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  1. Heroine Crisis Advanced Rough
  2. 02. Charamake
  3. 1 Choose or roll three specialties from the tables (1 from the first two, 1 each from the other two).
  4.  
  5. 2 Add 2 free stat points. Minimum 1, maximum 6, unless the specialties already put you at 6, then you can go to 7.
  6.  
  7. Stat descriptions:
  8. Body Strength and constitution, general physical fitness-
  9. Agility Speed and overall flexibility-
  10. Intelligence Thinking ability and common sense, ability to notice in the physical sense-
  11. Magic Magic power, ability to notice in the magical sense-
  12.  
  13. 3 Distribute 10 points into Physical Attribute and Magical Attribute (minimum 1)-
  14. Physical Attribute: ability to materialise magic power, basically money-
  15. Magical Attribute: ability to actually use magic, extra MP-
  16.  
  17. 4 Choose 4 spells from the magic list-
  18.  
  19. 5 Choose 1 Crisis Ability from the list, also learn "potential" for free-
  20.  
  21. 6 Use your Physical Attribute to buy items. Note that you do not actually lose your money but use it as a maximum capacity kind of currency-
  22.  
  23. 7 Calculate derived attributes.
  24.  
  25. HP (Body * 3) + 20
  26. MP Magical Attribute + (the higher of Int and Magic)
  27. CP 0
  28. IV Agility + Intelligence (IV = initiative)
  29. SP 0 (note that this is also split into Breasts, Hips, Ass, Mouth, Pain and Heart)
  30.  
  31. 8 Choose 10 Crisis Acts from the list.
  32.  
  33. 9 Distribute three ranks into emotions (Ideals, Affection, Hostility), having one emotion at rank 3 is fine too. Note that emotions also always have a specific target with differing ranks (e.g. affection 2 for a childhood friend and affection 1 for a teammate are as valid as hostility 3 for a teammate to denote a rivalry).
  34.  
  35.  
  36.  
  37. 04. Rolls and Battle
  38. Regular checks: roll 2d6 + (attribute) against a target number. On contested rolls compare both rolls against each other, higher wins. On a tie the defender wins.
  39. Using magic and MP: remember the existence of utility magic for outside of battle. Otherwise MP are fully recovered between turns, so feel free to blast everything. When suffering from bad states or under other special circumstances the recovery may be lower or even nonexistant (up to GM).
  40.  
  41. Battle: when battle begins, decide on who is front row or back row. Back row obviously requires someone in the front row. Ranged attacks can attack anywhere, non-ranged can only attack the own and adjacent areas. When surrounded there are front rows in every direction.
  42.  
  43. Battleflow:
  44.  
  45. Begin battle: set formation
  46.  
  47. Begin turn: recover all MP, use skills with timing "start of turn", if trying to escape do a contested roll on Agility
  48. Determine initiative: look at IV, in case of a tie priorities are PC Heroines > NPC Heroines > Enemies
  49.  
  50. When your turn comes up you can do a full and a half action.
  51.  
  52. Full action:
  53. Attack with weapon: guaranteed hits, roll 2d6 + weapon attack for damage
  54. Use magic with timing full action
  55. Other actions as allowed by GM: rescue civilians and stuff
  56. Wait: set own IV to 0 for this turn
  57. Do nothing
  58.  
  59. Half action:
  60. Move: move to an adjacent area (player areas only)
  61. Use magic with timing half action
  62. Heal bad status (see their descriptions)
  63.  
  64. Defense action:
  65. Using defensive magic is this game's only means of defense. Unless you have magic with use timing defensive you cannot lower damage. You can use different defensive magic against each seperate attack, but only 1 per attack. It is also possible for other characters to cover the defendant ignoring formation and distance (unless the party is actually seperated, up to GM), the covering character cannot use any other defensive magic though.
  66.  
  67. (Back to begin turn)
  68.  
  69. Damage and humiliation:
  70. Player chooses whether they take damage on their own HP or their armour's AP. As long as a body part has AP left it should default to those though. When AP reach 0 the corresponding armour part is destroyed, but any overkill is ignored.
