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Planet of Pleasure (CoC V 2.0)


SiphonTalvesh

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Alright, so I have had time finally to finish the re-write for the old CoC system, and run it by Archer. We're both in agreement that everything looks good, so now the only thing left to do is start getting victims .. I mean players for the new game.

Most of the enemies (and bosses) will be the same, given that 3/4ths of them were never encountered in the first game.


Character creation will work a bit differently this time around. Gone is the immediate claim to 'customization' from Level 1. Instead, there are now six different 'classes' of characters, each with their own special skills, and, as you will discover later on, their own special weaknesses.

The pleasure/orgasm system has also seen a massive overhaul, gone are the straight up Int vs. Int rolls to determine orgasms. Instead, a new sexual stamina system has been formulated for just this purpose. Fill up your stamina bar, and presto, your one orgasmic chick. The impregnation system also has been changed, as has the direct sexual combat system.

There is now virtually NO unarmed combat (unless you run out of ammo, mana and your weapon breaks in battle!) Now, you may have noticed the word MANA there. Well yes, this does mean that there are various spells, or even special skills a character can utilize. Some of these skills enhance the damage dealt, while others deal a fixed amount of additional damage, and still others deal a fixed total amount of damage. Some skills even deal damage that can't be reduced by immunities, giving them a massive advantage. While it is completely possible melee combat, or shooting an enemy with a gun, could deal more damage than anything else, it is a bonus to have skills capable of ignoring enemy defense or just dealing a set amount and not wasting the ammo.

Before we list the new system pieces you will need to know in order to decide what character class you will choose for this mission of escape, we offer a bit of advice. Do not overlook ANY single stat, for it may cost you, and be forewarned, while a group of nothing but one character class may seem appealing, we don't recommend putting all your eggs in one basket, for there ARE immunities out there, and you will need diverse damages in order to combat these stronger foes.

One final thing: Players will have the option to group up into parties of up to 4 players. I shall handle this directly before your 'copy of the world' is given to your party. No single play through will be allowed due to the inherent difficulty of the later 'acts' of the game. With that said, let's meet the character classes and the new systems you need to know about!



All characters will start out being able to select a weapon from their chosen class. Regardless of which one they choose, they will deal 2x of the margin of victory + strength bonus.


Warrior Class: They are the queens of brute force melee combat. You won't find a better class to soak up damage and dish out the heavy melee damage. Their strengths lie in close quarters combat, in order to keep foes distracted from less durable allies. Warriors also recieve inherent bonuses when they utilize swords or axes in combat. Warriors recieve 1 mana point per level, and 1 mana point per point into Energy. They also receive 3 life points per level, and 3 life points per Vitality point.

Starting Stats:

Strength: 40
Dexterity: 40
Vitality: 50
Energy: 10
Intelligence: 10

Starting HP: 150
Starting Mana: 10
Starting Sexual Stamina: 210

Special Skills:

Zeal - Attempt to attack all foes at once. If this connects you deal +5 Damage to each foe struck. Mana Cost - 5.

Vengeance - Add fire, lightning and cold damage to your attack, dealing a total of +15 elemental damage. Note immunes will lower this skill's effectiveness. Mana Cost - 10

Cleave - You strike for +20 damage. Mana Cost - 15

Final Thrust - If the enemy is below 30% health, this attack doubles your after strength calculated damage. Mana Cost - 25 (Elite)

Thrill of Victory - If this attack hits deal +10 damage. If target foe had less health than you, do an additional +10 damage and gain 5 mana. Mana Cost - 25. (Elite)

Eviscerate - You hit the enemy, and if it connects their HP drops by 20% of their maximum. (Can only be used once per enemy, and may not be used after an enemy is under 30% life. Can't be combined with any weapon spells.) Mana Cost - 30 (Ultimate Skill)

Available Weapons: Axe, Sword.



Amazon/Ranger Class: They are the queens of ranged physical attacks. There isn't a class that can surpass their skill with the Javelin or the Bow and Arrow. Their strength lies in their ability to attack from a distance with precision aim, whittling away their opponents HP while the Warriors tank them. The Amazon is capable of tanking damage herself if need be, but she's nowhere near as durable. The Amazon/Ranger is the only class who has an attack able to hit a foe actively raping a party ally due to her incredible precision aim. Amazons receive 2 points of mana per Energy point and 1 point of mana per level. They also receive 2 life points per level and 3 life points per Vitality point.

Starting Stats:

Strength: 35
Dexterity: 45
Vitality: 40
Energy: 15
Intelligence: 25

Starting HP: 120
Starting Mana: 30
Starting Sexual Stamina: 175

Special Skills:

Strafe - Attempt to attack all enemies at once. This skill does +5 damage to all struck enemies. (Usable ONLY with a bow.) Mana cost - 5.

Charged Bolt - Add +10 lightning damage to your weapon. (Javelin ONLY) Mana cost -5.

Triple Shot - Attack with a volley of 3 arrows, which may strike a single enemy up to three times. (Bow ONLY) Mana cost - 15. (Elite)

Lightning Javelin - Add +20 lightning damage to your weapon. (Javelin ONLY) Mana cost - 15. (Elite)

Precision Shot - Deals 35 damage to any foe who is raping an ally, AND causes them to be unable to rape that turn. Mana cost 45
(Ultimate) This skill can only be used once every five turns though. Can be used with either a Javelin or Bow and Arrows. If this skill is not used on an enemy actively raping, it will still deal 35 damage and be recharged instantly. This attack ignores Physical Immunity by dealing pure magic damage. Bear in mind, there are some enemies who cannot be targeted with this attack, and there are a few magic immunes. See special notes.

