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 (Run: Salos, Sai, Tobias, Shay) | |
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Caustic_Clown
Posts : 593 Join date : 2013-06-28
| Subject: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 2:55 am | |
| 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).
----------------------------------------------------------- Players: ----------------------------------------------------------- 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.
Character Notes: Salos has skills with a high cost, but if the rolls go your way the effects can stack to nearly guarantee a victory. Do note that this is a game of attrition, so don't burn through Stamina and Willpower on random enemies.
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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.
Character Notes: Sai needs stacks of energy for some of his abilities, so that may require some planning ahead in what attacks you want to execute. You basically want to be building up energy even if you have no direct use for it-it can be used as post-battle recovery, if nothing else.
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Tobias/Rey
15 Stamina, 15 Willpower
Lust For Blood/Lust For Life (passive): If Tobias/Rey makes two 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.
Character Notes: The key with Tobias/Rey is balance between switching personalities when combat requires it and going for the passive bonus damage. As an aside, Tobias can be a good healer in parties, whilst Rey can stack status effects on (mini-)bosses.
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Shay
15 Stamina, 15 Willpower
Pistol Whip (action): No cost. A standard Stamina attack that can even be used at zero ammo or in case of a jammed gun. 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 and on a failure 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.
Character Notes: Shay is probably the strongest in raw damage output and crowd control, in exchange for having a Weakness that triggers with every new enemy encounter. Note that Scope Out grants an advantage on every single attack on a turn.
- Story Start:
One by one they woke up in unfamiliar surroundings. It seemed to be an institute of learning of some sort. How they got here, they didn't know, but they could feel their very beings altered somewhat. Needless to say, this was a place unlikely any they had been to before.
The PA system crackled, and a salacious voice spoke: "Well, look what the school hovered up overnight. Some victims who can actually defend themselves! I shan't bother you with the details of how interdimensional travel works, but if you want to go home again, you're going to have to play along." She paused. "The students and staff should be slowly coming in this morning, and their job is to practice all the seduction skills they learned on you, so they don't go rusty. If you want to escape, all you have to do is best the best of them, namely me. I'm the Principal, and if you beat me, you will be returned from whence you came just fine. The keys to my office are held by the elite of this institute, so you first have to defeat one of them to prove you're worthy of facing me. Good luck!"
The system shut down, and the heroes had no choice but to play her wicked game. But she mentioned multiple people, so maybe they weren't alone after all.
(every player makes one RP post before I start rolling the exploration die)
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| | | herwillingslave
Posts : 13910 Join date : 2013-11-13 Age : 34 Location : PA
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 5:26 am | |
| As Salos came to, he looked around his new environment. It looked like a classroom. After hearing the message over the PA, he shook his head. āGreat another day, another crazy Midara. It sounds like Iām not the only poor soul who got dragged here. I need to be careful.ā He said to himself out loud. He walked to the door of the classroom and stepped into the hall. | |
| | | Caustic_Clown
Posts : 593 Join date : 2013-06-28
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 5:40 am | |
| Salos wanders the hallways...
Exploration Roll=2 Item Found=1
...before a sickeningly sweet smell penetrates his nostrils. He looks into an open locker and finds an Energy Drink inside. Reading the description on the side, it seems this thing should restore his stamina. Salos pockets it for now and continues on.
Exploration Roll=3 Enemy Encounter=4
It isn't long before he spots a tiny figure stretching before him at a cross section of hallways. She is a blonde wearing a blue and yellow top and skirt, the same colours of the school's logo. She is wielding two pom-poms, which she drops to two floor when she spots Salos with a cute 'eep!' She quickly picks them up and says: "Hey cutie, right on cue! I'm sure to make head cheer if I bring you down!"
Combat Start
Salos: 15 Stamina, 15 Willpower
Inventory: Energy Drink-Restores 7 Stamina.
