Tournament of Champions (Formerly Mud Wrestling) OOC


Tassadar

Panda King
Moderator
Nov 10, 2008
16,048
83
#1
So. This idea came up in the shoutbox, inspired by UnknownSquid, and some others. Essentially, a select group of the Dark Gate PCs are abducted by a daemon, and forced to battle one another in the most glorious of arenas. A mud wrestling ring!

The actually idea wasn't mine, so I'll let others sort out the details, but a few general suggestions:
Ban powers and spells other than buffs.
No weapons, or attacks for damage. Grappling only.
No armor, but both PCs can start with clothing.

It would use the DG3 rules, and would have to use pre-existing characters or ones that have been planned out. That way I can do some systems tests at the same time. That said, you can all knock yourselves out now. :3
 

Mamono Assault Force

Coon Tamer
Moderator
Jan 1, 2009
19,240
83
#2
Re: Mud Wrestling

There's also another thing that came up during it's discussion. For those of us using a male character, other players might not like penis, so they won't want to play with male opponents.
 

Hafnium

Despair Fetishist
Moderator
Jan 5, 2011
2,076
83
#5
Re: Mud Wrestling

I have no idea why I'm so interested in this but I am. Edit: Okay, I lied, I know why I'm in this. >.>

Character sheets below. Anything that I don't believe is likely to be pertinent will be in spoilers and the most important information will be listed at the top.

Original Character Sheet:
Name: Tamonten
Class: Warrior (Novice Tree Pruner)
Race: Part-Demon

Body: 52 (32 + 4 + 16)
Mind: 14 (8 + 6)
Spirit: 24 (10 + 6 + 8)

Hit Points (HP): 71
Pleasure to Orgasm (PP): 52
Spirit Energy (EP): 57
Speed: 23
Dodge: 45
Armor: 1
Resistance: 26
Perception: 67
Stealth: 58

Grapple (d20 + 52)
Foreplay 2d6 + 17
Penetration 2d10 + 26
Unarmed (52) [2d4 + 13]

Mutations:
*Masochist: when a character takes health damage, d4+1 of total taken is taken as pleasure damage as well
*Sadist: character takes d4+1 pleasure damage each time she inflicts health damage to something

Talents:
[Gen] Strong of Body: +8 to Body Stat
[Gen] Strong of Body: +8 to Body Stat
[Gen] Strong of Spirit: +8 to Spirit Stat
[Gen] Natural Spirit (Demonologist: Lets you a Talent from the selected Classes Talent pool.

Flaws:
[Talent] Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
[Talent] Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
[Talent] Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.

[WARRIORS ONLY]
13 Skills (62/10 + 1 + 6 = 13.2 rounded down.

[General] Ranger (Passive) – The character gets a +5 bonus to Perception, and can track creatures so long as they have stayed on the ground.

[SPIRIT USERS ONLY]
Spirit Ceiling: 11
Powers:

Fell Might
The character's body becomes charged with powerful, but also destructive energies. granting them increased strength but also causing them pain along with the energy required to use this power.
-The character pays X EP and 1 HP. They must also pay X EP and X - 3 HP upkeep every turn.
-The character gets a +3X bonus to Dodge, melee attack rolls, melee damage, and grapple rolls so long as this power is active.

Vampiric Futanari
The character grows a penis temporarily, if female. If they already have one, they can use this to alter the shape and size of what they already have, or to temporarily grow a 2nd one. A character with this active orgasms and impregnates as normal.
-Costs 4 EP to activate and lasts until deactivated or until the character rests.
-The character also gains the Soul Eater Special Mutation while this is active, if they don't already possess it.
-Note: This power can be used at any time, even when the character is Horny, in a Submission Hold, or Bound.

