Kyon-kun

Mitakihara Middle School Days - Rules and Regulations s10

Sep 28th, 2014
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  1. Rules and Regulations of 'Mitakihara Middle School Days Quest' (Revision as of 2/10/2014):
  2.  
  3. Mitakihara Middle School Days incorporates two systems; Kyon-kun's BEM100 (http://pastebin.com/M9EbNcdt) and the Simple Solo System (https://dl.dropboxusercontent.com/u/74921988/SSSv.02.pdf)
  4.  
  5. HOW QM DECIDES VOTES
  6.  
  7. 1. The first two votes that are the same decide the next action.
  8. 2. Should there be one disagreeing vote, the QM shall wait for the next vote to break the tie.
  9. 3. A majority is irrelevant if it is late, unless the QM deems the vote to be controversial, whereupon he will grant an extra 30, 60 or 90 minutes, depending on whether it is somewhat, moderately or extremely controversial.
  10. 4. If there is only one vote when the thread is on catalogue page 2, the QM will the take the first vote cast, regardless of majority.
  11. 5. If a vote is not cast when the thread is on catalogue page 2, the QM will roll dice+1d2, with '1' counting as a vote for the first option and '2' counting as a vote for the second option or will roll dice+(x)d(y) if there are write-ins, with y being the options in their order and x being y+1.
  12. 6. If there are two opposing votes and the thread is on catalogue page 2, the QM will roll a dice to break the tie.
  13.  
  14.  
  15. BAD END METER (BEM): When the meter reaches 100%, no more choices will be made and the QM will write up a description of the downfall of Kyousuke Kamijou.
  16.  
  17. ACTIONS WHICH INCREASE THE BEM:
  18.  
  19. 1. Channeling Makoto Itou at his worst (75%)
  20.  
  21. 2. NTRing a girl (50%)
  22.  
  23. 3. Attracting the negative attention of government authorities (40%)
  24.  
  25. 4. Attracting the negative attention of the Yakuza or Uyoku Dantai (30%)
  26.  
  27. 5. Poor combat (26.666%)
  28.  
  29. 6. Initiating (Not continuing) a romantic encounter with a girl. Initiation/continuation resets every game day. (25%)
  30.  
  31. 7. Fighting while heavily injured (20%)
  32.  
  33. 8. Dangerous Inner Tempo control (15%)
  34.  
  35. 9. Initiating Adventure (Not Continuing) (15%) (Minimized by Heroic)
  36.  
  37. 10. Thinking of a girl in a sexual manner (12.5%)
  38.  
  39. 11. Making a girl jealous (12.5%)
  40.  
  41. 12. Fighting while moderately injured (10%)
  42.  
  43. 13. Safe Inner Tempo control (10%)
  44.  
  45. 14. Chaotic Evil Behaviour (10%)
  46.  
  47. 15. Neutral Chaotic behaviour (5%) (Reduced by half to 2.5% with 'Rejoice! LV1' and 'Moral Fortitude LV1')
  48.  
  49. 16. Neutral Evil behaviour (5%)
  50.  
  51. 17. Fighting while lightly injured (5%)
  52.  
  53. 18. Writing in an option (5%)
  54.  
  55. 19. Chaotic Good behaviour (2.5% Raw) (1.25% with 'Moral Fortitude LV1') (0% with 'Moral Fortitude LV1' and 'Rejoice LV1')
  56.  
  57. 20. Lawful Evil behaviour (2.5% Raw) (1.25% with 'Moral Fortitude LV1')
  58.  
  59. ACTIONS WHICH DECREASE THE BEM:
  60.  
  61. 1. Victory vs Supernatural, God Tier (75%)
  62.  
  63. 2. Making a girl happy (35%)
  64.  
  65. 3. Victory vs Supernatural, Catastrophic Tier (30%)
  66.  
  67. 4. Victory vs Supernatural, High Tier (25%)
  68.  
  69. 5. Victory vs Supernatural, Normal Tier (15%)
  70.  
  71. 6. Victory vs Normal, Total Strength 100 (10%)
  72.  
  73. 7. Lawful Good Behaviour (10%)
  74.  
  75. 8. Victory vs Supernatural, Lower Tier (7.5%)
  76.  
  77. 9. Victory vs Normal, Total Strength 10 (5%)
  78.  
  79. 10. Victory vs Normal, Total Strength 1 (2.5%)
  80.  
  81. 11. General Order behaviour (2.5%)
  82.  
