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A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
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 Charm School

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herwillingslave
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forest Assasin
Caustic_Clown
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Caustic_Clown




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Join date : 2013-06-28

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PostSubject: Charm School   Charm School EmptySat Jan 18, 2020 5:34 am

Can't recall if this has been done before, but here you go.

Description:

Charm School is an institute of learning exclusively attended by midara, under the guise of teaching them how to seduce adventurers.

Any players attempting to take down its principal must first defeat one of the mini-bosses for the key to her office. They can then proceed straight ahead to fight her, but it may be wiser to linger and defeat more of them for extra equipment and to prevent them from aiding her in the final battle.

Defeating regular enemies nets the player 50 school credits, and defeating a mini-boss nets the player 100 school credits, a form of currency that can be used on any of the vending machines littering the place. Inbetween exploration rolls, the player can stock up on items there. Inventory space is limited to 5 items. The price list is as follows:

Energy Drink-150 credits
Herbal Tea-150 credits
Smoke Bomb-100 credits
Axe Body Spray-100 credits

The school's layout is a maze, and adventurers will wander around by making a roll, and then a further roll.

Exploration roll:

1: Random event
2: Item found
3: Enemy encounter
4: Mini-boss encounter

Random event (1d4):

1: You find the men's room, a safe place to rest for a bit. Recover 3 Stamina and 3 Willpower.
2: You find a map of the school on the wall, so you know where to go. During the next mini-boss encounter, you determine which opponent you face.
3: You trip over a skateboard in the hallway, and take 1 Stamina damage.
4: You overhear a bunch of the students talking about all the nasty things they're planning to do to you, and lose 1 Willpower.

Item found (1d4):

1: Energy Drink-Restores 7 Stamina to the player.
2: Herbal Tea-Restores 7 Willpower to the player.
3: Smoke Bomb-Use to escape from any battle, guaranteed. Alternatively, use it to give all opponents disadvantage on attacks for three turns.
4: Axe Body Spray-Repels even midara. Use it to keep reroll the exploration die until you end up at a non-combat event. Alternatively, use it to reduce the damage you take from Willpower attacks by 1/2 for three turns.

Enemy encounter (1d4):

1: Custodian

4 Stamina, 3 Willpower

Caution, Wet Floor! (action): Throws a bucket of water onto the floor. Any roll the player misses during the next three turns does 0.5 Stamina damage to them as they faceplant.
One Man's Rubbish (passive): The Custodian starts combat with a random item (make a roll). What, you'd think the player is the only one rummaging through the trash?
Makeout Closet (action): The Custodian pushes the player into a closet and starts making out with them. Does 1 Willpower damage then 0.5 automatic Willpower damage every turn until the player successfully rolls to break out.

2: Student

3 Stamina, 3 Willpower

Young And Innocent (passive): If the player does 1.5 or more Stamina damage to the Student in a single attack, they will whimper and the player will instinctively hold back on their next attack, doing 1/2 of the normal Stamina damage.
First Kiss (action): Makes out with the player, the significance of the event charming both her and the target. Does 1.5 Willpower damage to the player and 0.5 Willpower damage to the student.
Skirt Flip (action): The Student shows her panties to the adventurer, who is unable to look away from the display. Auto-hit, 0.5 Willpower damage.

3: Teacher

4 Stamina, 4 Willpower

Good Marks (passive): If the player gets a Critical Success, the Teacher makes a free Willpower attack to congratulate them.
Detention (action): The Teacher scolds the player for being naughty, and prevents them from making escape rolls for the next three turns.
Sex Ed (action): The Teacher shows the player some facts about her anatomy. Does 1.5 Willpower damage, but the next time the player uses a Willpower attack on the Teacher it does double damage.

