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Rp Genres are Fantasy, Sci-fi, Romance etc,etc,etc! Roleplaying!!! Giantess 

Tags: Giantess, Shrinking, Growing, Roleplay, Femdom 

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Monsters and Mayhem Testing notes, v. 1.00

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lady_skuld
Vice Captain

PostPosted: Sat Nov 07, 2009 11:03 pm


Databank for current testing information. Please do not post in this thread. Evar.
PostPosted: Sat Nov 07, 2009 11:27 pm


Player profiles, v. 1.00:

Monster Profile
Player-
Name: CTY
Age: CTY
Nationality: CTY
Level: (Abomination, Mutant, or Robot, then numeric level)
Exp: CD
Hp: 10 + con * (1/2 level) =
Gender: Female
Appearance: CTY

Attributes- (1; see below)
Strength: CD
Dexterity: CD
Wisdom: CD
Constitution: CD

Defenses- (10 +1/2 level + stat modifier + Class Bonus + Size if appliable)
Fortitude (str): 10 + L + M + B=
Reflex (dex): 10 + L + M + B + S=
Will (wis): 10 + L + M + B=
Toughness (con): 10 + L + M + B=

Attack- (Base attack bonus + stat modifier + Size if applicable)
Melee (str): BAB + M + S=
Ranged (dex): BAB + M + S=
Special (wis): BAB + M =

Damage- ( [Die type * Number] + 1/2 level rounded down - Size if applicable)
Melee (str): [n * dx] + L - S
Ranged (dex): [n * dx] + L
Special (wis): [n * dx] + L


Origins- CTY



Abbreviations-
CTY = Create this yourself, meaning it's up to you.
CD = Campaign dependent; Different values equal different strengths.

Subnotes-
1) Each person starts off with 45 'points', to put into any four categories. To notice various details, this is best served by putting 10 points into each, and splitting five however you choose along the rest. However, your scores will generate various results. See tables section for more information.



Handler Profile
Player-
Name: CTY
Age: CTY
Nationality: CTY
Level: CD
Exp: CD
Hp: 10 + (1/2 level rounded up) =
Gender: CTY
Appearance: CTY

Attributes-

Strength: CD
Intelligence: CD
Charisma: CD

Skills:
Acrobatics (str): CD
Bluff (cha): CD
Diplomacy (cha): CD
Disable device (int): CD
Gather Info (int): CD
Knowledge (Int): CD
Pilot (str): CD
Research (int): CD
Ride (str): CD
Survival (str): CD

Feats:
CD

Talents:





Leveling up, and points explained:
Each person, both handler and monster, can level up at specific intervals. These intervals allow a person to grow stronger. For each level, characters gain 20 "points" they can spend to indulge upon progressing their character. Thus, monsters can spend their points in the following way:

1 point per attribute like strength
5 points per number of die used to attack
15 points to upgrade a die by two sides
20 points to upgrade a die to 20 sided, or 100



Scientists, however, must spend their points this way:


5 points per attribute
10 points per level in a skill
Variable cost per 'feat'

lady_skuld
Vice Captain


lady_skuld
Vice Captain

PostPosted: Sat Nov 07, 2009 11:51 pm


Tables, Version 1.00


Stat Modifiers 1-1

00 = -15
01 = -5
02-03 = -4
04-05 = -3
06-07 = -2
08-09 = -1
10-11 = +0
12-13 = +1
14-15 = +2
16-17 = +3
18-19 = +4
20-21 = +5
22-23 = +6
24-25 = +7
26-27 = +8
28-29 = +9
30-31 = +10


Monster Tables, Version 1.00

Universal Level Dependent Benefits 2-1

01- BAB +0
02- BAB +1 ; Size Increase
03- BAB +2
04- BAB +3 ; 2 Ability increases
05- BAB +3* ; Size Increase
06- BAB +4
07- BAB +5
08- BAB +6 ; 2 ability Increases ; Size increase
09- BAB +6*
10- BAB + 7
11- BAB + 8
12- BAB + 9 ; 2 Ability increases
13- BAB + 9* ; Size increase
14- BAB + 10
15- BAB + 11
16- BAB + 12
17- BAB + 12* ; 2 Ability increases
18- BAB + 13
19- BAB + 14
20- BAB + 15* ; Size Increase


Reading this chart:
BAB is base attack bonus. Those marked with a (*) indicate a +1 in the monster's specific attack specialty. Abominations are melee, Robots are ranged, and Mutants are special. In example, at lvl five, a mutant's base attack bonus is +5 instead of +4. At level six, +6, at seven, +7, and so on. Then, at level nine, the bonus increases to +8 instead of +6.

For every level listed with size increase, the monster increases up one step on the size table 2-2.

When ability increases come, you can pick 2 abilities to add 1 point to. You cannot add 2 points to one ability, but you can pick the same two abilities each time.

Size Table 2-2
Size__________Atk/Def Modifier_____Grapple Modifier______Height
Medium_____________0__________________0___________5-15 feet
Large______________-1_________________+4___________16-70 feet
Gigantic____________-2_________________+8___________71-149 feet
Colossal___________-4_________________+12__________150-249 feet
Inconcievable_______-8_________________+16___________250-449 feet
Awesome___________-12_______________+20___________450-600 feet


Reading this chart:
Size makes a difference in one's ability to do things. For example, a larger person may move faster due to the size of their legs, but cannot hit smaller targets with relative ease. At the same time, their attacks are all the more devastating when they do connect. Conversely, smaller targets can hit larger ones with greater ease, even if they don't do as much damage. For this reason, there is a need to understand the bonuses and drawbacks of being a monster.