  83. 12. General Good behaviour (2.5%)
  84.  
  85. 13. Torturing Kyubey (2.5%)
  86.  
  87. 14. Killing Kyubey (1%)
  88.  
  89. INTERACTION POINTS
  90.  
  91. If Interaction Points reaches 100, the Romance Meter is created for that particular colour. After that, Interaction Points may continue to increase.
  92.  
  93. Interaction Points may be increased by thinking of a girl, talking to her or helping her. They are called Interaction Points, because interaction needn't necessarily be positive. For example, an action that makes a girl hate the MC could also increase IP if it causes what is said on the tin: "interaction".
  94.  
  95. Interaction Points are decreased through actions that make a girl want to avoid the protagonist and stop further interaction.
  96.  
  97. ROMANCE METER: ROM (Girl's colour): When the REM reaches 100%, Kyousuke Kamijou will have a Good End... for the time being.
  98.  
  99. A romance meter is created by reaching 100 Interaction Points. The Romance Meter disappears when one member of the relationship dies. If the IP decreases thereafter below 100, after all calculations are made for ROM changes, the calculated ROM will be multiplied against the relevant IP over 100 to scale the ROM change; the ROM does not disappear after it is unlocked unless a member of the relationship dies.
  100.  
  101. ROM ACTIVITY THESHHOLDS: These are the minimum thresholds for certain romantic actions with a girl.
  102.  
  103. 1. 100% - Becoming soulmates or marrying her (This doubles the effectiveness of all BEM increasing actions) (Black will never become your soulmate or wife until Pink is saved)
  104.  
  105. 2. 85% - (4th Base) Making love with her (exception is Red - Fornication is a no-no. Key word is 'fornication'; between two people not 'married' to each other.)
  106.  
  107. 3. 70% - (3rd Base) Pleasuring her.
  108.  
  109. 4. 55% - (2nd Base) Erotically touching her.
  110.  
  111. 5. 40% - (1st Base) Kissing her.
  112.  
  113. 6. 30% - 'Going on' a date with her. (Different to dating)
  114.  
  115. 7. 25% - Hugging her.
  116.  
  117. 8. 10% - Holding hands with her.
  118.  
  119. 9. 5% - Asking if it is possible to be girlfriend and boyfriend/girlfriend or confessing love. (necessary for above actions)
  120.  
  121. ACTIVITIES WHICH DECREASE THE ROM.
  122.  
  123. 1. Sexual violence (100%)
  124.  
  125. 2. Adultery (90%)
  126.  
  127. 3. Domestic violence (75%)
  128.  
  129. 4. Overt ideological or religious conflict (75%)
  130.  
  131. 5. Psychological abuse (50%)
  132.  
  133. 6. Sexual pressure (30%)
  134.  
  135. 7. Bringing up bad memories (15%)
  136.  
  137. 8. Lower level ideological or religious conflict (15%)
  138.  
  139. 9. General poor relationship behaviour (5%)
  140.  
  141. ACTIVITIES WHICH INCREASE THE ROM: Note that it is much more difficult to increase the ROM than to decrease it, but this is compensated by there being more ROM increasing actions. Enhanced by Acquired Trait Ladykiller LV 1 (Provides a 25% bonus to ROM increasing actions)
  142.  
  143. 1. Protecting her (10%)
  144.  
  145. 2. Making love with her (5%)
  146.  
  147. 3. Fighting alongside her (5%)
  148.  
  149. 4. Pleasuring her (4.75%)
  150.  
  151. 5. Erotically touching her (4.5%)
  152.  
  153. 6. Kissing her (4.25%)
  154.  
  155. 7. Going on a date with her (4%)
  156.  
  157. 8. Telling her you love her (4%)
  158.  
  159. 9. Protecting her livelihood or otherwise increasing her living stands (4%)
  160.  
  161. 10. Successfully negging her (3.5%)
  162.  
  163. 11. Impressing her (3.5%)
  164.  
  165. 12. Doing as she requests (2.5%)
  166.  
  167. 13. Sharing interests or hobbies with her. (2.5%)
  168.  
  169. 14. Talking positively or listening to her for an extended time (1.5%)
  170.  
  171. 15. Spending time with her (1%)
  172.  
  173. GAMEPLAY
  174.  
  175. INVENTORY & EQUIPMENT
  176. Items that are carried. Includes clothing, armour, weapons and so forth. Capacity may be increased through bags or multiple pockets.
