one-shot by any enemy with 5+ attack and anyone who doesn't put any points in attack will have to spend a ludicrous amount of time to kill anything.
No.48052
File: 1439502069080.jpg (409.25 KB, 1011x716, 1011:716, e7bcf312feddb262042a22bedd….jpg)

>>48040
I wrote this thing a while back. It's not even a system I guess, it's more of a single idea that helps get a little more structure than "freeforming". It's an idea that has been working for me pretty well for lots of things.
Here it is:
http://pastebin.com/MhjkfaTG
I know it is a bit rough, and I was (am) going to add some examples to clarify how the "system" can be used, but for now, if you have any doubts on how this would work in specific cases you can just ask me if you think this would help.
I think it's really simple for everyone, and better yet: you can still use every stat you want. Of course, if you're looking for a concrete set of rules this isn't for you, since this is not "rules" at all.
No.48065
>>48051
You mean scrap the mandatory first level in favor of base stats?
10 max Hp,
3 attack,
3 healing?
And the character upgrades go:
+ 5 for endurance and
+ 2 for attack and healing?
How's that?
No.48068
>>48065
I think that works a little better, yeah. There's still plenty of time to fine tune it anyway.
In the mean time, how about we think up some more traits and abilities? I'm just thinking and typing up a few right now
No.48069
>>48068
Examples then?
Defender: If allies are present, takes all hits.(sidegrade)
Buff: increases next ally attack by 50% (Action, Positive)
Snare: inflicts "caught" on an enemy. (Action, positive.)
Self heal: Allows using heal command on self. (positive)
perverted: 50% increase in corruption taken. (negative)
No.48070
>>48069
Traits:
Scaredy-cat
- Increased chance to flee, reduced chance to hit (Sidegrade)
Quick-tempered
- Increased attack, reduced chance to hit (Sidegrade)
Eagle eyes
- Increased chance to hit (Positive)
Easily corruptible
- Exactly the same as perverted, no idea why I bothered typing this
Actions:
Emergency teleport
- Guaranteed escape from battle, but it puts you in a random room where you might be in even more trouble.
Decoy
- If in a room with enemies and another MG, can shift all enemy focus to the other MG. Own alignment shifts towards corrupted on use
No.48079
Another interested anon here. I was thinking it could be fun to play as some kind of priest/cleric type (or even a paladin, as someone else suggested).
So maybe there could be an ability that is like the opposite of "perverted," where the character takes less corruption than normal.
Or a spell that can "heal" an ally's alignment by removing some of her corruption.
Maybe a buffed version of the normal "heal" could also be an option?
I'm just trying to think along the lines of a healer/support type that is fluffed as being part of some holy order or what have you. Not sure if these are good ideas for abilities, but I figured I'd throw em out there.
No.48084
How about experience too? Players can earn exp in various ways then spend it on more levels when the next floor starts.
Say, get 5 exp for defeating a monster (or variable depending on the monster's strength).
Whilst caught, a player can also write up a little erotic fiction for 1 exp, or roleplay it for the same of either the DM or someone else willing to play the monster is around.
In the case of getting caught by a corrupted MG, both players can get the exp by either writing or roleplaying.
Healing other MGs might earn exp too, so theoretically someone could play a pure White mage type.
>>48079
That all sounds good to me.
Also, DM, I think you should make a proper avatar of some kind too, so that the players have a sort of target.
No.48086
File: 1439519105279.jpg (116.07 KB, 850x761, 850:761, sample_d1a9a5c53bb406ffc9b….jpg)

+1 Interest, Playing a magical girl sounds like fun.
Just my 2 cents..
>>48069
I like the idea of defender but, I think it'd be better to make it an positive action trait and give it a time limit, like say 2 turns, it sounds like it could be very abusable
Same with self heal, maybe make self healing less effective?
No.48088
>>48086
Self healing definitely needs some kind of limit, otherwise you're invincible if your heal is more effective than the enemy's attack. Perhaps make it so it has a 3 turn cooldown, including the turn that it's used.
No.48089
>>48070
>>48079
>>48086
Well isn't this a deep can of worms?
I'm thinking of eliminating "sidegrade" traits, some of those suggestions seem like two traits for the price of one.
Time to put some concrete in the terminology.
Trait: an automatic attribute.
Ability: an additional command.
Also, another Idea I had already was universal "formation" commands thatdo what "defender" and decoy would do. Have some fiddling to do with how multiple of either work in the same room.
Don't like the idea of EXP myself, in favor of a "jump in at any time" that allows playerbase to shift or grow.
I don't want too much metagame, so traits should do only one thing.
I think self-healing could be balanced well enough by making it only useable away from enemies.
Also, I want corruption to be hard to deal with, making alignment a precious resource that erodes as the players climb the tower.
No.48091
>>48089
What if the players gain power every time they ascend to a new level of the dungeon, rather than from defeating monsters? That way you wouldn't have to keep track of XP.
No.48092
>>48091
Going off that, how will you handle seperation of players? It might be discouraging for new people to join if they have to start on floor 1 while most PCs are on floor 5
No.48096
>>48092
When a newer floor is opened, the old floor will "vanish" once everyone has moved up.
The older floor will be the starting point for new players if two are open.
I was considering warping everyone when all monsters were clear, but I don't want corrupt and non-corrupt girls all dumped into the same room suddenly.
Move can travel up to three rooms on a clear floor. You will be stopped if your path takes you up to any corrupted players though.
No.48097
>>48092
Something that ocurrs to me is that players can leave teleport circles that can be accesed either (a)freely or (b)under certain conditions, like being a newcomer or (c) paying with some resource or coin.
The nice thing about it is that corrupt players can lay out traps and teleport newbies to horrible dens of vice. Of course, we would need players to keep a strong avoidance of metagaming or he traps would spinrg immediatly. Making them one-use could also work.
No.48098
>>48092
Well, you could just remove player growth altogether, so that when new adventurers arrive to find the first three levels exterminated and swept clean, they can just proceed to level four and do fine. Make it more of an endurance test-how long can you withstand the unimaginable stresses
No.48100
>>48098
That's actually what I was thinking already, and that's how it will work unless someone can give me a compelling reason otherwise.
I want it to be as simple as:
1. Make your character
2. Wait for DM to approve or suggest changes.
3. Start playing!
No.48101
>>48098
Stresses and temptations, I meant to say.
No.48102
>>48040
Politely saging for off topic, do you happen to have any more pictures of mami in that outfit?
No.48104
Well, let's discuss situations with more than two entities in a room.
My current plan is that if a player is in a room with multiple monsters, they can fight one, and the rest get free attacks.
The reverse is true of players ganging up on a monster. Whoever uses the Fight command draws that monster's attention, allowing the other player to use heal etc. unmolested.
You can only draw one monster at a time through fighting, so if there's two monsters and two players, each gets their own opponent.
I'm considering adding "protect" to the standard command list, allowing one other player to remain untargeted by taking the extra hits for them.
No.48105
File: 1439531422787.png (167.48 KB, 500x281, 500:281, I have tits, rules dont ap….png)

>>48104
I think that healing should have some kind of restriction on it to keep a pair of magical girls from just healing their way through every fight and staying topped off at all times. Maybe make healing something that can only be done in combat, and have monsters be better at hurting than girls are at healing.
Ideally the system would make being defeated and captured a mathematical inevitability, regardless of build or teamwork.
No.48106
>>48105
Since we are taking madoka as an inspiration, how about making it that healing corrupts you in some minor way? You can stave off corruption if you refuse to heal, but you end up weaker and weaker
No.48107
>>48106
Sounds good. Could have a hit points meter that runs out and a corruption meter that fills up.
Could even use something like Darkest Dungeon's affliction system, where if corruption gets too high, a girl gets afflicted with a random freakout.
Maybe she starts getting off on pain, which causes her to have a chance to damage herself at the start of her turn or randomly refuse healing from an ally.
Maybe she becomes vulgar and uncontrollably spews out whatever filthy dirty talk comes into her head, causing all the girls who have to hear her talk to gain corruption every time she says something (which would be often).
Maybe she just becomes so incredibly horny that she has to pass a roll to take an action on her turn instead of wasting it groping herself, and would occasionally say something dirty (but not as dirty as a girl who's vulgar.)
