Combat

The rules of the game, although the golden rule applies - when in doubt, respect the other person.

Combat

Postby admin » Wed Jul 16, 2014 11:48 pm

Combat

If you have not done so already, please read Dice System before reading the combat section.

In the early days of Tao Tower exploration, combat was a brutal and vicious affair where hunters battled monsters with swords, shields and sorcery. The magical nature of the tower rendered monsters more and more dangerous and brutal as a result. Every time a monster is vanquished, a more powerful one takes it's place. Fearing the town of Monsbaia would eventually be overrun by vicious monsters, hunters devised a new strategy - to 'Dominate' the monsters into exhaustion so that they could be bypassed, preventing the arms race between hunters and monsters. Over time, the monsters adapted to this strategy as well, many adapting more sexual natures and attempting to dominate humans into submission. Thus, the goal of combat is to 'dominate' your opponent into submission before they can do the same to you.

Combat Flow
#1: Roll [Agility], highest successes goes first, tie broken by largest pool
#2: A single turn consists of an advantage check and/or a pleasure roll.
#3: Combat loops until all opponents are dominated

Attacking - Gaining Advantage (Grappling, Casting, etc)

In order to do much of anything against an opponent more than light groping, you must gain advantage. Where a warrior would do this physically [Strength+Melee], a mage must use their arcanum to whittle down an opponent [Magic+Arcanum]. If you roll more successes than your target, your advantage shifts a category. Should you fail an advantage check, all advantage is immediately lost and your turn ends - sometimes it is more strategic not to risk your position. A botch here will cost you all advantage, while a critical botch will reverse your positions. (If you had a Major Advantage, you are now at Major Disadvantage)

Defending - Preventing Disadvantage (Escaping a Grapple/Willing off a spell)

The way you defend yourself depends upon the source. Your dice pool is either [Agility + Escape Artist] for physical attempts and [Will Power + Concentration] for magical attempts, plus bonuses from clothing or armor. If you have more successes than your opponent, any advantage they may have over you is broken and their turn ends.

On your turn, you may make an advantage check to escape any disadvantage you might have. Failing this check ends your turn - it is sometimes more wise to use a situation to your advantage rather than to risk doing nothing.

The pleasure is all yours

On any turn you have not failed an advantage check, you may pleasure your opponent. The ways in which you can pleasure your opponent change depending on your advantage (or disadvantage). Roll the die pool indicated, every one success is one Stamina Point of damage your opponent loses (there is no opposing roll on this). Some equipment, abilities and spells will grant additional successes or remove successes.

No Advantage: Teasing, Fondling, Kissing, Biting, etc [Technique]
Minor Advantage: Teasing, Fondling, Kissing, Biting, Manual Pleasure [Technique + Manual] + 2 successes
Advantage: Above + Oral [Technique + Oral] + 4 successes
Major Advantage: Above + Penetration [Technique + Penetration] + 6 successes

Minor Disadvantage: Teasing, Fondling, Kissing, Biting, Manual Pleasure [Technique + Manual] - 1 success
Disadvantage: Above, but -2 successes
Major Disadvantage: Above + Penetration [Technique + Penetration]+1 success

Many-on-One
Not a pleasant situation to be in (though not entirely unpleasant either), if more than one creature or person holds advantage over a single target, their advantage checks combine into one die pool for the purposes of attacking. When trying to escape, the defender may pick one target to roll against. If the advantage is lost for one, it is lost for the group. Should the one in the middle climax during all of this, they take one climax for every person in the group.

For Example:

Jack and Avarius are teaming up on Angela, spitroasting her between them and have advantage. Jack's pool is 7d6, Avarius's is 5d6, Angela's is 6d6. If Jack or Avarius roll an advantage check on their turns, it is at 12d6 vs Angela's 6d6. On Angela's turn, she may roll against either Jack or Avarius to try to escape. If at any point Jack or Avarius fail, both lose advantage.

Should Angela reach her climax while both are taking her, she would take 2 climaxes and check for domination (see below)

Dominating an Opponent

Dominating an opponent is achieved through climax. When Stamina hits 0, you climax in a pleasant mess. When this happens, roll [Endurance] and subtract the number of climaxes from your successes (counting 4's). If you have at least 1 success, you are ready for another round, the number of successes replaces your endurance for the rest of the fight. If you have no successes, you are 'dominated', becoming submissive to the person that defeated you.

Example: Selfi's back arches as she reaches her climax, making a soft pouty cry, eyes clenching and fluids dribbling down her pale thighs. She has hit 0, and has 5 in her Endurance Stat (25 Stamina Points).

Selfi rolls 5d6 and gets 1, 5, 6, 5, 5 = 4 successes - 1 = 3 successes. Selfi continues combat as though she had 3 stat points in Endurance (so 15 stamina points).
OR
Selfi rolls 5d6 and gets 1, 1, 3, 5, 5 = 2 successes - 1 = 1 successes. Selfi is reduced to a quivering husk of submission at the mercy of her attackers until she is teleported back to her house.
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