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. | |
| | | forest Assasin
Posts : 8397 Join date : 2016-12-26 Age : 26 Location : I don't know
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 6:16 am | |
| As Tobias wake up he get up and don't say nothing just concentrating on the goal "lets beat some midara and get that key" he said as start walking around and entering a classroom for se what is in there. _________________ https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Theme-
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| | | herwillingslave
Posts : 13910 Join date : 2013-11-13 Age : 34 Location : PA
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 6:28 am | |
| Salos shakes his head at the cheerleader. āDonāt you have a pep rally to get to?ā He says with a bit of snark in his voice. He shoots at two small fire balls at her.
(Burning Finger)
(I partly feel the need to yell the attack name as Iām doing it, but Iām resisting the urge for now.lol) | |
| | | ConTheMink
Posts : 7703 Join date : 2018-11-03 Age : 22
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 6:41 am | |
| Sai wakes up and starts to look for the elites of the institute, planning on finishing this quickly. | |
| | | Caustic_Clown
Posts : 593 Join date : 2013-06-28
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 6:49 am | |
| Tobias opens the door to the classroom... Exploration roll=3 Enemy Encounter=1
...and find a Custodian cleaning the floors, a stocky but pretty, tan woman with brown hair, wearing overalls with nothing under it. She looks up and sighs: "I just cleaned here, but I have a feeling you're going to make a mess here, aren't you?
Combat Start
Tobias: 15 Stamina, 15 Willpower (Active Personality: Tobias)
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? (3-Smoke Bomb: Use to escape from any battle, guaranteed. Alternatively, use it to give all opponents disadvantage on attacks for three turns.) 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.
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Salos sends two fireballs towards the Cheerleader... Roll=23 (Miss), 22 (Critical Success) She swerves out of the way of the first one, but the second one hits her right in the face! (Cheerleader now at 3 Stamina, 3 Willpower)
Coughing through the explosion, the Cheerleader challenges Salos: "I will give you a pep rally that will put a tent in your pants!" Roll=74 (Success) She poses to spell out various letters with her shapely form, while chanting: "D, I, C, K, come and bring it out to play!" (Salos now at 15 Stamina, 13.5 Willpower) She certainly isn't lying, as there's now a fire burning in Salos' loins. However, he also feels strangely energized, perhaps the Cheerleader's attack didn't totally work in her favour.
Salos: 15 Stamina, 13.5 Willpower (Pepped Up-Next Stamina attack does double damage)
Cheerleader: 3 Stamina, 3 Willpower
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Sai is determined to finish this quickly... Exploration roll=1 Event roll=2 ...and luckily enough, he soon stumbles upon a map of the place, showing the layout of the building, with various sticky notes pointing to the locations of the different midara in charge (Sai may decide the next mini-boss he faces if the exploration die lands in his favour).
Exploration roll=4 (lol, what are the chances. Name the mini-boss you want to fight) | |
| | | ConTheMink
Posts : 7703 Join date : 2018-11-03 Age : 22
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 6:53 am | |
| Sai decided to go after the nurse. | |
| | | herwillingslave
Posts : 13910 Join date : 2013-11-13 Age : 34 Location : PA
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 7:19 am | |
| Salos can't help himself as he charges fiery energy in his hands, "Here I go. This hand of mine is burning red. It's loud roar tells me to defeat you. Burning finger." Salos says as he launches his attack.
(Burning finger)
(You named the attack. I had to make the reference. Lol) | |
| | | forest Assasin
Posts : 8397 Join date : 2016-12-26 Age : 26 Location : I don't know
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 7:51 am | |
| He saw the custodian and decide to take the first hit running to her and making a fast leg sweep without further words
Leg sweep _________________ https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Theme-
| |
| | | Caustic_Clown
Posts : 593 Join date : 2013-06-28
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 8:32 am | |
| Sai makes a beeline for the clinic, thankfully avoiding any midara on the way there. The moment Sai enters, the Nurse stands up from behind her desk. She is tall, with her pink hair in a single braid under a nurse's cap. Her uniform is white with red crosses on it, and is slutty in all the right places. She looks Sai up and down. "My, why have you come here if you're not injured? Or are you suffering from a broken heart? I'll fix that right quick, hon," the Nurse winks.
Combat Start
Sai: 15 Stamina, 15 Willpower, 0 Angelic Energy, 0 Demonic Energy
Nurse: 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.
