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-MOVENAME-
Type: Costs: Effect: Cooldown: =Generic Move Info= A Character starts with a 5 Limit of Moves they may "Know" at the same time. This limit increases by 1 for every 4th level(4, 8, 12, etc), To the max of 10 total at level 20. Moves may be altered, removed, replaced, added, at any time outside of Combat, as long as you PM the Approver before you make the changes, so that you can get approved. -Applies to All Basic Moves- -Normal Element Type moves have a base Energy Cost of 10. -Element Type Moves which are of the Element Types the Character have, costs 10 Energy as Base. Does not apply to Normal Element. -Element Type moves which are not of an Element Type the Character have, costs 50 Energy as Base. Does not apply to Normal Element. -5 Extra Pleasure Damage costs 10 Energy. -Base of 10 Energy Damage costs 10 Energy and 1 Cooldown. -5 Extra Energy Damage costs 10 Energy. -5 Extra Self-Inflicted Pleasure Damage reduces Energy cost by 5. -For every 1 Turn Cooldown, a Move costs 5 Energy less to use. -Special Effects may reduce or increase Energy Cost, it is up to the Approver. -A Move may at most cost (ECfM) Energy before Reductions. -A Move may at most deal 30 Self-Inflicted Pleasure Damage -A Move may at most have a 3 turn Cooldown. =Basic Move Types= -Foreplay Move- Have a Base Pleasure Damage of 5. -Penetration Move- Have a Base Pleasure Damage of 20. Have a Base Self-Inflicted Pleasure Damage of 10. Can only be used on Characters you are Mounting. -Mount Move- Have a base "Hold" of 2 Turns Have a base "Cost to Flee" of 20 Energy. Have a base Cooldown of 1. +30 Energy Cost gives the Move +1 turn of "Hold" on Victim. +10 Energy Cost increases Cost to Flee by 5 Energy, Max Cost to Flee is ECfM/2. Elemental Mount Moves have -10 Energy Cost and +10 "Cost to Flee" towards Characters weak to that Element, but Characters of either same element or are strong against that element have reversed effects, +10 Energy Cost and -10 "Cost to Flee". =Advanced Move Types= -Mass Move- Have a Base Cooldown of 2. Mass Foreplay/Penetration: 20 Base Energy Cost(If of the users Element or Normal, 60 if not) Mass Mount: 40 Base Energy Cost(If of the users Element or Normal, 80 if not) Mass Foreplay: Base Pleasure of 5. Mass Penetration: Base Pleasure of 20. Mass Mount: Base 2 Turns of Hold, 20 Energy Cost to Evade Uses the Non-Mass Variants rules but with doubled Energy/Pleasure Increases. Otherwise uses standard Rules for the Non-Mass Variants. -Drain Moves- Have a Base Cost of 0 Energy Have a Base Drain Cap of 5 Have a Base Cooldown of 2 Deals Self-Inflicted Pleasure equalling to the Amount of Energy Drained minus Drain Cap from the Enemy, Also Gains the same amount of Energy. Can only Drain up to ECfM/2 Energy Adding +1 turn Cooldown Raises Drain Cap by 5, Max Twice -Recovery Moves- Have a Base Cost of 0 Energy Have a Base Recovery of 5 Have a Base Cooldown of 1 Reduces Pleasure equalling to Half the Amount of Energy Sacrificed + Base Recovery. Can at most Reduce Pleasure by up to ECfM/2 Adding +2 turn Cooldown Raises Recovery by 5, Max Twice -Curse Moves- Have a Base Cost of 10 Energy(If of the users Element or Normal, 50 if not) Have a Base "Lasts for max X Turns" of 4. Have a Base "Moves Cursed" of 3. Have a Base "Curse Pleasure" of 5. +1 to "Lasts for max X Turns" raises Energy Cost by 10. +1 to "Moves Cursed" raises Energy Cost by 30. +5 to "Curse Pleasure" raises Energy Cost by 50. -Empower Moves- Have a Base Cost of 10 Energy(If of the users Element or Normal, 50 if not) Have a Base "Lasts for max X Turns" of 4. Have a Base "Moves Empowered" of 3. Have a Base "Empower Damage" of 5. Have a Base Self-Pleasure Addition to Moves Used of 10. +1 to "Lasts for max X Turns" raises Energy Cost by 10. +1 to "Moves Empowered" raises Energy Cost by 30. +5 to "Empower Damage" raises Energy Cost by 40. -Special Move- For all the moves that don't fit into any type, the cost and final effect is up to the approver. Last edited by Smokefish; 9th September 2009 at 05:39. |
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