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Coraline's Den
(Courtesan Card Game as has been run by Taki, running it for him this time to give him a turn to play. Takes place in a brothel in Acheron.)
The demon city of vice holds countless establishments catering to the physical needs of locals and tourists alike. Men and women of every sort come in on a daily basis, seeking pleasurable company to slake thirsts that cannot be sated by more conventional houses of pleasure. Men women and anything in between, folk of all shapes and all sizes came to Acheron's brothels, and the staff employed there were equally diverse. Some were there by choice, some because of debts and the city's convoluted laws, and some because of foolish mistakes that had cost them far far too much. Regardless, however, all who work Coraline's Den are obligated to serve as many customers as they can handle, seeing to their every whim lest they earn their employer's ire.
This game will run up to 4 players. Admission is based on GM discretion; players must be willing to respond at least once a day, listing the contents of their Builds, Guest and Advertiser areas with every post, and be able to write smut at the end of the round. As a GM, I will PM you your opening hands as well as the cards you receive.
As an additional note, you may write little blurbs suggesting the type of smut for a given customer when you play them. I may ignore these, but if you give me something to work off of I'll get it done faster probably. You can even invite other people's PCs if you contact them and they agree, at which point you could write smut with them instead. It's based in Acheron but is noncanon, so you can use existing characters if you want or come up with new ones, fluff should be minimal and can be flimsy. I don't know if I'm going to do this more than once or not, but if I do I might invite other people to it, for now all slots are likely taken unless someone has to drop out.
BASIC RULES:
Each player has their character (picture and brief history), along with their chosen Build, and a starting hand of 7 cards. The first player is determined randomly. Player order goes clockwise.
During your turn, you may take 1 Action of the following:
1.) Play a card as an Advertiser
Cards that are played as Advertisers are placed in an Advertiser Area located BELOW your character card. Advertisers do nothing other than add to the attributes of your courtesan of their color. Furthermore, when you play a card as an Advertiser, you must draw a card.
2.) Play a card as a Guest
Cards that are played as Guests are placed in a Guest Area ABOVE your character card.
Guests are more difficult to play in that you require a certain amount of attributes in order to play them; for example, if a red Merchant has a Requirement of 4, then you need 4 or more in your red Attribute to play him as a Guest. But when you do, they give you a positive effect, do not require you to draw additional cards, and also pay you at the end of the round by the amount specified. Because a Merchant’s payout value is 4, he will give you 4 points at the end of the round if he is still in your Guest Area. When playing a Guest, be sure to name the targets of their abilities.
3.) Introduce
Discard two cards from your hand, then draw two from the Deck.
4.) Exchange
Choose one of your Advertisers to return to your hand and exchange it with another card in your hand.
5.) Search
Draw one card from the deck. Generally, it is better to take an Advertisement action, but there are rare cases when increasing the number of cards in your hand is beneficial.
Rounds end when a player has no cards left in hand by the end of their turn. Players get -2 points for every card remaining in their hand; these represent customers who were not able to get in due to time constraints and have left disappointed. Players also get +1 point for every coin their Guests pay out; these represent satisfied customers who have paid good money. The winner is determined by the most points at the end of a round (for PbP purposes, smut is also written based on the guests one retains at the end of a round).
CHARACTER BUILDS:
These builds have different Attribute scores and abilities that either complement or counteract them. Red is for Elegance, Blue is for Liveliness, and Green is for Kinkiness.
ELEGANCE represents how beautiful or magnetic a girl is. LIVELINESS denotes her energy level and ability to handle strenuous activity, and KINKINESS determines her capability to cater to specific fetishes of certain clientele.
1.) “Gorgeous” build
Elegance: 5
Liveliness: 5
Kinkiness: 5
Start each round with 2 extra cards.
These girls are experts at every field. But because of these skills, or perhaps just their beauty on the surface, they receive more potential admirers in line--though not all are able to get in...
2.) “Versatile” build
Elegance: 3
Liveliness: 3
Kinkiness: 3
ONCE per round during your turn, you may add 3 to one Attribute. This lasts until the end of the round.
A Versatile girl is a chameleon, able to satisfy various kinds of clients as needed, even if she does not have a long-standing specialty.
3.) “Popular” build
Elegance: 2
Liveliness: 2
Kinkiness: 2
Once per turn, you may take an extra Advertisement action in addition to your chosen action.
Popular girls can easily rack up Advertisers--their reputation precedes them.
4.) “Alluring” build
Elegance: 3
Liveliness: 5
Kinkiness: 1
When you play a blue guest, after applying its effects, you may play an extra blue guest if they fulfill the requirements (use maximum twice per turn).