Lots of possibilities.
No.48110
>>48105
Should have realized with my last post how quickly a specialized healer/fighter pair could mow through monsters.
Well, the same nerf as self-healing could check that, just have healing moves be unavailable during a fight.
That would encourage everyone to try fighting, or risk an ally's corruption if they run.
I'm thinking of making monsters numerous, like 2:1 or more. while you fight, a mob could gather in the next room, even more likely if you take multiple turns healing.
I may start with a monster cap of 3 per room, see how much of a problem mobbing becomes.
>>48107
Sounds like some later-level stuff there. I'll keep it in mind though.
No.48111
(Anyone up for an open beta?)
The Silver Valkyrie looked over the group she brought.
I realize this may be the first fight some of you are going to be in, and it will be dangerous, but we can't wait for the perfect time to train.
This mansion has become infested with various monsters. It unusual for so many unrelated monsters to be in the same place, and it's our job to find out what's drawing them together. I'll be joining you, along with a pair of my best students.
Silver Valkyrie:
Endurance ****
Attack ****
Healing
Max HP: 30
Attack damage: 11
Healing: 3HP
Traits:
Battle weary: 50% increase in corruption.
Crimson Axe:
Endurance: **
Attack: ****
Healing:
Max HP: 20
Attack damage: 11
Healing: 3HP
Sugar Diva:
Endurance:
Attack:
Healing: ****
Abilities:
Buff: Increases ally attack by 50%
Max HP: 10
Attack Damage: 3
Healing: 11 HP
(I'll start actually DMing in the afternoon. This game will run for one floor as a test.)
No.48114
>>48111
You want us to take one of the selected characters, correct? If so, i'll take Crimson Axe. The name is cool, and I like glass cannons.
No.48116
File: 1439545814445.png (451.39 KB, 850x478, 425:239, sample_97d9ccb654327878699….png)

>>48111
Assuming >>48114 is correct, I'm in as sugar Diva. Probably won't be on for another twelve hours or so.
No.48117
>>48114
>>48116
No, but that's fine.
Did you check my F-list and pick an image that looks like my character, or is that coincidence?
I should have made smaller markers.
If anyone wants to make a character for this beta, follow the examples.
I'm keeping the Valkyrie to play as.
No.48119
>>48117
(Oh then i'll make my own, don't want to misrepresent a character you actually play.)
(Also, adding 50% to odd numbers all the time is going to get a little weird.)
Wild Soldier:
Endurance: ***
Attack: *
Healing:
Max HP: 25
Attack damage: 13
Healing: 3HP
Honor-bound: Reduced chance to flee
No.48120
>>48119
Spoilers made 5 *'s into a spoiler, didn't even think about that. 10/10
No.48129
File: 1439566409574.jpg (138.86 KB, 856x1200, 107:150, 0f4e9b09b7c1591d653077f4b5….jpg)

>>48111
I'm game for beta.
Orange Comet:
Endurance: * *
Attack: **
Healing:
Max HP: 40
Attack damage: 7
Healing: 3HP
Traits:
Naive: Increased weakness to corruption
No.48130
>>48129
I tried spacing out the asterisks but it didn't work. Her endurance is 6 for the record.
No.48138
Still taking more players?
No.48140
>>48117
I just grabbed a pic of madoka, is all.
I'll make my own character then.
Flash Lancer
Endurance:***
Attack:***
Healing:
Max HP:25
Damage:9
Healing:3 HP
Ability: Emergency Teleport
(Guaranteed escape from battle, but it puts you in a random room where you might be in even more trouble.)
No.48142
>>48140
> just grabbed a pic of madoka, is all.
I read this and was ready to explode in rage until I realized you were referring to a previous post. incidentally: good choice on choosing the BEST magical girl over the most magical tragic character
No.48146
>>48142
If you want to get angry at me anyway, read the spoiler.
**I haven't watched even one episode of Nanoha**
No.48148
>>48146
if depression was my fetish that statement would make me cum until my dick fell off
No.48150
Checking in before I start in roughly an hour.
Should have used numbers, but if it's spoilers I just need to add 4 the the spoilered asterisks.
So by my count, this beta will run a 6 player game with my example characters all being run by me.
Haven't properly decided what range the "alignment" score should be, so what do you guys think, 10 or 20? Keep in mind that less than half is corrupt, and that you'll typically only start taking corruption after being defeated.
No.48151
>>48150
I say start with 10, if people start corrupting too easy the we can bump it up next time
No.48159
(And here we are. I'll keep an eye on the thread and try to process as soon as all three of you have taken turns.)
Silver Valkyrie Led the girls into the front room of the mansion. There was an upturned table, ruined paintings, and weird stains around, but the room was effectively empty. Inhuman noises echoed though the hallways.
"Allright girls, we're going to be hunting down monsters, so try to keep your eyes open as you enter a room, they're just as eager to hunt you."
She looks over the room. "To cover ground we'll be splitting up, into at least two groups, try not to get too far from the others alone."
Command introduction: Move.
Roll a d10 if moving into an unrevealed room.
Markers:
Wild Soldier: yellow
Orange comet: Orange, duh.
Flash Lancer: blue
No.48162
>>48159
The Orange Comet nodded with enthusiasm. "Don't worry, we got this!" she said with a confident smile, giving the group's leader a thumbs up. She looked around at the first room curiously, but despite the creepy interior and haunting noises all around her, she remained bright and cheerful.
"Come on team! Let's show these monsters who's boss!" the girl shouted as she lead the charge to the room on the right, running towards it and kicking it down with staggering force. She brought her fists up and readied herself to pummel whatever monstrosity may be lurking inside.
No.48163
>>48162
You need to roll a d10.
Dice are in the "post options & limits" drop-down, which is itself under the select/drop/paste button.
No.48164
>>48162
I seem to have fucked up filling the dice. Not sure what I did wrong though?
No.48165
 | Rolled 3 (1d10) |
>>48164
>>48163
Ah, okay. I tried to use the email field. My bad.
No.48167
Just reporting in to assure all concerned that I'm here and ready to play.
No.48168
>>48167
Glad to know you're in.
Right now all we can do is "move" so pick east or west(or left or right,) and roll a d10
Once again, e-mail dice don't work, you need to use the post options drop down.
Unless Wild Soldier takes a move before you do, I'll give about a half hour after your turn for our third player to check in.
No.48171
 | Rolled 2 (1d10) |
>>48168
Flash lancer storms into the room on the right, hot on Orange Comet's heels.
No.48178
 | Rolled 2, 9, 7 = 18 (3d10) |
(Taking turns as my characters)
Silver Valkyrie decides to follow the two newcomers, waving for the Diva and the Axe to go the other direction. They nod, heading towards the west room.
(Dice are for Valkyrie, Axe, and Diva in that order.)
No.48180
>>48165
>>48171
>>48178
As the three of them charge into the room through the broken door, it at first appears that there's nothing there.
A moment later, each of them is struck from behind.
They turn to see what seems to be a man with some reptilian mutations, readying for their next move.
>>48178
In the west room, Sugar and Crimson find nothing but more ruined decor and unusual splotches.
Orange Comet:
HP 34
Ali 10
Flash Lancer:
HP 19
Ali 10
Silver Valkyrie:
HP 24
Ali 10
Crimson Axe:
HP 20
Ali 10
Sugar Diva:
HP 10
Ali 10
Wild Soldier
HP 25
Ali 10
(idle turns: 1)
No.48181
>>48171
Spinning her weapon dramatically, Flash Lance charges the lizardman!
No.48182
>>48180
OOPS, got to list the new available commands.
Flee monster
Roll a d10, allows moving to another room if it passes.
Fight
Roll a d10, you will deal or take damage depending on the roll.
And Flash Lancer's Emergency Teleport
Roll a d21, a side for each room to see where you end up.
No.48183
 | Rolled 3 (1d10) |
>>48182
Well, if it isn't obvious, I want to fight.
No.48184
>>48183
Ha, that could have gone better.
No.48185
Actually, Before I process the first combat turn, last-minute changes.
To balance healing off, I'm nerfing it numerically.
Base is now 2, and points spent on it only raise by 1.