4: Cheerleader

3 Stamina, 4 Willpower

Pep Rally (action): The Cheerleader does an invigorating routine. Does 1.5 Willpower damage, but the next time the player uses a Stamina attack on the Cheerleader it does double damage.
Acrobatic (passive): The Cheerleader shows off her body whilst dodging. If the player makes a Critical Failure, they automatically take 0.5 Willpower damage from seeing her elegant movements.
Perv Punisher (action): The Cheerleader lifts her leg to give the player a peak under her skirt. Does 1 Willpower damage, and upon a success the Cheerleader can instantly follow up by making a Stamina attack as she kicks the player for being gross.


Mini-boss encounter (1d4, reroll if the mini-boss has already been fought):

1: Homecoming Queen-Atrium

5 Stamina, 6 Willpower

Stunning Appearance (passive): As long as the Homecoming Queen has 1/2 or more of her Stamina left, she does 0.5 more Willpower damage, until the combat has disheveled her appearance.
Slow Dance (action): The lights dim and the Homecoming Queen compels the player to dance with her. Does 1 Willpower damage initially, and an automatic 0.5 Willpower damage every next turn until the player successfully escapes. Once he does so, the Homecoming Queen takes 0.5 Stamina damage from him stepping on her toes.
Possessiveness (action): The Homecoming Queen wants the player's eyes only on her. She makes a Willpower attack that does 1 Willpower damage plus 0.5 Willpower damage for every unique enemy or mini-boss the player has fought so far during this run. Can only be used once successfully per combat.
Sweet Gift (action): The Homecoming Queen demands tribute, and attempts to seduce the player into use a healing item on her. Does 1 Willpower damage and compels the player to use a healing item on the user. Can only be used once successfully per combat.

Obtain: Corsage (equipment)-Making a Critical Success with a Willpower attack restores 1 Willpower to the player.

2: Delinquent-Behind The School

6 Stamina, 5 Willpower

Bully (action): The Delinquent laughs at the player's lame attack. Prevents the player from using the action they did the previous turn for the next three turns (even works on basic Stamina and Willpower attacks).
Smokin' (action): The Delinquent sensually blows smoke in the player's face, doing 1 Willpower damage and giving them disadvantage on the next attack.
Wallet Whip (action): The Delinquent whips the player with her wallet chain. Does 1 Stamina damage and 0.5 Willpower damage.
Domineering (passive): If the Delinquent's Stamina exceeds that of the player, she does 0.5 more damage with Willpower attacks.

Obtain: Wallet Chain (equipment)-Making a Critical Success with a Stamina attack restores 1 Stamina to the player.

3: Nerd-Library

5 Stamina, 5 Willpower

Analysis (action): Attempts to analyse the player's weakness. Gives the Nerd advantage on either Willpower or Stamina attacks for the next two turns, entirely dependent on whichever player stat is lower at the moment. In case of a tie, it's random.
Cleans Up Nicely (action): The Nerd removes her glasses and pulls out her ponytail. As long as this is active, she does 0.5 more damage on Willpower attacks, but has disadvantage on them. Putting her glasses back on is a free action.
Chemistry (action): The Nerd tries to mix a love potion. On a failure, she takes 1 Stamina damage from a sudden explosion. On a success, the player takes 1 Willpower damage and 0.5 Willpower damage on the next two turns from the lingering smoke of the concoction.
Always The Quiet Ones (passive): If combat lasts for more than five turns, the Nerd's repressed nature starts waning and she will do 0.5 more damage with Willpower attacks.

Obtain: Math Textbook (equipment)-Whenever an enemy use the same type of attack (Stamina or Willpower) three times in a row, the player has advantage on dodging the next attack of the same type.

4: Nurse-Nurse's Office

6 Stamina, 6 Willpower

Oral Administration (action): Only works after Drug Up has failed. The Nurse now attempts to administer the drug whilst making out with the player. 1 Willpower damage plus the effect of Drug Up's last roll.
Drug Up (action): Attempts to slip the player a random drug. Roll a 1d4.
1: Ambien-Player falls asleep until hit by the next attack, which auto-hits.
2: Xanax-Player calms down, only able to use basic Stamina and Willpower attacks.
3: Prozac-Player becomes happier and more open. Restores 1 Willpower but will take 0.5 extra damage from Willpower attacks for the next three turns.
4: Benzo-Player becomes dull, gaining disadvantage on attacks for the next three turns.
R&R (passive): The nurse won't let a sick patient leave her office. Escape rolls can't be made if the player has under 1/2 of their Stamina or Willpower.
Massage (action): The nurse intimately massages the player. Does 2 Willpower damage and restore 1 Stamina to the target.