Inventory:
Modest Swimsuit: AV = 1, EV = 0, TP = 25, DU = 2

Description: Tamonten stands at 5'5" (165 cm) with a lean build from years of training in the art of the sword. Much to her disappointment, this lean build also extends to her petite breasts. Her hair is milky white and falls to her waist. Her eyes are green and she has a youthful, if somewhat average, face. Like all truly professional mud wrestlers, she has chosen to wear a modest black two piece swimsuit for this particular contest.

Her skin is ghostly pale and when she's in the sun it reflects light to give her a soft glow. Odder than Tamonten's pale glow is that her left arm is an entirely different color than the rest of her skin. Her left arm is literally pitch black. Despite the color of her left arm it is still a fully healthy and mostly functioning appendage. On her left arm is a heavy cast-iron manacle with a chain that links it to a similar cast-iron cuff on her left wrist, both are fused directly to her skin. Tamonten's arm doesn't shake in the mud wrestling arena, I blame plot devices.

EXP Character Sheet:
Name: Tamonten
Class: Warrior (Tree Pruner)
Race: Part-Demon

(Total EXP Spent: 26)

Body: 62 (32 + 4 + 16 + 10)
Mind: 14 (8 + 6)
Spirit: 24 (10 + 6 + 8)

Hit Points (HP): 81
Pleasure to Orgasm (PP): 57
Spirit Energy (EP): 62
Speed: 25
Dodge: 50 (60 when Unarmed)
Armor: 1
Resistance: 31
Perception: 67
Stealth: 58

Grapple (d20 + 62)
Foreplay: 2d6 + 21
Penetration: 2d10 + 31
Unarmed (62) [2d4 + 16]

Mutations:
Pheromones: -4 to Stealth checks and friendly characters are more interested in sex (xivvix)

Talents:
[Gen] Strong of Body: +8 to Body Stat
[Gen] Strong of Body: +8 to Body Stat
[Gen] Strong of Spirit: +8 to Spirit Stat
[Gen] Natural Spirit (Demonologist: Lets you a Talent from the selected Classes Talent pool.
[War] Unarmed Fighter: The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.

Flaws:
[Talent] Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
[Talent] Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.
[Talent] Open Soul: The character takes an additional 4 EP damage whenever anything would cause them to take any.

[WARRIORS ONLY]
16 Skills (62/10 + 1 + 9 = 16.2 rounded down.

[Unarmed] Defensive Grappler (Activated) – When the character is in a grapple, they can forsake any other actions in order to make an unarmed attack against any creatures that are grappling them. This attack is treated as though the character was not grappled, and takes a -4 penalty to attack rolls and damage for each hostile creature participating in the grapple. Every creature that is hit by such an attack, and takes damage has its grapple action automatically fail. Requires Unarmed Fighter.
[Unarmed] Stunning Blow (Activated) – The character can take a -8 penalty to their attack rolls and damage on their attacks, but if they hit, their target must make a Resistance check against them or be Stunned until after your next turn . Requires Unarmed Fighter.
[Unarmed] Trip (Activated) – The character can choose not do damage on a successful attack, and instead force the creature they’re attacking to make a Resistance check against them. If the creature loses this check, they are knocked prone. Against opponents who are Stunned, an attack made with this skill automatically hits, deals damage, and the target does not get a Resistance check to resist it. Requires Unarmed Fighter.

[General] Ranger (Passive) – The character gets a +5 bonus to Perception, and can track creatures so long as they have stayed on the ground.

[SPIRIT USERS ONLY]
Spirit Ceiling: 12
Powers:

Fell Might
The character's body becomes charged with powerful, but also destructive energies. granting them increased strength but also causing them pain along with the energy required to use this power.
-The character pays X EP and 1 HP. They must also pay X EP and X - 3 HP upkeep every turn.
-The character gets a +3X bonus to Dodge, melee attack rolls, melee damage, and grapple rolls so long as this power is active.