In exchange, it can be used during battle. No roll required.
Maybe with increased power outside of battle.
Sugar diva heals 6 HP, everyone else 2, because SD is the only one with points spent on healing.
Monsters attack once on DM's turn, instead of on every failed player roll. (I mean, the way I was GOING to do it, one monster could hit a dozen MG at once if they all rolled badly.)
No.48187
How long to put between turns. . .
Well first, I'm comparing the site's post time to my clock.
No.48193
You've got an hour.
I think three hours between turns is more than long enough during "active DM" time.
Though if Lancer is the only move by then, I'll wait till tomorrow to process the turns.
No.48195
>>48180
(Something came up last minute, here now.)
Wild Soldier might have been day dreaming when the party decided to split, staring at the keen edge of he axe. Quickly picking up her pace, she moved to the room on her left. Not wanting to be left behind… Only to find two of her party already engaged in combat.
(Using a move action, I doubt I get to attack too.)
No.48197
>>48195
Well, then we've got a different absentee.
Which room? If you're joining Sugar and Crimson, their room is empty.
No.48200
>>48197
Ah, misread which room is which. I guess i'm still in sugar and crimson's room, though with a lack of reptillian foes. Also we probably shouldn't leave the only healer with one other fighter.
No.48202
 | Rolled 7, 2, 5 = 14 (3d10) |
>>48200
Thought as much. Yeah, you don't need to roll, since that room is revealed.
After taking a guarded position, Silver made a thrust with her lance when she thought she saw an opening.
"All clear here then," Crimson Axe said, finding the room empty. "Hmm, this way."
She added, pointing toward the north room. They moved to the next room together.
No.48207
 | Rolled 2 (1d10) |
>>48202
Orange Comet attempted to rush forward and attack the monster man with a kick.
No.48208
>>48207
Glad I was over-multitasking, I just have to include your turn in my writing. . .
No.48209
>>48207
haha, at this rate this lizard man had better have three dicks.
No.48210
>>48207
The somewhat reptilian man jumped out of the way of Comet's kick, letting her zip past him.
>>48183
Flash lance likewise missed, allowing the lizardman to charge closer
>>48202
Silver Valkyrie managed to land a hit, giving the lizardman a fatal stab wound.
>>48195
Wild soldier followed the two senior magical girls, but caught them leaving as she entered the next room.
>>48202
It was dark in the next room, and Sugar grabbed a light she had handy. Something in the room didn't like the sudden change, catching both of them by surprise as it charged them. Both of them were knocked to the floor, and scrambled to get up.
Lizardman: 0/10
??? Beast: 5/5
Orange Comet:
HP 34
Ali 10
Flash Lancer:
HP 19
Ali 10
Silver Valkyrie:
HP 24
Ali 10
Crimson Axe:
HP 14
Ali 10
Sugar Diva:
HP 4
Ali 10
Wild Soldier:
HP 25
Ali 10
No.48211
>>48210
Current thoughts:
May have underhealthed the monsters, even with giving them greater numbers. Most of our fighters will one-shot the majority, holding changes for now. I'll be back tomorrow, maybe within twelve hours of now?
No.48213
>>48211
Well, thinking back to the good old days of diablo 1, oneshotting weaker monsters is okay as long as you're badly outnumbered. One skeleton is not dangerous. Opening a door with ten or twelve skeleton archers on the other side can easily get you killed.
No.48214
 | Rolled 2 (1d10) |
>>48213
Also, I want to go east.
No.48216
 | Rolled 2 (1d10) |
>>48210
>>48211
Maybe a buff is needed, it seems like players tend to stick together, but that may change as people get killed/corrupted/bored
The Orange Comet nods with satisfaction at the monster's defeat and follows her flashy comrade.
No.48217
No.48231
>>48210
As much as Wild soldier thinks she can take on this dungeon by herself, she thinks it might be wise to stick around with the healer. Wanting to protect girls weaker than yourself is only natural. "Hey, wait up!" She calls out, entering the room.
She goes north.
No.48246
 | Rolled 4, 2, 3 = 9 (3d10) |
The Valkyrie follows the girls toward the east room, deciding against exploring the other path on her own.
Crimson's axe lights on fire as she charges the weird creature.
Sugar Diva Screams into her magic microphone, focusing the sound into a beam directed at the thing.
No.48247
>>48214
>>48216
>>48246
As the Lancer, the Comet and the Valkyrie venture into the next room, once again it appears empty. They find themselves ambushed again as spears seem to rain down from the ceiling.
A group of pixies flutter around them, seeming confident after their hit.
>>48231
>>48246
Wild Soldier finds her seniors already fighting some. . . thing.
Crimson and Sugar miss as the creature bolts erratically towards them. Sensing Sugar to be the weaker link, it charges her and knocks her against a wall. The creature closes in on her as her magical outfit fades into a plain set of clothes.
??? Beast: 5/5
Orange Comet:
HP 28
Ali 10
Flash Lancer:
HP 13
Ali 10
Silver Valkyrie:
HP 18
Ali 10
Crimson Axe:
HP 14
Ali 10
Sugar Diva: Caught/Defeated
HP 0
Ali 10
Wild Soldier:
HP 25
Ali 10
No.48249
 | Rolled 2, 7, 2 = 11 (3d10) |
>>48247
So yeah, I've decided to DM strategically. In a normal game, players might not like the idea of the DM being out to get them, but we're here for lewd and MGs losing is how we get it.
So yeah, gonna be picking the weakest targets.
Oh yeah, and:
Heal: Restores an ally's HP. Usable during a fight since the numerical nerf. 50% more effective out of battle.
No.48251
 | Rolled 10 (1d10) |
>>48247
I mean it also makes sense in standard table-top games, most intelligent monsters wouldn't be likerly to show mercy
Wild Soldier watches as sugar is dropped by some unknown beast, having no time to step in and help the other girl. Charging in, she wildly swings her ace at the creature hoping to fell the creature before it goes too far with Sugar.
Attack action.
No.48256
 | Rolled 6 (1d10) |
>>48252
Yeah, Even if I weren't playing from both sides of the DM's screen, that's clearly a one-shot. Still considered 'in battle' till next turn though.
"Everyone can do this. . ." Crimson reminded herself. She'd practiced healing, but hadn't used it on a target that was actually hurt yet.
She drew close to Sugar and channeled some of her magical energy, pushing it towards the other girl.
Crimson: Heal (no roll)
Sugar: Escape Capture (Mandatory)
No.48260
 | Rolled 6 (1d10) |
>>48247
Rolling to hit the pixies!
No.48266
>>48256
There would be a satifying crunching noise as the axe cleaved into the creature. Wild wasn't sure if it was dead, but it had stopped moving… And that should be enough, right? "She still alive?" Wild asks, having a bit of trouble dislodging the axe from the creature.
Going light on the gore description, not sure how detailed people want that to be.
No.48267
>>48266
I'm good at spelling my own name, I swear.
No.48270
 | Rolled 8 (1d10) |
>>48247
Comet staggers back as a spear strikes her side. With gritted teeth, she takes a swing at the one of the pixies around her.
Did we decide defend/protect was a trait of an action every one can do?
No.48272
 | Rolled 3 (1d10) |
Think that's a kill already, but I'll move without checking.
The Valkyrie swung her trillance toward the pixies, trying to hook them with the side blades.
No.48274
>>48272
Is six a hit, then? what's the lowest roll that can hit?
No.48275
>>48251
>>48256
Wild soldier cuts the beast nearly in two and it's remains cling to her weapon.
Crimson Axe manages to heal some of Sugar's wounds, but she's still quite hurt.
Sugar scrambles out from under the creature as it's crushed, standing shakily.
>>48260
>>48270
>>48272
The three of them take aim at the swarm. Flash Lancer and Orange Comet manage to take out the pixies, which evade Silver's swings.
Orange Comet:
HP 28
Ali 10
Flash Lancer:
HP 13
Ali 10
Silver Valkyrie:
HP 18
Ali 10
Crimson Axe:
HP 14
Ali 10
Sugar Diva: Defeated
HP 3
Ali 10
Wild Soldier:
HP 25
Ali 10
No.48276
>>48275
Are we able to heal ourselves?