Obtain: Prescription (equipment)-Using a healing item will automatically cure all conditions and disadvantages imposed on the player.

Boss (accessible after defeating one mini-boss):

Principal-Principal's Office

12 Stamina, 12 Willpower

Confiscate (action): A full-body search for any forbidden goods. Does 1 Willpower damage and removes a random item from the player (does not work on equipment).
Called Into The Office (action): A call for help. Roll a 1d4. Either the relevant mini-boss appears, or a the relevant enemy if the mini-boss of the corresponding number has been defeated. Only one mini-boss can be summoned per player per combat, and only one enemy of each variety (ergo, make reroll if the relevant enemy has been summoned already).
Expel (action): Only works when fighting in a group. Target player is removed from combat for 1d6/2 turns (rounded up).
Penis Inspection Day (action): The player is forced to strip down. Willpower attacks do 0.5 more damage to the player for the remainder of combat.
School Pride (action): The principal defends the good name of the school, and forces the target to make love to her. Does Willpower damage equal to 1 plus the number of mini-bosses the player has defeated. Can only be used once successfully per combat.
Sadistic Glee (passive): Seeing her victims squirm before her gives the principal new life. If the player makes a Critical Failure, the principal regains 1 Stamina and 1 Willpower.

Multiple Player Mechanics:

Players wander around alone until they roll the same encounter or event roll. If they meet, they can decide to join or remain separate, and trade items if they so desire. If a roll is made for a mini-boss already in combat with another player, a reroll takes place.

If they join up, rolls are made together.

-Event rolls remain the same (affecting all party members).
-For found items, the recipient is determined randomly.
-For enemy encounter rolls, an enemy is rolled for each party member.
-Mini-bosses and the final boss gain +3 Stamina and Willpower for every extra player.

They can split up after any encounter. Players may not be exploring simultaneously due to combat taking more posts, so a player can decide to delay their next exploration roll until the others finish their combat (this is everyone's own choice.

Character Conversion:

Due to scaling of damage and certain abilities not being as applicable to the scenario as they could be, every participating player's character will get converted to the setting before the start of the run.


Last edited by Caustic_Clown on Sat Jan 18, 2020 12:50 pm; edited 2 times in total
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forest Assasin

forest Assasin


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Join date : 2016-12-26
Age : 26
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Charm School Empty
PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 5:48 am

Wanting to make a run at this , look amazing

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BoredAF

BoredAF


Posts : 176
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Age : 23

Charm School Empty
PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 9:18 am

Same

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Just a dancing jelly
Charm School 1009-110
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Caustic_Clown




Posts : 593
Join date : 2013-06-28

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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 9:30 am

Glad you folks like it, I added the ability to buy items with money earned in battle for a bit of balance.
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herwillingslave

herwillingslave


Posts : 13608
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Age : 34
Location : PA

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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 9:33 am

I would be happy to try this too.
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forest Assasin

forest Assasin


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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 10:08 am

Caustic , PM me when we can stsrt the test run

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Caustic_Clown




Posts : 593
Join date : 2013-06-28

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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 12:51 pm

Cool, post the characters you people want to play as and I will scale them properly.
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herwillingslave

herwillingslave


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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 12:54 pm

Salos
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Caustic_Clown




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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 1:33 pm

'T was a huge move list, tried to have every effect mentioned in the abilities somewhere in here, hope you like it. Backstory excuse is that for this quest every character gets sucked through a portal to another dimension and thus has their abilities altered somewhat.