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Salos makes a small speech as fire gathers in his mitts. The Cheerleader is weighing her options, maybe she should have waited until this one was a bit softened up before engaging him... Roll=44 (Critical Success), 10 (Success) (damage is doubled from Pepped Up=3) Her hesitation proves fatal as the first fireball lifts her off her feet, before the second impacts her mid-air, throwing her several meters backward. (Cheerleader is now at 0 Stamina, 3 Willpower)
Needless to say, she's not getting up anymore. Salos dusts himself off, and finds a voucher of some sort next to the beaten midara. Salos reads the fine print and can surmise these 100 credits are meant for the machines he's already seen throughout the place.
Salos: 15 Stamina, 13.5 Willpower
Inventory: Energy Drink Credits: 100
(post-battle, Salos can buy and use items, and choose to explore further or wait until he might meet another adventurer during the rolling phase)
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Tobias quickly goes in for a leg sweep.... Roll=90 (success) And kicks the Custodian in the shin, but doesn't get her unto the ground. (Custodian now at 3 Stamina, 3 Willpower)
The Custodian whinces, and decides that it's best to avoid letting Tobias get any more hits in. She lights the Smoke Bomb! (Item Consumed: Smoke Bomb) A thick, foul-smelling cloud obscures the midara from Tobias' sight!
Tobias: 15 Stamina, 15 Willpower (Blinded-disadvantage on attacks for the next three turns) Custodian: 3 Stamina, 3 Willpower
| |
| | | ConTheMink
Posts : 7703 Join date : 2018-11-03 Age : 22
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 8:38 am | |
| "Nope, I'm here for your key, you slut." Sai says as he fires a blast of angelic energy at the nurse.
Energy Release(Angelic) | |
| | | forest Assasin
Posts : 8397 Join date : 2016-12-26 Age : 26 Location : I don't know
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 8:57 am | |
| "Smoke, what a Cheap trick " he said and change with rey to try a flower frenzy "take a flower lady~" he said throwing flower towards herĀ
Flower frenzy _________________ https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Theme-
| |
| | | Caustic_Clown
Posts : 593 Join date : 2013-06-28
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 9:18 am | |
| (for Flower Frenzy, please specify how many and which effects you're gonna use-shall we go with one of every variation?) | |
| | | forest Assasin
Posts : 8397 Join date : 2016-12-26 Age : 26 Location : I don't know
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 9:20 am | |
| (one of every is fine) _________________ https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Theme-
| |
| | | herwillingslave
Posts : 13910 Join date : 2013-11-13 Age : 34 Location : PA
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 9:34 am | |
| Salos decides to look around. Waiting around in this place could dangerous. | |
| | | BoredAF
Posts : 176 Join date : 2019-04-25 Age : 24
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sun Jan 19, 2020 9:38 am | |
| (Sorry I'm late) Shay is wakes up and shrugs. "Well guess there is no way out unless i find it" He begins to search for a key _________________ Just a dancing jelly | |
| | | BoredAF
Posts : 176 Join date : 2019-04-25 Age : 24
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sat Feb 01, 2020 1:40 am | |
| is this ever going to be continued? _________________ Just a dancing jelly | |
| | | forest Assasin
Posts : 8397 Join date : 2016-12-26 Age : 26 Location : I don't know
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Sat Feb 01, 2020 5:12 am | |
| IDK , i just ask caustic for the rp but he don't sent me an answer _________________ https://www.youtube.com/watch?v=JWSRqWpWPzE -Glen and Prowd Theme-
| |
| | | herwillingslave
Posts : 13910 Join date : 2013-11-13 Age : 34 Location : PA
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Thu Apr 30, 2020 7:25 pm | |
| I don’t suppose we could find someone to dm this or is this just dead? | |
| | | BoredAF
Posts : 176 Join date : 2019-04-25 Age : 24
| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) Thu Apr 30, 2020 11:45 pm | |
| Maybe I dunno _________________ Just a dancing jelly | |
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| Subject: Re: Charm School (Run: Salos, Sai, Tobias, Shay) | |
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| | | | Charm School (Run: Salos, Sai, Tobias, Shay) | |
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