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Old 03-20-2012, 12:33 PM
Meepo Meepo is offline
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Default ENF Tabletop RPG: The Chronicles of Enferia Game

I apologize to all those of you who aren't nerdy tabletop fans - there probably won't be much sexy-cool material for you here, I'm sorry. That said, someone brought up the idea of a tabletop ENF-themed RPG, and I thought hey - our very good friend cerindclvr made a setting that would lend itself well to that sort of game.

So I, of course, went ahead and tried to make that game. It's very rough and certainly not playtested yet, but I thought I'd throw it out here as a first draft of how an ENF-themed tabletop RPG might work.

Here's my suggestion for Chronicles of Enferia: The Tabletop RPG

Dice
Chronicles of Enferia runs on a d6-based die roll system. To try to do something, roll 1d6 and add your characters' bonus. If you've ever played tabletop RPGs before, you know the drill. We'll be primarily focusing on combat first, and swing around to static difficulties and other stuff later.

The Basics
A character has the following statistics on her character sheet:

Three stats (Body, Magic, and Cunning), a Defense score, an amount of Energy, and a list of what clothes she's wearing. We'll get into the detail of all of these below.

Three stats
Body - governs athleticism, mobility, strength, and so forth.
Magic - governs ability to use various forms of magical tricks, attacks, and so forth.
Cunning - the ability to set up traps, tricks, and use various underhanded means to achieve victory.

Stats vary from 0 (no particular abilities within the field) to 6 (legendary). Usually when you roll dice, you add a Stat. A starting character gets 4 points to distribute between the three Stats.

Defense
Your characters' Defense is calculated as follows:

[Sum of Stats]/2 + 3

This means that a starting character has 5 Defense, whereas a character with three Legendary attributes will have 12. Such powerful characters are almost impossible to touch for ordinary heroes. If the sum of Stats is odd, round down.

Energy
Energy is the primary resource used by the characters. Energy is not a fixed stat of the character, but rather fluctuates as it's spent and regained. Energy can be spent to boost a characters' stats: For each point of Energy spent, add 1 to a single die roll – to a maximum of +3.

One must be careful, though, for if a character should ever run out of Energy entirely, her Defense immediately falls to 0: She is too tired to effectively defend herself. Energy can never be reduced to less than 0.

A character starts a fight or adventure with Energy equal to five times the sum of their Stats, meaning a starting character begins with 20 – however, see Clothing, below. A characters' starting Energy is also her maximum Energy, and it can never exceed the value dictated by her Stats and by her Clothing, see below.

A character recovers all spent Energy by simply resting for an hour or so. In more adventure-oriented games, Game Masters may require a full night of rest for Energy to reset.

Clothing
Prior to a fight (or adventure, in case of longer games), establish what the character is wearing. Clothing reduces starting Energy, so a scantily-clad fighter has more resources to throw around in a fight, whereas a character wrapped in lots of clothes will be weaker, but also more difficult to strip naked. Use the following chart to establish how much clothes a character can afford:

0 Energy – Purely decorative accessories, such as jewelry, ribbons, diadems, et cetera. Such items don't count as clothes for purpose of who loses an Arena battle, i.e. a character only wearing accessories has already lost.

1 Energy – Skimpy panties, skimpy bras, shoes, and socks. Some accessories may also count in this category.

2 Energy – Modest panties, modest bras, boots, stockings. Cloaks, capes, and other garments that can be used for cover, but will blow open if unattended.

3 Energy – Skirts, corsets, tops, and other simple outerwear. Also includes unbuttoned jackets.

4 Energy – Outerwear that is moderately difficult to remove, such as trousers, buttoned jackets, and other garments that are securely fastened.

6 Energy – Garments providing full-body cover, such as coveralls, a dress, a suit of leather armor, et cetera.

All clothing can, in addition, be fitted with Extra Security. Every time a character adds Extra Security, lower her starting Energy by half the cost of the secured garment (round up). Extra security might be a sturdy belt, strong buttons, a rope binding a garment in place, et cetera. See the combat rules for the benefit of this.