Available Weapons: Bow+Arrows (unlimited arrows), Throwable Javelins (self replicating/unlimited).



Assassin Class: The assassin's are masters of recognizing traps, as well as quick strike melee damage. An assassin particularly shines when she strikes an enemy unaware of her presence, and quickly avoids a counter-attack to launch another attack. Assassin's have inherent bonuses when they use any kind of dagger or knife based weapon, and they are the only class that have a chance to double strike. While an assassin could be a tank if she had to, it isn't her forte, and it limits her effectiveness dramatically. She is also the weakest of the melee-type fighters by far in terms of her resistance to rape. Assassins receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 life points per Vitality point.

Starting Stats:

Strength: 30
Dexterity: 30
Vitality: 30
Energy: 20
Intelligence: 40

Starting HP: 90
Starting Mana: 40
Starting Sexual Stamina: 150

Special Skills:

Flashing Blades - Causes a double strike and deals +5 damage per weapon that hits. Mana Cost - 5. (Daggers Only)

Double Throw - The assassin throws a pair of throwing knives at her enemy, dealing +5 damage per hit. Mana Cost - 5. (Throwable
weapons Only).

Leaping Mantis Sting - The Assassin attacks with her dual daggers, and if this attack hits, she deals +15 damage and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25

Dancing Daggers - The Assassin uses her dual throwing weapons and hits for +15 damage, and her target foe is unable to attack on it's next turn. (Elite) Mana Cost - 25.

Mobeius Strike - The Assassin attacks with her weapons and hits for +20 magic damage. This skill can only be used every three turns, and prevents her target from attacking for one turn. (Ultimate) Mana Cost - 45.

Available Weapons: Dual daggers, Dual throwing knives (self-replicating/unlimited).



Necromancer Class: The necromancer excels in the use of Curse based magics intended to harm the enemy indirectly. Her skills can range from anywhere of lowering their resistances (and sometimes stripping immunities) of an enemy, and even causing them to attack their own allies! A necromancer can be extremely useful at higher levels as she gains more and more mana for her skills. In a rare twist of things, the necromancer shuns the use of using minions, preferring not to reanimate the corpses of a demons. Her forte is clearly casting her curse spells from afar, and a single attack spell of her own. She does however, prefer to remain out of melee combat. Like the Sorceress and Ritualist, she is vulnerable to up close and personal attacks, however she is the most durable of the mage-like classes. Necromancers receive 2 points of mana per level and 3 points for each Energy point. They also receive 2 life points per level and 3 per Vitality point.

Starting Stats:

Strength: 25
Dexterity: 35
Vitality: 30
Energy: 25
Intelligence: 35

Starting HP: 90
Starting Mana: 75
Starting Sexual Stamina: 145

Special Skills:

Amplify Damage - This skill allows the Necromancer to curse her target to receive DOUBLE physical damage, or strips Physical Immunity. Mana Cost - 5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.

Lower Resist - This skill curses target foe to take DOUBLE elemental damage, or strips one elemental immunity of the Necromancer's choice. Mana Cost -5. The curse lasts 5 turns, or until the Necromancer is raped. See special notes.

Bone Spear - This magic projectile deals 55 magic damage to her target foe if it hits. (Elite) Mana Cost - 35

Weaken - Curses target foe to have half their normal strength and dexterity, making them easier to attack. (Elite) Mana Cost - 55.
This curse lasts 5 turns, or until the Necromancer is raped. Cannot target a foe who has grappled or is raping an ally.

Confuse - Curses target foe to become confused and attack a random allied monster with HP damaging attacks. Can only be used once on an enemy, and only twice in any combative round. (Ultimate) Mana Cost - 150. This curse last for 5 turns, until the attacked enemy dies, or the Necromancer is raped, whichever happens first.

Available Weapon: Long Staff.



Ritualist Class: The Ritualist is a mystery to any who aren't of her way. She somehow communes with the spirits of fallen champions
past and is able to use their spiritual energy to help heal the HP of her allies in combat situations where they take damage. She also has the unique ability to use soothing magics which when used on a character who is not grappled or actively being raped, lowers their gained pleasure. This can be highly useful to a group who's warrior has been raped extensively, but hasn't orgasmed yet and has managed to break free. This would allow them to effectively last a bit longer should they be raped again during that combative round. They are also capable of utilizing various weapon spells to enhance the power of an allies (or their own) weapons. While they do not receive any bonuses to a particular weapon, their weapons spells, healing/soothing abilities and their powers of forcing information from fallen enemies souls more than makes up for their lack of any real offensive output. She is vulnerable to melee attacks herself, and has never really fought up close and personal. As such, if she is captured, she's a fairly easy rape victim, though not as easy as a sorceress. Ritualists receive 2 points of mana per level and 2 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.

Starting Stats:

Strength: 25
Dexterity: 35
Vitality: 25
Energy: 25
Intelligence: 40

Starting HP: 75
Starting Mana: 50
Starting Sexual Stamina: 125

Special Skills:

Soothing Memories - This skill allows the Ritualist to restore 1D25 HP and 1D25 Sexual Stamina when cast. The skill can only be used on an ally who is not being actively raped, and is not grappled. It may only be used once per six turns on the same person and only in combat areas. Mana Cost - 20

Splinter Weapon - This weapon spell allows the Ritualist to cause a weapon to magically attack all targets in the area for +10 damage. If this is placed on any weapon, and the attacker succeeds in hitting their target, the damage will be dealt in it's full to every enemy. This spell lasts 5 attacking turns, or until the Ritualist is raped. Mana Cost - 30.