Vampiric Futanari
The character grows a penis temporarily, if female. If they already have one, they can use this to alter the shape and size of what they already have, or to temporarily grow a 2nd one. A character with this active orgasms and impregnates as normal.
-Costs 4 EP to activate and lasts until deactivated or until the character rests.
-The character also gains the Soul Eater Special Mutation while this is active, if they don't already possess it.
-Note: This power can be used at any time, even when the character is Horny, in a Submission Hold, or Bound.

Inventory:
Swimsuit: AV = 1, EV = 0, TP = 25, DU = 2

Description: Tamonten stands at 5'5" (165 cm) with a lean build from years of training in the art of the sword. Much to her disappointment, this lean build also extends to her petite breasts. Her hair is milky white and falls to her waist. Her eyes are green and she has a youthful, if somewhat average, face. Like all truly professional mud wrestlers, she has chosen to wear a modest black two piece swimsuit for this particular contest. Due to her choice of clothing, it's nearly impossible to miss that she has a pitch-black devil tail with a spaded tip.

Her skin is ghostly pale and when she's in the sun it reflects light to give her a soft glow. Odder than Tamonten's pale glow is that her left arm is an entirely different color than the rest of her skin. Her left arm is literally pitch black. Despite the color of her left arm it is still a fully healthy and mostly functioning appendage. On her left arm is a heavy cast-iron manacle with a chain that links it to a similar cast-iron cuff on her left wrist, both are fused directly to her skin. Tamonten's arm doesn't shake in the mud wrestling arena, I blame plot devices.
 
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Termite

A bug
Moderator
Apr 8, 2009
2,098
63
#6
Re: Mud Wrestling

Because you're interested in seeing Tamonten get sexed in any way, shape, or form.

Alexandra
Dragon-kin
Warrior

Body: 40 10 + 30
Mind: 14 4 + 10
Spirit: 20 10 + 10

HP: 57
PP: 44
EP: 67

Speed: 20
Dodge: 40 [50 vs Magic/Powers]
Armor: 7 (8)
Resist: 23 [33 vs Magic/Powers]

Talents:
[R] Pain Resistant AV +4
Natural Spirit: Dragonfire Adept Gains 3 Dragonfire Adept powers
Hard to Hit Dodge +10
Skilled Gain 3 Skills
Lucky Non-Damage Rolls +3
Greater Energy Pool EP +20

Flaws:
[R] Easy to Hit Dodge -10
[R] Obvious Stealth -12
[R] Open Soul EP Damage Taken +4
[R] Mutated
Honorable Character must keep their word

Mutations:
[R] Odd Skin: Scales on back and sides
[R] Tail: Can be used for foreplay/penetration
[R] Horns - Lv1

Skills
Mage-Hunter Dodge/Resist +10 vs Magic
Spirit-Oppressor Dodge/Resist +10 vs Powers
Knight Melee Damage/Melee To-Hit/Dodge/AV +3

Powers
Ceiling: 13
Draconic Transformation Cost: 2X; Melee Damage/Melee To-Hit/Grapple +3X; AV +X
Dragon's Pride Cost: X; Upkeep: X-3; Dodge/Resist +4X

Inventory:
Unarmed: (d20 + 43) {2d4 + 10} [Blunt]
Grapple: (d20 + 43)
Pleasure-Foreplay: (2d4 + 10)
Pleasure-Penetration: (2d8 + 13)
Clothes: AV = 1, EV = 0, TP = 25, DU = 2
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,048
83
#7
Re: Mud Wrestling

For convenience sake, people could choose their opponents, or exclude certain characters or character traits if it was really a problem. I don't think that it will be, to be honest, but you can always not take up a challenge.
 

Tassadar

Panda King
Moderator
Nov 10, 2008
16,048
83
#8
Re: Mud Wrestling

For the sake of balance, we'll say that either all characters need to be as they were at character creation (without exp bonuses or anything gained in game) or that their opponents can distribute an equal amount of experience before the fight starts.
 
Nov 9, 2008
3,691
48
#10
Re: Mud Wrestling

Well, now's as good of a time as any I suppose.