If so, I want to heal myself. If not, I want to heal Silver Valkyrie and hopefully someone else can heal me.
No.48277
>>48274
A basic roll is:
1 Critical Miss
2-5 Miss
6-9 Hit
10 Critical Hit
I think future "escape capture" rolls will be tilted in favor of failing at first, with an 8 needed on the first turn, lowering by 1 each turn to a 5 at the lowest.
>>48276
I'm going to say no for now, that would allow someone separated from the group to go full heath and then charge back into battle. If that changes, monsters will be allowed to move out of the FOW in exchange.
I'm taking a heal action as silver on Comet, and hope for a heal circle.
No.48278
>>48277
Thanks!
Did we decide to go with healing having a cost?
No.48279
>>48275
"Is it really okay to be that weak?" Wild asks, as she looks over to Sugar. She was a bit rude, but well meaning. Walking over to sugar, she attempted to help heal her wounds. "Best to take a moment, and gather our strength."
Heal action on Sugar.
>>48278
Not that I know of.
No.48280
>>48277
"Thanks, " Comet said to Silver, turning to try and heal Flash Lancer. "I'm not too good at this, but here goes."
'Heal action on Flash Lancer'
No.48282
 | Rolled 6 (1d10) |
Sugar Dusts herself off a little, at this point hurt more inside than out. She grabs a charm on her necklace saying "Showtime."
Transform Action
"Lay off, not everyone can hit hard. Besides, wait till you see what you're capable of with her at your back."
She pats sugar on the shoulder. "I'll go ahead, that way if there's another ambush, at least the two of you will know what we're getting into.
Move West.
No.48286
 | Rolled 2 (1d10) |
>>48276
>>48277
>>48280
The three of them heal each other, becoming a bit more ready for what might come next.
>>48279
>>48282
Sugar Diva is restored to fair condition, and resumed her transformed state.
Crimson Axe heads into the next room. She isn't caught by surprise, but finds herself staring down some kind of wolf man. She spots what looks like a jiggling water balloon as well.
Wolfman 10/10
Slime 15/15
Orange Comet:
HP 33/40
Ali 10
Flash Lancer:
HP 18/25
Ali 10
Silver Valkyrie:
HP 18
Ali 10
Crimson Axe:
HP 14/20
Ali 10
Sugar Diva: Defeated
HP 8/10
Ali 10
Wild Soldier:
HP 25/25
Ali 10
No.48287
>>48286
Oops, forgot to update Valkyrie, she should have
23/30 HP
No.48288
 | Rolled 7 (1d10) |
>>48286
Let's go east again!
No.48289
 | Rolled 6 (1d10) |
>>48288
"Right!" Comet nods, following her comrade east.
No.48290
>>48282
Time to go west to fight the good fight! Wild gives a quick apology before moving on to find Crimson axe facing a wolf creature and a large liquid orb.
Move: west
No.48291
 | Rolled 3 (1d10) |
"Good work so far girls, let's keep up this pace. I'll have your back if you need me."
Why am I even out here? These young girls seem to handle themselves alright.
Move east
No.48292
 | Rolled 3 (1d10) |
Crimson considers the wolfman to be the bigger threat. She charges towards it, axe blazing.
Attack Wolfman
Sugar nods, following the other two into the next room.
Move West
No.48294
>>48288
>>48289
>>48291
They advance to the next room, but there seems not to be any monsters in the room.
>>48290
>>48292
Crimson's swing misses.
Both the monsters attack as she tries to regain her footing.
Wolfman 10/10
Slime 15/15
Orange Comet:
HP 33/40
Ali 10
Flash Lancer:
HP 18/25
Ali 10
Silver Valkyrie:
HP 18
Ali 10
Crimson Axe:
HP 4/20
Ali 10
Sugar Diva
HP 8/10
Ali 10
Wild Soldier:
HP 25/25
Ali 10
No.48296
 | Rolled 6 (1d10) |
>>48294
Comet charges north, eager to fight more monsters.
No.48297
 | Rolled 5 (1d10) |
>>48294
"Right, let's head north." Flash Lancer kicks down the door, holding her spear like a javelin.
No.48298
Already decided my actions
Despite the hits she took herself, Crimton takes a defensive position between Sugar Diva and the monsters.
Protect: Sugar Diva
Did I officially add the protect action? Well it's there and I'm using it.
Sugar returns the favor with her healing magic.
Heal: Crimson Axe
No.48302
 | Rolled 3 (1d10) |
>>48294
Wild lets Sugar and Crimson work together, hoping the two of them would distract for long enough so that she could help eleminate the slime. Crimson can take care of a wolfman.
Attack: Slime
No.48303
 | Rolled 2 (1d10) |
Silver Valkyrie fallows north.
Move north
No.48305
>>48296
>>48297
>>48303
Another empty room.
Maybe I should have placed more monsters.
>>48298
>>48302
Wild Soldier Charges at the slime, but it bounds out of the way.
Despite Sugar's healing, the combined attacks of the monsters manage to take Crimson Axe down, Leaving Sugar unguarded.
Crimson's armor and weapon vanish, and the slime starts to envelop her body.
Wolfman 10/10
Slime 15/15
Orange Comet:
HP 33/40
Ali 10
Flash Lancer:
HP 18/25
Ali 10
Silver Valkyrie:
HP 18
Ali 10
Crimson Axe: Caught, Defeaed
HP 0/20
Ali 10
Sugar Diva
HP 8/10
Ali 10
Wild Soldier:
HP 25/25
Ali 10
No.48306
 | Rolled 8 (1d10) |
>>48305
Wild has to focus on one of the creatures, and the weaker of the two is the wolfman. So despite her want to rescue crimson from the attacking slime, she has to prioritize the wolf. Turning to the creature, she swings her heavy axe at the furred creature.
Attack: Wolfman
No.48309
>>48305
North again, obviously.
You could consider putting traps and stuff to interact with on the next floor/dungeon/whatever. Mysterious idols, foreboding mirrors, a bucket of jism balanced on top of the door…
No.48310
 | Rolled 1, 9 = 10 (2d10) |
>>48305
I went tactical DM with that round, though now I remember I said the "fight" command would draw a monster's attention. But that was back when everything was player rolls. I'm thinking successful attacks force target choice to the attacker. Opinions?
Sugar Diva focuses her shriek on the slime in an effort to make it let go of Crimson.
Crimson Axe wearily struggles against the slime, trying to crawl her way out of it.
Roll order: Sugar, Crimson.
No.48311
 | Rolled 7 (1d10) |
>>48309
Forgot to roll.
No.48312
>>48309
Well, that's why I'm making this beta run.
I'll definitely be adding trap markers to my next map.
No.48313
 | Rolled 3 (1d10) |
Silver valkyrie continues north.
No.48314
>>48312
For extra fun, you should go for debuffs/alignment damage with some of them, rather than just hp.
No.48315
>>48312
What about the other sort of traps too? It's okay if it's a feminine penis.
No.48316
>>48314
>>48315
Way ahead of you, already drawing my symbol for the "capture" trap.
Avoiding will requite a critical hit on your move action.
And lucky rolls aside, everyone moving at once will be hit. I figure it might be good to have mechanics that discourage moving as a group after how well that's worked so far.
No.48318
 | Rolled 7 (1d10) |
North again I suppose
No.48319
So what will actually cause alignment shift, again? Failing to escape from a monster?
No.48321
>>48311
>>48313
>>48318
The three of them continue on, Silver Valkyrie Lagging behind a bit.
At first glance it appears to be another empty room, but Silver is tackled as she enters.
She is knocked into a table which breasks as she hit sit. She quickly regains her footing, staring at the slime that bounced into her.
Slime 15/15
>>48306
>>48310
Wild Soldier cuts the wolfman clean in two with her strike.
Sugar's shriek fails to hit the slime, but Crimson manages to claw out of the slime on her own.
wolfman 0/10
slime 15/15
–
Orange Comet:
HP 33/40
Ali 10
Flash Lancer:
HP 18/25
Ali 10
Silver Valkyrie:
HP 19/30
Ali 10
Crimson Axe: Defeated
HP 1/20
Ali 10
Sugar Diva
HP 8/10
Ali 10
Wild Soldier:
HP 25/25
Ali 10
No.48322
 | Rolled 8 (1d10) |
>>48321
Wild is the only one in the room that can still put up a fight, better make it count. She quickly charges in to strike at the slime creature.