Spirit Bind - This channeling spell is two-fold. It may be used to either take information from a recently killed enemy that could prove useful, or it can be used to briefly bind the spirit of a fallen enemy to serve as an ally. If it is used to gain information, the Mana Cost is 35. If it is used to bind the spirit as an ally, the Mana Cost is 55. (Elite) This spell only lasts 3 turns or until the Ritualist is raped. If she is raped before her turn comes up, then her spirit ally will vanish and not attack, as it will attack directly after she does. Said spirit deals the same damage the Ritualist dealt with her attack, if she and it hit.

Signet of Spirits - This channeling spell allows the Ritualist to summon a spirit to her aid, which deals 35 shadow damage with it's attack. This damage is immunity ignoring and cannot be reduced by any known method. The spirit replaces the Ritualist's attacking and soothing presence for 5 turns, however it will vanish if she is raped, which she still can be. (Elite) Mana Cost - 65.

Spirit Rift - This channeling spell is perhaps the most powerful spell in the world. The Ritualist summons a rift beneath her target foe, which strikes for 110 shadow damage. This skill is highly exhausting, and can only be used once every ten turns, regardless of if it hits. (Ultimate) Mana Cost - 100. Shadow damage is immunity ignoring and cannot be reduced by any known method.

Available Weapon: Long Staff.



Sorceress Class: The sorceress is perhaps the character with the largest offensive arsenal available. She focuses almost exclusively on casting elemental magics from a distance, preferring to stay out of melee combat. Because of her distaste for melee, she is highly susceptible to melee attacks, and if she is captured by an enemy and raped, she will succumb to her pleasure faster than any other class. However, she more than makes up for her sexual vulnerability with an impressive arsenal of elemental magic. She is capable of using fire magics, cold magics and lightning magics with equal ease. Without a question, her offensive potential is one of the best available. Sorceresses receive 3 points of mana per level and 3 points per Energy point. They also receive 2 life points per level and 2 per Vitality point.

Starting Stats:

Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40

Starting HP: 20
Starting Mana: 135
Starting Sexual Stamina: 85

Special Skills:

Fire Ball - This spell deals 40 Fire Damage if it hits. Mana Cost - 35.

Ice Blast - This spell hits for 40 cold damage if it hits. Mana Cost - 35.

Lightning Bolt - This spell hits for 40 lightning damage if it hits. Mana Cost - 35.

Energy Blast - This spell deals shadow damage, and hits for 80 damage. (Elite) Mana Cost - 50. Can only be cast once every 5 turns. Shadow damage has no immunity and cannot be reduced.

Elemental Destruction - This spell deals fire damage in the form of a meteor, cold damage in the form of a chaos ice orb, and lightning damage via a thunderstorm all in one sudden cast. If this spell hits, target enemy foe is struck for 150 total elemental damage, 50 from each element. (Ultimate) Mana Cost - 200. This spell can only be used once every 10 turns as it is exhausting.

Available Weapon: Long Staff.


A note regarding special skills: No special skill may be combined with a weapon spell. If you are under the effects of one, you may not use a special skill attack. Special Skills factor in their + damage AFTER all other calculations. The only exception to this are magic only skills and the Warrior skill Final Thrust.


Description of Stats:

Strength: This stat determines how much additional damage your character can do with physical attacks (assuming they connect). It is also used to escape from being grappled, escape rape attacks and traps, to resist/penetration attempts, and is factored in with Dexterity for pleasure taken while being actively raped. For every 5 points of strength, you do +1 damage with melee and gun based attacks.

Dexterity: This stat determines how likely you are to be able to hit an enemy, or avoid being hit by them. It's also used in conjunction with the Strength stat to determine how much pleasure your character suffers while being actively raped.

Vitality: This stat determines how many hit points your character has. Your HP is your life, when it reaches zero, you have died. It is also used to factor how much sexual stamina your character has (how much sexual pleasure you can handle before the big O.)

Energy: This stat is used for several things. It's primary use is in factoring how much mana you have. Mana is used every time a spell or skill is used. It is also used with vitality to determine how much sexual stamina your character has.

Intelligence: This stat is used for the ability to recognize and avoid various traps laid out for your characters. Every character will scan for traps, so do not ignore this stat because if you do, your weakness may cost your entire party the chance to avoid a trap. This stat is also used in the event your party wishes to escape from combat, however ALL party members must succeed in avoiding ALL enemies in the area. Note you cannot escape from a boss battle. Also, when combat initiates, a roll will be conducted to determine the attacking order. In this case, your base Intelligence + D100 = Your initiative, or place in the chain of attacks. The higher your number, the more likely you are to attack first. Intelligence can play a major roll in how often your party is able to get a 'jump' on the enemy, and how often you may be able to escape from battles. It should be noted that enemies will ALWAYS be aware of your presence, however you will also be made aware instantly of theirs. It should also be noted that the Initiative roll holds for the entire fight, and no further initiative rolls will be conducted until a new set of enemies arrives.


1 point of Vitality adds 2-3 HP depending on character class.
1 point of Energy adds 1-3 Mana depending on character class.

(See character classes for these details).

Working out your stats:

Every character starts with pre-set stats. This is different per class however, so pay close attention to those, and especially when adding in stats from gaining a level. The total preset numbers all come out to 150 total points, which enemies will also have presets. As you level and progress through to new areas, the enemies will get stronger and stronger.

Sample Sheet:

We'll use a Sorceress here.

Starting Stats:

Strength: 15
Dexterity: 40
Vitality: 10
Energy: 45
Intelligence: 40

Strength and Dexterity would grant her in this case a base 55 roll, to be added to a D50 for her resistance to rape attacks.

Strength would be a base 15 to attempt an escape from rape or grapples.

