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Dark Gate OOC Thread


Hafnium

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Re: Dark Gate OOC Thread

KO/helplessness is definitely possible. Death depends on how the dealt HP damage is being fluffed and how okay your GM is with allowing you to spikedick an unfortunate victim to death, but should be possible yes.
 

Bloodshifter

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Re: Dark Gate OOC Thread

I'm guessing at that point the fucked into sumission person stops giving EP? *for Succubus Chars*

And another question Tentacles let's you Grapple a additional enemy per turn if you win a Grapple>Attack>then another Grapple *on 1st>2nd>2nd enemy. Does the 'team' grapple come into effect at that point or is it 2 seperate Grapples still?
 

Hafnium

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Re: Dark Gate OOC Thread

They can give EP as long as they have EP to give, which is to say that they stop giving EP if they're dead but not if they're simply unconscious or helpless.

I'm not sure what you're asking with the second. My understanding is that a character with tentacles may attempt to grapple up to one other target per round as a free action so long as they are already in a grapple with at least one target and have won the grapple for that round. So you would need to initiate a grapple with the first target on the first round, then on the next round as long as you succeeded in your grapple roll to do something against that target you had already grappled you would be allowed, as a free action, to attempt to grapple a second target. The next round you would be allowed to attempt to grapple a third target as long as you won at least one grapple action against the one of the two characters you're already grappling.

Group grapple bonuses never come into play against a character with tentacles unless the character who would be providing those grapple bonuses also has the tentacles special mutation.
 

Bloodshifter

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Re: Dark Gate OOC Thread

Tentacles state that one Must pass the 1st Grapple and pass a Attack and Grapple check on the 2nd opponent.
 
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Tassadar

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Re: Dark Gate OOC Thread

You don't get to grab the second person on the first turn. Hafnium's understanding of things is accurate.
 

Bloodshifter

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Re: Dark Gate OOC Thread

You don't get to grab the second person on the first turn. Hafnium's understanding of things is accurate.
My problem is at for the Xth Target that you must pass a Attack Roll and a Grapple check. Is that accurate?
 
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Tassadar

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Re: Dark Gate OOC Thread

You have to win the grapple with whoever your grappling and land a hit on your target with an attack using your grapple as the mod. Then you're in a grapple with ye Xth target, and must beat them in a grapple check in order to prevent whatever action they were attempting.
 

Bloodshifter

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Re: Dark Gate OOC Thread

Ah okay I understand wording of Tentacles made it see very odd.
 
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Tassadar

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Re: Dark Gate OOC Thread

Eheh... A lot of things in DG aren't worded that well, to be honest. I try to fix it when I can, but it's the problem that you get when I'm writing everything.

Edit: Other fixes include rewording Tentacles a bit, making Undead immune to Weakened and Paralyzed
 
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Hafnium

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Re: Dark Gate OOC Thread

Trying to keep the creative juices flowing, had a few ideas for cleaning up and modifying this and have done so. I think there have been enough changes that it's worth a repost.

Slave Stuff
This is simply meant to cover what a competent slaver would look for as a minimum price for a character based on their traits. Obviously they'd probably want to get as much denarii as possible, and less scrupulous ones would try to downplay penalties and play up a slave's strengths (or even lie about them). A buyer might also be willing to pay more to find a slave that fulfills their needs.

The base price of an average, healthy humanoid slave that's recently entered maturity with no defects (i.e. At least a 10 in each stat): 10 denarii.

Price adjustments for higher or lower stats. Each has their own level of usefulness, with characters with high body being better at manual labor, mind being better at mental labor, and spirit typically proving to be better entertainers. The character gains one of these bonuses per stat, so if they have a 50 in body they would not gain the 20, 30, or 40 bonus and instead only the 50 bonus for body, but if they also had 20 in mind they would gain the 20 bonus for that.
Having below 10 in a stat: -5 denarii.
Having 16+ in a stat: +5 denarii.
Having 26+ in a stat: +10 denarii.
Having 36+ in a stat: +25 denarii.
Having 46+ in a stat: +40 denarii.
Having 56+ in a stat: +55 denarii.
Having 66+ in a stat: +85 denarii.
Having 76+ in a stat: +115 denarii.
Having 86+ in a stat: +145 denarii.
Having 96+ in a stat: GM discretion, but a decent base is to add 145+60*((Stat-96)/10), rounding normally, to the cost.

