Costa-del-Deception by PunishedVarmint Follow me on Twitter for all my latest updates! And join my Discord to discuss upcoming projects with other fans!
The sun shone brightly, as it always did, upon an ordinary morning in Costa del Sol. Beach-goers – many of whom were clad in nothing more than string bikinis and banana hammocks – either lay upon lounge chairs or batted volleyballs over nets. Shops had opened their doors to the throngs of tourists who flocked to the seaside village to collect trinkets and souvenirs of their vacat…
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It's been a while since I posted my last dice-generated story (the one where Sylvanas fights worgen), and I've made a loooooooot of changes since then. Basically I realized my rule system, as it stood, was way too complex and had too many moving variables to track. It was confusing and slowed down my progress. So I spent the last few weeks breaking everything down to its core components and running a few tests, and now I'm happy enough with the system to share it publicly. So if you have any questions about what's happening or why... Well now you'll know!
Concepts and Stats
Reflex/Fortitude/Willpower: Each stat represents a character’s proficiency at certain actions. Reflex is mainly for attacking and defending, Fortitude governs the ability to deal and resist pleasure, and Willpower defends against Mind Breaks.
Tests: Standard R/F/W Tests are rolled with a d100 and must score below the target in order to succeed. Opposed R/F/W Tests are rolled with two d100s, one each from the opposing characters, and the character who succeeds at their target the most wins the challenge.
• Example: Samus and Ridley roll Reflex against each other. Samus must beat a 60 and Ridley must beat a 50. Samus scores 24 and Ridley scores 20. Samus wins with a difference of 36 versus Ridley’s 30.
Critical Success and Failures: Crits can occur on d100 rolls. A critical success is 2-5, and a critical failure is 95-99. In addition, a 1 is an epic success and a 100 is an epic failure. These effects are situational.
• A result of 69 is also considered a crit, and whether the outcome is positive or negative depends on the situation.
Advantage and Disadvantage: When a character has advantage on a d100 test, they perform the roll twice and use the lowest result. When they have disadvantage, they perform the roll twice and use the highest result.
Action Points (AP): During combat, all characters can perform one action for every Action Point they have. By default, all Heroes have 2 AP. Common Foes have 2 AP, Henchmen and Bosses have 3 AP, and Raids have 4 AP.
Hit Points (HP): When Foe HP is reduced to 0, they are considered defeated and removed from the battle. When Hero HP is reduced to 0, they are exhausted and can no longer act on turns until it is recovered.
Pleasure: All characters have a pleasure meter. At increments of 100, a climax occurs.
Weapon: Heroes come equipped with weapons that modify their attacks in some way. These bonuses can be removed with the Disarmed action from Foes. Some Foes may also wield weapons.
Armor: Some Foes may be equipped with Armor. Whenever they take damage, it is reduced by the Armor value before applying to HP.
Special: All Heroes and some Foes have access to a Special ability that can be activated either at-will or once certain conditions are met.
Traits: All characters have Traits that provide unique strengths and sometimes weaknesses.
Stamina: Each Foe has only a certain number of times they can achieve climax. Once they hit their limit, they are considered defeated.
Mind Break: There are five ranks of Mind Break, and when a Hero reaches the fifth rank they are considered defeated. Each rank grants an additional debuff that makes it harder for the Hero to fight back, but they can be removed under certain circumstances.
• Rank 1: Horny
• Rank 2: Cumslut
• Rank 3: Ahegao
• Rank 4: Cocksleeve
When a battle ends in victory, all Heroes lose one rank of Mind Break as a reward.
Combat Actions and Events
Initiative: At the start of every battle, all characters roll a d10 and add the first digit of their Reflex stat to the total. Initiative order is then decided from highest to lowest. Ties are broken with rolls of d100 and the lowest results going first.
Attack: The acting character selects a target and rolls their Reflex stat to attack. For Heroes, upon a success they deal damage depending on the magnitude of success. For Foes, they deal damage the same way but also successfully grapple the target and unlock sexual attacks as long as the grapple is uninterrupted.
• Damage is calculated based on degrees of success, with an extra +1 damage for every 10 degrees plus the base 1 damage just for succeeding.
• Heroes can also attack while grappled but at half their Reflex and without their weapon stats.
• If a Hero attacks a Foe grappling an ally, the target must roll a Fortitude test after taking the damage. On a fail, their grapple is broken. A Hero attacking the Foe that is grappling them does not trigger the Fortitude test.