Dexterity would be a base 40 in attacks and avoiding grapples.
HP is 2x the vitality on a sorceress, so 10x2= 20 HP for a starter sorceress.

Mana is 3x the energy on a sorceress, so 45x3=135 Mana.

Intelligence would be a base 40 to avoid traps.

4x Vitality + Energy = the sexual stamina. On a sorceress this would be 10x4= 40 and 45 for a total of 85. So after 85 pleasure, the
sorceress's body would betray her, and she would suffer an orgasm.


Sample Attack Sheets:

Here we have a few sample sheets showing how damage is calculated for physical damage. For our first, we shall use a Sorceress.

Melee Weapon, no skills used:

Sorc: 40 (base dexterity) + 45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.

Damage Calculations: 30 (Margin of Victory) + 3 (Strength Bonus) = 33 Melee Damage Dealt Unarmed x 2 = 66 Damage Dealt with Staff hitting enemy. This would be x3 for a handgun and x5 for an energy pistol.


Sample 2: Melee Weapon, special skill involving + physical damage only. We'll use Cleave for this.

Warrior: 40 (base dexterity) +45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.

Damage Calculations: 30 (Margin of Victory) + 8 (Strength Bonus) = 38 Unarmed Damage x 2 = 76 Damage Dealt with Sword/Axe + 20 (Cleave Bonus) = 96 Damage Dealt Total.

If Final Thrust had been used, and the enemy was below 30% life, then it would be 76 x 2 = 154 Damage Dealt.


Sample 3:

Melee Weapon, special skill involving + damage with elemental to it. We'll use Vengeance for this.

Warrior: 40 (base dexterity) +45 (D50 Rolled) = 85 Vs. Enemy 1 35 (base dexterity of sample creature) + 20 = 55.

Damage Calculations: 30 (Margin of Victory) + 8 (Strength Bonus) + 15 (Vengeance Elemental Damage, assuming no immunity) = 53 Unarmed Damage x2 = 106 Total Damage.


Sample 4:

Assassin Double Strike Skill. Flashing Blades and Double Throw ONLY

Assassin: 30 (base dexterity) + 50 (D50 Rolled) = 80 Vs. Enemy 1 30 (base dexterity of sample creature) + 20 = 50.

Damage Calculations: 30 (Margin of Victory) + 6 (Strength Bonus) = 36 Unarmed Damage x2 = 72 Damage With Dagger Hit Only + 5 = 77 Damage with first hit.

Roll a second set to see how much damage is done with the second dagger, assuming it hits.


In all of these cases, this assumes that an enemy has no immunities. If they were immune, subtract the damage done from the immunity. So for example if an enemy were Physical Immune, then the only attack that would have done anything would have been Vengeance at 15 total damage.

However, if an enemy had elemental immunity, remove the added damage from the immune elements at the end.

If an enemy had no immunities and was hexed with Amplify Damage, multiply the very final number by two. If they were hexed with lower resist, double the elemental damage added where needed.

If an enemy WAS immune, but lost it due to a hex, normal damage is done. However, in the cases of a single fire or cold or lightning immune losing that immunity, it would be 2x damage on the non immune elements, and normal damage on the previously immune
element.


Notes: Demons don't use mana for their spells. It is unknown how they cast, but some cast with a 100% success rate, others do not. You will discover which ones do and don't on your own.


Additional Skills:

Each character class possesses three skills that they share in common. Weapon repair spell, Scan and Resurrection Spells.

Weapon Repair Spell - This spell allows for a 1D35 roll to be conducted as to how many durability points a weapon can be given back. This spell may only be used when there are no enemies in the current area, and as many times as a character wishes to do this with.

Resurrection Spell - This spell allows for a dead party member to be brought back to life after all enemies have been vanquished in the current combat area.

Scan - This is a party wide spell that is passive, meaning it is always on. This useful spell gives information on the levels, stats and remaining HP enemy monsters in your combat area have. It cannot be blocked or stopped, and even if all party members are being raped it will still be active. It also allows you to know exactly how each party member is doing, and if they are close to dying, or reaching their climax.


A character can't pass out due to being raped or suffering orgasms. However, filling the sexual stamina bar up will result in that character suffering an orgasm. If an orgasm occurs, then the character will be unable to do anything for one turn. This also means that they will be unable to provide any resistance to being raped for that one turn, and as such will suffer the full pleasure their attacker can bring down upon them.
 
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SiphonTalvesh

SiphonTalvesh

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Re: Planet of Pleasure (CoC V 2.0)

(Continued)


Enemies too can reach their own peak, though they will suffer no ill effects from doing so as they are bred for this. If a monster reaches it's peak, there is a chance the victim will become pregnant. If a monster reaches it's peak at the same time his victim reaches her peak, it's an instant impregnation.

Enemies receive 2x the pleasure their victims do.

If your character is being raped by a female enemy, there are several things that can happen.

1. Enemy is using her tongue/mouth - Your character can suffer pleasure and orgasms, while the attacker takes no pleasure from this attack.

2. Enemy is using her pussy (imbued you with a penis) - Your character can be forced to orgasm inside of her attacker, and the
attacker can also be brought to orgasm. In this case two things will happen.

2a. The enemy CAN become pregnant, which can cause a new enemy to spawn on the battlefield if it's mother is not slain in time.

2b. If your character brings her attacker to an orgasm, she will suffer 2x the pleasure for that turn.

2c. If your character orgasms at the same time her attacker does, she will automatically impregnate her attacker AND suffer 2x the pleasure for that turn.

This makes being raped by a female enemy VERY dangerous, as you can quickly find yourself over run with enemies, or see replacements for already fallen demons.

Orgasmic Note: The Spider is the ONLY enemy that can impregnate you if only you Orgasm. You must be Futa'd though for this to apply.