Price adjustments based on Race. More exotic-looking slaves tend to be more popular for the purposes of pleasure, entertainment, and just for curiosity factor. If a race isn't listed outright then it's either because there's no particular interest in them without the value of additional mutations or other visual quirks about them or because their usual quirks are covered already in a modifier. These only apply once, and do not apply to slaves that are being sold within a culture where they're numerous (e.g. an elf slaver would not try to get an additional 5 denarii when selling an elf slave to other elves), and it is possible that an elf with, say, wolf ears and a tail would be sold for a +15 denarii bonus over whatever they were already worth instead of a +5.
Elves, Night Elves, Alraunes, Orcs, Goblins, (Any races not listed for a higher bonus that have small quirks like strange eyes, pointed ears, oddly colored hair etc.): +5 denarii.
Harpy, Su-Ku-Ta, Oni, (Any races not listed for a higher bonus that have exotic features in addition to a relatively humanoid appearance such as animal ears, tails wings, horns, etc.): +15 denarii.
Naga, Merfolk, Arachne, Kitsune, Ember Draconian, (Any races not listed for a higher bonus that are especially scaled, or have a remarkably animalistic appearance complete with fur, or a strange lower body, or similar): +30 denarii
Sidhe, Full-Blooded Demon, Vampire, (Any races not listed for a higher bonus that bear an incredible similarity with the stereotypical appearance of a sidhe, full-blooded demon, or vampire) : +50 denarii.
Angels, (Any races either listed above or not listed at all that could logically pass for an angel by appearance alone.): +100 denarii.
Living Slimes, Gemini, Daemons: GM discretion entirely.

Price adjustments based on skills and abilities These are guidelines. If a GM feels that a character has earned their status as a master in one class or another, feel free to bump them up as necessary.
The slave is a warrior (Has at least one discipline talent, e.g. unarmed fighter, heavy weapons specialist, two weapon fighter, or the like, and 3+ skills): +5 denarii.
The slave is a veteran warrior (Has at least Skilled With one weapon, one discipline talent, and 6+ skills): +15 denarii.
The slave is a grandmaster warrior (Has Skilled With at least one weapon, two discipline talents, and 15+ skills): +30 denarii.
For every discipline talent or 3 skills or skill with a new weapon after reaching the prerequisites to be considered a grandmaster warrior (this stacks): +5 denarii.
The slave is a mage (Has either experienced caster or focus in at least one school of casting): +15 denarii.
The slave is an advanced mage (Has 2+ focus in element -or- specialization in element and 2+ metamagic feats): +30 denarii.
The slave is a master mage (Has 3+ focuses in elements -or- specializations in element, 30 base casting, and 3+ metamagic feats): +60 denarii.
For every 1 focus or 1 specialization or 2 metamagic feats after reaching the prerequisites to be considered a master mage (this stacks): +15 denarii.
The slave is a spirit wielder (Has at least one spirit power talent): +15 denarii.
The slave is a powerful spirit wielder (Has at least two spirit power tree talents and 1+ aptitude): +30 denarii.
The slave is an incredible spirit wielder (Has at least three spirit power trees, 2+ aptitudes, and 100 EP): +60 denarii.
For every 1 spirit power tree talent or 1 aptitude or 50 max EP (over 100) after reaching the prerequisites to be considered an incredible spirit wielder (this stacks): +15 denarii.
The slave has a useful work skill (Enchanter, Alchemist, Ranger, Smith, and any talent, skill, feat, aptitude, power, or spell that enable crafting items all apply, along with other things like them, but RPed talents like being able to teach or being an artisan in some other way apply as well): +30 denarii for the first skill, +15 denarii for the second, and +5 denarii for the third and any after it.

