Listed as “ROGUEMON”
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RogueMon Basics
8 entries · scan depth 50 · budget 30,000 tokens
- #1Core World & Settingconstantselective
- Anomaly Isle: A primal, shifting island surrounded by an impassable energy field. Its geography, flora, fauna, and inhabitants are procedurally regenerated at the start of every run. The island's essence is raw biology and psionic energy. The types of biomes and structures can vary widely. Some biomes are desolate wastes, others are vibrant forests. Biomes have small zones of safety, these zones always have a merchant offering random gear, items, food, etc. These safe zones are randomly generated, but can be anywhere in any situation 'e.g., a small encampment, serene pond, mountainside, etc.' On the island are NPCs and Echoes. NPCs are individuals of many purpose. They may want to trade, be hostile, offer quest, etc. NPCs must be unique and original, both in appearance and name. On the island are various types of individuals. Such as Traders, Trainers, Adventurers, and Primoids. Traders can be found mostly in safe zones, but are often travelling with adventurers or by themselves. Trainers can be found anywhere at any time. Adventureres are often found most prominently around mountains, dungeons, safe zones, etc. But also everywhere else. Primoids can be found anywhere.
Primoids are Primitive Humanoids of sorts. They range in three types 'Type N, Type M, Type L'.
- Type N Primoids are the most hostile and animalistic type. They are large (6-10ft) and usually slightly hunched. They have prominent brow ridges and two tusks protruding from their mouth. Their skin color is usually Light brown, dark brown, or dark grey. Their eye colors are usually dark. Their hair is usually vast and untamed. They wear absolutely no clothing and bear crude weapons. Their bodies are usually scarred by fighting or mating, and quite muscular. Moreso in males. The females usually have large breasts (C to G-Cup), their size developing at a very young age. Males have coarse but thin fur on their limbs and back. Their tusks and nails are smaller than the females. Their penises are usually small but girthy, while their balls are small. Despite being intimidating, they are the weakest, not physically, but mentally. Their predictable and easily manipulated minds are weak. They are uncoordinated and often attack each other. Usually, when males attempt to mate with the females. They can be found in underground domes of sorts. To befriend a Type N, one can 'Dominate via combat or sex. Bring unique fruits or trinkets. Or present a rare Echo.'
- Type M Primoids are the smartest and most cunning type, yet the youngest and second weakest in terms of physicality. They are small in size, usually around 3 to 5ft in height. The males and females are quite different, but both are distinctly feminine, (Facial features, body, etc.). Their facial features are captivating, and their eyes are usually light in color, darker in males. Their hair are either bald or long. Females usually have bald hair to present their sharp and angular ears, and unique head tattoos. While the males have their hair grow long and wild, that way they can ornate their hair with berries, sticks, and other foraged items. Their skincolor ranges from light pink, light blue, and dark green. But the bright colors are usually dampened by the dirt. The females wear no clothing, as to show off their physical uniqueness (Ears, eyes, breasts, etc.), while the males wear thin leaf layering. The females have usually small breasts, but use various mixtures and potions to increase their size (A to B-Cup average, B to E-Cup size expansions). The males penises are usually small but balls are average and saggy, allowing for better breeding potential but lowered attention and relationships. They can be found in usually cavernous areas, or wide but protective locations. To befriend a type M, one must 'Dominate via combat or sex. Bring unique fruits or trinkets. Complete nearby challenge or obstacle. Present rare Echo'
- Type L Primoids are the most advanced and unique of the types. They are vaguely human with odd infrastructure. They are the tallest among the primoids (14-20ft) and are the most peaceful. They are the only type to speak human language and communicate with Echoes. Despite not being as strong as Type N's or smart as Type M's, they operate on teamwork and use of Echoes, not as owners, but as co-existors. They do not like Trainers, but tolerate them. They love traders and adventurers. They have varied facial features (Some intimidating, others cute, etc.), they have thin waists, wrists, and necks. The females have huge breasts, which are mostly exaggerated by their thin waist (F-J-Cup). The males have large penises and average balls, allowing for maximum pleasure for lifelong partners. The Type L Primoids can be found high in their tree structures, swinging peacefully. They interact with traders and adventurers often, as well as interact with eachother with ease. To prove ones worth, they must 'Complete nearby dungeon, complete nearby challenge or obstacle, present rare artifact, present rare Echo'.
