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 No.9428

A long while ago I posted an arena fighting /lit/ series called PWBA. (Some of it is still available through web.archive.org) In that series I just imagined a bunch of weird original characters to rip each other to bits for the amusement of a crowd, but the inspiration quickly dried up, so I've been working on a new plan for a better system.

Perhaps we might use the /rp/ board to create and share characters to fight each other in /lit/ stories. Toward this end, I've been thinking about systems for designing characters. We'd want it to systematically cover all the fun details of each character in an easily accessible way, like measurements, skills, equipment, endurance, and so on. Once we've figured out the rules, we could post them on /rp/ and then people could use those rules to share character ideas, like imagining original characters or converting characters from popular culture to the system. Then people could post stories in /lit/ that include links to character stats posts in /rp/ to show where these characters come from.

The troublesome part of this plan is finding a really good system for designing arena combat characters. This is not like designing a D&D character. No dice will be rolled. The goal is just to convey the concept of a character in a way that is systematic, precise, and concise.

Does anyone know of any existing systems that are especially elegant and/or suited for guro RP purposes? We probably want a mixture of stats relating to appearance, to sex, and to combat. If you can't think of any good existing systems, then perhaps you might help us invent a new system.

 No.9429

If you want something simple and concise, you want as few plain numbers as possible. Weight, height, measurements and stuff, obviously. 'Combat' stats/physical prowess too, but that's about it, especially if the intent is to just act as a reference rather than using dice.

In theory you could put abstract stats on stuff like intelligence or charisma/looks too, but there it'd be far more practical and intuitive to have a short description that sums up the relevant aspects (like 'very smart and educated, but poor people skills','not particularly well read, but lots of street smarts', 'very empathetic but also easily tricked because of it', etc).

And same thing with sex, because that too is more of a 'roleplay'/creative element than plain comparing physical numbers, as well as having a bunch of facets that probably can't all be boiled down to a single two-dimensional scale (and if they could, there'D be far too many of them). So again some manner of description would be more useful (both physical and mental/personality traits). (Like 'Still a virgin but quite good at giving blowjobs', 'Very sensitive breasts so quite enjoys giving titfucks', 'Unusually sensitive and tight pussy, thus actually prefers anal', etc)

As for the physical stats, I'd keep it to a few stats on a simple 10-point scale, where 10 is the human maximum (that is, superhumans can go up to 11 and beyond, but there's no way of accurately quantifying those anyways). Something like this (which I just made up off the top of my head, so might not all be the best comparisons, but I think it gets the idea across):
Strength: (1) Frail child to (10) World-class weightlifter
Agility (includes plain movement speed): (1) One-legged cripple to (10) World-class sprinter or martial artist
Endurance (includes sexual stamina): (1) Sickly, anemic child to (10) 'Iron Man' Triathletes
Toughness: (1) Someone with brittle bones disease to (10) Heavyweight boxing champion

Apart from those few numbers I'd say you more so need characteristics for people to fill in with text, rather than 'stats'. I might try to think of what those could look and get back to this then.

 No.9430

I think in this situation you could just list their strengths (as how a character can win) and weaknesses (how it can lose).

The goal is not to win or lose after all but to set up the scene for other people to continue the same story according to some common logic, so in the character description, you need to provide some kind of algorithm on how that character will behave in various situations.

I suggest to avoid any boring numeric systems, but just write a short story about that character, listing strengths and weakness and some examples of their behavior or achievements.

 No.9431

Hyun's Dojo duelists only have their strength, weaknesses, lore, and skills, and it works

 No.9432

>>9430
>The goal is not to win or lose after all but to set up the scene for other people to continue the same story according to some common logic, so in the character description, you need to provide some kind of algorithm on how that character will behave in various situations.

That is a very insightful observation, but what's the best way to compactly represent such information? A list of strengths and weaknesses is an excellent start. We could also include a D&D alignment, like Neutral Good or Chaotic Evil. With two little words we convey so much about a character's personality. We could also have a list of likes and a list of dislikes.

>I suggest to avoid any boring numeric systems, but just write a short story about that character, listing strengths and weakness and some examples of their behavior or achievements.


