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  #11  
Old 03-21-2012, 02:52 PM
BigMara BigMara is offline
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Alright, here's my sheet. Feel free to tell me it sucks if it does.

Description

Name: Annalise Fleurette Rouge

Race: Human

Age: 18

Hair: Light brown, shoulder length

Eyes: Cobalt blue

Height: 5'3"

Weight: 103 lbs

Body Type: Thin, Lithe


Stats

Body: 2
Magic: 2
Cunning: 0

Defense: 5

Starting Energy: 20

Equipment

Feathered Hat - 1
Modest Bra - 2
Modest Panties - 2
Ruffled Blouse - 2
Stockings - 2
Boots - 2
Skirt (Mid-Thigh) - 3

20 - 14 = 6 Energy

Weapons and Spells

Dueling Sabre
Mid-Level Fire Magic, as it is her specialty
Low-Level Ice, Lightning, and Water Magic
Low-Level Healing and Shield Magic
Low-Level Haste Magic

Personal Information

As the daughter of a small province's duke, Annalise was practically fed with the silver spoon her mouth had held at birth. That is to say that she has lived a somewhat pampered life, despite her family's admittedly-small amount of influence in Enferia's politics. With nothing but the best education in both swordplay and spellcraft, Annalise excelled in most everything she cared to try, eventually finding herself invited to attend a prestigious arcane academy at the tender age of thirteen. Her five years there were, admittedly, somewhat more challenging than she would ever care to admit, though while she is by no means a master magus, she managed to become basically proficient in enough disciplines of magic to still pass with high - but not top - marks.

Getting slightly more personal, Annalise's pampered upbringing tends to manifest itself in the way of a slight arrogant streak, though she is typically polite and friendly to those around her, and none can say she lacks confidence, what with her reliable supply of glib retorts when challenged. She is a very proud person, both on and off the battlefield, and despite usually being kind, she is not quite "warm".

Magic has made her mind and senses sharp, while swordplay has toned her body and made her more than a bit agile. However, Annalise has always had what she tends to call an "elf's body". She has always been small for her age, both in size and stature, and her athletic nature rendered excess body fat a non-issue. Because of this, Annalise could be relatively easy to pin by a particularly muscular opponent, and her thinness ensures that her breasts, hips, and bottom are all on the slightly diminutive side. This is not to say that she is not without curves - Far from it, in fact. The curves she has just happen to be a tad more slight. As previously mentioned, her figure could most easily be compared to that of an elven maiden.
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  #12  
Old 03-21-2012, 03:09 PM
cerindclvr cerindclvr is offline
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System seems good -- its solid, simple, and leaves a lot of room for improvising rules in more complex situations that can be resolved with a simple d6 roll. I love the variants such as the last ditch attacks and the rock paper scissor dynamic. And I'm sure we can tweak it after a bit of playtesting if anything feels 'broken'. I don't predict any min/maxing or powerplaying will really be possible in such a simple system, plus, with close GM moderation, it shouldnt be an issue. We're in this for the fun, no?

4 people, including the GM, seems like a good number to start things off... any fewer and we risk hurting the fun, though it might be better to test with fewer people at first? Any more than 4-5 and we start to bog things down, IMHO (having done a lot of tabletop rpg).

As for the female character thing... I think anyone who has written some ENF fiction should have no problem exercising "cognitive dissonance" as Meepo said. I'm not gonna be question who actually IS and who ISN'T a girl IRL, and it's not really the point, is it? Plus, it seems like an 'all or nothing' proposition. If, for instance, I decide I want to control Christie the Grey Witch in some sort of power-reduced form (amnesia or some sort of curse strips her of her usual immense powers) I would feel wayyyy more self conscious if the other few characters were non-strippable males. What fun is that, after all? Anyone participating in Zapp's Enfwar should understand this, although there was the clever device of dividing the 'players' from the 'actors' by suggesting that the girls are actually receiving commands from their players...

I'd almost prefer a chat room based situation with 'live' dice rolls -- waiting for dice rolls and resulting posts in a forum format would drag the pace to a crawl. That said, if that 's the only practical way to do it (besides scheduling meet times and whatnot for chatroom style play) then that's what we gotta do! Just gotta find the appropriate forum...