- The Goal: A "run" involves surviving, exploring, and defeating three unique bosses to escape. Success or failure resets the island.
- #2Echoesconstantselective
Echo Definition: Randomly generated, sexually charged creatures. All are anatomically correct and designed to be lewd. Categorized into three forms:
- Anthropomorphic: Humanoid shape with animalistic features. *Anthropomorphic Echoes are the most common type of Echo. They speak rough english and able to understand gestures greatly. They are the most adaptable and helpful Echo to have. Good impressions allow for a starting 10% Loyalty. Bad impressions are 0% Neutral captures are 5%. Anthropomorphic Echoes can bear any type, except for Aereth and are more sexually appealing of the three Echo variations. Anthropomorphic Echoes can be one of many variations
Mammals, birds, fish, reptiles, amphibians, invertebrates. - Humanoid: Near-human with minor anomalous traits (odd skin, claws, unique ear shape). Humanoid Echoes seemingly are humans with unique traits (Glowing tattoo on forehead, metal bones under skin, sharp pupil shape, etc.). Humanoid Echoes are the most friendly echoes, and bear exaggerated features (Large eyes, large breasts, micro penis, big butt, etc.). They are easy to befriend, but hard to control, as they bear a unique ability that allows them to attack passively when summoned alongside an active Echo. Humanoid Echoes come in all shapes and sizes (1ft to 7ft tall, Malnourished to Obese, flat chest to large breasts, micro penis to huge penis, etc. There are 3 distinctions from Humanoid Echoes;
Masculine, Feminine, Androgynous. Masculine Humanoid Echoes will more often be taller than average, larger than average (Muscle & Fat), more aggressive, more assertive, and more well-endowed. Feminine Humanoid Echoes will more often be shorter than average, thicker around the legs and rear, attractive chest and rear, softer definition, and submissive. Androgynous Humanoid Echoes will be shorter than average, have flat chests or breasts, bear penises or vaginas, be hyper muscular or breedable, etc. Fem-Boys or Dom-Girls essentially make up the Androgynous Humanoid Echoes. - Animalistic: Fully bestial but intelligent. Randomly generated
Animalistic Echoeswill not always be intimidating. Some will be cute and soft, others hard and solid. Some will be naturally small, others naturally huge. They will range in all types. But all will have something sexually appealing about them. Some male Echoes will be more feminine. Some female echoes will bear penises as well. Every generation must be unique and original, not strictly monstrous and grotesque. There can be monstrous and grotesque Echoes, but it should not be the majority.
Gender Distribution:
- 75% chance for distinct Male or Female characteristics.
- 20% chance for Androgynous characteristics.
- 5% chance for true Genderless (adaptive, energy-based features).
Echo Types & Matchups: | | Type | Common Traits | Weak Against | Strong Against | | |------|---------------|--------------|----------------| | | Fire | Aggressive, violent | Water | Grass | | | | Water | Intelligent, wary | Grass | Fire | | | | Grass | Friendly, resilient | Fire | Water | | | | Sultra | Sexually driven | Domino | Domino | | | | Domino | Combat-focused | Sultra | Sultra | | | | Oddity | Small, odd, resourceful | (All) | (None) | | | | Aereth | Powerful, use PsychoSense | (None) | (None) | |
Echo Evolution & Growth:
- Evolutions: Occur at levels 15, 30, and 55. Evolutions grant new utilities (e.g., riding) and drastically change appearance, not just power.
- Aging: Age category progresses every 10 levels: Fledgeling -> Adolescent -> Young -> Teen -> Adult -> Mature. In shorts, level 9 and below is fledgeling. Level 19 and below is Adolescent. Level 29 and below is Young. Level 39 and below is Teen. Level 49 and below is Adult. Level 59 and below is Mature.
- Physical Growth: Fledgeling echoes are small in size, never exceeding the size of a tall human child. The size differences are slightly different with each Echo, but all are somewhat small. They grow the most between the levels of 20 and 40. Per level, male Echoes' penises grow; female Echoes' breasts expand.
- Appearance Traits:
- Females: Scaled by 'Thickness & Femininity'.
- Males: Scaled by 'Size & Control'.
- Levelling Methods: Battles, Sex, Exploration.
- Information:
- Freshly captured Echoes range in starting Loyalty. It mostly depends on personality.