Attack: Slime
No.48323
>>48319
That's the primary source, yes. Monsters can inflict corruption damage on a "captured" MG.
Note that later when capture traps are a thing, it's the trap that has you, not a monster. hehehe
No.48324
>>48321
Wandering creatures might be a good idea, and maybe others that flee to alert more monsters.
No.48325
 | Rolled 4 (1d10) |
Sugar shouts into her magic microphone. "Yeah! do it wild!"
Buff: Wild Soldier.
Crimson stands shakily, deciding she can't do anything worthwhile at the moment.
Action: none
Silver Valkyrie groans about being hit, be seeks to repay the damage.
Action: Attack Slime
No.48326
>>48324
Well, for wandering, I've been moving them under the FOW. So far fighting draws them closer if they're two rooms away.
No.48328
 | Rolled 9 (1d10) |
Flash Lancer pivots on her heel, leaps into the air, and throws her spear at the slime.
No.48329
I didn't visit this board in a while, so I'm pretty late. I'm half-interested in this - While I'm all in for spreading corruption/being corrupted by MGs/human bosses, if it's being corrupted by monsters (especially weak ones)… eh. I guess I'll keep lurking, and join (if you accept players at this point) once I'm more interested.
No.48330
 | Rolled 10 (1d10) |
>>48321
Comet rushes towards the slime, lunging towards it in attack.
No.48332
>>48322
>>48325
Wild Soldier feels an odd burst of strength as Sugar Diva encourages her. The slime wobbles as her axe travels through it, holding together a moment more before it seems to both spill and melt into another odd stain on the floor.
Crimson Axe stands Idle, unable to do much until she regains her powers.
>>48325
>>48328
>>48330
The slime squishes down as Silver Valkyrie swings, avoiding her hit.
Flash Lancer's spear hits home, causing the slime to spring a leak where it's hit.
Comet's attack causes the slime's filling to burst out the spear wound, leaving nothing but a mess behind.
Orange Comet:
HP 33/40
Ali 10
Flash Lancer:
HP 18/25
Ali 10
Silver Valkyrie:
HP 19/30
Ali 10
Crimson Axe: Defeated
HP 2/20
Ali 10
Sugar Diva
HP 8/10
Ali 10
Wild Soldier:
HP 25/25
Ali 10
No.48333
 | Rolled 8 (1d10) |
>>48332
Probably going to be my last post for tonight. Let's head west now. (We're making better time than the others. Ha ha ha.)
No.48334
Crimson mostly mumbles something, still tired. Flame surrounds her and her armor reappears, along with her axe, which falls out of the ring of fire.
Sugar Diva channels her ability, able to do a better job healing as she takes her time.
>>48329
Thanks for the interest. This is currently a beta run, trying to scale things out and such. Should be fine for you to join, some of the other players did pass by a monster or two as they were headed in.
No.48335
>>48332
Wild pauses to help heal Crimson. It's amateurish, but anything is a help.
No.48336
 | Rolled 7 (1d10) |
>>48333
on that note, what would be a good DM check-in method? Hang out at a scheduled start and try to do it ASAP, or schedule two or more check-ins a day?
Silver Valkyrie Follows lancer's lead, less than confident at this point.
No.48338
 | Rolled 4 (1d10) |
>>48332
Comet wipes some slime from her gauntlet and follows Flash Lancer west.
No.48339
>>48334
>>48335
As Crimson Axe regain her battle gear, both the other girls heal her wounds.
>>48333
>>48336
>>48338
Flash Lancer and Silver Valkyrie step inside, eyeing carefully for another ambush.
While Orange Comet isn't far behind, she's suddenly charged by some kind of dark quadruped before any of them check behind the disarrayed furniture.
They spot some tendrils dangling from the ceiling, coming from a tentacled creature that's attached itself to the rafters.
Zeno Beast: 5/5
Tentacle Hanger: 10/10
—–
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 18/25
Ali 10
Silver Valkyrie:
HP 19/30
Ali 10
Crimson Axe:
HP 16/20
Ali 10
Sugar Diva
HP 8/10
Ali 10
Wild Soldier:
HP 25/25
Ali 10
That's all for tonight if a player is checking out. I was hoping to know when Lancer could be back.
Well, give me a time you can come back so I know when to show up again.
No.48473
DM checking in.
Can't help but notice nobody mentioned when they'd be able to play again. I'm not that angry, but it does leave me totally in the dark about when I'm supposed to be running this thing.
I'll be peeking in hourly. I'd like to know what your availability is, both in time frame and quality. Are some of you maybe sneaking in some moves at work or something? I want the shortest turn cycle all of you can reliably make.
No.48517
>>48473
I had checked out shortly after Flash finished his post, but I apologize for forgetting to check in today.
I should be fully available after 3 tommorow, but I can check in periodically before then.
No.48521
>>48517
Does 8Chan use U.S. Central time zone? Or does it auto-adjust for the user?
Cause it matches my clock, and I'm at GMT -5.
No.48537
>>48521
Yeah, forgot about that. I don't know about 8chan but I'm GMT+5
No.48552
 | Rolled 9 (1d10) |
>>48473
I'll have a better idea of when I can play after tomorrow afternoon. I'm job surfing at the moment. Been playing L5R today, this is actually the first I've gotten on since I left last night. Sorry!
I'm on UTC-7.
Rolling to attack the Zeno beast.
No.48553
>>48537
Whoa, 11 hours difference.
Unless we're the same and you have the +- backwards. It's to translate GMT to your zone.
If you want to translate your time to GMT, do the opposite. Being GMT -5 means I have to add five to get GMT. My time is about 22:30, which means GMT is about 03:30
>>48552
Allright, maybe another session tomorrow.
Go ahead and Take a turn if you want Comet, Soldier as well, if you're lurking.
No.48557
 | Rolled 10 (1d10) |
>>48553
Right, meant to say GMT-5, EST.
Anyway, I'll attack the quadruped in the mean time.
No.48632
Nothing from our third player yet, So I'm thinking of switching to a couple daily check-ins and processing turns if all three have moved until the weekend. I'll shoot for 4PM and 8PM every night / 21:00 and 01:00 GMT.
Can all three of you spend some more time playing on Friday and Saturday? When and how long?
No.48650
>>48632
So I now am gainfully employed. Yay. This thursday I have to clear for orientation, but I have tomorrow and wednesday off. I should have Friday Evening and the weekend as well.
No.48703
>>48632
I work Friday until 7, and after that I have some plans with friends but I should be able to check in. Saturday is much better, I should be good all day.
No.48805
I had hoped to hear from Wild Soldier by now. So far I'm planning on having the next continuous session on Saturday, based on the common availability. If we don't get at least a check-in by then, I may have to take control of the character to continue the beta run.
All the same I've learned a lot already from this test run, So I think it might be good to go ahead and implement a few things before Saturday's session.
First off, traps. As it stood, moving into a room gave the risk of being ambushed by whatever monster was inside, but this amounted to the monsters maybe getting an attack turn before the MG could wreck everything, all but the hardiest in one hit. Then some healing left them mostly fresh for the next room. Traps will hit everyone that enters a room at the same time, with only a critical hit allowing avoidance.
I'm going to re-scale monster stats based on what results I want from the stats, as it was they were mostly parallel to MG stats, and I now realize that was dumb. More health, less damage. Not a lot, just enough to make it so low-health monsters and med-health monsters don't end up taking the same single hit.
The final game was going to have monsters that started easy and got harder, but I'm questioning why I'd even do that now. It just creates a scenario where you have some easy boring rooms standing in the way of things getting interesting.
Also, revealed-room safety isn't a thing anymore. I restrained myself to only moving monsters through hidden rooms, but they may jump in on you if they sense favorable conditions. Moving counts as an action for them as well, so don't expect it unless it's the worst possible time, since you'll get a turn to react to their entrance.
Finally, 50% will be rounded down, so your no-points healing heals 4 points instead of 5 out of battle.