If it goes on long enough, leveling should most certainly be a thing!! How is Christie supposed to earn her powers back if not, after all? hehe...

Speaking of, once characters have been loosely made, I fully endorse a system of special powers... even if it's something simple like "once per session you can expend a burst of heroic energy which allows you to 'spend' more energy on a single attack, or something like that based on your character's theme... A cunning character might be able to spend energy to raise their defense against one attack, and so on...

let's give the character creation system a try and see if I understand it, eh?

Name: Christie Grey

Attributes:
Body:1
Magic:2
Cunning:1
Energy: 20 (15)
Defense: 5

Clothing: Circlet (0 pt), Sandals (1 pt), Tattered dress (3-4 pts?), Skimpy panties (1 pt), Claw bracers (0-3 point weapon accessory?)

Exp: 0/0

Potential attacks?: Weapons and spells could be chosen at character creation, and possibly provide a bonus to attacks to the tune of 1-3 (depending on what kind of sacrifices you make at character creation to 'purchase' them or how hard it was to find them along the quest), with spells costing energy but having a high payoff. And depending on how complicated we wanna make this, spells, attacks, and defensive maneuvers could have additional effects. E.g. Christie decides to create a shockwave of force emanating out from her person. The attack costs five energy but adds a 3 to her attack and a 2 to her defense for the round. The GM could also rule that the attack has a reduced cost because it might affect friendly targets, or he might increase the cost based on the number of opponents it's supposed to hit.

tl;dr: Love this idea, the system looks like it'll work fine, here's my character, when do we start???

Last edited by cerindclvr; 03-21-2012 at 03:16 PM.
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  #13  
Old 03-21-2012, 03:37 PM
BigMara BigMara is offline
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My own sheet is just awaiting mod approval. I'm guessing that's because of how big it ended up being.

cerindclvr:

I think I'd rather have these games follow a play by post format, even if it's slower. I usually don't have time to spend in a live chat for hours and hours, and I think having them here would allow for more detailed writing. Just my two cents.
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  #14  
Old 03-21-2012, 04:12 PM
Meepo Meepo is offline
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I can't stop writing. I am like a man possessed. By stripping fights.

In this post:

*Rules for initiative order in combat, adapted for forum play.
*Optional rules to encourage more steamy descriptions of a characters' actions.
*Special Moves, to further customise characters. They're still a bit abstract, and might not all be balanced, but should provide for fun.

Order of Actions in Combat

There are two different ways to handle the order of subsequent actors.

In forum play, the GM rolls a die for the player characters, and one for the NPCs involved in the combat. Add the highest Cunning value in either group to the die roll – if the PCs win, they go first – if the NPCs win, they go first. On a tie, the group with the highest Cunning value wins; if this is the same, re-roll. The players then act in the order of their posts. The NPCs act in whichever order the GM prefers.

In chat play, or in (the unlikely event of) face-to-face play, or in the case where players oppose each other, each character in combat rolls 1d6 and adds their Cunning value. Whoever rolls the highest may act first; if two people are tied for highest, the person with the highest Cunning value wins. If this is the same, re-roll.

The player who won this Cunning roll-off acts first. He or she then chooses the next person to act. The subsequent player then picks the next character, but may only choose a character who hasn't yet acted in this round.

When all characters have acted, the round ends, and the last character chooses who begins the next round. He or she may choose any character in the combat, including herself. In this way, it can sometimes be beneficial to be last – you can choose freely who goes next.

EXAMPLE: Mira and Sophie are teaming up on Roy the Warrior, intending to work together to defeat him. They all make Cunning rolls, and Sophie wins. Sophie casts a spell on Roy, but fails; she chooses Roy to act next. Roy tries to attack Mira. As his turn ends, Roy must choose Mira as she is the only person in combat who hasn't acted yet. Mira does her action, and may then choose freely between herself, Sophie and Roy for the next round.

Designers' Note: This system allows for cooperation between different characters – they can, for instance, Grapple an opponent and then choose an ally to go next, taking advantage of the targets' Grappled condition. However, the system is somewhat slow for forum play.

Hot Stuff

The above rules are all well and good to be able to run a game where characters fight to strip each other naked – but this rule, which is optional but recommended, allows a Game Master to encourage players injecting a little extra spice into the game.