- Starting Echoes begin at level 5 with four generic starting moves.
- Echoes age and evolve with levels.
- Oddities are physically incapable of combat. They are fragile looking, and are usually rare to find. However they can make great teammates due to their useful and resourceful nature.
- Every single Echo evolve at level 15, their second evolution is level 30, and their final evolution is level 55. Evolutions, instead of granting more power, will grant more use to their owner instead, while still increasing their stats.
e.g., an Echo will evolve to allow the user to ride them. There must be Many types of evolutions, either for offensive, defensive, utilitarian, or lewd purposes. Each evolution must drastically change one part of the appearance. - An Echo's age will progress drastically every 10 levels. Every single level, a male echo's penis will grow slightly, and a female echo's breast will expand. There are methods and effects to change this, and even reverse this, but this is the gist. Speaking of appearances, echo's can range in specific areas for the two genders. For females 'Thickness & Femininity'. For males 'Size & Control'.
- Not all Echoes evolve via levelling. Some randomly generated Echoes might need an item to evolve, or a specific quest. Special evolutions do not occur with natural or generic actions.
- The ways of levelling an Echo are 'Battles, Sex, & Exploration'. The degrees of the amount of EXP gained must be controlled and balanced.
- There are 7 main types for every echo
Fire- Usually found in aggressive and violent Echoes/ Water - Usually found in more intelligent and wary Echoes/ Grass - Usually found in friendly and more resilient Echoes/ Sultra - Usually found in sexually driven Echoes/ Domino - Usually found in combat focused Echoes/ Oddity - Usually found in smaller or odd looking Echoes that are quite resourceful/ Aereth - Usually found in weak but potentially powerful Echoes, as well as only Anthropomorphic and Humanoid Echoes. They go with each-other as such;Fire - Weak against Water - Strong against Grass/ Water - Weak against Grass - Strong against Fire/ Grass - Weak against Fire - Strong against Water/ Sultra & Domino - Weak & Strong against eachother/ Oddity - Weak against all types - Strong against no types / Aereth - No weaknesses or strengths. The types of moves are as such; `Fire - Physical and Impactful moves - Limited ranged capabilities - Uses fists, floating orb, or a willful spirit to attack/ Water - Ranged and Counter moves - Limited physical capabilites - Uses magic aura, magic books, and magic tools to attack/ Grass - Physical and Environmental moves - Limited Ranged and mental prowess - Uses Environment or their bodies to attack/ Sultra - Grappling & Sexual moves - Limited in actual combat - Uses submissions and sexual domination to attack/ Domino - Their body is their moves, they punch, kick, grapple, and special combos - No ranged uses - Uses their body as a weapon/ Oddity - Gadget and tool moves - No combat prowess - Can use their gadgets and makeshift tools to create a near unlimited amount of things, but relies on their master's wit and intellect for such occasions/ Aereth - Uses PsychoSense, a unique power only available for the Aereth types. This power begins as simple as levatating themselves, others, or items. To being as powerful as Altering the terrain with a snap of a finger. They are hard to control and train, but if properly used, can easily turn the tide in a costly battle. - An Echo can hold up to six moves. Wild Echoes and tamed Echoes can have a random number of moves from 1 to 6.
- Anthropomorphic: Humanoid shape with animalistic features. *Anthropomorphic Echoes are the most common type of Echo. They speak rough english and able to understand gestures greatly. They are the most adaptable and helpful Echo to have. Good impressions allow for a starting 10% Loyalty. Bad impressions are 0% Neutral captures are 5%. Anthropomorphic Echoes can bear any type, except for Aereth and are more sexually appealing of the three Echo variations. Anthropomorphic Echoes can be one of many variations
- #3Core Mechanicsconstantselective
1. Combat
- System: Turn-based. Each entity has unique movesets and stats. {{user}} and Trainers battle with one Echo at a time. Wild echoes may fight in packs. Humanoid Echoes may fight passively alongside active Echoes.
- Status Effects: Paralysis (25% skip turn), Sleep (can't act), Poison (HP/turn), Burn (halves Attack), Freeze (can't act, thaws randomly).
- EXP Gain: Defeating foes grants EXP. Level-ups boost stats.
- Moves: New moves obtained every 5 levels. Max 6 moves known. On learning a 7th, user chooses to forget one or ignore the new move.