To make this most useful, it's important to pack a large amount of information into a small space, both to make it easy to create characters and easy for other people to find the details they want without having to search through a long post. Numbers are a time-honored means of character creation and they convey a lot in a very small space. The fact that they are boring is beside the point. Numbers are the next-best-thing to having a pic of the character, and sometimes numbers can convey even more than a pic can.

That's not to say that a short story shouldn't be included. Some details of a character can only be explained in story form, but it's best to keep the story very short, and provide as much information as possible without forcing people to search through the story to find it. A story is a very slow way to convey information.

>>9431
>Hyun's Dojo duelists only have their strength, weaknesses, lore, and skills, and it works.

Hyun's Dojo is an excellent example. Does anyone know of any other examples of things similar to Hyun's Dojo? Here's where Hyun's Dojo explains the rules of how characters are created:

http://www.hyunsdojo.com/community/viewtopic.php?f=47&t=6178

It divides characters into the following categories: Weapons/Powers, Strengths, Weaknesses, Personality, Character Bio.

It would probably be best to merge Weapons/Powers into the Strengths section, since there will often be confusion about whether things qualify as strengths or powers. We would also want to add an Appearance section; Hyun's Dojo lacks this since they always require a pic of every character. The personality section can start with a D&D alignment, followed by likes, then dislikes, then general personality keywords, and finally a paragraph explaining the character if necessary.

 No.9433

>>9432
But how are all those stats going to be used anyway?
is there any difference between number 2 and number 5? Either this feature exists or not there is no point in numerical value.

Also to make it interesting each character must have pretty unique skills and weakness so you will not be able to compare all that with other characters anyway.

I see Hyun's Dojo is pretty much exactly what I suggested too.

 No.9441

>>9433
>is there any difference between number 2 and number 5? Either this feature exists or not there is no point in numerical value.

It's true that those simple numbers don't mean much, but there's a way to make the numbers more meaningful. Instead of using poorly defined numbers, we can break the character's body down into parts and quantify them, so instead of having a number that only represents strength, we can have a number which represents the mass of his/her muscles, perhaps measured in pounds. That way we represent both the strength, the weight, and the appearance of the character with a single far more meaningful number.

There are four major components to a person's weight:
1) the vital parts that everyone has, like intestines, lungs, liver, and brain. These weigh roughly 20 lbs and this weight must be included in every living person.
2) the weight of bones, skin, and other tissue that depend on how tall the person is. This is roughly 6 lbs per foot, or 0.5 lbs per inch. Let's say that this mass plus the vital mass is the base mass of the person, before muscle and fat.
3) the weight of muscle that gives a person her strength. The normal healthy amount of muscle depends on a person's size. Minimum normal muscle for a female would be 0.5 x base mass, and minimum normal muscle for a male would be 0.8 x base mass. This is what we'd expect for someone who doesn't especially exercise, and any lower would start to be called frail. Muscle mass can go up to about 4 x base mass, at which point we have a hugely bulky person like a champion weight lifter or a body builder like Ronnie Coleman.
4) the weight of the person's fat. Even very slender people will tend to have at least 0.1 x base mass in fat, just to prevent bones from showing through skin, and females usually have at least 0.25 x base mass just to look normal. Any less than this isn't just slender; it's obviously unhealthy. On the other end, men start to look obese at 1 x base mass, and women at 1.5 x base mass. For women their fat load includes their breasts, with a total of about 0.5 lbs per cup size, with AA = 0 lbs, A = 0.5 lbs, B = 1 lbs and so on.

The maximum fat mass is determined by how much the person can lift and carry. A person's fat is counted with the weight of her weapons, armor, and other equipment, since it is all part of the load that must be carried. A person can lift about 3 times the weight of her own muscles, but only with great effort. If the weight of her fat exceeds this, then she'd be immobilized by her own weight. A person can walk around with a load about equal to the weight of her muscles, but this would make for a slow, exhausting march, so this is the practical limit of a character's load. A person can carry half the weight of her muscles quite comfortably, so an agile character should carry near this weight or less.

In reality muscle mass doesn't directly correspond to an equal amount of lifting strength, but it's close enough to not be worth complicating these numbers.