Price adjustments based on miscellaneous items, useful talents, traits, and the like. These also depend on what the buyer is looking for, a prospective buyer might consider some of these things a downside rather than a bonus, and they might be interested in things not found on this list.
The slave is rebellious (generally disobeys or attempts to run away or is otherwise difficult to control. This automatically applies to known lycanthropes as well.): -50% price.
The slave is obedient (not only willing to obey their master, but fervent in doing so.): +50% price.
The slave is particularly beautiful (This is based more on RP than stats, but things like seductive, dazzling beauty, apparent innocence, and mutations like massive breasts and other similar mutations in cases where the buyer enjoys such features can also constitute as this): +10%
The slave is good at pleasuring their partner (This is also based more on RP than stats, but talents such as Kama Sutra, Fuck Me, Suck You Dry, and the like along with succubus powers such as Rhythm and Energetic Foreplay and mutations like soft skin, tight/large, and whip tongue, or a PP modifier of over 30 can also constitute as this: +5%-10% (GM discretion in the case of RP, +5% around 30~ PP modifier for either penetration or foreplay and 10% for 60~)
The slave is receptive to pleasure themselves, and/or makes a good energy slave. (RP again, though Open Soul, Sensitive, Giving Soul, Battery, Fetishes, and similar would all contribute to this): +5%-10% (GM discretion based on RP and the number of flaws, mutations, and other applicable items.)
The slave has something that modifies their fertility in some manner (connection, fertile mouth, breeder, potent, fertile, infertile, selective fertility): All fetch +10% as the slaver will try to sell the character to a buyer with an interest in an either especially fertile or barren slave.
The slave has warped or supernatural (this not only offers the benefit of increasing the buyer's lifespan, it means the slave will live longer and is less likely to die of natural causes, and requires less sustenance): +5-10% (5% for warped, 10% for supernatural, regardless of whether it's naturally so or not)


Penalties.
The slave is especially resistant, with 30+ resistance (harder to collar, harder to do most things to, not really an asset for a slave unless they're a gladiator or something similar): -5%, -10% at 40, -15% at 50, and so on.
The slave has soul eater, enthrall, or some other effect that makes sex with them innately dangerous and can't be forcibly disabled by the buyer: -10%
 
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Termite

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Re: Dark Gate OOC Thread

Alex's slave value (Ver2.0)

Base: 10

+40 for Body (54)
+5 for Mind (22)
+10 for Spirit (30)

+30 for Race (Naga equivalent)

+15 for Warrior skill (Veteran)
+15 for Mage skill (Mage)
+30 for Spirit skill (Powerful Wielder)
+30 for skill Ranger

+/-50% for Obedience/Disobedience (Honorable qualifier)

+10% for Beauty
+10% for Sexual Prowess (RP, Kama Sutra, 60+ PP)
+6% for Sluttiness (RP, Open Soul)

still no penalties

Base Cost: 185
Modifiers: -24% with Disobedient, +76& with Obedient

So Alex's worth is either 141 Denarii or 326 Denarii
 

Hafnium

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Re: Dark Gate OOC Thread

More suggestions to keep creativity flowing:

New Mutation Suggestions
Tight/Large: The character deals +2 PP to your opponent during penetrative sex. Can be taken up to 3 times.
1) Snug/Stretching: The character is incredibly tight or well endowed, resulting in a +6 bonus (or -6 penalty) against ending penetration.
1) Odd Textures: The character has bumps or nodules or similar that further stimulate their partner during penetration/being penetrated but which are also sensitive themselves. The character deals +4 PP and receives +2 PP damage during penetrative sex.

Slick: The character gets incredibly wet or otherwise produces an unusual amount of lubrication, resulting in a +6 bonus to end penetration or a -6 penalty against maintaining it, but also gaining +4 PP damage during penetrative sex.

*Potent: The character's orgasms are very messy--time to change the sheets. In addition, the character gets a +1 to impregnation rolls.
1) *Overproductive: Every four hours the character goes without orgasm gives them a cumulative +1 to their next roll to impregnate/be impregnated, this bonus resets upon orgasm (don't ask how this works for female characters, it's all a wizard's doing).