Corruption Levels (KL and KP)

Corruption points are gained every time your character is forced into some form of sexual act AND takes pleasure from it. Points are gained in the following increments and ways. Be sure to add in the previous notes to this final number.

1. Forced sexual act causing pleasure with no orgasm for you or the enemy - you gain the margin of pleasure dealt to you as KP.

2. Enemy orgasms, you dont - you gain the margin of victory in pleasure dealt to you x2 as KP.

3. You orgasm, enemy does not - you gain the margin of victory in pleasure plus 50 in KP.

4. You orgasm, enemy orgasms with you - gain the margin of victory, +50 for your orgasm AND multiply that x2 in KP.

5. You become pregnant via enemy only orgasm - you gain margin of victory, +25 for impregnation in KP.

6. You become pregnant via double orgasm - you gain margin of victoy, +75 (your orgasm and impregnation total) AND multiply the
final by 2 in KP.

7. You impregnate an enemy via your orgasm - you gain margin of victory, +25 for giving up your seed to them, +50 for your own then
multiply by 2 in KP.

8. You impregnate an enemy via double orgasm - you gain margin of victory, +75 for giving up your seed to them, +50 for orgasming yourself AND multiply that final by 2 in KP.

You gain 50 KP per Orgasm a round, +25 KP for becoming pregnant, +20 Per Penetrated hole.

9. You have the option if you wish to 'help' yourself a little bit. If your character has been raped, and is close to an orgasm, but does not climax, the bar does not drop with time. You can choose, at a small price, to either masturbate and cause yourself to orgasm, or a team mate can finish your bar off for you. If you choose to finish yourself off, you will gain 25 KP for bringing yourself to orgasm + the difference in pleasure required to fill the bar. If a team mate finishes you off, you gain the same as before, AND they gain 2x the difference in KP that it took to get you to orgasm for falling into 'sinful' pleasures.

If by some stroke of misfortune, your character is forced to suck off a phallic appendage, and the enemy orgasms while their appendage is thrusting about inside your mouth, you will gain +30 KP for being forced to swallow demonic semen. Luckily, this can only occur with a handful of enemies, so if you avoid being captured by them, you can avoid swallowing their loads.


Corruption Levels are gained when your character reaches a certain number of KP. Once you have gained a KL, you can not lose it, however there are some potions in the game that might lower your KP ...

Level 1 - Gain 15,000 KP.

Level 2 - Gain 30,000 KP.

Level 3 - Gain 60,000 KP.

Level 4 - Gain 120,000 KP.

Level 5 - Gain 240,000 KP.

Level 6 - Gain 480,000 KP.

Once you have reached level 6, your character is fully corrupted, and becomes a sex slave to her attackers. She will also turn on her former allies at that moment, and must be killed to progress. Try not to let this happen.

In addition, as a character gains Corruption Levels, they will become weaker to various enemies or certain types of sexual attacks, and by some levels, they will no longer resist a particular enemy or attack, and will become essentially dead weight.


KL Penalties by Class:

Level 1: Warriors - Suffer -5 on all sexual combat rolls vs. Lamias. Amazons - suffer -5 on all sexual combat rolls vs. Enoly. Assassins - Suffer a -5 on all sexual combat rolls vs. Velociraptors. Necromancers - Suffer a -5 on all sexual combat rolls vs. Red Oni. Ritualists - Suffer a -5 on all sexual combat rolls vs. Spiders. Sorceresses - Suffer a -5 on all sexual combat rolls vs. Amphibious Drayne's.

Level 2: All Level 1 Weaknesses are now at -10 each Roll.

Level 3: All level 2 weaknesses at -10 AND the following. Warriors - Suffer -5 vs. All Ogres. Amazons - Suffer -5 vs. All Tar Creatures. Assassins - Suffer -5 vs. Werewolves. Necromancers - Suffer -5 vs. Demonic Frogs. Ritualists - Suffer -5 vs. Slurpers. Sorceresses - Suffer -5 vs. Lesbian Plant Trap and Alarune.

Level 4: All level 2 weaknesses at -10 AND all Level 3 weaknesses at -10.

Level 5: All of the above at -15 AND/OR the following. Warriors - Cannot resist Tentacle Rape or Lamia's. This does not apply to boss monsters, instead a -20 vs. Boss Enemies who use tentacles. Alarune's do not count as they have no tentacles, and Lesbian Trap Plants don't count because they don't use their tentacles to rape with, only capture. Amazons - Cannot resist Snake class enemies or Slime/Tar class enemies. Assassins - Cannot resist Incubi or Red Oni. Necromancers - Cannot resist Tainted or Impregnators. Ritualists - Cannot resist all Bug Class enemies or Harpies. Sorceress - Cannot resist Succubi, Female Plant Enemies or Amphibious Draynes. Succubi do not include bosses, instead a -20 vs. Boss Succubi creatures will be enforced.


There is no need for a Level 6 Category, since at Level 6 your character is fully corrupted and is one of the enemy now. However, a
class guide is required to be sure everyone understands what they may face.


Tentacle Monsters - Note that bosses cannot get free shots, so a special note is placed in there. The following normal enemies classify under tentacle rape: Humanoid Plants, Karsetti, Demonic Jellyfish, Giant Kraken, Demonic Starfish, and Scylla's. Boss Enemies are: Queen Leech (Only if futa spell fails), Tentacled Drayne Queen, Kabraxis, Giant Plant, Baalina and Themrihkal. All other creatures do not apply here as they must use their TENTACLES ONLY for attacks.

Snake Class - This class contains Rigels and Lamia's. There are no snake bosses.