  177.  
  178. LEVELING AND EXPERIENCE
  179. Leveling up occurs according to arithmetic series. To acquire Traits and Abilities, they have to be used once to progress to LV 1, to level to LV 2, they have to be used twice at LV 1, to level to LV 3 they have to be used thrice at LV 3 and so forth.
  180.  
  181. ACQUIRED TRAITS: Acquired Traits are those qualities that Kyousuke has picked over the campaign. They are the result of taking calculated risks and then mastering those new methodologies learnt in that risktaking in order to develop further.
  182.  
  183. SPECIALS: Specials refer to those unique abilities that are possessed by a character because of who they were born as. Specials includ Kyousuke's Metronomo, Homura's time-travel and Sayaka's GO FULL RETARD.
  184.  
  185. Combat: Combat occurs under a modified version of the Simple Solo System (https://dl.dropboxusercontent.com/u/74921988/SSSv.02.pdf).
  186. Modifiers are applied in this order;
  187.  
  188. 1. Personal/ Situational Modifiers
  189. 2. Defensive or Readiness Modifiers
  190. 3. Modifiers due to opponent (difference in skill or unit strength/technology) (if applicable)
  191. 4. Degrees of Success or Failure are calculated against by evaluating the difference between target number and dice roll and dividing by ten. The larger the Degree of Success or Failure, the more effect it will have on the story.
  192. 5. Kyousuke's Strike Limit is calculated by dividing his Sinew by 10 and rounding it to the nearest unit. This means if he has a degree of Failure in direct combat that is larger than 3, he will receive a Strike. Additionally, he may receive 3 Strikes. Effectively, this is his HP.
  193.  
  194. For example, let's pit Kirei Kotomine against Heroic Kyousuke.
  195.  
  196. Heroic Kyousuke - Sinew (25), Sleight (60), Smarts (35), Sass (45)
  197.  
  198. Kirei Kotomine - Sinew (55), Sleight (50), Smarts (55), Sass (55)
  199.  
  200. Firstly, we perform an Intelligence Check to determine whether or not Kyousuke has a rough plan of how to deal with Kotomine; this sees if his attacks other than melee are unlocked.
  201.  
  202. Kyousuke has no stats bonuses against Kotomine. Therefore his target number is his Smarts State 35; to win the Smarts check, he has to get under 100.
  203.  
  204. Kotomine has 6 HP (Sinew/10 rounded to nearest unit). Kyousuke has 3 HP.
  205.  
  206. Kyousuke does the Smart Check; his Target Number is 35 (his stats after all modifiers), so he has to get equal or lower to succeed the check.
  207.  
  208. Kyousuke rolls 86, a 51 difference; five degrees of failure; five less attacks to fight with. Therefore, Kyousuke will fight dumb.
  209.  
  210. Kyousuke Melee Attacks - There is a Sinew Check. Target Number = 25 (base Sinew Stat) - 30 (difference between Kotomine and Kyousuke in strength) = -5. It's pretty much impossible for him to succeed in the check unless he rolls 1, an automatic success.
  211.  
  212. - Kyousuke rolls 87. Kyousuke fails. This is 9 Degrees of Failure (nine multiples of ten away from the target number). This breaks his Strike Limit. Kyousuke receives 1 strike.
  213.  
  214. Kyousuke's HP is 2.
  215.  
  216. Kyousuke does the Sass check; effectively this is analogous to a Wisdom check, to see what he did wrong in battle. SMA checks are done before battle, SAS checks are done in battle.
  217.  
  218. His target number is 45. He has to roll 45 or lower to succeed in this check.
  219.  
  220. Kyousuke rolls an 83. He fails the Sass check. This means he has failed to notice what he did wrong in fighting Kotomine.
  221.  
  222. Kyousuke Melee Attacks. Sinew Check, Target number 25-30=-5.
  223.  
  224. Kyousuke rolls a 32 and fails. 4 Degrees of Failure. This surpasses his strike limit. Kyousuke is hit. Kyousuke's HP is now 1/3.
  225.  
  226. SAS check. Kyousuke rolls 64. Kyousuke fails.
  227.  
  228. Kyousuke Melee Attacks. Sinew Check, Target number 25-30=-5
  229.  
  230. Kyousuke rolls 83. 9 Degrees of Failure, surpassing his strike limit.
  231.  
  232. Kotomine Bajiquan punches Kyousuke and Kyousuke is sidelined.
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