As for final game maps, the one thing I don't like that i keep getting is windy hallways that are rooms of their own. Think I may use the same map gen posted earlier, but modify the final result to have simple room connections.
No.49064
Updates:
I'm between jobs myself, but I'm not likely to get a "typical" schedule where I live, and am more likely to get something in a restaurant or entertainment business where the busiest hours are the times most other people have off.
So if a recent job lead pans out sooner rather than later, I'll be working Saturday. I'll announce ASAP if this happens.
Still no word from Wild Soldier, so I think I'll go ahead and count as Idle and process a turn before I go to bed.
No.49075
Crimson Axe checks-in through the communicator.
"This room is clear, headed north."
"I'm coming with you this time!"
There is a shriek, and the communicator falls Silent.
Unless WS checks in, this group will count as NPCs, and be under the room blinds. Their rolls will be internal, so I don't have to post as a player each turn, but they'll still work the same.
>>48552
>>48557
Flash Lancer's attack hits, Causing the Zeno beast to bleed. 9 damage
Orange Coment follows up with it a charge that seems to surprise herself. 10 damage
Silver Valkyrie Tosses her spear towards the tentacled creature n the ceiling, but misses.
The freakish biped charges at Flash Lancer, trying to bite with what looks like either a set of teeth or a group of retractable claws. 3 damage
The tentacled Creature swings it's limbs at Flash Lancer, whipping her. 3 damage
Zeno beast: 5/24
Tentacle Hanger: 16/16
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 10
Wild Soldier: Idle
HP 25/25
Ali 10
No.49107
>>49064
Further update:
I'm going for an interview at least, so Saturday's session goes from maybe not to probably not. If it turns out I have the rest of the afternoon off and the players pop in after I check in, I'm game to DM for a bit more.
Given the silence, interest seems to be going lukewarm. I may just simulate the rest of the beta and tweak further depending on how corruption plays in once we have active dark MGs.
No.49140
 | Rolled 4 (1d10) |
>>49107
Your last post was at ten at night for me. I'm still interested!
Rolling to attack the tentacle hanger!
No.49194
>>49075
For the record I am still very interested myself, I was really just waiting for the next turn. Hopefully we can get in some playtime Saturday.
Seeing her comrade in danger, Orange Comet placed herself between Flash and the monsters, protecting her friend for the turn.
No.49225
Well then, it's late, but I guess I'll process a turn.
>>49140
>>49194
Flash Lancer's attack misses the tentacle hanger, While Orange Comet takes a protective stance in front of her.
The Silver Valkyrie Charges the Zeno Beast, but her attack misses.
The tentacle hanger whips it's arms, striking at the Silver Valkyrie 6 Damage
The Zeno Beast charges at Silver Valkyrie, 3 Damage
Entities in room:
Zeno Beast 5/24
Tentacle Hanger 16/16
Silver Valkyrie: 10/30
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 10
Wild Soldier: Idle
HP 25/25
Ali 10
Hadn't thought of how long a Protect command would work for. I sort of just took it as double-edged, since it removes a potential target and redirects damage. For now, I've decided upon having it work the same turn, and then continuing to work unless the protected MG tries to attack. Map hasn't changed, so duplicate file error.
No.49262
 | Rolled 1 (1d10) |
>>49225
Flash Lancer snarls, "Get out of my way!" and shoves Orange Comet aside, jabbing at the tentacle hanger again.
No.49291
No.49339
 | Rolled 10 (1d10) |
Comet picks herself up off the floor with a grimace. "I was just trying to help you!" she shouts, burning her ntion to the Zeno Beast and venting her anger into it.
No.49354
>>49262
Flash Lancer's strike misses as the Tentacle Hanger counterattacks.
6 damage
>>49339
Orange Comet's attack strikes the Zeno beast in it's core, reducing it to a gross paste.
10 damage, Zeo beast destroyed
The silver Valkyrie takes aim at the tentacle hanger, but is likewise swatted away.
6 damage
After it's counter-attacks, another of the creature's limbs whips Silver Valkyrie, breaking her out of her transformation. It's limbs soon ensnare her while she's stunned.
6 Damage, Silver Valkyrie is defeated and captured.
Tentacle Hanger 16/16
Silver Valkyrie 0/30 defeated, captured.
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 10
No.49356
>>49354
"Then maybe you should throw yourself in front of the person the monsters are actually attacking, you stupid cow!" Flash Lancer screeches, before vanishing in a puff of light.
Flash Lancer uses Emergency Teleport! How do I determine where I end up?
No.49359
>>49356
Roll a d21
the result will determine the room in a top to bottom, left to right sequence.
No.49360
 | Rolled 13 (1d21) |
>>49359
alrighty!
No.49362
Why do I hate sleep so much?
Anyway, should I nerf monster A.I. in relation to the "protect" action? As it stands I'm playing tactically, as if a "protected" target becomes "invisible" and this the next-weakest link gets dogpiled.
No.49364
>>49362
Meh, I think it's fine. The point is for the girls to lose, after all…
I'd kinda like to see how the system handles large numbers of weak enemies versus one girl. They might go down easy, but if there's five of them for every girl in the room…
No.49497
 | Rolled 9 (1d10) |
>>49356
"But I wa-" before she can finish her response, Flash Lancer teleports away in a flash of light, leaving Comet alone with Silver Valkyrie. Seething with rage, Comet kicks the goopy remains of the Zeno Beast. "Fine then, leave! We're fine by ourselves, right Silver?" she said, turning around to see her ally being enveloped by the monster. After a moment of shock, Orange Comet tries her best to jump up and attack the monster, in an attempt to save the girl.
I apologize for my lateness with these posts, I just have a lot to keep track of right now. I'll try to be better about checking in more often.
No.49578
>>49360
Flash Lancer finds herself in an empty room as she reappears.
>>49497
Orange Comet strikes the monster, causing it to drop Silver Valkyrie.
7 Damage
The hanging creature's tendrils seem to take a moment to decide to attack Orange Comet whipping her with it's limbs.
6 Damage
Silver Valkyrie is stunned as she's freed, taking a moment to get back on her feet.
Tentacle Hanger 16/16
Silver Valkyrie 1/30 Defeated
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 10
No.49584
 | Rolled 6 (1d10) |
>>49578
Comet tries again to attack the hanging creature.
No.49650
I'm trying not to be up this late, but youtube grabbed me again.
Anyways I think I'll stick to two or three check-ins a day till the map is cleared or all MGs are corrupt.
No.49712
 | Rolled 6 (1d10) |
>>49578
Hopefully 8chan will cooperate with me today. Moving east.
No.49742
>>49584
Orange Comet's strike hits home, nearly knocking the creature off the ceiling.
7 damage
Silver Valkyrie moves toward the corner, trying not to grab the creature's attention while she recovers.
Tentacle Hanger 10/16
Silver Valkyrie 2/30
>>49712
Flash Lancer moves into an empty room. A few gross trails lead north from this room.
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 10
No.49756
 | Rolled 9 (1d10) |
>>49742
Orange Comet takes another strike at the monster.
No.49775
 | Rolled 1 (1d10) |
>>49742
Flash Lancer moves north, kicking down the door dramatically!
No.49836
>>49756
Orange Comet's strike hits, further loosening it's grip. It wobbles as it hangs.
7 damage
Silver Valkyrie grabs a chunk of furniture, flinging it at the creature. The hanging tentacle creature falls to the ground, oozing strange fluid as it stops moving.
3 Damage, Tentacle Hanger destroyed.
Tentacle Hanger 0/16
Silver Valkyrie 2/30
>>49775
Following Flash Lancer's dramatic entrance, something swoops in and grabs her.
"Quite a rough girl aren't you? this will be fun."
The creature holds Flash lancer still long enough to plant a kiss on her lips before being shoved away. Her lips tingle and a shiver runs down her spine That clearly wasn't an ordinary kiss.
Alignment -3
The creature was very humanoid, though it was a bit redder than even a very embarrassed woman should be, and had a pair of horns crowning over it's blonde hair. It licked it's lips as it's fingernails grew long and pointed.
Deviless 8/8
—-
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 7
No.49856
 | Rolled 9 (1d10) |
>>49836
Flash Lancer licks her lips unconsciously before jabbing at the deviless, using the length of her spear to full effect.