Slime/Tar Class - This class contains Slime, and both Male and Female Tar Demon types. There are no Slime/Tar bosses.

Bug Class - This class contains Demonic Bug, Drayne Hunters, Sucklers, Demonic Spiders, Crawling Horrors, and Amphibious Draynes. Bosses are: Drayne Queen and Tentacled Drayne Queen.

Female Plant Enemies - They are the Lesbian Plant Trap and the Alarune.

Succubi Class - This class contains the Succubus and Dark Elf. Bosses are: Andariel, Black Jade, Blood Lust, Flesh Dancer, Lilith, Lillandra, Red Vex, Stareye, Web Widow, Witchfire and Witchmoon.

All other enemies fall under "others" and do not need an explanation.

Special Notes:

1. Ranger Skill Precision - There are some enemies that this skill can't hit. This will show up in the scan information when you encounter them.

2. Necromancer Skill Amplify Damage - This skill causes a target who is not a physical immune to take double damage. This applies ONLY to physical damage, and is factored in before strength and weapon bonuses. A skill that adds + Damage that is physical would receive this bonus prior to the weapon or strength enhancement.

3. Necromancer Skill Lower Resist - This skill causes a target foe to take double elemental damage if they have no elemental immunities. This applies ONLY to elemental damage. Skills such as the Amazon Lightning Javelin would do +20 Lightning Damage to a non immune instead, while a skill such as the Sorceress Elemental Destruction could deal an amazing 300 damage!

4. It IS possible to forcibly shove an enemy off one of your allies, however this may only be done in a situation where the number of living, uncorrupted party members is greater than the number of remaining enemies. For example, your party consists of a Ritualist,
a Warrior, a Sorceress and an Assassin. The Sorceress is captured and mounted, and is being raped by one enemy (you can have
multiple enemies raping you however, more on that later). The party originally started facing off with 6 total free enemies. There are now 5 roaming enemies, while one is getting his rocks off with the Sorceress. No one from you party will be able to attempt a rescue until there are only 2 roaming enemies left, leaving a total of 3, assuming the Sorceress hasn't freed herself. This of course means that if two or three of your party is being raped, you would have to kill enough to outnumber them. If only one of you isn't being raped, then they must first defeat the last roaming enemy, leaving no enemy to stop her before choosing who to try and free first. It should be noted however that the Amazon MAY attempt her precision shot (if the option is listed as being available) to free a team mate even if the enemy outnumbers them. This gives a party a distinct advantage with one vs. without one. Without an Amazon (or vs. an Immune Foe to that skill), you will have to wait to attempt a rescue, meaning more precious time your ally can be sexually ravaged by her enemy(s).

5. Multiple enemy penetrations - It is completely possible that you will end up in a situation where more than one enemy will be raping your character. In this case, two separate pleasure rolls will be done, which means you could orgasm twice as fast. Depending on how much pleasure you take, you could suffer two orgasms in a single turn, though this is unlikely to happen with higher stamina based characters. The first orgasm will always be centered vaginally, and a second in the same turn would be in her ass. It is also possible to be raped by an enemy who can penetrate all three orifices. In this case, you cannot suffer an orgasm from being forced to suck something off, but you would still have to free your mouth from whatever vile thing is in it. All orificies require a separate roll to free themselves, so it is possible you won't free yourself from penetration in one try. However, the good news is that until you only have your mouth penetrated, an enemy will not attempt to re-penetrate.

To continue with this branch, there are penalties to you if you are multiply penetrated and end up with an enemy blowing their load into your mouth. See the KL and KP system for more details.

6. KL gains - A system of weaknesses will be implemented for characters who have begun to climb the Corruption Ladder. See the
KL chart for details as to what you can expect by character class.

7. Life and Mana regeneration - While in an active combat area, a character will regenerate 3 life per turn and 2 mana per turn. When
outside of combat, these numbers are both 5 per turn naturally. You may also find potions that you can magically store until you need them that will restore half, or even all of your Life or Mana. There is even a Full Restoration potion, but these are rare to find.

8. KL lowering - There are potions that are capable of lowering a characters KP amount to the very start of their current level. You may only take one of these per character with you, and they do not have to be used on yourself, you may use them on another party member in worse shape than you.

9. Pregnancy - Lasts 20 turns for both humans and demons alike, and can't be terminated in a human. The good news with that is that a baby born from a PC will vanish and not have to be fought. The bad news is that one born from a demon will mature instantly into an adult of your level and you will have to kill it. The child born will always be of the same species type as it's demonic mother, with their inherent skills. Bear in mind, plants can become pregnant, or implant you with seeds to impregnate you.

10. Some enemies drain HP when you orgasm. If this occurs, your HP loss is 1/10th of the total pleasure taken.

11. By will not resist, we mean that a character will actually go out of her way against normal enemies to get herself raped, and will literally allow themselves to be grappled and raped by these types of enemies, so long as they are present. When these enemies are dead, the character will 'snap out of it' and become useful again. Enemies will always be able to sense which characters are at this stage, and will always target them first.


Experience System - When an enemy is defeated, your entire party gains experience. Killing an enemy the same level as you grants 100 XP to EACH party member. Killing an enemy a level higher than you grants 150 XP to EACH party member, and killing an enemy 2 levels higher would grant 200 XP to EACH party member. It is possible if you encounter five enemies right out of the gate to hit a level instantly upon defeating them all. See the experience required for level chart below for an idea on how often you can expect to level.

Gaining a Level - When a character gains a level, they will receive their inherent class bonus to life and mana. They also will be allowed to spend 10 stat points freely between their 5 stat classes, allowing for customization of a character to fit the players style as time progresses.