  71. If a monster's attack roll is higher than the armour's direct value, they hit HP directly, but only do half damage after applying defensive magic.
  72. In case heroines battle each other (or dark heroines), direct damage is ignored.
  73. A character can use up to 7 Crisis Acts per session to gain CP. GM veto still applies if it does not make any sense.
  74. AP 0 means the character's clothes/armour is in shambles, HP 0 should check with "defeated and charaloss".
  75. It generally goes "player determines where they are hit" > "GM describes damage effects" > "Player reacts to damage".
  76. After battle, the regular clothes reflect the damage the characters took in their transformed state, so the characters should always have some spare clothes ready.
  77.  
  78. Traps:
  79. Traps in this game are generally just monster-supporting effects and cannot be attacked. Single use traps trigger once and are then discarded or can be disarmed by using Break Trap. Continuous traps keep doing their thing once triggered, but lose 2d6 DP every turn and are discarded when they reach 0 DP. They too can be disarmed by Break Trap.
  80.  
  81. AP healing:
  82. 1 Change clothes
  83. 2 Wait a few hours (fluffed as enough magic recovered, but making it possibly anytime breaks game balance)
  84.  
  85. Bad status:
  86. Bound -3 to all rolls, can be healed with a half action
  87. In heat -1d6 to all rolls, can be healed with a half action (also remember the "masturbating" CA)
  88. Giant Boobs -2 to Agility and IV, can be healed with a half action (also remember the "lactation" CA)
  89. Urge to pee Careful with the fetishes! Increase MP use by 1, can be healed with a half action (remember the "peed in the pants" CA)
  90. Egged Careful with the fetishes again. Body and Magic -2 (does not affect HP and MP), can be healed with a half action (remember the "egg birthing" CA)
  91. Futanari Maximum MP -2, can be healed with a half action (remember the many CAs for this)
  92. Exhibitionism Armour's direct value -2, can only be healed by defeating the monster or AP=0.
  93.  
  94. SP rolls:
  95. When the characters are confronted with lewd things they GM may call for an SP roll deciding on whether the characters can keep their purity of mind. Roll intelligence against current SP. On a fail the character is being influenced by the lewd. Players are also free to auto-fail if they want.
  96.  
  97. Defeated and charaloss:
  98. Characters at 0 HP are neither heavily injured nor dead, they just cannot fight anymore so monsters are free to do whatever. The character has to do a special roll to resist falling (character level + Ideals emotion + Affection emotion + Hostility against the attacker)d6 agaisnt the characters SP. It is not possible to use Guts, Saving Grace, Potential or similar for this. Hostility emotion also works against underlings of the hostile subject. Also, if the character has affection for the attacker the affection value is actually substracted.
  99. On a success the character can resist and regains 1 HP after the battle. They can also use Resolution or Wish to immediately rejoin battle. On a fail they become the enemy boss's slave and may join them as a dark heroine.
  100.  
  101.  
  102.  
  103. 05 Advancement
  104. CP gained over the course of the session = Exp.
  105. Exp required for levelup: current Lv * 5
  106.  
  107. On an odd level gain:
  108. Any stat +1
  109. HP +3
  110. Physical or Magical +1 (Choose)
  111. 1 new magic
  112. 1 new Crisis Ability
  113.  
  114. On an even level gain:
  115. Any two stats +1 (not one stat +2)
  116. HP +3
  117. Physical or Magical +1 (Choose)
  118. 1 new magic
  119.  
  120. If Physical changed you can also change your equipment loadout.
  121.  
  122. If a character's SP for any part reaches 10 the character also gains an appropiate seal.
  123. Also check available Crisis Acts in case their prerequisites are not fulfilled anymore. In any case players may change 1 of their Crisis Acts.
  124.  
  125. Characters also gain 1 rank to any emotion, though it should be fitting to the session. The maximum rank for a single entry is 5.
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