Under these rules, rolls work slightly differently depending on the descriptions that accompany them. A “normal” attack is resolved by rolling 1d6. An action accompanied by an interesting, cool, or sexy description is resolved by rolling 2d6 and picking the highest result. Finally, an action that is jaw-droppingly awesome or stunningly well described is resolved by rolling 3d6 and picking the highest result of those. Judging the quality of a description is up to the GM, but he should consult the guidelines below.

1d6 – Actions that aren't particularly exciting. They describe what the character is trying to accomplish, but little beyond that. Example: “Mira tries to cut off Sophie's bra strap with her sword.”

2d6 – These actions are either action-packed, or unusually sexy. They might include favorably using the environment, the character pulling off an impressive stunt, or spouting a witty line. Such actions are more exciting and more interesting than normal descriptions. Example: “Mira runs straight at Sophie, but just before they meet, she kicks up a huge cloud of sand! For a moment she disappears entirely in the dust – before she reappears, right behind Sophie. As her blade slips in under the sorceresses' bra strap, she grins broadly. “I'm going to enjoy this”, she whispers.”

3d6 – Hot stuff! This is such a cool or sexy description that even the enemy might want it to succeed! If the GM is truly impressed by the description, he might award the player by letting her roll 3d6. There's no example of this kind of description, but you'll recognize it when you see it.

This rule isn't meant to enforce verbose posts or overblown blocks of purple prose, but rather to encourage players to think creatively and spice up the combats a little bit. Game Masters are, of course, free to assign description bonuses to NPCs (but should do so carefully, and as a rule of thumb, never allow NPCs to roll 3d6).

In forum play, this rule works best when the GM is rolling the dice, since he dictates how many dice are rolled by the player in question. When used correctly, this rule encourages spicy descriptions, which keeps combat from turning into a boring slug-fest.

Signature Moves

Signature Moves allow for greater customization of a character. They are tricks, special techniques, and other features that the character knows, which allow her a greater range of options in combat.
Signature Moves are associated with a single Stat, which may or may not impact how they are used. A character cannot learn a Signature Move if she does not meet its prerequisites – usually a Stat minimum.

A character gets one free Signature Move associated with each Stat she has above 0. She furthermore gets one additional Signature Move, chosen freely.

Example: Mira the Tempest has Body 3, Magic 0, and Cunning 1. She therefore gets one free Body Move, and one free Cunning Move, but nothing in Magic. Finally, she gets one free Signature Move, which could be from either Cunning or Body.

Signature moves can be bought for experience, as well. More on this later.

Body Moves (Combat)

Signature Weapon: (Minimum 1 Body) The character is famous for fighting with a particular kind of weapon (which can be anything from an exotic triple halberd to a rusty dagger, but may not be “unarmed”). When the character makes a Body-based Attack to Strip using this weapon, she adds one to her die roll result, if and only if she rolls more than the opponents' Defense. So, if the attack result is 0 or less after subtracting her opponents' Defense, nothing happens, but if it's at least 1, treat it as one point higher. This bonus applies only on an Attack to Strip.

Tickle Fighter: (Minimum 1 Body) Whenever the character makes a successful Body-based Attack to Grapple, the target loses 1 point of Energy. Some fighters literally tickle their opponents as they wrestle them to the ground – others specialize in inflicting pain or humiliation as part of their wrestling maneuver. A skilled fighter can keep up Attacking to Grapple until her opponent has no more Energy Points.

Tear It All Off: (Minimum 2 Body) Whenever the character makes a Body-based Attack to Strip, resolve it as normal by subtracting the opponents' Defense. If the remaining result equals or exceeds the value of the target garment, it is stripped off as normal. However, if it equals or exceeds twice the value of the target garment, the character may make an immediate extra Attack to Strip against the same character, but targeting a different garment. This immediate extra attack occurs outside of normal turn order. A character gets no more than one extra attack, even if the second attack meets the criteria for Tear It All Off.

Fury: (Minimum 2 Body) A character with this Signature Move may fly into a berserker frenzy by spending 3 points of Energy. Doing so doesn't require an action – she simply decides to do so at the start of her action. A character in a berserker frenzy enjoys +1 to all Body-based attacks until she ends the frenzy, but suffers a -1 penalty to Defense. The frenzy lasts until the character decides to
cancel it – which must be done on her own turn – or if her Energy is reduced to 0.