Experience Chart -

Level 1 - 500 XP. Level 2 - 1,000 XP. Level 3 - 2,500 XP. Level 4 - 4,000 XP. Level 5 - 6,000 XP. Level 6 - 7,500 XP. Level 7 - 9,500 XP. Level 8 - 11,000 XP. Level 9 - 13,000 XP. Level 10 - 14,500 XP.

There of course are more levels, but this gives a fair idea of how it will work. Between 3 to 4 needs 1,500 XP, and 4 to 5 needs 2,000 XP, with the number never going higher than that. To extrapolate, even number levels require 1,500 more than their last level did, while odd levels need 2,000 more than the past level.



Items Available in this game.

Health Potion - This potion will restore half of your maximum life. May only be used when you are not grappled or being raped. You may carry up to five of these at once per person. These start dropping on the first kill.

Mana Potion - This potion will restore half of your maximum mana. May only be used when you are not grappled or being raped. You
may carry up to three of these at once per person. These start dropping on your first kill.

Full Health Potion - This restores 100% of your life. May only be used when you are not grappled or being raped. You may carry up to two of these at once per person. These don't start appearing until Tower Level 1.

Full Mana Potion - This restores 100% of your mana. May only be used when you are not grappled or being raped. You may carry up to two of these at once per person. These don't start appearing until Tower Level 1.

Rejuvination Potion - This restores 35% of both your life and mana at once. May only be used when you are not grappled or being raped. You may carry up to four of these at once per person. These don't start appearing until the Catacombs in Act 1.

Full Rejuvination Potion - This rare potion restores 100% of your life and mana at once. May only be used when you are not grappled or being raped. You may only carry one of these per person at a time. These don't start appearing until the start of Act 2.

KL Lowering Potion - This exceptionally rare potion will completely erase all KP gained toward your current level. May only be used when you are not grappled or being raped, and you may only carry one of them per person at a time. These can start appearing from the first enemy killed, though they are very hard to find.

Mervan Handgun - This lightweight handgun is prized by many for it's ability to focus damage into a bullet fired from it's weilder. You fire a bullet, and if it hits, the damage dealt is 2x the margin of victory + strength bonus. Handguns deal physical damage, so watch out for immunes. The handgun can hold 15 rounds at a time. The handgun doesn't start appearing until the Valley of the Snakes in Act 2.

Handgun Bullets - These are the ammunition for the Mervan Handgun. You will not find any ammo until at least one member of your party has acquired a Mervan Handgun. These come in a 15 round speed loader clip.

Mervan Shadow Magnum - This is actually an energy pistol of sorts. This is the most powerful weapon in the game, dealing 5x the margin of victory + strength bonus. It has a 30 blast limit before a new energy cell must be found and put into it. This gun deals the highly sought after shadow damage, and cannot be found until you reach the Great Marsh in Act 3.

Mervan Energy Cell - This item is placed into a Mervan Shadow Magnum and allows it to function again. It carries a charge great enough for 30 shots. You will not find an energy cell until at least one member of your party has acquired a Mervan Shadow Magnum.

Map Piece - These will randomly drop off of an enemy, and will tell you how to find the exit portal of the area your currently in.

Portal Activation Key - These will ALWAYS drop off a defeated Boss Monster, as well as at least one other item. Bosses may drop up to three total items, while normal enemies only have one drop.



Weapon Durability System - This is a straight up system. Each melee weapon has 500 durability points. Every time you hit with an attack with one, it loses a point. When it reaches 0/500 DP, the weapon breaks and cannot be used until it is repaired outside of combat. Should your weapon break while in combat, you must either use a gun of some kind, a spell if you have them, or resort to using your bare hands.

Safe Rooms: These rooms allow for instant FULL repair of weapons, life, and mana. They will not allow for ammo recovery, or allow your KL or pleasure meters to go down. However, they are 100% safe, you can not be accosted by a patrol at all here, and they are ALWAYS clearly marked.

Patrolling Enemies: Sometimes you will enter an area that isn't safe, but is empty at the moment. If your party lingers for more than one full turn, you run the risk of an enemy patrol spotting you. However, you will always know these areas as the enemy never bothers to conceal their footprints, and you may not be bothered by a patrol group after having defeated a different group.




So, this all said ... Who's in? When enough people say they are in, I will ask for a folder/forum for this and get the sign-up sheet going.
 

TentanariX

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Re: Planet of Pleasure (CoC V 2.0)

Looks interesting. Im always up for a good ERP, Siphon. Count me in. Ill give it all a proper reading later on.
 

Mirchie

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Re: Planet of Pleasure (CoC V 2.0)

Do want. I see that it is a pretty different game to CoC.
 

windclan

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Re: Planet of Pleasure (CoC V 2.0)

I'm in, have to read through all that when I have more time though :)
 

xivvix

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Re: Planet of Pleasure (CoC V 2.0)

I skipped the first CoC, but the changes you've made here make PoP sound much more interesting. I think I may give it a shot.
 

thetwo

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Re: Planet of Pleasure (CoC V 2.0)

Drawing pretty heavily from at least two video games, but there's nothing wrong with that. Consider interest shown.

Edit: some notes.
1.) We're missing a few details. The actual effects (if any) of pregnancy. The formula for pleasure damage. The effect (if any) of clothing/armor. That kind of thing.
2.) Below #8 in the KP rules we find this: "You gain 50 KP per Orgasm a round, +25 KP for becoming pregnant, +20 Per Penetrated hole." Given that you've already described the penalties for orgasm and becoming pregnant, I assume this isn't supposed to be there? And since you can take additional pleasure from a secondary penetration, the last bit is a bit perplexing as well.
3.) Come to think of it, the rules for KP in general could use a little simplification. Is it really a special case when both you and your attacker orgasm, or is it just applying the rules for your orgasm and their orgasm? An example (simultaneous orgasm while you are futa'd against a spider, maybe) might help.
 