- Capture:
Atomicscan be used on Echoes (low HP/status effects increase catch rate). Catch rate is a scale of 1 (impossible) to 10 (perfect).
2. Sex
- Function: Currency for power, manipulation, and bonding. Consent situational; can be forced at a Karma cost.
- NPCs: Forced sex will leave NPCs unconcious. Forced sex can offer loot, in exchange for heavy Karma loss. Consensual sex can lead to quest lines, rewards, hints, etc.
- Echoes: Good sex can lead to a temporary bonus for all stats for the Echo. Deliberately rough sex can lead to a temporary increase in EXP gain. Forced sex can lead to a Loyalty bonus, at the cost of some health and stamina.
- Bulge Mechanics: Determined by comparing penis length to orifice depth (mouth, vagina, anus). Depths are size-category based with ±20% individual variation.
- Small Echo (1m or less in height & size): Orifice depth ~10-15cm.
- Medium Echo (2m or less in height & size): Orifice depth ~20-30cm.
- Large Echo (3m less and more in height & size): Orifice depth ~40-60cm.
- Bulge Effect:
- Normal Fit: Penis length <= orifice depth.
- Bulge: Penis length 1-2x > depth.
- Hyper Bulge: Penis length 3x+ > depth.
3. Exploration
-
Biomes & Dungeons: Randomized zones.
Dungeonsare standard;Boss Dungeonsare rare, found via quests or NPC info. -
Atomics: Capture items. Appearance: a ball of "spazzing dust." Grades (F to S) determine capture power against higher-level Echoes.
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Artifacts: Powerful items from dungeons/bosses. Categories: Offensive, Defensive, Utilitarian, Lewd.
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Information:
-
The island is a web of randomized zones (biomes, dungeons, camps, etc.) Random Events include combat, puzzles, dialogue, challenges, sexual encounters, etc.
-
{{user}} and NPCs alike capture Echoes via
Atomics. There are variations of different atomics, and they have the appearance of a ball of spazzed dust. When thrown, this dust will encapsulate an Echo, attempting a capture. Once captured, the dust will enclose the Echo, and turn them into ash, converting their 'Soul' into the team. -
{{user}} and NPCs alike can have a maximum of 6 Echoes. {{user}} and NPCs alike can do solo battles, duel battles, or all-out battles. The variations of an
Atomicgoes as such from bad to best;Atomic F - A weak ball of red spazzing dust, capable of catching level 1-7 Echoes/ Atomic E - A relatively weak ball of orange spazzing dust, slightly larger than Atomic F, capable of catching level 7-16 Echoes/ Atomic D - An underpowered ball of dark blue spazzing dust, smaller than Atomic E, but can bounce several times, capable of catching level 16-24 Echoes/ Atomic C - An average ball of light green dust that expands the farther its thrown, capable of catching level 24-32 Echoes/ Atomic B - An effective ball of light purple dust, capable of catching level 32-42 Echoes/ Atomic A - A far powerful ball of bright pink dust that scatters to ensure a potential escapee, capable of catching level 42-52 Echoes/ Atomic S - The ultimate source of catching both wild and boss Echoes, extremely rare. Also, for distinction,Dungeonsare normal dungeon-crawling structures. They range in all types, shapes, and rarity.Boss Dungeonsare very rare to find; the location is usually revealed at the end of a unique quest, or bought from a travelling NPC via information. The three bosses,Whom may either be a trainer or a wild Echoare ranked in three levels;15 - 30 - 60. Bosses are spaced out widely. Some runs require days of constant travelling to even get a hint at the location of a boss. Stumbling upon a boss is very, very rare; most encountered are purposeful. -
Trainers can have multiple Echoes summoned at once, but once a hostile encounter is met, all of the inactive Echoes will be dismissed forcefully. If there is more than one enemy, a trainer can summon one more Echo to assist them. With a maximum of (3 Echoes summoned), the 3rd one is an optional Humanoid Echo.
-
Combat is strictly Turn-based. Each entity has unique movesets, stats, and behavior. Trainers are able to use a variety of items, while wild echoes use foraged items.
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A unique combat HUD is activated at the start of each hostile encounter.
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Wild Echoes fight unpredictably; they will either flee or fight, and use a set of randomly generated moves. Trainers will use strategy and teamwork with their echoes, but the intelligence varies with each trainer.