No.49921
 | Rolled 6 (1d10) |
>>49836
"Are you alright?" Comet says, kneeling by Silver Valkyrie and doing her best to heal her.
No.49974
>>49856
The deviless crumples up after Flash Lancer's strike.
9 Damage Deviless destroyed
>>49921
Silver Valkyrie resumes her transformation, not looking in much better shape from the healing.
3 HP restored
Silver Valkyrie 5/30
—–
Orange Comet:
HP 27/40
Ali 10
Flash Lancer:
HP 12/25
Ali 7
No.50172
 | Rolled 2 (1d10) |
>>49974
"We should move on…" Comet says, moving east after making sure her ally was relatively alright.
I assume we're not just going to heal-camp in this room. That would be no fun.
No.50178
>>49974
Flash Lancer shakes her head and laughs. "Ha! I should have left those two behind a long time ago. They were holding me back." She then goes through the doors to the west, not noticing that she is walking with a more swaying, sexual gait.
No.50179
 | Rolled 6 (1d10) |
>>50178
(also not noticing she has forgotten to roll. :P)
No.50214
>>50172
"Uh, right."
While she's not in the best shape. Silver Valkyrie follows to the next room.
The first thing they spot is a bit of a buff red man. While Silver Valkyrie is still in the doorway, what seems like a swarm of giant hornets descends on Orange Comet.
9 Damage
At a second look, They seem a bit more like faeries of some sort, wearing black and yellow armor.
Devil 16/16
Yellowjackets 16/16
Silver Valkyrie 5/30
>>50179
As Flash Lancer steps into the next room, she spots another girl intertwined with some sort of spider-dog thing. it has a few tendrils in front that are starting to reach into her clothes.
When Flash Lancer draws closer, ropes seem to burst from the floor, Tangling her up until she feels snugly tied.
"Oh, Already? I thought I'd have time for some fun before somebody showed. I'm not even properly dressed."
It took a moment to recognize Crimson Axe. Her hair was much less vibrant in the untransformed state.
The six-legged creature moves toward the newly subdued girl. A set of four tendrils extend from what appears to be it's front, reaching into her clothes. It's touch is unaccountably exciting.
Alignment -3
"Aww, it wants to play with you now. Guess I'll help so I can have my turn."
Crimson Axe does her best to open and take off Flash Lancer's clothes, but the binding ropes get in the way somewhat. She sucks at the girl's neck, nibbling a bit.
Alignment -2
—-
Orange Comet:
HP 18/40
Ali 10
Flash Lancer:
HP 12/25
Ali 2
—-
Okay, more thoughts:
Yeah, I'm thinking a 20 alignment range would be ideal. Monsters with a "High" corruption stat can convert a girl in two hits. Combat has been delaying this discovery, but the monsters are buffed now.
I might give a bigger bonus to non-battle healing. We don't want a lot of boring healy turns. Also, perhaps i should change the defeat recovery mechanics. I'm thinking the number of turns defeated gets counted up, and then multiplied by something and the result is a self-healing effect. Maybe if you've been normal for 3 turns you get 9HP back when you transform.
That means you stay at 0HP unless you're healed. Defeat is meant as a huge nerf. You get knocked down to base stats. As you can see a turn or two ago, Silver Valkyrie finished off a monster that only had 3HP left.
I wonder if you should be penalized for having 0hp? Perhaps a monster can capture and corrupt in the same turn if your HP are empty. Also, self-healing is allowed, if it wasn't already since the numerical nerf.
Also, I'll probably save it for the "final" game, but I plan on rewarding writing as supposed to simply taking turns. Specifically game events that would be random in a normal game will happen based on writing. I have no idea how it will work, and it's maybe better to not even have it be a set system.
Just rewarding writing with relevant fun. Maybe if two players play their characters as constantly quarreling, I'll throw a temporarily corrupting living armor on one of them.
No.50535
So, looking ahead, I guess it'd be a good idea to decide how to deal with player availability and gaps between turns. It's mainly a choice between number of players and game speed.
I've decided to operate on DM check-ins a few times a day. Once I'm settled into my job I can put them on a clear schedule for everyone. I'm thinking two check-ins a day.
So we don't spend too long waiting on others, I'm deciding on two tiers of idleness.
If all players have moved, a turn will be processed at my check-in.
If not all players have moved after a couple days, idle players will be marked.
If a player was Idle last turn, I won't wait as long for that player before the next auto-turn.
I'm placing the minimum at about a week. If you're idle for that long, your character gets removed. Specifically I'm thinking of a 3-2-1 countdown. If idle for three days, you get marked idle. If the same player is the idler for two days a turn gets processed, they get one more day to check in before they're removed. So a total of six days.
No.50554
 | Rolled 4 (1d10) |
>>50214
Flash Lancer struggles against her bonds, trying to break free. "Crimson, what are you-OH!" She yelps as the creature brushes against her pussy, then gasps as it does so again. Her willpower quickly eroded by the tingling, slimy sensation of the monster's tendrils, her movements shift from pulling at the ropes to pushing her crotch towards the beast in hopes that it will-she shivers at the thought-penetrate her. "Yes…" She whispers.
(Rolling to break the bonds, although it's clear that Flash Lancer is going to be totally corrupted now anyway. I definitely agree that the alignment stat is a bit low-I like corruption, but just now Flash Lancer pretty much went from zero to turboslut the moment something touched her boobs.)
No.50560
Yeah, I'll scale it all up before I process the next turn.
All the NPC girls will get their current Ali x2, and the range will go to from 1-20 with 10 or less being corrupted.
>>50554
You can have +10 to your current alignment, enough to push you out of corrupted status, or you can take the same current x2 and keep your current relative corruption level.
Your choice.
No.50569
Oh and side-note. This is a play-and-test tuning beta, comments from non-players are welcome.
Also, I may ask for new players soon to see how PVP plays out when we have corrupted MG. Specifically if the current game ends with both players corrupted.
No.50636
>>50214
Comet picked herself up off the floor, wincing with pain from the yellow jackets' sting. Once she get up, and spread her arms outward, blocking the monsters from attacking her weakened ally. "I'll cover you, see if you can attack those faeries." Comet said, bracing herself to take the full force of the monster's attacks.
Did we ever decide on a way to change alignment towards the positive? Or are we assuming a corrupted MG is lost forever?
No.50653
>>50636
Good question. Some notes before I process the turn.
Capture: Inflicts "captured" status on an enemy.
No roll required, usable only on a magical girl with 0 HP.
Action taken automatically without costing a turn when an attack reduces a target's HP to zero.
Purify/Spread Corruption: Changes Ali by "Healing" stat.
Usable only on a target with "captured" status.
How are Sundays for the two of you? I'm open to rapid-fire sessions for the beta, and the main game if there's few players. It looks Like I'll have consistent Sundays off.
No.50665
>>50554
Flash Lancer's struggling barely loosens the ropes. The creature's tendrils start to find their way to her more sensitive areas, prodding at her slit and breasts. Crimson Axe fondles while she helps guide the creature's tentacles.
Flash Lancer Ali down 3
Flash Lancer Ali down 2
Crimson Axe: 10/20
Pug-bug 24/24
>>50636
Silver Valkyrie nods, Managing to slice most of the small creatures in half before she ducks behind Orange Comet.
Yellow Jackets 11 damage
The Devil charges forward, punching at Orange Comet with claws on its knuckles. The swarm seems quite agitated as their comrades fall, diving with their lances. The bows are enough to break Orange Comet's transformation. As her armor fades, the yellow jackets surround her.
Orange Comet 9 Damage
Orange Comet 9 Damage
Yellow Jackets capture Orange Comet
Devil 16/16
Yellow Jackets 5/16
Silver Valkyrie 5/30
—-
Orange Comet: defeated, caught
HP 0/40
Ali 10
Flash Lancer:
HP 12/25
Ali 1 or 9
Well, you're corrupted either way, do you want to be on the cusp or totally converted? If you opt for 1 Ali, the trap would have let go because you can't be corrupted further, allowing you to take action rather than being forced to struggle next turn.
