Today I’ll be talking about how fights will work in Carnal Souls, how you’ll get your skills and abilities, and how your equipment will change how you play. Get yourself a cuppa. (Also sexy images within)
When I was designing these systems, something that kept occurring to me was the genius of Pokémon’s battle system. It’s turn-based, but turns occur at the same time. Both players choose their moves at the same time, then the lil’ monster with the highest speed goes first. It’s extremely simple and easy to pick up, and its depth comes from the moves themselves.
Some moves always go first, some take a turn to charge up, while some mean locking you into an attack for several turns in a row. Choosing your attacks at the same time as your opponent means trying to guess what they’ll do, requiring forethought and planning. In that respect, it can be a highly tactical game. This is the foundation for Carnal Souls’ battle system.
Where I think Pokémon breaks down and defeats its own simplicity is with the sheets of stats and EV’s and IV’s and needless complexity that got introduced later. For many players, myself included, this is where they lost interest.
Show me your moves
The next question to tackle was how to give players moves and abilities. Skill trees are typically the de facto method of creating ‘builds’ for characters, choosing key abilities and specialising their stats to compliment it, but it’s not a system of which I’ve ever been fond.
Dark Souls, as an action-RPG, did something very clever: your moves are dictated by the weapons you have equipped. This means that players not only have to bear in mind the stats of a weapon, but also the moveset it will give them. Some weapons are powerful but are difficult to use simply due to the swings and slashes they offer, while some are weaker but extremely versatile and easy to use.
In Carnal Souls, your weapons will do the same thing. For instance, a basic sword will grant you the Slash and Thrust moves. A shield would offer Block and Bash. Equipping both of these would give you four moves total (though some weapons will grant you more or less moves), each with distinct uses. I’ve outlined them below – these are not final, just a rough idea:
Slash – Basic attack. Deals normal (100%) damage, normal fatigue cost. Normal (80%) chance of hitting.
Thrust – Deals strong damage (125%), normal fatigue cost. Lower chance of hitting (70%).
Block – Raises shield to block. No damage, no fatigue cost. If the enemy attacks physically, the damage is blocked and the damage is taken to fatigue instead. The shield’s stability will reduce the fatigue damage (exactly as stability works in dark souls).
Bash – Basic attack, medium fatigue cost. Deals low damage (50%) and has a small chance to stun the enemy for 1 turn.
This means you can mix and match weapons to change up your moves. Some moves may require wielding two weapons with the same move in order to perform them, like two swords with ‘Flurry‘, a powerful two-sword attack. Two-handed weapons grant you more moves, but specialise in raw damage.
Magic weapons work the same way – a fire wand granting you Fireball, a strong fire attack, or Warmth, a slow heal over time, for example. Staffs and two-handed magic items would give you even more spells, and special rings and amulets maybe giving you even more options.
Using sex as a weapon
Not just applicable to married couples in need of therapy. So far we have battles with a cool system of choosing your weapons to suit your play style, offering defensive or offensive moves. But what about sex? I want temptation and seduction to be just as viable as combat, with its own risks and rewards. This, I think, is the coolest part.
Weapons, shields, wands, staffs – these grant you your physical and magical moves. Armour grants you your sexual moves.
A huge suit of plate armour would make it very difficult to appear sexy and seductive. A chainmail bikini would offer far less protection, but it would allow you to stop your enemy in their tracks, and maybe make them reconsider fighting you altogether. In Carnal Souls, skimpy armour has a real and definite usefulness, rather than simply being daft eyecandy.
So, here’s how it works. Sexual moves always go first. If both parties use a sexual move, the one with the highest speed goes first. Sexual moves do two things if successful – firstly, prevent the enemy from performing their move. Secondly, raise the enemy’s lust. If unsuccessful, the character is simply left open to attack. The low defence of sexy armours means a high risk of damage. Here are some examples:
Flirt – Most basic of sexual abilities. Some cheesy pick-up line. Low chance of success, low lust damage (30%), no fatigue cost.
No other sexual abilities.
Jiggle – Bounce up and down cutely. Deals small lust damage, small fatigue cost. Lowers the target’s attack for the duration of the fight (they don’t wanna hit you as hard now).
Present – Bend over and present yourself. Deals high lust damage, normal fatigue cost.
Full-Frontal – Pull down the panties and show ’em what you got. High lust damage, normal fatigue cost. Slightly higher chance of success, but higher crit chance upon failure.
Pose – Strike a sexy pose. Deals medium lust damage, normal fatigue cost. Raises your attack a little for the duration of the fight (boosts your confidence).
In summary, when playing Carnal Souls you’ll have a set of abilities granted by your equipment and armour. How you play is entirely up to you. Be a chaste, hammer-wielding paladin, or be a scantily-clad seductress. Blast your enemies with fireballs while slashing with a sword, or even try to bash them into submission with two shields. These are just some of the most basic examples, with unique gear offering new and interesting strategies.
Until next time!