Disarm: This action attempts to remove the target’s weapon. It is a Reflex Opposed Test between two characters. On a success, the target gains Disarmed for a number of turns according to the degrees of success. Heroes can retrieve their weapon with AP on their turn, as long as they are not grappled.
Escape: When a Hero starts their turn grappled by one or more enemies, an Escape is automatically attempted at no AP cost. First, all Foes grappling the target roll Reflex. For every success, the Hero suffers -10 to their own Reflex roll. Once all Foes have rolled, the Hero then rolls their Reflex. On a success, they are freed. Heroes only get one Escape per turn and cannot use AP to attempt again.
Author's Note: I forgot I actually changed this after I wrote the story, so what you see here isn't reflected in Samus's adventure. Used to be the auto-Escape attempt on every turn cost half the hero's turn.
Sexual Attack: When a Foe begins their turn while grappling a Hero, they can perform a Sexual Attack by rolling a Fortitude Opposed Test against the target to deal pleasure damage. If they succeed, deal full pleasure damage to both characters according to the body part and degrees of success. If they fail, deal half pleasure damage.
• The dice rolled for pleasure damage depends on which Hero body part is being fucked: vaginal and anal (6d10), oral and breasts (5d10), or hands and feet (4d10).
• Pleasure dice also “explode” on results of 10, meaning that die is rolled again and the result added to the total.
Coerce: Foes can attempt to persuade or blackmail their grappled Hero to stop resisting with an Opposed Willpower test. If they succeed, the Hero must spend their next turn performing Sexual Attacks with the coercing Foe until all AP is spent. A Hero can only be coerced by one Foe at a time.
Intimidate: Foes can force a Hero to roll on the Panic table at the cost of 1 AP. A Foe can choose to use either their Fortitude or Willpower stat to intimidate their target. On a success, the Hero then rolls their Willpower and modifies their d10 roll on the Panic table according to how many degrees of success or failure they gained.
Miscellaneous Actions: There are a great variety of unique actions that certain Heroes and Foes can perform. The rules for these actions are displayed on their respective character sheets.
Foe Climax: When a Foe’s Pleasure meter reaches 100%, they cum and it resets to 0%. Also remove one count of Stamina. The Hero immediately rolls and takes pleasure damage (according to which body part has been cummed in/on). Finally, the Foe gains Refractory until their next turn.
Hero Climax: When a Hero’s Pleasure meter passes an increment of 100, they cum. All Foes currently fucking a body part take full pleasure damage (according to which location they are attacking). The Hero also rolls for a Mind Break and gains a stacking +10 on all future pleasure gains.
Mind Break: When a Hero climaxes, they must roll a Willpower check. On a failure, they gain a rank of Mind Break.
Pregnancy Check: Heroes that have a vaginal Creampie start performing Pregnancy Checks at the end of their turns, which is a simple Fortitude Test. The checks begin with a grace period bonus of +50, but it decreases by 10 every time the Hero passes a test.
Fetishes: Certain combat situations and rolls can trigger the spontaneous development of fetishes. These triggers vary but are likely to occur on rolls of 100 and 69. The affected character then rolls a Willpower Test at disadvantage. Upon failure, they gain a fetish contextual to the situation.
Exhaustion: When Heroes reach 0 HP, they can no longer act on their turns. Instead, they roll a Fortitude Test at disadvantage. If they succeed, they regain an amount of HP equal to the first digit of their Fortitude and can resume fighting.
Broken: When Heroes reach Mind Break rank 4, they can no longer act on their turns. Instead, they roll a Willpower Test at disadvantage. If they succeed, they lose the rank 4 Cocksleeve condition and can resume fighting.
• Once a Hero has rank 4, they begin to take HP damage on climax instead of rolling a Mind Break check. For every orgasm, roll a d10 then subtract the first digit of the Hero’s Fortitude to determine damage.
Total Loss: When a Hero reaches both 0 HP and rank 4 Mind Break, they are completely defeated and will be captured by an enemy unless an ally intervenes.
Conditions
During the course of battle, certain actions and events can lead to the development of new conditions. Below is a list of all the conditions that have appeared in past battles.
Ahegao: The rank 3 Mind Break condition. Always take full pleasure damage in situations where the Hero is meant to take half.
Cumslut: The rank 2 Mind Break condition. Take double pleasure damage from Foe Climax.
Dazed: -10 to hit targets.
Disarmed: Attack rolls are made at half Reflex and all weapon bonuses are disabled.
Exhausted: The Hero cannot act until their HP is restored above 0.
Horny: The rank 1 Mind Break condition. The stacking +10 from Hero Climaxes becomes +20 instead.