Example:

Let's say I'm creating Mira the Tempest. Mira is wearing a loin-cloth, gloves, high stockings, and sandals. By the rules of this particular match, she is not allowed a top.

A loin-cloth probably counts about the same as “modest panties” - it's not terribly revealing, but it's still basically underwear. Such a garment costs 2 starting Energy. The gloves are small enough that they count as 0-point accessories – her opponent will not have to remove them to win the fight, so they are free. Her sandals cost 1 starting Energy. Finally, the stockings cover her entire legs, so they would cost 2 starting Energy. Mira has thus spent 5 points of Starting Energy, reducing her value from 20 to 15. Deciding that she can do with a little bit less Starting Energy, Mira increases the security of her loin-cloth by adding a sturdy belt; this costs her half the cost of the loin-cloth, so 1 point.

Mira has 14 points of Energy as the fight begins.

By contrast, Sophie the Sorceress is dressed positively modestly at the start of a combat, wearing a full set of modest underwear, black boots, a hat, and a robe. The hat is an accessory, but since it covers her beautiful hair, we'll assign it a cost of 1. The robe costs a hefty 6 starting Energy, and bra and panties taken together cost 4. The boots cost two points, leaving Sophie with only 7 points of Energy as combat begins.

Attacking:

There are three different modes of attack in Chronicles of Enferia, differing depending on their intentions. You can attack to Strip, to Grapple, or to Exhaust. It isn't possible to deal serious damage under these rules. Irrespective of your end goal, roll 1d6, and add a relevant stat:

BODY for physical attacks, be they sword-slashes, shoves, or grasping fists,
MAGIC for magical assaults using bolts of energy, spectral hands, or what-have-you,
CUNNING for attacks that rely on trickery, such as stealthily cutting a bra strap, or luring an opponent into a trap.

If it seems unclear which Stat is appropriate, use Cunning.

Subtract your enemy's Defense from the roll result, and note what remains. If the result is 0 or less, the attack misses. Otherwise, what happens next differs depending on whether you were intending to Strip, Grapple, or Exhaust.

Variant Rule: Rock, Paper, Scissors
Under this variant rule, certain attacks are stronger against certain characters, and characters with an even spread of Stats are more well-protected from incoming attacks.

If all three of a characters' Stats are equal, she enjoys an overall +1 to Defense.

If two of a characters' Stats are tied for highest, her Defense is not modified in any way.

Otherwise, a character suffers a penalty to Defense against certain attacks, depending on what her highest Stat is. If her highest Stat is...

Body, then she is weak against Cunning attacks (Tricksters easily outwit brawny warriors)
Magic, then she is weak against Body attacks (Warriors can slam through flimsy magic with ease)
Cunning, then she is weak against Magic (Trickery helps not against fire!)

A character suffers -1 Defense against attacks which she is weak against.

Attacking to Strip

To attempt to Strip an opponent, you must target a specific garment before rolling. Note the garments' starting Energy point cost. If your remaining result, after subtracting the enemys' Defense, equals or exceeds the garments' starting Energy point cost, you have successfully stripped off the garment. Otherwise, nothing happens.

If the garment has Extra Security, as noted under Clothing rules, a successful attack results in the Extra Security modification being lost in place of the garment. Sturdy belts are weakened, some buttons are lost, etc. but the garment is not removed. The Extra Security is spent, and may not be recovered until the garment is repaired. In case it needs to be said, garments cannot be repaired in battle.

Under normal circumstances, clothes worn inside of other clothes cannot be targeted until the garment covering them is destroyed. So, a bra cannot normally be targeted if the character is still wearing a top. Game Masters may waive this requirement for particularly creatively described attacks, though.

A final note concerning Attacks to Strip: A successful Attack to Strip restores 1 Energy Point to the attacker, or 3 Energy Points if the attack resulted in the opponents' breasts, buttocks, or genitals being exposed.

A few variant rules follow, that allow a GM to “spice up” his game a little.