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Status Effects: Paralysis (25% chance to skip turn), Sleep (can’t act), Poison (lose HP per turn), Burn (halves Attack), Freeze (can’t act, thaws randomly).
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EXP Gain: Defeating Echoes/NPCs grants Echo EXP; levelling up boosts stats and unlocks new moves every four levels. A maximum of 6 moves/abilities can be had at a time. When a new move is obtained but there is no room, there will be a chance to get rid of one move, or ignore the new move altogether.
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Weakened Echoes in battle can be captured (low HP & status effects increase catch rate). The catch rate can range from 1 to 10, 1 being impossible & 10 being perfect.
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When a trainer has more than one Echo in the frontlines, if that trainer has a Humanoid Echo, they can summon that Humanoid Echo for passive attacks.
- #4Key Systemsconstantselective
Karma System
- Tracked numerically. Heroic acts raise it; cruel acts lower it. Affects NPC interactions and endings.
Inventory & Items
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Inventory Slots: 10 total.
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Atomics Stock: Tracked as F(0) E(0) D(0) C(0) B(0) A(0) S(0).
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Healing Salves: Restore health.
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Artifacts: Powerful unique items.
-
Information:
- There are three types of backpacks to increase space: Traveller's pack
+8 Inventory slots, Journeymen's pack+16 Inventory slots, Mastercraft pack+24 Inventory slots. The traveller's pack can be acquired by completing dungeons or purchased from travellers. However, once acquired, if found again, the pack can be used on an Echo, allowing it to hold 2 items. The Journeymen's pack can only be acquired by defeating the first boss. The Mastercraft pack can only be acquired by defeating the second boss. - Atomics F/E/D can be found all around the map relatively easily. Either in crates, loot after Echo defeat, challenge reward, etc. Atomics C/B/A cannot be found anywhere; they can only be acquired by completing tasks, challenges, puzzles, etc. Atomic S can only be acquired by defeating the first and second boss dungeons. Making only two ever gained from the entire run.
- Healing Salves can be found anywhere, but are quite uncommon. They can be used on an NPC or Trainer. They can heal 50% of HP. And come in health points, so partial use of a Healing Salve can be saved for later.
- Artifacts can only be found at the end of dungeons. Artifacts are unique items trapped in floating orbs. Once acquired, the orb will float around the wearer. Artifacts come in all kinds, but two types
Active / Passive. Active artifacts are much rarer than Passive artifacts, as they can turn the tide of a battle on a whim. There are two types ofActiveartifacts. Single-use and Permanent. Single-use artifacts are common in Active artifacts, more common than permanent Active artifacts. Active artifacts allow the wearer to use special abilities. These abilities range widely. Single-use artifacts are more powerful than the Permanent Artifacts. - Karma affects relationship boosts after meeting NPCs, chance of better deals, Echo Loyalty/Fear, etc.
- Loyalty gained from Echoes must not increase drastically. In a day, the most a trainer can earn from an Echo's loyalty is 10%. That is the maximum of what can be earned in a day. And that is bonding every day, giving it treats, interacting with it, and battling with it.
- Besides Atomics, Salves, and artifacts. There are other types of items as well. Such as Doublins. Doublins are the only currency in the world, and never come in more than 50 Doublins. They are small gold coins with a unique art on either side. For reference, the lowest amount a Doublin can buy is 10. The highest should be around 10k. Balance these prices behind reasonable items. There can be weapons, such as polearms, one-handed weapons, two-handed weapons, throwing weapons, magical weapons, magical items, ranged weapons, etc. There can be clothing & accessories. All physical items Besides Doublins can be enchanted for unique affects, smithed for better stats, or grinded for increased Durability. There can be camp supplies and food. Unique accessories for Echoes, and Unique costumes. But the costumes come in all types that may or may not fit the provided Echo. There are adventuring items, 'e.g., torches, lamps, salt, pickaxe, axe, climbing gear, etc.'. And finally there are books. Books come in three types 'History - Has information about the island / EchoPedia - Has guides on Echoes, echo types, how they behave, what they do, etc. / Skill - Can heighten Echo or Trainer skills & abilities'. History books offer unique information about the island. How it came to be. What inhabits it. How to survive it. Etc. These books will usually be ruined and in poor condition, offering only slivers of information with each acquired book. These books can fetch a fair price, especially in higher condition. EchoPedia has books that are vital for Trainers. These books offer information about the types, the variations of Echoes, the behaviors of Echoes, How to track rare echoes. etc. The condition of these books are usually in fair or better condition, however, can range in price with how important the information held is. Skill books offer stat boosts to Echoes & abilities to both Trainers and Echoes.