 No.9442

>>9441
Isn't it a bit too realistic and plain if you limit everything to the muscle mass and other body features?

If you insist on using numbers, there is another idea: let's make default number which represents average person 10 or 100 (as 100% )and if some of the features are different from average you just say strength is 1 and HP is 2000 what will imply that this character is almost indestructible

there is no minimum or maximum and you can use those numbers in any way you like to express yourself.

For example:
Pain Resistance -5 ( what probably implies that character is a masochist )

HP 1 (what implies that it will go down on single hit.)

Breast size 50 or 500% (aka 5 times bigger than a normal human)

 No.9444

>>9442
>Isn't it a bit too realistic and plain if you limit everything to the muscle mass and other body features?

If someone has more strength than her muscles would suggest, then that would make her superhuman, and it makes sense to draw special attention to such a special situation. A person could have a strength factor which multiplies the feats of strength normally enabled by muscles, so someone like Superman could have a strength factor of 100 or 1000 or whatever to specify that his muscles are that much more powerful than muscles of that size would be on a human.

>there is another idea: let's make default number which represents average person 10 or 100 (as 100%)


It is nice to simplify the system and require less math, which makes this approach appealing, but surely people are going to want to know the weight of the character anyway. Height and weight are the two most basic measurements of any person, so it's nice to include them even if we include no other numbers. Having a system to assist with calculating the weight of the character and at the same time specifying the strength of the character seems like it kills two birds with one stone. Knowing the weight and strength of a character also gives people a concept of the agility of the character without needing any other numbers to be given.

>Breast size 50 or 500% (aka 5 times bigger than a normal human)


Wouldn't people more likely prefer to measure breast size by cup size? That seems to be the system in use in popular culture.

>Pain Resistance -5 ( what probably implies that character is a masochist )


Just because numbers can be good doesn't mean everything should be numbers. A pain resistance number is probably a number too far since there's no way to imagine what that number is actually measuring. We could never weigh pain resistance or time it. Going with the algorithm concept from before, perhaps we should list the reactions that the character tends to have to various situations, such as pain and fear. Masochism might be represented as:

Pain response: arousal

Other responses might includes "mild arousal", "extreme arousal", "indifference", "fear", "rage", "panic", "focus", or whatever we choose to write there.

We might also want to list responses for fear, danger, pressure, joviality, affection, success, and failure.

 No.9445

>>9444
>>Knowing the weight and strength of a character also gives people a concept of the agility of the character without needing any other numbers to be given.

If your characters are normal human then yes, this is totally fine, but I suspect that fantasy character looks do not represent their strength or abilities and the fighting outcome is also pretty unrelated to all those stats as well. It is practically all luck based.
But of course, if you only provide basic info like age, sex, size, you will describe a normal human being and its strength can be just assumed to same as every other human all that data is just cosmetic.

And if you expect people to calculate things from the character body size that requires even more math ;)

Using percentage is simpler because you just adjust some standard character, it is way easier to compare them and you avoid problems with different measurement units. (Some people prefer pounds other prefer kilos)


>>Wouldn't people more likely prefer to measure breast size by cup size? That seems to be the system in use in popular culture.


Not everyone is aware of those cup sizes ;) and they are too similar anyway. In fiction, we need to use a logarithmic scale instead of linear cup sizes. (so that each next size represents doubling)


>>Just because numbers can be good doesn't mean everything should be numbers.


Of course no, I just gave an example on how they can be used creatively for fun to make some challenge to the reader to decipher their meaning
This was done in the Mahoujin Guruguru anime one of the episodes where characters were given some strange stats
You do not need strict rules here and sometimes it is better to leave things unclear for more room to interpretation

 No.9448

The following is a prototype character post to illustrate one format for making such posts. Are there any important character traits that would be missed in this format? Are there any parts of this format that aren't useful enough to justify their inclusion? How might this format be improved?