Salos

15 Stamina, 15 Willpower

Burner Finger (action): No cost. Salos shoots two small flames at his opponents, each doing 0.5 Stamina damage. Different enemies may be targeted with this ability.
Blazing Knuckle (action): Costs 1.5 Stamina. Salos does 1 Stamina damage and burns his opponent for 1d4 turns. The burn does 0.5 Stamina damage per turn, and the opponent can waste an action to stop, drop and roll.
Ring of Fire (action): Costs 1.5 Willpower. Salos imprisons his opponent in a ring of flame for 1d4 turns. Escape attempts always succeeds whilst this is in effect, unless another condition overrides this or there are multiple enemies on the field. The target may attempt to escape, taking 0.5 Stamina damage regardless of success or failure. Any player that attempts to attack them in the meantime takes 0.5 Stamina damage if they make contact (except Salos). If Salos or any other player succesfully attacks the opponent, he knocks them out of the prison, ending it.
Fiery Will (action): Salos sacrifices his body heat to refuel the fires of his will, or vice versa. Costs 2 Stamina or Willpower, restores 1d4 of the other. Can only be used once per combat.
Avatar of Flame (action): Salos coats himself in fire, giving opponents disadvantage on attacking him due to the heat and light, and doing 0.5 Stamina damage to them if they succeed (only if the attack would make contact). Takes 0.5 Stamina and Willpower to activate and costs the same to maintain every subsequent turn. Can be turned off as a free action.
Blast Burn (action): Costs 1 Stamina and 1 Willpower, 0.5 less of either if Avatar of Flame is active. Salos gathers flames around him before bursting them in every direction. Does 1.5 Stamina damage to everyone on the field (even allies), stuns anyone hit for a turn on a Critical Success, makes burn effects last two turns longer and autohits any opponent trapped in Ring of Fire, and ends Avatar of Flame if it is active when used. After the third use in a single combat, Salos must roll a die before the attack to see whether or not he gets overheated (attack fails, can only use basic attacks the next turn).
Heat Of The Moment (passive): Once per combat, whenever his Stamina or Willpower drops below 1/2 or he gets hit by a Critical Success, Salos can use any one ability at zero Stamina or Willpower cost the next turn.

Weakness-Sissification: Whenever Salos takes an attack that in any way sissifies him, he takes 0.5 extra Willpower damage. After Salos suffers from such an attack, the enemy must succeed a roll to become aware of what they just did before they can consciously exploit the weakness.


Last edited by Caustic_Clown on Sat Jan 18, 2020 4:43 pm; edited 1 time in total
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herwillingslave

herwillingslave


Posts : 13608
Join date : 2013-11-13
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Location : PA

Charm School Empty
PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 2:07 pm

Want to set up a thread or should I?
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Caustic_Clown




Posts : 593
Join date : 2013-06-28

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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 2:15 pm

I will do so, I was thinking everyone could play at the same time instead of running three different threads for the same scenario, so I'll wait for the others to post which character they will be playing as.
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herwillingslave

herwillingslave


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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 2:17 pm

Sounds good.
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ConTheMink

ConTheMink


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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 3:50 pm

Could I join as Sai?
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Caustic_Clown




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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 4:39 pm