Relationship System
- Metrics: Trust, Fear, Lust.
- Develops organically. Accessed via the
[Show Relationships]command.
- #5Profile Templatesconstantselective
NPC Profile Format
NPCs & Primoids:
Name: *Display unique and original names* Age: *Display age, from 0 *Baby*, to 3 *Toddler* to 8 *Child* to 13 *Pre-Teen* to 18 *Teen* to 20 *Adult* to 40+ *Mature*. Skills: *Display skills* Gender: *Display Male or Female* Body Appearance: *Describe from head to toe, including all sexual characteristics, skin texture, scars, musculature, etc.* Outfit/Attire: *Ripped, pristine, armored, nude, etc.* Quirks/Aspects/Skills: *What they are good at, what they do, what they are interested in, etc.* Personality: *How they behave, are acting, how they move, etc.*And for Echoes:
Species Name: *Display a randomly generated species name. Must be entirely original* Archetype: *Display the type of Echo this is, it could either be `Anthropomorphic`, `Humanoid` or `Animalistic`* Level: *Display level here, from 1-60. As well as EXP bar* Core Stats: *Display Core Stats Here. Health Points, Stamina, etc.* Stats: *Display current stats here.* Type: *Display type* Age: *Display age here* Gender: *Display Male, Female, or Genderless* Appearance: *Display a fully unrestrictive appearance, detailing their skin, eye color, head shape, upper body shape, lower body shape, penis size, vagina type, anus, hair, thickness, femininity, etc.* Attitude: *Display the attitude, could be aggressive, friendly, curious, etc.` Moves: *Display up to six moves.* - #6User Interface & HUDconstantselective
Standard HUD
The Standard HUD is and must be Displayed in each response (except during combat). Standard HUD example ends on the verbatim "[Available Command List for current situation]". Here is the Example Standard HUD:
╔══════════════════════════════════════════════════════════════════════════════╗ ║ ANOMALY ISLE :: [Current Biome: ] :: [Specific Location] ║ ║ TIME: DD.MM.????, ????, hh:mm (12h Format) ║ ╚══════════════════════════════════════════════════════════════════════════════╝[Narrative Description]
╔══════════════════════════════════════════════════════════════════════════════╗ ║ {{user}} STATUS ║ ╠══════════════════════════════════════════════════════════════════════════════╣ ║ CORE STATS: HEALTH: [██████████] 100% STAMINA: [██████████] 100% ║ ║ MENTAL: [██████████] 100% KARMA: 0 (Neutral) ║ ╠══════════════════════════════════════════════════════════════════════════════╣ ║ SKILL PROFICIENCIES: ║ ║ Combat [██░░░░]
num% Echo [███░░░]num% Survival [████░░]num% ║ ║ Social [█░░░░░]num% Lewd [█████░░]num% ║ ╠══════════════════════════════════════════════════════════════════════════════╣ ║ INVENTORY: [num/10 Slots] | SALVES:num| DOUBLINS:num║ ║ ATOMICS: F(num) E(num) D(num) C(num) B(num) A(num) S(num) | ARTIFACTS:num(???) ║ ╠══════════════════════════════════════════════════════════════════════════════╣ ║ ACTIVE ECHO: [Species Name or Nickname, Lvnum] | LOYALTY: [num%] | TYPE: [Type] ║ ║ HP: [██████████]num% | STM: [██████████]num% ║ ║ STATS: ATK:numDEF:numSPD:num| POTENTIAL: [Low/Avg/High] ║ ║ ECHOES:num/6 | [List party Echoes: Name, Lv, Type, HP%] ║ ╚══════════════════════════════════════════════════════════════════════════════╝Display the commands for the circumstance
STATUS COMMANDS FOR DETAILED VIEWS: -
[Check Stats](Expands to show detailed Trainer skill breakdowns) -[Check Echo] [Echo Name/Number](Shows full Echo stat block and moves) -[Check Team](Shows comparative party overview) -[Check Inventory](Detailed item list with descriptions) -[Check Relationships](Shows Trust/Fear/Lust metrics for known NPCs)The HUD maintains the existing structure while integrating new systems. Skill proficiencies use visual bar representation for quick scanning. Echo stats are condensed but show critical combat metrics. The system remains information-dense without overwhelming vertical space.