Name: Enigma
Class: Spirit (Necromancer)
Race: High Elf

Body: 12+0 = 12
Mind: 10+4 = 14
Spirit: 46+20 = 66

Hit Points: 12+ 14/2 + 66/2 = 52
Pleasure to Orgasm: 12/2 + 14 + 66/2 = 53
Spirit Energy: 12/2 + 14/2 + 66 = 79 + 30 = 109
Speed: 12/2 = 6
Dodge: 92/2 = 46
Armor: 4
Resistance: 33+6 = 39

Experience: 0
Corruption: 70

Talents:
Soul Drain Resistant
Necromancer: Life Leech and Call Spirit and Nightmarish Image
Strong of Spirit x4
Soul Sense
Additional Power: Animate and Puppeteer
Massive Energy Pool
Demonologist
Resistant

Flaws:
Open Soul (Race)
Honorable
Sensitive

[SPIRIT USERS ONLY]
Spirit Ceiling: 109/6 = 16.5 = 16
Powers: Animate, Life Leech, Call Spirit, Nightmarish Image, Gorgon’s Gaze, Summon Demon



Inventory:
50 Denarii
Melee weapon - Ceremonial Metallic Staff Nil. Base damage is 1 + 1d4 + 6. Always deal Blunt damage.
Ranged Weapon – x2 Evisceratory Throwing Knives - A quintet of blades that are easily concealable. Base damage is 2d6 + (50/4 = 12.5 = 13), range is 20 feet, come in packs of 5, and up to three can be thrown per round. Note that they must be retrieved from dead enemies to be thrown again.
Wanderer’s Enchanted Robe (Leather Armor: AV = 4, EV = 1, TP = 30, DU = 3. Weak against Piercing. Strong against Blunt.)

Minor item [quantity in digits]

Enchanted blindfold: Binds and conceals Enigma’s eyes, which now turn the weak-willed before her to stone, after beginning to delve into the realm of demon magic. Although Enigma can see through them, others can not.

Enchanted Traveler’s Cloak (Part of her “armor”): The old cloak returns to obscure her face…although is now a bit more water and stain resistant than before.

Tea leaves: After the last trip without a good cup of tea…Enigma makes it a point to keep a ready supply with her. If she could do the same with scones, she would.

Rope: Self explanatory

Collar: For any potential “pets” she may decide to keep, although she may be quite satisfied already with Lanai.

x2 Specimen Jars: To collect odds and ends for experiments.

Bio/Description:

"Enigma" is the name by which others address this traveling high elf. A name most fitting given her the mysteries that shroud her, for all that is known about her is speculation at best. Some say she is an exile from her home, for the practice of the necromantic arts. Others claim that she is in actuality, male, and a spy for the Badarian Empire. The only facts that are for certain is that she wanders around from town to town across the land, and is searching for something relentlessly... Either way, "Enigma" is a highly shady character, and should not be trusted by anyone...

That is, if you believe what most people say about her. "Enigma", in truth, is merely a highly inquisitive individual, albeit one that has little respect for cultural traditions, diplomatic relations, and such. From acts such as learning necromancy to sate curiosity despite the protests of her family and friends, to practicing the staff to see if a frail bodied person could fell a bear by herself (a feat that she nearly paid her life for), "Enigma" is highly whimsical and perhaps... insane person who does anything that happens to strike her fancy. Her travels across the land and her "searching"? A desire for knowledge at best, or simply because she "wanted" to travel to a certain destination. The "code of honor" she follows? Purely on a whim, where she decided that a "code of honor" was an excellent thing to have. Throwing her name and past away? Merely an experiment to see if anyone would ever be able to connect the dots. All in all, if anyone ever came to know who "Enigma" truly was, they would find her to be a horrible eccentric and perhaps "lunatic." The fact that she is traveling to a place infested with demons and monsters "for science" does not help in the slightest...