Sai

15 Stamina, 15 Willpower

Energy Release (action): No cost. Sai shoots either angelic or demonic energy at his opponent, doing 1 Stamina damage and adding 1 Stack of the relevant energy type.
Cursed Flame (action): Costs 1 Stamina. Sai shoots a hellish flame at his opponent, doing 1.5 Stamina damage. On a Critical Success, the opponent becomes cursed, making their next Critical Success turn into a Critical Failure instead. Adds 1 Stack of demonic energy.
Holy Arrows (action): Costs 1 Willpower. Sai fires three arrows of light at his opponent, doing 0.5 Stamina damage with each it. Each attack has a separate roll and can have a different target if more opponents are present. Adds 1 Stack of angelic energy.
Reabsorb (action): Sai converts all his stacked energy into power, healing 0.5 Stamina for every Stack of demonic energy and 0.5 Willpower for every Stack of angelic energy. At the end of combat, Sai can decide to absorb all remaining Stacks, or store them for the next battle.
Shining Bind (action): Sai summons chains used to bind sinners. Costs 1.5 Willpower and one stack of angelic energy. The chains bind the opponent for 1d4 turns or until they make a roll to escape. If the opponet takes Willpower damage while bound, they also suffer 0.5 Stamina damage on that turn as they are punished for their lustful thoughts.
Draining Touch (action): Sai fuels his own life with that of others. Costs 1.5 Stamina and one stack of demonic energy. Does 1.5 Stamina damage and restores the same amount of Stamina to Sai. On a Critical Success, the opponent is also weakened, suffering an extra 0.5 damage on the next attack that hits them.  
Obliviate (action): Costs 1 Stamina, 1 Willpower and 1 Stack of both angelic and demonic energy. Sai mixes these into an attack with the energy of nothingness. Does 1.5 Stamina and 1.5 Willpower damage and makes the opponent forget the ability they last used for 1d4 turns. Upon a Critical Success, the opponent can instead only use basic attacks for 1d4 turns.  

Weakness-Legs, Feet: Whenever Sai takes an attack that in any way involves legs and feet, he takes 0.5 extra Willpower damage. After Sai suffers from such an attack, the enemy must succeed a roll to become aware of what they just did before they can consciously exploit the weakness.


Last edited by Caustic_Clown on Sun Jan 19, 2020 1:17 am; edited 2 times in total
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herwillingslave

herwillingslave


Posts : 13608
Join date : 2013-11-13
Age : 34
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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 4:42 pm

I'm just glad that there doesn't look like their is someone who can take advantage of my weakness.
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Caustic_Clown




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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 4:44 pm

Sissification is broad, Delinquent and Principal could exploit it, I wager.
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herwillingslave

herwillingslave


Posts : 13608
Join date : 2013-11-13
Age : 34
Location : PA

Charm School Empty
PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 4:48 pm

As least there isn't a preppy school girl. She may try to make a new BFF. Or are all school girls like that?
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forest Assasin

forest Assasin


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PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 5:38 pm

Tobias

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BoredAF

BoredAF


Posts : 176
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Age : 23

Charm School Empty
PostSubject: Re: Charm School   Charm School EmptySat Jan 18, 2020 7:12 pm

Shay

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Just a dancing jelly
Charm School 1009-110
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Caustic_Clown




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PostSubject: Re: Charm School   Charm School EmptySun Jan 19, 2020 1:16 am

Tobias/Rey

15 Stamina, 15 Willpower

Lust For Blood/Lust For Life (passive): If Tobias/Rey makes three successful Stamina attacks (Tobias) or Willpower attacks (Rey) after each other, their next successful attack of the respective type will do 0.5 extra damage. If Tobias/Rey switches personality, this counter is reset. Tobias/Rey can do so at the end of a turn as a free action. Both can only use abilities that have their name in the description.
Leg Sweep (action): No cost. Tobias sweeps the leg of his opponent, tripping them on a Critical Success, making the next Stamina attack that turn do 0.5 extra damage to them.
Combo Cannon (action): Costs 1 Stamina. Tobias launches a furious combo of kicks and punches that does three times 0.5 Stamina damage. If all attacks hit, the opponent flinches, doing 0.5 less damage on their attacks next turn.
Variable Flames (action): Costs 0.5-1.5 Stamina. Tobias uses flame magic for a variety of purposes. For every 0.5 Stamina he spends he can a)cure one negative condition, b)add 0.5 Stamina damage to his next attack or c)recover 0.5 Willpower (1 Willpower recovery if he uses this power on an ally). These effects can be mixed in any variety, but the total Stamina cost can never exceed 1.5.
Incubus Induction (action): No cost. Rey uses his incubus charms to seduce an opponent. Upon a Critical Success, he recovers Willpower equal to half the damage he did (rounded up).
Whispering Waltz (action): Costs 1 Willpower. Rey swipes his opponent into a slow dance that lasts for several beats, doing three times 0.5 Willpower damage. If all attacks hit, the opponent is Dizzy, and the next attack they use is targeted randomly.
Flower Frenzy (action): Costs 0.5-1.5 Willpower. Rey summons a storm of petals for a variety of purposes. For every 0.5 Willpower he spends he can inflict a)Hay Fever (opponent's next Critical Success turns into a Critical Failure), b)Eyes On Me (opponent can only target Tobias/Rey for the next 1d4 turns) or c)Lovesick (opponent takes 0.5 extra damage from Willpower attacks for the next 2 turns) on his enemies. These effects can be mixed in any variety and in any combination of targets, but the total Willpower cost can never exceed 1.5. Each effect is rolled separately.