Alluring girls have high scores in Liveliness, meaning they have the energy level to keep multiple guests ‘entertained’ at one time--and know just how to get those groups over.
5.) “Convincing” build
Elegance: 5
Liveliness: 1
Kinkiness: 3
When you play a red guest, you may apply its effect twice (use maximum once per turn).
Convincing girls, elegant as they are, can convince one client to do a bit of extra work for them, which can go a long way.
6.) “Fetish” build
Elegance: 1
Liveliness: 3
Kinkiness: 5
When you draw a card after taking an Advertisement action, draw two extra cards. Then put two cards from your hand at the bottom of your draw deck.
These kinky girls know how to please a client based on what they are looking for.
CUSTOMER LIST
(Courtesan Card Game as has been run by Taki, running it for him this time to give him a turn to play. Takes place in a brothel in Acheron.)
The demon city of vice holds countless establishments catering to the physical needs of locals and tourists alike. Men and women of every sort come in on a daily basis, seeking pleasurable company to slake thirsts that cannot be sated by more conventional houses of pleasure. Men women and anything in between, folk of all shapes and all sizes came to Acheron's brothels, and the staff employed there were equally diverse. Some were there by choice, some because of debts and the city's convoluted laws, and some because of foolish mistakes that had cost them far far too much. Regardless, however, all who work Coraline's Den are obligated to serve as many customers as they can handle, seeing to their every whim lest they earn their employer's ire.
This game will run up to 4 players. Admission is based on GM discretion; players must be willing to respond at least once a day, listing the contents of their Builds, Guest and Advertiser areas with every post, and be able to write smut at the end of the round. As a GM, I will PM you your opening hands as well as the cards you receive.
As an additional note, you may write little blurbs suggesting the type of smut for a given customer when you play them. I may ignore these, but if you give me something to work off of I'll get it done faster probably. You can even invite other people's PCs if you contact them and they agree, at which point you could write smut with them instead. It's based in Acheron but is noncanon, so you can use existing characters if you want or come up with new ones, fluff should be minimal and can be flimsy. I don't know if I'm going to do this more than once or not, but if I do I might invite other people to it, for now all slots are likely taken unless someone has to drop out.
BASIC RULES:
Each player has their character (picture and brief history), along with their chosen Build, and a starting hand of 7 cards. The first player is determined randomly. Player order goes clockwise.
During your turn, you may take 1 Action of the following:
1.) Play a card as an Advertiser
Cards that are played as Advertisers are placed in an Advertiser Area located BELOW your character card. Advertisers do nothing other than add to the attributes of your courtesan of their color. Furthermore, when you play a card as an Advertiser, you must draw a card.
2.) Play a card as a Guest
Cards that are played as Guests are placed in a Guest Area ABOVE your character card.
Guests are more difficult to play in that you require a certain amount of attributes in order to play them; for example, if a red Merchant has a Requirement of 4, then you need 4 or more in your red Attribute to play him as a Guest. But when you do, they give you a positive effect, do not require you to draw additional cards, and also pay you at the end of the round by the amount specified. Because a Merchant’s payout value is 4, he will give you 4 points at the end of the round if he is still in your Guest Area. When playing a Guest, be sure to name the targets of their abilities.
3.) Introduce
Discard two cards from your hand, then draw two from the Deck.
4.) Exchange
Choose one of your Advertisers to return to your hand and exchange it with another card in your hand.
5.) Search
Draw one card from the deck. Generally, it is better to take an Advertisement action, but there are rare cases when increasing the number of cards in your hand is beneficial.
Rounds end when a player has no cards left in hand by the end of their turn. Players get -2 points for every card remaining in their hand; these represent customers who were not able to get in due to time constraints and have left disappointed. Players also get +1 point for every coin their Guests pay out; these represent satisfied customers who have paid good money. The winner is determined by the most points at the end of a round (for PbP purposes, smut is also written based on the guests one retains at the end of a round).
CHARACTER BUILDS:
These builds have different Attribute scores and abilities that either complement or counteract them. Red is for Elegance, Blue is for Liveliness, and Green is for Kinkiness.
ELEGANCE represents how beautiful or magnetic a girl is. LIVELINESS denotes her energy level and ability to handle strenuous activity, and KINKINESS determines her capability to cater to specific fetishes of certain clientele.
1.) “Gorgeous” build
Elegance: 5
Liveliness: 5
Kinkiness: 5
Start each round with 2 extra cards.
These girls are experts at every field. But because of these skills, or perhaps just their beauty on the surface, they receive more potential admirers in line--though not all are able to get in...