Cocksleeve: The rank 4 Mind Break condition. The Hero cannot act until this condition is removed.
Refractory: Cannot make a Sexual Attack until removed.
All rules are, of course, subject to change upon further testing. I'll try to include any such changes in future "patch notes."
It's been a while since I posted my last dice-generated story (the one where Sylvanas fights worgen), and I've made a loooooooot of changes since then. Basically I realized my rule system, as it stood, was way too complex and had too many moving variables to track. It was confusing and slowed down my progress. So I spent the last few weeks breaking everything down to its core components and running a few tests, and now I'm happy enough with the system to share it publicly. So if you have any questions about what's happening or why... Well now you'll know!
Concepts and Stats
Reflex/Fortitude/Willpower: Each stat represents a character’s proficiency at certain actions. Reflex is mainly for attacking and defending, Fortitude governs the ability to deal and resist pleasure, and Willpower defends against Mind Breaks.
Tests: Standard R/F/W Tests are rolled with a d100 and must score below the target in order to succeed. Opposed R/F/W Tests are rolled with two d100s, one each from the opposing characters, and the character who succeeds at their target the most wins the challenge.
• Example: Samus and Ridley roll Reflex against each other. Samus must beat a 60 and Ridley must beat a 50. Samus scores 24 and Ridley scores 20. Samus wins with a difference of 36 versus Ridley’s 30.
Critical Success and Failures: Crits can occur on d100 rolls. A critical success is 2-5, and a critical failure is 95-99. In addition, a 1 is an epic success and a 100 is an epic failure. These effects are situational.
• A result of 69 is also considered a crit, and whether the outcome is positive or negative depends on the situation.
Advantage and Disadvantage: When a character has advantage on a d100 test, they perform the roll twice and use the lowest result. When they have disadvantage, they perform the roll twice and use the highest result.
Action Points (AP): During combat, all characters can perform one action for every Action Point they have. By default, all Heroes have 2 AP. Common Foes have 2 AP, Henchmen and Bosses have 3 AP, and Raids have 4 AP.
Hit Points (HP): When Foe HP is reduced to 0, they are considered defeated and removed from the battle. When Hero HP is reduced to 0, they are exhausted and can no longer act on turns until it is recovered.
Pleasure: All characters have a pleasure meter. At increments of 100, a climax occurs.
Weapon: Heroes come equipped with weapons that modify their attacks in some way. These bonuses can be removed with the Disarmed action from Foes. Some Foes may also wield weapons.
Armor: Some Foes may be equipped with Armor. Whenever they take damage, it is reduced by the Armor value before applying to HP.
Special: All Heroes and some Foes have access to a Special ability that can be activated either at-will or once certain conditions are met.
Traits: All characters have Traits that provide unique strengths and sometimes weaknesses.
Stamina: Each Foe has only a certain number of times they can achieve climax. Once they hit their limit, they are considered defeated.
Mind Break: There are five ranks of Mind Break, and when a Hero reaches the fifth rank they are considered defeated. Each rank grants an additional debuff that makes it harder for the Hero to fight back, but they can be removed under certain circumstances.
• Rank 1: Horny
• Rank 2: Cumslut
• Rank 3: Ahegao
• Rank 4: Cocksleeve
When a battle ends in victory, all Heroes lose one rank of Mind Break as a reward.
Combat Actions and Events
Initiative: At the start of every battle, all characters roll a d10 and add the first digit of their Reflex stat to the total. Initiative order is then decided from highest to lowest. Ties are broken with rolls of d100 and the lowest results going first.
Attack: The acting character selects a target and rolls their Reflex stat to attack. For Heroes, upon a success they deal damage depending on the magnitude of success. For Foes, they deal damage the same way but also successfully grapple the target and unlock sexual attacks as long as the grapple is uninterrupted.
• Damage is calculated based on degrees of success, with an extra +1 damage for every 10 degrees plus the base 1 damage just for succeeding.
• Heroes can also attack while grappled but at half their Reflex and without their weapon stats.
• If a Hero attacks a Foe grappling an ally, the target must roll a Fortitude test after taking the damage. On a fail, their grapple is broken. A Hero attacking the Foe that is grappling them does not trigger the Fortitude test.
Disarm: This action attempts to remove the target’s weapon. It is a Reflex Opposed Test between two characters. On a success, the target gains Disarmed for a number of turns according to the degrees of success. Heroes can retrieve their weapon with AP on their turn, as long as they are not grappled.