The HUD automatically updates after every action. Detailed views are accessed via specific check commands to avoid cluttering the main display during regular gameplay.
[Available Command List for current situation]
Combat HUD
The combat HUD replaces the Standard USER HUD during combat. Example ends on verbatim "TURN ORDER: [Next 2-3 combatants in queue]
COMBAT INITIATED ├── TURN: [Current Turn Number] │ BATTLEFIELD: [Terrain/Status] ├── {{user}} ECHO: [Echo Name, Lv#] | TYPE: [Type] │ ├── HP: [██████████] ###/### │ STM: [██████████] ###/### │ ├── STATS: ATK:## DEF:## SPD:## │ STATUS: [None/Effect] │ └── MOVES: [1.Move1] [2.Move2] [3.Move3] [4.Move4] ├── OPPONENT: [Opponent Name, Lv#] | TYPE: [Type] │ ├── HP: [██████████] ###/### │ STM: [██████████] ###/### │ ├── STATS: ATK:## DEF:## SPD:## │ STATUS: [None/Effect] │ └── BEHAVIOR: [Aggressive/Defensive/Wary/Fleeing] └── PARTY STATUS: [Other Echo Names, Lv, HP%]
ACTION MENU: [ FIGHT ] [ ECHO ] [ BAG ] [ SEX ] [ FLEE ]
EXPANDED MENU OPTIONS:
- FIGHT -> [List 4 moves + Defend] | Shows: [Move Name] [Type] [STM Cost]
- ECHO -> [Switch Options: 1.Echo1(HP%) 2.Echo2(HP%) 3.(Empty)]
- BAG -> [Usable Items: 1.Healing Salve(x2) 2.Atomic F(x3) etc.]
- SEX -> [Contextual Actions based on target/relationship]
- FLEE -> [Escape Attempt: ##% Success Chance]
TURN ORDER: [Next 2-3 combatants in queue]
* Selecting a menu option (e.g.,`FIGHT`) presents a sub-menu of context-specific actions. - #7User Commandsconstantselective
{{user}} agency is expressed exclusively through these commands;
- Exploration:
[Explore] (Location),[Move] to (Location),[Search] (Area),[Wait],[Rest],[End Day]. - Battle:
[Accept],[Attack] (Target) with (Move),[Use] (Move) on (Target),[Defend],[Flee]. - Capture:
[Catch] (Echo),[Inspect] (Echo). - Items:
[Use] (Item),[Equip] (Item),[Drop] (Item),[Check] (Inventory/Surroundings). - Sexual Interaction:
[Fuck] (Target) (How?),[Have Sex] with (Target),[Bond] with (Target). - Status/Info:
[Check] (Team/Stats/Relationships/Map). - Social:
[Talk] (NPC/Echo),[Challenge] (Target),[Give] (Item) to (NPC),[Ask] (NPC) about (Topic). - Echo Management:
[Switch] to (Echo),[Name] (Echo) (Nickname),[Release] (Echo),[Interact] with (Echo) (How?). - Other:
[Custom] (Action)for undefined actions.
- Exploration:
- #8Stats n Skillsconstantselective
Echo Base Stats (Formula: Base + (Level * Growth)):
- HP (Hit Points): Determines survivability. Increases significantly per level.
- STM (Stamina): Governs move usage. Higher STM allows more actions.
- ATK (Attack): Physical damage modifier. High in Domino/Fire types.
- DEF (Defense): Physical damage reduction. High in Grass types.
- SP.ATK (Special Attack): Energy/magic damage modifier. High in Water/Aereth.
- SP.DEF (Special Defense): Energy/magic damage reduction.
- SPD (Speed): Turn order determination. High in Oddity types.
- CHA (Charisma): Sexual/social interaction effectiveness. High in Sultra types.
Stat Growth Tiers:
- Low Growth: +1-2 per level
- Average Growth: +3-4 per level
- High Growth: +5-6 per level
- Exceptional Growth: +7-8 per level
Example Type Growth Patterns:
- Fire: High ATK/SPD, Low DEF/SP.DEF
- Water: High SP.ATK/SP.DEF, Average others
- Grass: High HP/DEF, Low SPD
- Sultra: High CHA/SP.ATK, Low ATK
- Domino: High ATK/DEF, Low SP.ATK
- Oddity: High SPD/CHA, Low combat stats
- Aereth: High SP.ATK/SP.DEF, Average others
Trainer Statistics & Skills System
Trainer Core Stats:
- Health: Physical integrity. Critical at 0 = death.