2.) “Versatile” build
Elegance: 3
Liveliness: 3
Kinkiness: 3
ONCE per round during your turn, you may add 3 to one Attribute. This lasts until the end of the round.
A Versatile girl is a chameleon, able to satisfy various kinds of clients as needed, even if she does not have a long-standing specialty.
3.) “Popular” build
Elegance: 2
Liveliness: 2
Kinkiness: 2
Once per turn, you may take an extra Advertisement action in addition to your chosen action.
Popular girls can easily rack up Advertisers--their reputation precedes them.
4.) “Alluring” build
Elegance: 3
Liveliness: 5
Kinkiness: 1
When you play a blue guest, after applying its effects, you may play an extra blue guest if they fulfill the requirements (use maximum twice per turn).
Alluring girls have high scores in Liveliness, meaning they have the energy level to keep multiple guests ‘entertained’ at one time--and know just how to get those groups over.
5.) “Convincing” build
Elegance: 5
Liveliness: 1
Kinkiness: 3
When you play a red guest, you may apply its effect twice (use maximum once per turn).
Convincing girls, elegant as they are, can convince one client to do a bit of extra work for them, which can go a long way.
6.) “Fetish” build
Elegance: 1
Liveliness: 3
Kinkiness: 5
When you draw a card after taking an Advertisement action, draw two extra cards. Then put two cards from your hand at the bottom of your draw deck.
These kinky girls know how to please a client based on what they are looking for.
CUSTOMER LIST
A special note on colors: For this game I'll be picking the "race" of various partners via colors. Red are demons, blue are some brand of mortals, and green are faeries. This won't always be perfectly consistent.
Merchant (2 per color in deck)
Requirement: 4
Payoff: 4
Advertisement: +1
Target player draws two cards.
These wealthy travelers will pay good coin for the kind of girl they want, and with their connections and business savvy, can bring in extra customers to one girl or another.
Thief (2 per color in deck)
Requirement: 4
Payoff: 4
Advertisement: +1
Target player discards their newest customer.
Sneaky, shrewd swindlers and pickpockets who can make a client more worried about the contents of their wallet rather than the beautiful company they would otherwise enjoy that night.
Gangster (2 per color in deck)
Requirement: 5
Payoff: 3
Advertisement: +1
Look at target player's hand and discard one.
Experts at intimidation and less legal activities, and circulators of misinformation, they can steer a potential customer away from one line and into another.
Citizen (2 per color in deck)
Requirement: 1
Payoff: 2
Advertisement: +1
Target player draws one card.
Hard-working common folk who always have at least one friend they can introduce.
Traveler (2 per color in deck)
Requirement: 3
Payoff: 3
Advertisement: +1
Target player discards their newest advertiser.
Those without connections, but with wealth to spend on someone to warm their bed, though oft of ill repute.
Cohort (2 per color in deck)
Requirement: 3
Payoff: 0
Advertisement: +1
Play one extra guest of the same color as this card, provided all requirements are met for it.
Freeloaders that get in mainly by virtue of connections. They won’t pay, but they always have someone to piggyback off of...
Mercenary (2 per color in deck)
Requirement: 2
Payoff: 2
Advertisement: +1
When targeted by an effect of an opponent, you must discard this card from your guest area to prevent the effect.
Warriors for hire. Having one on your side never hurts, as he is all too willing to put himself in harm’s way to defend your reputation.
Noble (2 per color in deck)
Requirement: 5
Payoff: 5
Advertisement: +1 to all
These often wealthy individuals pay handsomely, and spread good words about you just as well.
Doctor (2 per color in deck)
Requirement: 7
Payoff: 6
Advertisement: +1
Take one additional turn.
Influential and knowledgeable individuals. If you are good enough to attract and keep one as a regular customer, they can do many good things for you.
Mistress (2 per color in deck)
Requirement: 2
Payoff: 1
Advertisement: +2
Take one Advertisement action.
While she is not one to pay particularly well as a Guest, she makes a great Advertiser amongst her circle of connections.
Constable (2 per color in deck)
Requirement: 6
Payoff: 5
Advertisement: +1
Take the newest advertiser from target player and add it to your own advertisers.
A corrupt constable is a valuable asset that can use their authority to influence others, via threats or coercion.
Knight (1 per color in deck)
Requirement: 8
Payoff: 8
Advertisement: +1
Take the newest guest from target player and add it to your own guests.
Amongst the most elite of soldiers, and respected by many.
Officer (1 per color in deck)
Requirement: 9
Payoff: 10
Advertisement: +1
Move all your advertisers of the same color as this card to the Guest area. (Their effects do not happen.)