Escape: When a Hero starts their turn grappled by one or more enemies, an Escape is automatically attempted at no AP cost. First, all Foes grappling the target roll Reflex. For every success, the Hero suffers -10 to their own Reflex roll. Once all Foes have rolled, the Hero then rolls their Reflex. On a success, they are freed. Heroes only get one Escape per turn and cannot use AP to attempt again.
Author's Note: I forgot I actually changed this after I wrote the story, so what you see here isn't reflected in Samus's adventure. Used to be the auto-Escape attempt on every turn cost half the hero's turn.
Sexual Attack: When a Foe begins their turn while grappling a Hero, they can perform a Sexual Attack by rolling a Fortitude Opposed Test against the target to deal pleasure damage. If they succeed, deal full pleasure damage to both characters according to the body part and degrees of success. If they fail, deal half pleasure damage.
• The dice rolled for pleasure damage depends on which Hero body part is being fucked: vaginal and anal (6d10), oral and breasts (5d10), or hands and feet (4d10).
• Pleasure dice also “explode” on results of 10, meaning that die is rolled again and the result added to the total.
Coerce: Foes can attempt to persuade or blackmail their grappled Hero to stop resisting with an Opposed Willpower test. If they succeed, the Hero must spend their next turn performing Sexual Attacks with the coercing Foe until all AP is spent. A Hero can only be coerced by one Foe at a time.
Intimidate: Foes can force a Hero to roll on the Panic table at the cost of 1 AP. A Foe can choose to use either their Fortitude or Willpower stat to intimidate their target. On a success, the Hero then rolls their Willpower and modifies their d10 roll on the Panic table according to how many degrees of success or failure they gained.
Miscellaneous Actions: There are a great variety of unique actions that certain Heroes and Foes can perform. The rules for these actions are displayed on their respective character sheets.
Foe Climax: When a Foe’s Pleasure meter reaches 100%, they cum and it resets to 0%. Also remove one count of Stamina. The Hero immediately rolls and takes pleasure damage (according to which body part has been cummed in/on). Finally, the Foe gains Refractory until their next turn.
Hero Climax: When a Hero’s Pleasure meter passes an increment of 100, they cum. All Foes currently fucking a body part take full pleasure damage (according to which location they are attacking). The Hero also rolls for a Mind Break and gains a stacking +10 on all future pleasure gains.
Mind Break: When a Hero climaxes, they must roll a Willpower check. On a failure, they gain a rank of Mind Break.
Pregnancy Check: Heroes that have a vaginal Creampie start performing Pregnancy Checks at the end of their turns, which is a simple Fortitude Test. The checks begin with a grace period bonus of +50, but it decreases by 10 every time the Hero passes a test.
Fetishes: Certain combat situations and rolls can trigger the spontaneous development of fetishes. These triggers vary but are likely to occur on rolls of 100 and 69. The affected character then rolls a Willpower Test at disadvantage. Upon failure, they gain a fetish contextual to the situation.
Exhaustion: When Heroes reach 0 HP, they can no longer act on their turns. Instead, they roll a Fortitude Test at disadvantage. If they succeed, they regain an amount of HP equal to the first digit of their Fortitude and can resume fighting.
Broken: When Heroes reach Mind Break rank 4, they can no longer act on their turns. Instead, they roll a Willpower Test at disadvantage. If they succeed, they lose the rank 4 Cocksleeve condition and can resume fighting.
• Once a Hero has rank 4, they begin to take HP damage on climax instead of rolling a Mind Break check. For every orgasm, roll a d10 then subtract the first digit of the Hero’s Fortitude to determine damage.
Total Loss: When a Hero reaches both 0 HP and rank 4 Mind Break, they are completely defeated and will be captured by an enemy unless an ally intervenes.
Conditions
During the course of battle, certain actions and events can lead to the development of new conditions. Below is a list of all the conditions that have appeared in past battles.
Ahegao: The rank 3 Mind Break condition. Always take full pleasure damage in situations where the Hero is meant to take half.
Cumslut: The rank 2 Mind Break condition. Take double pleasure damage from Foe Climax.
Dazed: -10 to hit targets.
Disarmed: Attack rolls are made at half Reflex and all weapon bonuses are disabled.
Exhausted: The Hero cannot act until their HP is restored above 0.
Horny: The rank 1 Mind Break condition. The stacking +10 from Hero Climaxes becomes +20 instead.
Cocksleeve: The rank 4 Mind Break condition. The Hero cannot act until this condition is removed.
Refractory: Cannot make a Sexual Attack until removed.
All rules are, of course, subject to change upon further testing. I'll try to include any such changes in future "patch notes."
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Alpha-Mission-Space-Pirate-Outpost by PunishedVarmint
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