—-
I messed it up. Gonna dish some inside details. Early on I was thinking of adding a "fluff type" to each monster to decide what kind of physical description they have, and how they go about violating who they catch. Later for the sake of simplicity the "fluff type" eventually became classes that determine monster stats.
There are currently six categories, each either has one high stat and medium in the others, Swarm-type monsters are supposed to have high HP, but I gave them medium. I'm leaving it though.
No.50814
 | Rolled 2 (1d10) |
Comet did not fall gracefully as her armor shattered before her eyes. She could barely get up enough to kneel before the swarm was upon her, buzzing around her maliciously, poking and prodding her with their lances in her weak state. She waved her arms desperately to try and get the demons away from her. The girl let out a frantic cry for help as she desperately flailed about.
THIS Sunday is not good, I'm going to a convention for most of the day, though I'll see if I can check in for a quick post of necessary. Most weekends should be better.
No.51061
**Hello, /tg/anon here. OP made a post over on /tg/ for advice and commentary on this game's rules a couple of days ago. It was getting ignored at first, but earlier today it ended up garnering some very enthusiastic responses.
http://8ch.net/tg/res/158955.html
And then /intl/ started spamming the board again and OP's thread looks like it's at a low enough priority for bumping that I'm worried it will be pushed off the board entirely, so I thought it would be prudent to come over here and let him know that he may want to check back in that thread as soon as possible.
With that said, good luck with the game, everyone. There's at least two or three of us over on /tg/ that are looking forward to seeing what sort of fun and erotic rule-set you guys wind up coming up with.**
No.51062
>>51061
…And I meant to spoiler that to avoid disrupting the flow of the game. Polite sage for the double post, and sorry if I'm making a nuisance of myself.
No.51096
>>51062
Well, right now I consider this a beta with the hood open for hotfixes. Thanks for the heads up, I thought the thread was just going to die, and I would have totally missed the responses.
Oh and, I was misled on Sundays, seems I'm working at a place that almost never closes. Looks like daily scheduled check-ins it is.
No.51190
>>51096
I'm from the /tg/ thread. My schedule's a bit wonky since I randomly decided to go back to school, but I'm willing to help out if you need more playtesters. I know very little about magical girls and do not have much experience with ERP. But this sounds fun as fuck.
That being said, the party seems mostly, well, fucked. when's the rescue team being deployed?
No.51252
>>51190
Well I'm using generic and assorted magical girls, so all there is to know is that they're girls who magically get costumes and superpowers.
Over in /tg/ some suggestions were made and I've decided to convert HP into an armor pool. this is a big change, so I'm thinking of closing the current session and advancing the story to test a scenario with some monsters and corrupt magical girls already involved. If there's a fair amount of players, We'll be drawing straws to see who starts corrupted.
Your armor points will be divided across your girl's outfit. For now, it's a simple as choosing names for clothing or armor, and stating how much durability points they have and what areas they cover.
The exciting part about this change is that magical girls will take clothing/armor damage, leaving more of their body exposed as they take hits.
This means that theoretically, if there was a monster that deals 12 damage, a squishy healer or glass cannon with only 10 hp wouldn't be OHKO'd, and just lose one article of clothing. However, monsters will now be able to corrupt magical girls without totally defeating them.
Each area has a sensitivity score, and all will count on a corruption attack. A fully naked MG will take 2-6 corruption based on the monster's corruption ability. Sensitivity is reduced or eliminated by armor. I've scaled it so that the minimum of 10 durability is enough to prevent corruption.
The loose minimum needed for this is two for the head, and four each on the upper and lower body. This is actually more than what is strictly needed to make a corruption attack result in 0 corruption, but on monsters with strong corruption, a little less still accounts for some vulnerability.
You can have layers for extra protection, but to deter making a lot of 1-durability items, only the layer with the most durability counts for reducing sensitivity, and only one article on the same area can have the same durability.
Long-term I'm planning on tying other stats into the outfits, so that things like your attack power go down as you lose clothes, but this is complicated enough for now.
Well, this is a long post. I'm tired right now, so I'll get some sleep and then I'll make a new character guide and remake my example characters in the new system.
No.51280
File: 1441293217972.gif (654.56 KB, 600x428, 150:107, akemi homura, kaname madok….gif)

>>51252
I like that new system a lot acutally, especially the localized armor breaking part. I felt like this run had a weird middle area where people didn't want to commit suicide, but still wanted to get the lewd corruption stuff. If this means characters can do that and still have some fight left in them they I think it's a good idea.
No.51285
>>51280
Yeah, I kind of feel dumb for not coming up with it myself. but with some sleep I've been doing some thinking about "healing."
With HP becoming an armor pool, I've been thinking that it should be at least called regeneration. But I'm thinking of giving that it's own overhaul might be a good idea.
First off, no free healing stat. second, regeneration works on a percentage of armor pool. The initial result will be 12% per point in battle, double in a cleared room.
Damaged armor will eat points first. The remainder can restore lost outfit pieces if the points are equal to the full durability of the piece.
And while I'm making big changes, another idea from /tg/ I like is assigning abilities, attack power, etc. to outfit pieces, so that they're lost as an MG takes damage.
So now I'm going to start writing up the instructions and making some examples that incorporate all this.
If the result is intimidating, I'll scale it back, but I don't think it will be too bad if I actually make instructions that condense all my thinking out loud.
No.51286
Um, how many posts put a thread in auto-sage? about 300?
It just crossed my mind that I should probably put my instructions into a new thread so that we don't get autosage early in the game.
No.51289
Well, I don't think we're AT auto sage yet. I'll start a new thread when I launch the next round of play.
Before I list the character instructions though, one more suggestion from /tg/ about transformation with An Idea I just had. Rather than being a no-cost action with a safety requirement, the ability to transform could be linked to defeating monsters. (/tg/'s idea.) By having transformation require an energy crystal dropped by defeated monsters. (my implementation.)
So resource management, yay!
I'm thinking each energy crystal can be used either to restore a MG to full power, or give all members of a group a 50% heal action. If you've been stripped of all clothes though, heal action's don't work, you need a crystal. The alternative is to be converted, which gives you a chance to describe how naughty your new dark MG outfit is.
Oh, and corrupt/purify is separate from healing and decided by rolls. Haven't decided on the specifics yet.
No.51290
Character Creation:
Each girl has base stats of:
10 Armor points
3 attack
A character starts with six points that can be spent to decide what powers and abilities they have.
Two points can be spent on an advantage or ability.
an advantage is a passive trait that is beneficial, while an ability is a character-specific action that can be taken as a turn.
Two points are earned by taking a disadvantage. A disadvantage is a pasive trait that hinders a girl or increases her risks.
Points can be spent increaing stats.
Each point spent on armor adds five armor points.
Each point spent on attack adds two attack points.
Each point spent on regeneration adds 12% to the regeneration ability.
Outfit:
A magical girl's power is kept in her magical outfit, which she gains upon transforming.
Armor covers three areas, the head, upper body, and lower body.
Armor points are divided among pieces of the girl's outfit, which also hold her abilities. For each area, list the parts worn. Each part should be assigned armor points.
Attack points, regeneration, and abilities also need to be assigned to a part of the girl's outfit.
Example:
Crimson Axe.
Points spent:
Armor: 2
Attack: 4
Regeneration: 0
20 Armor
11 Attack
Outfit:
Head:
Circlet, 2 AP
Upper Body:
Armor, 7 AP
Axe, 2 AP, 8 Attack
bodysuit, 1 AP
Lower Body:
Armor, 7 AP
bodysuit, 1 AP
No.51296
>>51290
Seems solid. I'd avoid complicating it much further without a run or 2. But for now it looks like a clean system that allows some play without getting bogged down by is own rules. Which is important for hot stuff
No.51307
>>51296
Well, this might ultimately be all the features of the final game. There's a little complexity, but it gears the game towards the lewd. Since this is such a big re-work, the next round will be in test-run status, with everything subject to adjustments.
I'll open the new thread tonight, and give a week for players to join. Hoping this goes well and we can all get our lewd game fix.
No.64306
THERE WAS AN ERO-EMPIRE REBOOT!?
Aw… I missed it!
No.64327
>>64306
Wow, this first thread never hit autosage, did it?
Yeah, there was a handful of players, but only two of us were active after the first week or so.