Asides from her bizarre mentality, there is also the matter of her physical appearance. From an average passerby's glance, she would appear to be a fairly normal elf, possessing the slim dainty frame and pointed ears that all elves had, albeit with a slightly disappointing bust size, but an elf nonetheless. That is...until one took a look at her face. Possessing long hair a mixture of purple and white with pink streaks and a pair of impossible heterochromic eyes (one eye being purple, while the other was red) due to a breast enhancing experiment gone wrong (in which her bust also decreased a size to barely a B-cup), her appearance is a fashion designer's worst nightmare, as well as the most probable reason for which she keeps her face hidden at all times...

(Keylo's tl;dr for "Enigma": Insane lovable eccentric I suppose?...)

DG 2:

As of Enigma's last trip though the elf has begun to change in the company of her demon pet, or more accurately...as a result of various forbidden experiments. In a horribly unsuccessful attempt at infusing herself with demonic magic, so as to increase the extent of her powers...Enigma found the energies from devoured foes over the years becoming...unstable, threatening to devour her from within and render a horrifying and truly mad abomination of unbelievable power. Through seals, magical contraptions, and the occasional help from her pet though...the high elf has managed to avoid such a fate for now...yet knows that it is inevitable unless a permanent solution is found. Eyes now possessing faint arcane glyphs inscribed in their center, whose gaze turn all but the strongest willed to stone, and an chaotic aura that attracts demons to her servitude... Enigma now travels the land with her pet, with her eyes bound by an arcane blindfold in search of a means by which to truly bring her power under control. Lest those which lie dormant within her consume her being...and make the remnants of her soul and conscience slave to all those others she had thought to attained dominance over.

Though I highly doubt she'll be any good at this. Her only way to win is Puppeteer, and that KOs herself within two to three turns.
 
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Termite

A bug
Moderator
Apr 8, 2009
2,098
63
#11
Re: Mud Wrestling

Character sheet has been added. Everything in there should be completely related to the mud-wrestling competition. If anything looks like it needs to be cut please let me know.
 

Unknown Squid

Aurani's Wife
Nov 10, 2008
3,226
83
#12
Re: Mud Wrestling

Ok!

(Note: This is all speculative planning and not intended as a hard decision. Feel free to discuss and make suggestions.)

Venue!
We need a place to run this, and a thread structure. Depending on the amount of interested players, we may need more than one thread. The options seem to be either to run it here in the archives ("GM try outs"), or to get a subforum within the DG area for it. The subforum seems like the best option to me, for sake of not cluttering our old threads.


  • At it's simplest, we have a single thread, and all make posts in there for however many fights we think we can keep track of. This already seems very unlikely.
  • At the next level, I can imagine having a lobby thread for organising stuff, and then three or five persistent arena threads that we all take turns to share. Keeps things small, but may cause waiting lists. Though there's always the option of spectator RP.
  • And at it's largest, we could simply make dedicated "Jill vs Jess" threads for each individual fight. No waiting for an arena. Lots of threads.

Story!
Aka, the excuse thought up to allow this silly thing to happen. Story will be kept light and overall as a secondary matter, but should provide enough setting to allow characters to engage in some general character interaction. I'm imagining the abduction taking characters to this place including a light amnesia effect, to help smooth over the otherwise typical panic.

Edit!
Characters will be ported in as is, with xp and previous character development, spare without most of their equipment/inventory, and without any status effects they might currently have. The memory tweaking effect can be used to knock out any awkward or unwanted memories or states of mind that you feel would get in the way. You don't need to have your character fretting about reported away from a rape in progress, having just been caught by slavers, stolen from the middle of a world changing battle, or plucked out of a loving session with a partner. The amnesia effect is a tool for you to use as you please.

Fight rules!
We need to decide on the rules these bouts will go by in the ring. These can vary from fight to fight, and perhaps don't even have to be treated as iron clad rules if two players both agree otherwise, but we need a base set to go by.