Smokin' Hot: (Minimum 3 Body) A character with this Signature Move can use her physical appearance and her well-toned body to her advantage. Whenever she loses a garment due to a successful Attack to Strip, she may make an immediate Body-based Attack to Exhaust against her enemy, outside of normal turn order. This represents her showing off her body, distracting the enemy.

Grope Master (Minimum 3 Body, must possess Tickle Fighter) A character with this move is a dangerous foe indeed in a grapple. When she makes an Attack to Exhaust in the round after she's made a successful Attack to Grapple against the same target, she drains +1d6 extra Energy Points.

Body Moves (Adventuring)

Super Strong (Minimum 1 Body) A character with this Move automatically rolls a 6 on any Body roll, excepting attack rolls, made to lift or move a heavy item, or to break a sturdy unattended object (meaning, nothing currently in use by another character).

Super Fast (Minimum 1 Body) A character with this Move runs really, really fast. On any roll made to win a foot race, to reach a certain point in a given time, or otherwise try to get from point A to point B as quickly as possible on foot, the character automatically rolls a 6.

Not So Shy (Minimum 2 Body) While the character still cannot fight while completely naked, and still counts as defeated if stripped entirely of her clothes, she will never suffer any penalties for being naked outside of combat. She's proud of her body and won't let her nudity come in the way. (Note that penalties for being naked outside of combat haven't been written yet, but we're getting there).

Magic Moves (Combat)

Telekinetic Scissors: (Minimum 1 Magic) A character with this Signature Move can attack an opponents' clothing in any order she wishes. She can try to Strip a warrior of her panties, even if she's wearing full plate armor, without needing any form of special justification or description. She may even bypass Extra Security to immediately destroy a secured garment, but attempting to do so costs two points of Energy (even if the attack misses).

Sexy no Jutsu: (Minimum 1 Magic) The character shrouds herself in erotic illusion, making enemies reluctant to attack her. She enjoys a +1 to her Defense. However, her newfound sexy appearance makes enemies extra encouraged to strip her naked: Anyone who succeeds with an Attack to Strip against the sorceress recovers two additional points of Energy (so 3 for a normal garment, and 5 for an attack that reveals the good stuff). The sorceress may activate and deactivate this ability at will, but only on her own turn. Non-Strippable characters may not learn this Move.

Energy Drain: (Minimum 2 Magic) The character specializes in magic draining another characters' strength, whether she sucks it out of her in the form of shiny light, or weakens her with enticing illusions. Whenever the character makes a successful Attack to Exhaust that isn't boosted by any other Signature Move, she recovers half the amount of Energy that the target character lost, round down.

Mage Shield: (Minimum 2 Magic) A character with this Signature Move can surround herself with a magical barrier, which protects her against non-magical attacks. Activating the shield costs 4 points of Energy. While it is active, the character enjoys +2 Defense against all Cunning- and Body-based attacks, but suffers -1 to her own Magic-attacks; maintaining the shield drains her magical energy somewhat, and makes it difficult to channel. The character may deactivate the shield at any time during her own turn.

Power Up Sequence (Minimum 3 Magic) A character with this Signature Move can power up a single, devastating spell. For every round in which she does nothing but chant and prepare herself for spell-casting, she receives a +1 to her next Magic attack. She may chant and power up for a maximum of 3 rounds before she must release the spell. There is a downside to using this power-up sequence – once it has been initiated, the character must make a Magic attack against a valid target within 3 rounds, or the spell violently explodes in her hands, immediately disintegrating her clothes and stripping her completely naked. This is usually no problem, but sometimes a valid target cannot be found – if everyone around her is already naked and therefore no longer capable of combat, for example.

Magic Moves (Adventuring)

The Sabrina (Minimum 1 Magic) A character with this Signature Move can, outside of combat, completely redesign her wardrobe. So long as she is wearing intact clothing, she may change around her wardrobe completely at will merely by snapping her fingers, going from modestly dressed scholar to go-go girl in an instant. If any of her clothing have been damaged or stripped off, this spell does not work. Changing ones' wardrobe with The Sabrina prompts a re-calculation of Energy Point totals, as normal.

