Instructions
Gameplay - Battle Sequence
-All rolls are 1d20!
Pre-Combat
Before combat begins, all players and the GM rolls an initiative roll (The GM rolls for all monster). This determines the action order for the combat and the highest number is allowed their actions first. If there is a tie, players take precedence to go first. If between two players or monsters, the two may either agree on who goes first, or reroll dice to determine order between them. When all players and monsters have made an action, the turn order starts from the highest number again.
If a new player or monster joins combat during the battle, they are considered to have the same initiative score of turn they came in on, but above the player or enemy on the list (thus, every other player or enemy will get an action before they do).
Optional Rule: Players and GMs may agree to place all monsters and all players in the same initiative, in which case the GM rolls one die, and one player rolls against him to determine which side goes first. This does cost some strategy concerns, but allows for faster flow of gameplay.
Player Turns
Players have two actions per turn, one Move Action and one Attack Action. Before taking any action, players should RP post to the effect of what action they're choosing to take, keeping players from 'backing out' of an unfavorable action after seeing the dice they were going to roll.
Moving Versus Standing Still
Players who are moving:
- Retain their full defense number.
- May attack any target with any ability type.
- May struggle against a piece of bondage
- During certain scenarios, may be forced to roll to see if they stumble into a trap!
Players standing still:
- Have -3 defense and take +1 damage from attacks.
- May Struggle and Attack in the same turn
- May Focused Struggle against a piece of bondage.
- May only melee attack enemies who have melee attacked them on the previous turn.
- May only ranged attack enemies who have NOT melee attacked them on the previous turn.
- May Assist or be Assisted by other players.
Helpless players:
- May Struggle against a piece of bondage
- May Thrash against all their bondage
Turn Sequence
- Movement: Player declares if they are moving or standing still.
- Traps: Player makes Trap Rolls if applicable
- Action: Player takes actions, makes appropriate rolls
Actions
- Attack: Choose target and attack used before rolling. Any ability targeting a hostile requires a hit roll. Any ability targeting a friendly does not. Attackers roll 1d20 with any penalties or bonuses involved. If the result equals or exceeds the target's defense, a hit is scored and the effects of the attack are resolved. If it does not, the attack has missed its target.
- Struggle: Choose a piece of bondage on your character and deal 1d4 damage to it. If Helpless deal 1d8+1 damage instead, If the bondage HP reaches zero, remove the bondage entirely.
- Focused Struggle: By only spending their turn struggling, you may deal 1d6 damage to a binding, and ignore any escape penalties for this struggle attempt.
- Thrash: When Helpless, a desperate player may decide to thrash their body about, dealing 3d4 damage split evenly between all available restraints.
- Assist Escape: Players may assist another player with their restraints, rolling 1d4+1 twice and dealing that much damage to another player's bondage. Each d4 may be applied to a separate piece of bondage, or both may be placed on one. Both players must be standing still for this action, and the assisting player gets an additional -1 to defense. You may not assist a player who is Thrashing.
Ability Notes
- Limited Use: These abilities are only usable a limited number of times per combat. They are expended on hit or critical fail.
- Cooldown: These abilities require recharge after use. The cooldown is still triggered on a miss.
- Special Skills: These powerful abilities are not usable on the first turn of combat.
- AoE Attacks: These attacks target multiple players or enemies! Individual hit and damage rolls are required unless stated otherwise.
- Contested Rolls: The GM and player roll opposing rolls for an effect, usually 1d20, but may be different according to the attack. Attackers win ties. In the case of a natural '20' or '1' result on d20, the contest is immediately won or lost, no contesting roll permitted.
- Critical hits: On a natural 20, a critical hit is scored. The attack will hit even if penalties would be involved. If the attack is damaging and does not have a critical effect listed, double the base damage. Ignore all forms of damage resistance, as well as Reaction Abilities. If the attack effect has a duration, the duration is set to maximum.
- Critical fails: Rolling a natural 1 on an attack roll stuns the attacker, ending their turn. If using a multi-hit technique, only a fail on the first hit roll will cause a stun. Critical fails on any other hit roll miss, and cause any following attacks to miss as well.
Ending
- Victory:
Victory is achieved when all the enemies are reduced to 0 HP. All players remove all bondage unless otherwise noted by the scenario.
- Loss:
When players run out of Willpower (WP), they can no longer fight and submit to their fate. When all players have submitted, the players lose. Game Over Bad End RP is thoroughly encouraged. Some scenarios may have special loss conditions that can also cause a game-over.