This is primarily a physical contest. The idea is to have our heroines get up close and personal. The initial thought that sparked all this was merely me pondering the novelty of having all magics fail, and the casters left to comically slap it out between themselves. This is an obvious massive disadvantage to the casters (if not an auto loss). My own character is a caster, and winning isn't entirely the point, but this is another thing to consider.

The general base rules so far:

No weapons, no powers beyond buffs (?), no armour other than light clothes.
Unarmed attacks and grappling for purpose of wearing down your opponent.
"Natural" equipment and mutations are fair game.

The first contestant to get their opponent to KO, submission, or orgasm, wins. In this, KO status by both 0HP and 0EP will render a character helpless and spell victory for the other, but not actually render them unconscious. It's more fun that way in this situation.

Some arenas may have special rules and/or "environmental hazards" of their own. More on that latter.

There may be a modified energy ceiling on magics and powers. To be decided.
 
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Dec 6, 2009
4,871
63
#13
Re: Mud Wrestling

I'm in. The orgasm victory kind makes me think of Rumble Roses and the humiliation meter and KO system it had. :cool:
 

Tassadar

Panda King
Moderator
Nov 10, 2008
16,048
83
#14
Re: Mud Wrestling

Additional rules (pending) :

For Buff Powers, X cannot be greater than some set amount. Right now, that number is hovering around 4-6. This could just be dependent based on the match, however, so that's something to figure out.
Unarmed Strikes can only deal the base damage, 2d4 + Body/4. People with Unarmed Fighter still get the +10 Dodge though.

Some random arena ideas:
The basic mud arena with no modifiers.
The slime arena, which cause character's to gradually lose Resistance. Possibly dependent on being in a submission hold and/or tripped rather than just constantly?
The oil arena, which makes maintaining a grapple or landing a hit more difficult but also increases PP damage.
 
Nov 9, 2008
3,691
48
#15
Re: Mud Wrestling

(Pending)

Enigma would like to present an arena she calls Mental Prognosis, an arena used to test the combat abilities of the "champions" selected by the Daemons where their abilities to operate under conditions of induced sanity will be tested.

Each turn following the first, combatants will be forced to make a (Pending) DC 20+5X Resistance check or take 2d4 + 8X/4 foreplay pleasure damage, with X being the amount of turns that has passed from the first, and N being a yet undetermined variable. Combatants that fail three resistance checks in a row, will find themselves locked in place by a hallucination, and suffer 2d8 + 12X/3 penetration damage in addition to being stunned.

The arena otherwise, is the most simplest of the simplest arenas, and hold no other special characteristics beyond that.

It should be noted that unlike other arenas, combat does not end upon one opponent being KOed. Rather, the arena's gates will only open once at least 12 turns of combat have passed. Should a combatant have rendered their opponent unconscious, or caused them to submit, in addition to either outlasting or escaping the arena, it is only then they will be declared a victor.
 
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Iggy

Tentacle God
Feb 4, 2011
2,143
83
#18
Re: Mud Wrestling

Meh, perhaps I'll just sit this one out. Maybe I'll attempt to contribute by thinking up arenas and environmental hazards...

EDIT:

In addition to what's been thought of already, I've thought of a few new ideas for arenas and some arena hazards.

Arenas:

-Caramel = Caramel enhances all grapple rolls to maintain grapples
-Jello = No real pros or cons. Jello is cool to the touch and the bright colors enhances the audience's viewing pleasure.
-Chocolate = The smell and taste of the chocolate can gradually arrouse the contestants.

Arena Hazards:

-Drains = Pulls arena substance towards it, hindering contestants in a powerful current.
-Pigs = Only in mud arenas, can charge and trip up contestants.
-Elementals = Embodiments of the arena's substance are released on rare occasions if the fight goes on for to long.
-Submersed Pitfalls = Small depressions in the covered arena floor that constestants can stumble into.

I'll try and think of more...
 
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