![]() Occasionally (more often with high Science) makes the opponent skip a turn. Start off with 2 robo arms, gain two more at level 20, 35 and 50.ġ: Haste. Mind Magnet (40+): Dildo/Onahole which can inflict Frenzied. If she has full stamina, has a small chance of Purging negative statuses. Healing Ray (20+): Restore Mara's stamina. Defabrication Ray (20+): Remove clothing Stabilizer (20+): Make Mara more difficult to knock down. More than two make it more difficult to escape. Grabber: One grabber has no effect, two cause a binding. Not all attachments are available right away. There are a number of possible attachments. ![]() Robo Arms act like pets with one specific function. This is probably overpowered, and may end up costing two batteries per turn to maintain.Ĥ: Robo-Spider Trap, improves Spider Trap by causing it to bring the victim to the edge of orgasm and lasts either five turns or until another character finds the victim. Successful removal first stuns the player. Lasts for the entire duration of the fight + 20 turns, can be removed by a check similar to Mag Locks, but considerably harder. Causes stamina damage when the player uses pain-focussed skills or is in a dominant position. ![]() Can only be applied from highly dominant positions. If the target does not have an advanced attribute, the difficulty is increased by half.ģ: Training Collar. All removal checks use the player highest advanced attribute. Each cuff requires 1 battery per turn to sustain, and if Mara runs out of batteries all cuffs fall off. Three cuffs completely immobilize the player and are impossible to remove. Two cuffs act the same as zipties/handcuffs/tendrils etc. One cuff has no effects, and is somewhat easy to remove. Upgrades 2, 3 and 4 make the toy harder to remove and cause a bit more damage.Ģ: Unlocks Yank, which lets Mara throw a harpoon-ed opponent to the ground, with a chance of removing the toy.ģ: Makes Stun Blast much cheaper and guaranteed to hit if the target has a harpoon toy on them.Ĥ: Unlocks a slight chance to cause a double orgasm if it's triggered while the target is 'wearing' the toy.ġ: Pheromone Bomb, causes very high temptation if it isn't removed within X (4?) turns.Ģ: Mag-Locks. It acts like hard-to-remove clothing and causes pleasure each turn. It's launched from her arm device and is shaped like an onahole if the target has a cock, or a dildo otherwise. Level 10: Harpoon Toy (going to need a better name)ġ: Unlock the toy itself. I think five focuses are more than enough, certainly while there are still characters with none. Some things I left as they were, some I changed, some I replaced, some I removed entirely. The only problem is.this is too much like hypnosis, which is practically free moves per turn, with no disadvantage. ![]() her actions-per-round, or something similar, with a drawback of Lethargy or a reduction in stats for one or two turns. Also, it would solve the problem pointed out by someone regarding how she rarely uses traps, if ever.Īnother idea I have is similar to Spiral Thrust, and your described Temporal Haste - she can for one turn, no change to mojo cost, double, triple, etc. This would help make certain things like her dialogue for the SpiderWeb trap make sense. She can choose to use those traps with low accuracy, improved significantly whilst in a submissive position, her addiction, during certain debuffs for the enemy, or if using the move in the form of a counter. Also.(self-inserts into the game).you seriously want to tangle and get turned on by an 8-robotic-armed woman? Is it not heavy? Speed-debilitating? What I could suggest instead, is actually invest in permanent once-per-fight traps around rooms other than Quad and Courtyard.
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