Familiar (Minimum 2 Magic) The character has an exceptionally loyal pet, serving her as a familiar. It can be any small animal, from a cat to a lizard to an owl, or it might be a demon or magical creature of some kind. Whatever the case, the familiar is treated as a Non-Combatant and is so exceptionally weak in combat. However, it can be used to do menial tasks such as scouting, spying, or retrieving items. The familiar is as intelligent as a human, and can speak if the player so wishes.

Love Potion No. 69 (Minimum 2 Magic) The character can brew a love potion. Anyone who imbibes this potion, whether knowingly or unknowingly, will immediately fall in love with someone of the sorceresses' choosing. This has no game-mechanical impact, but can be a lot of fun in long-running adventures.

Cunning Moves (Combat)

Hand Bra: (Minimum 1 Cunning) A character with this Signature Move is particularly good at covering up using only her hands. Whenever she would lose her last piece of clothing and is stripped entirely naked, she immediately receives a new “garment”: Covering Up (worth 1 point). She doesn't count as stripped entirely naked until this “garment” has been removed (usually by forcing her to remove her hands), even for purposes of the Enferia arena.

Sabotage: (Minimum 1 Cunning) The character can attempt to sabotage a garment mid-combat, meaning it could conceivably fall apart at a later time. The character may declare a special attack called Attack to Sabotage, which is always Cunning-based. She targets one of her enemy's garments, and if the attack roll equals or exceeds the opponents' Defense, the Attack to Sabotage is successful. In the event that the attack is successful, the Game Master secretly rolls one die. On a 5 or 6, the garment has successfully been sabotaged – it will fall off in 1d6 rounds, on the attacking characters' turn. On a 4 or less, nothing happens. The attacking player does not get any information on whether the sabotage was successful, nor does the target.

Yoink!: (Minimum 2 Cunning) The character excels at stealing away accessories and smaller items, and might pilfer them without her enemy even noticing. When attempting a Cunning-based Attack to Strip against a garment worth 1 points or less, the character may retroactively spend Energy Points on the roll to make it succeed. For example, say that Pixi the Thief tries to steal a thong from Adrienne the Amazon. Adrienne has 5 defense and the thong is worth 1 point, so Pixi would need to roll 6 or better. She rolls a 1, for a total of 4. Adrienne laughs off Pixi's attack, which fails... until Pixi spends 2 Energy points, and reveals that she stole the thong so fast, Adrienne didn't even notice!

Decoy Clothing: (Minimum 2 Cunning) Once per fight, the character may negate a single successful Attack to Strip at no Energy cost, by revealing that the garment wasn't really stripped off – instead, the enemy grasped at a spare piece of cloth, or cut off a strap that didn't really attach to anything, et cetera. The character might even reveal that she was wearing two pairs of panties – just in case!

Quick Reflexes (Minimum 3 Cunning) The character may spend 1 Energy Point to automatically go first in any combat. If she uses this Special Move, and her first attack is a Cunning attack, it is rolled with a +1 bonus. If two characters with this Special Move oppose each other, roll off between them as normal.

Cunning Moves (Adventuring)

Extradimensional Cleavage: (Minimum 1 Cunning) The character can somehow store the most unlikely items inside her clothes, without them showing. As long as the character is still wearing at least some type of clothing, she can hide any mundane item no larger than her own head inside them. She may even carry spare clothing in this fashion (though she is prohibited from attempting to put on these garments in combat).

I Really Am A Seamstress! (Minimum 2 Cunning) The character can repair clothing with surprising speed outside of combat. No matter how horrendous damage a garment has sustained, the character may restore her entire wardrobe to tip-top shape in the same time it takes her to recover her Energy Points (an hour or so in combat-intense games, a night of rest in adventure-focused games). She may optionally mend clothes for a friend, at the same speed.