*Exhibitionist: The character is affected by being seen in the nude. They gain +1 to all non-damage, non-resistance rolls but suffer 4 resistance damage for each unique character or creature that sees them when they're naked. If they fall to 0 resistance their resistance is reset, they become aroused, and the roll bonus resets back to 0, at which point they begin the process again and become horny if they drop to 0 a second time. The roll bonus and resistance damage reset when the character gets dressed or orgasms, but the aroused status does not reset by redressing and persists for either an hour or until the character orgasms. The horny status is handled normally.

*Heat/Rut: The character's body has been mutated such that their fertility and level of sexual desire peaks on random days. At the beginning of each in-game day if the character is not pregnant (not applicable for futanari characters), the GM rolls 1d4. On a 2+, for the rest of the day until the next roll the character takes a -1 penalty to rolls to be impregnated or impregnate and gains +10 resistance against attempts to inflict Aroused or Horny on them and reduces PP damage taken by the same amount. On a roll of 1, the character enters heat/rut for that day. They gain a +2 bonus on rolls to impregnate/be impregnated, take +10 PP damage, take a -10 penalty to grapple rolls to avoid or end penetrations, are considered as having the lustful flaw and the pheromones mutation complete with the stealth penalty (with the effects and penalties doubled if they already have pheromones), and lose 1d6 resistance (2d6 against characters with pheromones) per round when in close proximity with a character that they can be impregnated by or impregnate and upon reaching 0 resistance they become aroused and their resistance is reset at which point they become horny if they reach 0 resistance again. Resistance damage only resets by resting away from the character who caused it or by having sex with that character.

Keen Eyes: The character's eyesight is exceptional. +2 to perception checks so long as it's relating to the character can see or could potentially see (i.e. no bonus if they're, say, making a check to determine what flavor of pie they're smelling) and the character's sight range is generally considered to be increased and they're more capable of noticing small movements or objects than a normal human's eyes.

Keen Ears: The character's hearing is exceptional. +2 to perception checks so long as it's relating to something the character can hear or could potentially hear, and the character's hearing range is generally considered to be increased and they're more capable of being able to distinguish slight differences in noises than an average human's ears.

Keen Nose: The character's sense of smell is exceptional. +2 to perception checks so long as it's relating to something the character can smell or could potentially smell, and the character's ability to pick up faint smells is considered to be increased and they're considered to have an almost hound-like ability to distinguish scents.

Also have some ideas for more consumables and something about leveling sentient weapons, but I'll work on those another day (read: sometime in 2015).
 
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xgkf

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Re: Dark Gate OOC Thread

Heat/Rut would work better as a special and/or racial mutation for the proposed okami race if it gets implemented, imo. Maybe Su-Ku-Ta as well.
 

Hafnium

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Re: Dark Gate OOC Thread

I disagree with forcing it as a racial or special mutation on any race, because the way I wrote it can cause it to be a pretty big change in gameplay for characters with it. Maybe optional, but not forced. I also wanted to allow any race to have it because there are plenty of characters who mutate down a more bestial path, and it seems only fair to open up any sort of Heat/Rut mutation to them as well.
 

xgkf

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Re: Dark Gate OOC Thread

Fair enough, and that makes sense.
 

plmnko

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Re: Dark Gate OOC Thread

Well, Exhibicionist and Heat/rut sound really fun to play yet maybe a huge penalization for a character. Players must think twice before put these on theirs characters. Btw if all goes wrong i could put one or both of them if my character reach supernatural, of course than that will need a lot of time and maybe before that DG4 would be available :p
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

I thought we already had an exhibitionist mutation in the form of that one where you hate clothes?

Also, I feel that the 'get +1 take 4 res damage per dude' would get silly if you, say, went to a market, got nekkid, and immediately orgasmed 4 times - or if you stood on mainstreet naked in a Shadowmancy-caused ball of eyesnoworky-dark, or were just plain invisible, and weren't affected by yon.
 

plmnko

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Re: Dark Gate OOC Thread

You dont orgasm, what will happen is than the character will get horny (first aroused then horny if she reach 0 again at resistance)
 

GargantuaBlarg

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Re: Dark Gate OOC Thread

Oh right.

Well, that's close enough. Go to the market, rip off your shirt, and suddenly taking 400 Resistance damage and going into some kind of sexual berserker-rage where you can't stop yourself from sticking a dick in something/yourself seems weird.
 
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