Of high military rank, a Captain can pull all of the right strings for you.
Demigod (1 in deck)
Requirement: 9 of any
Payoff: 10
Advertisement: +1 to all
Discard your hand.
The child of a god or goddess, a rare partner.
Angel (1 in deck)
Requirement / Payoff: 0
Advertisement: +1 to all
If you are targeted by a card, discard this card from your hand to cancel the effect.
An angel, rare to visit someplace so risque, but sometimes directed there by forces beyond their control for some purpose.
Xeon (1 in deck)
Requirement: 10 of any color
Payoff: 10
Advertisement: +1 to all
When you add this card as a Guest, play all cards in your hand as Guests regardless of requirement.
The Queen of Acheron herself. This time not just a shapeshifted imposter. No, you can't record it.
Merchant (2 per color in deck)
Requirement: 4
Payoff: 4
Advertisement: +1
Target player draws two cards.
These wealthy travelers will pay good coin for the kind of girl they want, and with their connections and business savvy, can bring in extra customers to one girl or another.
Thief (2 per color in deck)
Requirement: 4
Payoff: 4
Advertisement: +1
Target player discards their newest customer.
Sneaky, shrewd swindlers and pickpockets who can make a client more worried about the contents of their wallet rather than the beautiful company they would otherwise enjoy that night.
Gangster (2 per color in deck)
Requirement: 5
Payoff: 3
Advertisement: +1
Look at target player's hand and discard one.
Experts at intimidation and less legal activities, and circulators of misinformation, they can steer a potential customer away from one line and into another.
Citizen (2 per color in deck)
Requirement: 1
Payoff: 2
Advertisement: +1
Target player draws one card.
Hard-working common folk who always have at least one friend they can introduce.
Traveler (2 per color in deck)
Requirement: 3
Payoff: 3
Advertisement: +1
Target player discards their newest advertiser.
Those without connections, but with wealth to spend on someone to warm their bed, though oft of ill repute.
Cohort (2 per color in deck)
Requirement: 3
Payoff: 0
Advertisement: +1
Play one extra guest of the same color as this card, provided all requirements are met for it.
Freeloaders that get in mainly by virtue of connections. They won’t pay, but they always have someone to piggyback off of...
Mercenary (2 per color in deck)
Requirement: 2
Payoff: 2
Advertisement: +1
When targeted by an effect of an opponent, you must discard this card from your guest area to prevent the effect.
Warriors for hire. Having one on your side never hurts, as he is all too willing to put himself in harm’s way to defend your reputation.
Noble (2 per color in deck)
Requirement: 5
Payoff: 5
Advertisement: +1 to all
These often wealthy individuals pay handsomely, and spread good words about you just as well.
Doctor (2 per color in deck)
Requirement: 7
Payoff: 6
Advertisement: +1
Take one additional turn.
Influential and knowledgeable individuals. If you are good enough to attract and keep one as a regular customer, they can do many good things for you.
Mistress (2 per color in deck)
Requirement: 2
Payoff: 1
Advertisement: +2
Take one Advertisement action.
While she is not one to pay particularly well as a Guest, she makes a great Advertiser amongst her circle of connections.
Constable (2 per color in deck)
Requirement: 6
Payoff: 5
Advertisement: +1
Take the newest advertiser from target player and add it to your own advertisers.
A corrupt constable is a valuable asset that can use their authority to influence others, via threats or coercion.
Knight (1 per color in deck)
Requirement: 8
Payoff: 8
Advertisement: +1
Take the newest guest from target player and add it to your own guests.
Amongst the most elite of soldiers, and respected by many.
Officer (1 per color in deck)
Requirement: 9
Payoff: 10
Advertisement: +1
Move all your advertisers of the same color as this card to the Guest area. (Their effects do not happen.)
Of high military rank, a Captain can pull all of the right strings for you.
Demigod (1 in deck)
Requirement: 9 of any
Payoff: 10
Advertisement: +1 to all
Discard your hand.
The child of a god or goddess, a rare partner.
Angel (1 in deck)
Requirement / Payoff: 0
Advertisement: +1 to all
If you are targeted by a card, discard this card from your hand to cancel the effect.
An angel, rare to visit someplace so risque, but sometimes directed there by forces beyond their control for some purpose.
Xeon (1 in deck)
Requirement: 10 of any color
Payoff: 10
Advertisement: +1 to all
When you add this card as a Guest, play all cards in your hand as Guests regardless of requirement.
The Queen of Acheron herself. This time not just a shapeshifted imposter. No, you can't record it.
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