—————-

Trickster (Female, 30, 5'5", 130 lbs, blue eyes, messy blonde hair, D cup, Chaotic Evil)

Bio: Captain Patricia "Trisha" Stocke was stationed at an Air Force base when the world was destroyed by nuclear missiles. She sealed herself in the nuclear bunker while the rest of the base died on the surface. Eventually the loneliness and guilt drove her mad. Now she calls herself Trickster and launches drones to toy with the few survivors who roam the surface, pitting them against each other over supplies from Trisha's vast resources.

Appearance: Never brushes her hair or washes her face. She's naked except for a ragged Air Force uniform jacket and fluffy slippers.

Muscle mass: 42 lbs (32%)
Fat mass: 35 lbs (27%)
Traits: Very extroverted, energetic, lacks sympathy for others
Likes: Laughing, watching people suffer, video games, ice cream, vibrator
Sexual interests: Men, sadism
Proud of: Intelligence, being in control, invincibility
Dislikes: Being alone, being tricked
Fears: Her bunker being invaded
Pain response: Rage
Fear response: Panic
Danger response: Hiding
Pressure response: Worry
Joviality response: Laughter
Affection response: Suspicion
Success response: Laughter
Failure response: Rage
Strengths:
- Vast supplies of food, water, medicine, and weapons
- Remote-controlled drones with weapons and 3D image projectors to communicate with surface
- Protected by hidden bunker
- Advanced technical skills in military systems
- Training in guns and self-defense
Weaknesses:
- Refuses to leave bunker
- Wants to be center of attention
- Sexually frustrated
- Unathletic
- Difficulty controlling her emotions

Quotes:
"Come on, stupid! You'll never reach the end if you just lie there and bleed!"

"You call that a dick? I'd rather fuck a toothpick!"

"For our next event, it's a one-on-one fight to the death between a busty barbarian and a soldier with a robotic arm. Who will come out on top? Who will win our fabulous prizes?!"

"Such a shame about losing your legs. I might be able to help you. I can't give you your dick back, but I can get you some robot legs. All I need in return is help dealing with a little problem."

 No.9451

File: 1559448097722.jpg (200.91 KB, 850x850, TexasRed.jpg)

Here is a prototype male character post, adapted from a short western in /lit/ called "Big Iron". I didn't create this character, but I highly recommend the story as very well written. What advice should we give people before they create a character post using this style?

Original story: >>>/lit/16260

—————–

Texas Red (Male, 12, 4'11", 90 lbs, brown eyes, red hair in two braids, 15" penis, Neutral Evil)

Bio: Texas Red was an orphan in the New Mexico of the wild west, an unforgiving time for a child to be alone. Rather than begging and starving or being abused in an orphanage, Texas Red lived by the gun, killing and stealing for what he needed as a bandit. His real name and the identities of his parents are lost to history; all that is known is that he appeared one day and killed everyone who stood against him. Even after he was wanted for 20 counts of murder, he was often underestimated due to his cute appearance.

Appearance: He camps in the wild, so he has the rough appearance of a cowboy and carries two guns in hip holsters. His hair is uncut and overgrown, but he ties it back in two braids and keeps it clean by bathing often in the river. His face is beautiful and looks totally innocent.

Muscle mass: 35 lbs (39%)
Fat mass: 6 lbs (7%)
Penis: 15" erect, 6" soft
Traits: Introverted, at home in wilderness, no need for people, manipulative
Likes: Guns, open spaces
Sexual interests: None (due to young age/dislike of people)
Proud of: Independence
Dislikes: Lawmen, adults
Fears: Being captured, going hungry
Pain response: Crying
Fear response: Focus
Danger response: Acting helpless, being polite
Pressure response: Calmness
Joviality response: Laughter
Affection response: Manipulation
Success response: Pride
Failure response: Pretends he wasn't trying
Strengths:
- Two Schofield revolvers
- Gun skills (shooting, fast draw)
- Devious mind
Weaknesses:
- Inexperience

Quotes:
"Ma'am, what'll they do once they take me in?"

"Ma'am, I don't wish to die a virgin. Consider it my last wish?"

"Fuck! The bitch was just pretending!"

 No.9467

Everything looks fine I don't have any other ideas what can be improved.

I woud have suggested to give more attention to responses, since that was one of most common issues for the role play as how character is supposed tor respond to pain danger etc.
But you already did it.



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