Latest Fashion (Minimum 3 Cunning) The character is very good at convincing other characters what would be suitable to wear. Outside of combat, whenever she tries to persuade someone to put on a certain outfit, roll her 1d6 + her Cunning stat. The opponent rolls 1d6 + their own Cunning stat. If the roll results are equal, or if the character with this Special Move rolled highest, the other character becomes convinced to wear the outfit. This adjusts the targets Energy Point total as normal – but no character will accept an outfit that reduces her Energy Point total to 0, nor will they accept any outfit that completely reveals their breasts, bottom, or genitals. Anything within those restrictions, though, is fair game. Pixi the Thief can convince Sophie the Sorceress to wear nothing but a skimpy thong and pasties, if the mood strikes her.
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  #15  
Old 03-21-2012, 04:22 PM
luna146 luna146 is offline
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Sorry if there are any spelling or grammatical errors. Using a tablet.

Name : Luna gold

Attributes
body : 3
Magic : 0
Cunning : 1
Energy: 10 (20)
defense : 5

Clothing : boots (2 energy) simple shirt (3 points) simple pants (3 points) skimpy bra (1 point) skimpy panties (1 point)

Weapons : sword (simple cutting sword) 2 knives. (For throwing or for up and close clothes cutting.)

Exp 0/0

Not the best charecter but hopefully i can develope it in the future.
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  #16  
Old 03-21-2012, 04:23 PM
Meepo Meepo is offline
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As for how to play the game: I suppose I could volunteer to GM this, but only if it's done in a forum format - I don't have time to spend on chatroom type games, I'm afraid. Forums would also allow for longer descriptions, as pointed out from above. If mods allow it, we could play it here, with the GM handling die rolls.

4 people including GM sounds good enough, perhaps five. We've got a few interested people thus far, it would seem.

I very much encourage playing girls. Non-Strippables are first and foremost meant as NPCs, even though they are technically playable.

Weapons as accessories is a great idea, cerindclvr. I'll be sure to add that in the next version. Christie's tattered dress could probably count as 3 points, giving her 15 points to throw around in combat. (an interesting interpretation of the dress being tattered might be, that while it offers full-body protection, characters can target her panties without first attacking the dress). And yes, you've gotten the grasp of the character quite well - she works!

Looking forward to seeing what others come up with.

[By the way: My computer is in a very unstable position, so I'd appreciate getting contact information from someone (maybe in a private message) so I could send them the document in the event that my computer suffers permadeath. It'd be good to have a backup copy somewhere.]
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Old 03-21-2012, 04:27 PM
Meepo Meepo is offline
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Who is playing:

cerindclvr as Christie Grey
luna146 as Luna Gold
BigMara as... someone?

We've got enough to start up a game, though I suppose there is room for one more player. Derelict or Dew0427, either of you wanna come on board?
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Old 03-21-2012, 04:30 PM
Derelict Derelict is offline
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In order to best utilize the forum format, players may have to "chain" their attacks and spell out what their short term plan is. And, they should probably list a contingency in case the die rolls don't go as planned. If that fails... Well, your character is in a world of trouble! Moving one bit at a time would get old fast.

And, I think rolls should be left up to the GM. For fun, the actual number could be posted, too.

And, cerin, feel free to design your main characters with advanced stats. They're famous icons!

Finally, I think players should list their interests so that a GM can focus on details that matter to the player. Some players may be into EUF and want to hear all about intricate pantie details, or another player might dig large breasts and want to hear more about them. That's part of why we're here, right?
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Old 03-21-2012, 04:41 PM
Meepo Meepo is offline
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Derelict, those are some very good points. Let me address them one by one:

1. Yes, writing down a sequence of attacks might be a good idea. Two or at most three attacks in one post is probably a good amount - after more than three attacks, the playing field might be radically different.

2. I agree. Doing the rolls and posting the result is probably the best idea.

3. Cerindclvr, this is your world! Feel free to make the more powerful characters, by all means! There are yet no rules for having more Special Moves than a starting character, but they're upcoming.

4. Yes, please do describe what you're looking for - it's always good to be on the same page regarding what appeals about a given scene or combat. On the same note - do people want to play out an "adventure"? I think it's perhaps best to start with a simple arena combat (maybe, if we get 4 players, a simple 2 vs. 2 set-up) and then, if everything works out, move on to a longer story.
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Old 03-21-2012, 04:59 PM
Derelict Derelict is offline
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Whatever the case, the game needs to adapt to the "disruption" of players responding at different speeds.

I'll try to concoct a character later... with a real keyboard.
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