Weakness-Kisses, Breast Smother: Whenever Tobias/Rey takes an attack that in any way involves kissing or breast smothering, he takes 0.5 extra Willpower damage. After Tobias/Rey suffers from such an attack, the enemy must succeed a roll to become aware of what they just did before they can consciously exploit the weakness.
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Caustic_Clown




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PostSubject: Re: Charm School   Charm School EmptySun Jan 19, 2020 1:44 am

Shay

15 Stamina, 15 Willpower

Pistol Whip (action): No cost. A standard Stamina attack that can even be used at zero ammo. Shay wields a six shooter that starts the battle fully loaded (ammo count 6). Unless Stylish Reload is used, reloading takes up a turn. The revolver is reloaded automatically at the end of every combat.
Scope Out (action): No cost. Gives Shay advantage on attacks he makes next turn, unless he is hit by an attack doing more than 1 damage, a Critical Success or status condition before that moment.
Stylish Reload (action): No cost. Shay reloads his gun in a series of fancy movements. Does 1 Willpower damage to an impressed opponent, and maxes ammo. Upon a failure, he can only use Pistol Whip during the next turn.
Quick Draw (action): Costs 1 Willpower and ammo equal to the number of opponents attempting to attack Shay. Shay get ready to counter any attacker with a bullet, doing 1 Stamina damage and interrupting the attack on a success.
Tenderfoot (action): Costs 1 Stamina and ammo equal to 2 times the number of opponents on the field. Shay attempts to hit every opponent with two Stamina attacks doing 0.5 damage each. If an opponent is hit by both attacks targeting them, they have disadvantage next turn.
Double Tap (action): Costs 1.5 Willpower. Shay uses two bullets to hit an opponent in the vital areas. Does two times 1 Stamina damage (rolled separately). If both attacks are a Critical Success and the opponent has 1/2 or less of their Stamina remaining, they must make another roll or else they are instantly KO'd.
Fanning Frenzy (action): Costs 1.5 Stamina. Shay uses a revolver technique to empty his ammo stock at once at a single target. Does Stamina damage equal to 0.5 times the number of bullets remaining (each shot rolled separately). If 5 or 6 shots are made, Shay must make another roll or else his gun jams (takes a turn to repair).

Weakness-Easily Swooned: Whenever Shay experiences a Willpower attack that he has not seen before, he takes 0.5 extra damage. After Shay suffers from such an attack, the enemy must succeed a roll to become aware of what they just did before they can consciously exploit the weakness.
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anon64

anon64


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PostSubject: Re: Charm School   Charm School EmptySun Jan 19, 2020 9:02 am

Would it be too late for me to join as osric?
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guametsunami




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PostSubject: Re: Charm School   Charm School EmptySun Jan 19, 2020 11:26 am

Yo caustic my man, lemme join as my boy George the gunslinger
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AzureTyrant

AzureTyrant


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PostSubject: Re: Charm School   Charm School EmptyWed Jan 22, 2020 9:04 pm

Almost want to throw a character into the fray myself.
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