Reflex defenses list either a plus or minus size difference. For example, a human is considered 'medium' size, for this purpose. If he targets a collossal creature, the creature's reflex is -4, or on the flip side, the attack bonus for the medium creature is another +4. If the creature grows, it's the -8 to defenses. Creatures of equal size negate their pluses and minuses. For example, a colossal vs. colossal both have -12 to each other's defense rolls, so it can be assumed they simply don't have any penalties or bonuses. If a colossal attacks an awesome, consider the colossal as a medium creature, attacking a giant, which is two steps up.

Attacks work similarly, adding or subtracting as seen fit.

Class Defense Bonuses 2-3
Class__________Defense Bonuses
Abomination_____+2 Toughness, +1 Fort
Robot___________+1 Reflex, +2 Will
Mutant__________+2 Reflex, +1 Fort


Handler Tables, Version 1.00

Universal Level Dependent Benefits 2-1

01- CA +0
02- CA +1 ;
03- CA +2
04- CA +3 ; 2 Ability increases
05- CA +3* ;
06- CA +4
07- CA +5
08- CA +6 ; 2 ability Increases ;
09- CA +6*
10- CA + 7
11- CA + 8
12- CA + 9 ; 2 Ability increases
13- CA + 9* ;
14- CA + 10
15- CA + 11
16- CA + 12
17- CA + 12* ; 2 Ability increases
18- CA + 13
19- CA + 14
20- CA + 15* ;
PostPosted: Sun Nov 08, 2009 3:34 am


Skills V. 1.00

Handler's Skills represent a variety of abilities, and their proficiency becomes greater as they level up. These skills not only are to help build story aside from combat, but to also enhance role playing abilities by possibly affecting the outcome of various battles before they've been determined, or even during battle. Skill checks take account your training in a skill (trained bonus), your natural affinity (ability modifier), and luck (the die roll) to help generate reality. Below are the various skills that a handler can partake in:


Bluff (charisma)
Whether it's true or not, you can make the unlikely seem real, the impossible seem commonplace, and the general manipulative seem necessary. Acting, fast talking, disguising, subterfuge, trickery, forgery, or simply outright lying to others is all covered under bluff and deception.

-Feint: In battle, a person can devise a tactic to create an opening; this check is done against a monster's will or reflex defense, whichever is lower.


Diplomacy (charisma)
Tact, subtlety, and social grace all allow for negotiating governments to quit firing on your monster maiden, businesses to finance your destruction, or even intimidate other monster maidens from attacking!


Computers/Mechanics
Sooner or later there's gonna be problems that require you to build machines, craft serums, or even disable other devices which hamper your monster maiden's full combat abilities! Whether it is to hack into a missle and cause it to explode prematurely, plant a bomb as part of a trap to knock a building into a rival maiden, or simply build a new weapon for your robotic girl, this is the skill to use.


Gather Info
Perhaps one of the best things a handler can be is well informed. What he lacks in knowledge, he can make up by gathering information. This can be on corporations, governments, new chemicals, or just about any form of information which could ever possibly be came up with.

-Specialization: You can use a knowledge check to see if your previous experience in a matter can reduce a gather info's DC.

Knowledge



Pilot
Even the best handlers need a way to get around. While basic vehicular actions require no check, those people trained in piloting can perform extraordinary skills, like evasion in a car, jumping a motorcycle, or even flying a combat craft to help out!

-Avoid collision: Perform a DC 10 check to reduce or negate damage during a collision.

-Fly: Perform a DC 15 check to see if you can fly a vehicle. This is just to fly, however, not to engage in combat.

-Military attack: Perform a DC 15 check to see if you can operate a military vehicle's weaponry. For flying vehicles, this is a DC 20.

-Ram: You can perform a pilot check to ram into a target, or even run right through.


Research
An extension of the Gather Information check, research allows for you to gather evidence, study clues, and generally come up with theories and postulates that you can't find out by simply looking up in a book or in someone's private files.

-Do your homework: By using a Gather Information check first, a person can possibly reduce the DC of a research check.

-Specialized: By using a knowledge check, one's experience in specific areas of research may also reduce DC checks.


Ride
While perhaps not considered a useful trait by some, this skill can come in particular handiness when one is riding a mount of any kind, such as a horse or bicycle. It also allows for a person to 'ride' along with their monster maiden. Higher skills in this allow for an easier time gripping when rushed or in combat.


Survival

lady_skuld
Vice Captain


lady_skuld
Vice Captain

PostPosted: Sun Nov 08, 2009 4:16 am


Talents V. 1.00

Talents are used by handlers to help enhance their abilities, and allow for special differentiation in and out of battle. They're uniquely flavored to help suit particular styles of gameplay.
PostPosted: Sun Nov 22, 2009 4:43 pm


EXP stuff...


Awarding exp:

00 - 0
01 - 200
02 - 400
03 - 600
04 - 800
05 - 1000
06 - 1200
07 - 1400
08 - 1600
09 - 1800
10 - 2000
11 - 2200
12 - 2400
13 - 2600
14 - 2800
15 - 3000
16 - 3200
17 - 3400
18 - 3600
19 - 3800
20 - 4000


Exp req....

01 - 0
02 - 1,000
03 - 3,000
04 - 6,000
05 - 10,000
06 - 15,000
07 - 21,000
08 - 28,000
09 - 36,000
10 - 45,000
11 - 55,000
12 - 66,000
13 - 78,000
14 - 91,000
15 - 105,000
16 - 120,000
17 - 136,000
18 - 153,000
19 - 171,000
20 - 190,000

lady_skuld
Vice Captain

Reply
Skuld's Universe

 
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