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plmnko

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Re: Planet of Pleasure (CoC V 2.0)

Wow i want to play it (but i will give my place if is needed)
 

OAMP

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Re: Planet of Pleasure (CoC V 2.0)

I will play.
 

FireoftheMonkey

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Re: Planet of Pleasure (CoC V 2.0)

interesting sounds like a lot more fun then the CoC at the moment. Which is fine but kinda overly out of my hands. This seems at least more interesting character building wise. Side question do you think it possible to have a single character going solo? assassin sounds fun but I think stealth and what not would make her a lone wolf. Although with dnd playing a stealth rogue in a party of full plate wearing psions made me able to deal.

Also another question, is it a possibility for me to build a party to play? where I put together the class combo's and what not and play them all? Not because I don't like playing with other people but more because if I build it solo I can put together all the combo's myself making my party more effective.
 
OP
SiphonTalvesh

SiphonTalvesh

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Re: Planet of Pleasure (CoC V 2.0)

Drawing pretty heavily from at least two video games, but there's nothing wrong with that. Consider interest shown.

Edit: some notes.
1.) We're missing a few details. The actual effects (if any) of pregnancy. The formula for pleasure damage. The effect (if any) of clothing/armor. That kind of thing.
2.) Below #8 in the KP rules we find this: "You gain 50 KP per Orgasm a round, +25 KP for becoming pregnant, +20 Per Penetrated hole." Given that you've already described the penalties for orgasm and becoming pregnant, I assume this isn't supposed to be there? And since you can take additional pleasure from a secondary penetration, the last bit is a bit perplexing as well.
3.) Come to think of it, the rules for KP in general could use a little simplification. Is it really a special case when both you and your attacker orgasm, or is it just applying the rules for your orgasm and their orgasm? An example (simultaneous orgasm while you are futa'd against a spider, maybe) might help.


1. Pleasure Damage is the margin of your loss during a direct pleasure roll. I thought I put it up as being a Strength+Dex+D50 roll opposing, but maybe I forgot to write that on this one? I'll check that later.

2. Yeah the comments below # 8 were notes I had made and forgot to remove when I pasted it into here. Never bothered to remove it because I totally forgot to do it. As for the second part to your question, additional pleasure from secondary penetration ONLY occurs if there is a second enemy attacking you. A single enemy/trap that is attacking your character will only deal the previously mentioned pleasure, regardless of how many holes they penetrated.

3. Not quite sure what your getting at with this one here. I figured having more detail was better than none, at least no one can say it isn't explained great enough. I think ...


Edit: Ok, I think I see what you meant on #3.

There is a greater penalty for a simultaneous orgasm vs. one or the other, that is why there is a line for that.


Note:

7. You impregnate an enemy via your orgasm - you gain margin of victory, +25 for giving up your seed to them, +50 for your own then multiply by 2 in KP.

8. You impregnate an enemy via double orgasm - you gain margin of victory, +75 for giving up your seed to them, +50 for orgasming yourself AND multiply that final by 2 in KP.


Note the BOLDED items. +25 for only you orgasming (impregnation must occur for this rule to take effect mind you), vs. a +75 for the automatic double impregnating orgasm. There is a +/- 50 KP swing right there based on which occurs.


Next Item:

Alright, so 8 players is 2 full teams of 4 to start out with right now, which is awesome. Plmnko don't you worry, there's plenty of spots open for everyone, and I do have an idea for a system that will allow for late joiners.


FireoftheMonkey: I'm saying no to the direct solo because there WILL be enemies that an Assassin simply won't be able to defeat single handedly due to immunities. What I could work out would be you being the only human player in the group, and three NPC, GM controlled allies, but I would really rather not do that if it can be avoided. However, it is an option, albeit a last resort option, not only for you, but for any group that needs a 4th character. Ideally, you'll want to be in groups of 4, however I'll allow groups of 3 depending on their composition. Having a Caster in a group with melee damage dealers would automatically mean they COULD complete everything, however without the Necromatic Curses or the High Damage a Ritualist or Sorceress can deal with their immunity ignoring damage, it would be virtually impossible because of immunities. This system was implemented primarily because several people really wanted a party based system, and when dealing with that you have to make it not too easy but not too difficult for either side. Also, I got sold on the idea of a party system, and there is no system currently in place for a solo goer, honestly without totally reworking the game to suit that, it would actually be impossible to have a character play through solo. Effectively speaking as well, once your character reached KL 5, there is a good chance she'd come across that one enemy that would mean instant game-over because she won't resist it. That would then take the fun out of things, and defeat the purpose of having the 6th level.
 
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Archer

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Re: Planet of Pleasure (CoC V 2.0)

Another note is that some enemies will be set in certain areas and there are no sub-bosses, just bosses and those are always at the end of an area. So even if you linger in an area don't worry about andariel randomly popping up and licking you for 4 pages. Siphon even added some new surprises that you're all going to loooooove. Mwahaha.
 

cross_grave

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Re: Planet of Pleasure (CoC V 2.0)

Huh. I guess I would like to try this.
 
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SiphonTalvesh

SiphonTalvesh

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Re: Planet of Pleasure (CoC V 2.0)

Official sign-up and forum thread is up.
 

thetwo

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Re: Planet of Pleasure (CoC V 2.0)

Allow me to quote the post immediately before yours.

Official sign-up and forum thread is up.
That should be a hint that this is not the correct thread. You might try looking in the "Planet of Pleasure" forum.
 
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