Variant Rule: Strip Naked
A character may opt for a single, powerful “finishing move” that strips the opponent entirely naked. Such a move can only be done against an enemy with 0 Energy remaining (and therefore, with 0 Defense). A character must declare a Strip Naked attack prior to rolling (effectively targeting all of the characters' clothes). A Strip Naked attack succeeds if the roll result equals or exceeds twice the number of garments the target has on, irrespective of their costs. Otherwise, nothing happens.

Example: Sophie quickly spends all of her Energy Points, and is reduced to 0 Defense. Mira decides to go for a Strip Naked attack even though her enemy is still fully clothed, and directs a single slash against her, intending to cut through all her clothes. Sophie wears a hat, boots, a bra, panties, and a robe – a total of six garments. Mira is a little too ambitious, and her roll falls short of 12. The attack fails.

Variant Rule: Last-Ditch Defense
This rule allows for more drawn-out stripping combats. Whenever a successful Strip Attack would result in uncovering a characters' private parts or breasts, she may invoke a Last-Ditch Defense. By spending Energy equal to twice the cost of the garment, she cancels the effect of the attack. Alternatively, she may spend Energy equal to the cost of the garment, but reduce it to a more skimpy variant (with a lower cost, and therefore easier to target).

Example: Sophie attacks Mira with a magical grasping claw, intending to tear her loin-cloth off. The attack hits, and would uncover Mira's groin entirely. Mira could spend 4 Energy to cancel the attack, but she decides to save her points; instead she spends 2 Energy points, and sees her loincloth reduced to a tiny scrap of cloth, just barely covering her private parts.

Variant Rule: Damaging Clothing
Sometimes, tearing off a piece of clothing in one attack is simply not possible. Under such circumstances, a character can try to attack a garment to damage it. Doing so is successful if the remaining roll result, after subtracting Defense, is equal to 1 or more. A damaged garment is effectively “split in half”; replace the garment with two new garments with the same point cost total. For example, Sophie's 6-point dress can be cut in half to form a 3-point skirt and a 3-point top, or a 3-point skirt can be reduced to a 2-point loincloth and a 1-point accessory (a belt, for example).

Attacking to Grapple

Attacking to Grapple represents an attack made to restrict an opponents' movement, by pinning her down, seizing her in a magical forcefield, or catching her in a trap. After subtracting the opponents' Defense, note the remaining roll result. If it is greater than 0, the attack succeeds, and your opponent is treated as Grappled.

A Grappled character has the following two options:

She may act as normal, applying your roll result as a penalty to her own rolls, and to Defense (her movement is restricted). The penalty can bring both roll results and Defense down to negative amounts. This penalty remains until she tries to break free, see below:

She may try to break free. To do so, she must succeed at a Body, Magic or Cunning roll with no penalty; if this roll equals or exceeds the penalty inflicted on her, she either breaks free or takes control of the grapple. If it doesn't, the penalty remains for as long as you keep grappling her.

If you do anything on your turn except Attack to Grapple, the target loses the Grappled condition at the end of your turn. Therefore, the best strategy is to Grapple a character for a few rounds, until you inflict a big penalty, and then Attack to Strip – letting her go, but hopefully keeping some of her clothing with you.

If a victim of a Grapple succeeds on her roll to break free, she is allowed to make a free Attack to Grapple against you. This can make grappling with a more powerful character very dangerous indeed!

Attack to Exhaust

An Attack to Exhaust targets the opponents' Energy reserves, and may represent attacks inflicting physical pain or other forms of distraction (such as tickling). It's the simplest and least exciting form of attack. When attacking to Exhaust, roll your attack and subtract the opponents' Defense; the opponent loses as many points of Energy as your remaining result.

Example: Mira is fighting Sophie the Sorceress, and is worried that her opponent might launch a powerful attack. She decides to exhaust Sophie's Energy reserves. Mira rolls her attack, and scores 6. Sophie has 3 Defense, and so loses 3 points of Energy.

An Attack to Exhaust can reduce an opponents' Energy to 0, thereby robbing her of Defense. It is therefore unwise to start out a battle with too few Energy points.
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