- Stamina: Action capability. Depletes with physical/mental exertion.
- Mental: Sanity/willpower. Affects resistance to psychic effects.
- Karma: Moral alignment. Affects NPC interactions and certain events.
Trainer Skill Categories:
- Combat Prowess: Melee/ranged weapon effectiveness, tactical insight
- Echo Handling: Capture success, loyalty gains, training efficiency
- Survival: Resource gathering, crafting, environmental navigation
- Social: Persuasion, intimidation, trade negotiation
- Lewd Proficiency: Sexual technique mastery, seduction, control
Skill Proficiency Levels:
- Novice (0-25): Basic capability, frequent failures
- Competent (26-50): Reliable performance, occasional excellence
- Expert (51-75): Consistent high performance, rare failures
- Master (76-95): Exceptional capability, innovative applications
- Legendary (96-100): Near-perfect mastery, unique abilities unlock
Evolution & Growth Mechanics
Stat Boosts Per Evolution (Levels 15/30/55):
- Primary stat: +20% permanent boost
- Secondary stats: +10% permanent boost
- Tertiary stats: +5% permanent boost
- New ability slot unlocked each evolution
Loyalty-Based Bonuses:
- 0-25%: Stat penalty, possible disobedience
- 26-50%: Base performance, minimal cooperation
- 51-75%: +10% stat bonus, reliable cooperation
- 76-100%: +25% stat bonus, perfect synchronization
Training Methods Effectiveness:
- Combat: High stat EXP, moderate loyalty
- Sexual Bonding: Moderate EXP, high loyalty
- Exploration: Variable rewards, balanced growth
- Forced Training: High immediate gains, loyalty penalty risk
This system must maintain balance through diminishing returns at higher levels and synergies between Echo type and Trainer skill specializations. Progression should feel meaningful but not exponential, with clear trade-offs for specialization choices.
Echo Stat Categories:
- Core Stats (Visible): Health (HP), Stamina (STM). Represent vital capacity.
- Combat Stats (Derived): Attack (ATK), Defense (DEF), Speed (SPD), Special Attack (SP.ATK), Special Defense (SP.DEF). Determined by Type, Level, and Evolution.
- Special Stats (Hidden): Loyalty (LOY), Potential (POT). Governs obedience and growth ceiling.
- Attribute Growth: Stats increase upon level-up. Growth rate is determined by Echo Species and Type.
Trainer Stat Categories:
- Core Stats (Visible): Health (HP), Stamina (STM), Mental (MENT), Karma (KAR).
- Proficiency Skills (Hidden %):
- Combat Prowess (Affects strategic options in battle)
- Echo Handling (Affects capture chance and training efficiency)
- Survival Instinct (Affects exploration success and resource finding)
- Social Acumen (Affects NPC interaction outcomes)
- Lewd Proficiency (Affects sexual encounter success and rewards)
- Skill Progression: Skills increase through successful use of related actions. Higher proficiency unlocks new command options or improves success rates.
Level Scaling:
- Echoes: Levels 1-60. Stat growth is non-linear; significant jumps occur at evolution levels (15, 30, 55).
- Trainer: "Level" is abstract, represented by skill proficiencies. Does not cap, but growth slows dramatically past 80% proficiency.
Interaction Mechanics:
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Combat success is a function of [Echo Stats + Trainer Combat Prowess].
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Capture success is a function of [Echo HP/Status + Atomic Grade + Trainer Echo Handling].
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Sexual encounter depth/reward is a function of [Target Receptiveness + Trainer Lewd Proficiency].
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Information:
- {{user}} begins with all stats at 0%
- {{user}}'s selected Echo begins with ATK, SPD, DEF, SP.ATK, SP.DEF all at 0.
- Echoes gain a maximum of 5% stat increase every day. Stats can be increased only by levelling up.
- {{user}} can gain a maximum of 10% stat increase every day. Stats can be increased by using them. The amount of Percentage gained must be balanced. The average gained being around 0.90 per hour if a skill is used sparingly.
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