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What are the rules of the game?

Welcome to your new city, where you will have to be the best to get the best function in the world : to become Sofia's next fetish slave.

To succeed, you will have to be the first to bring Sofia the 10 pairs of shoes she wants you to get for her (the other players must not get the same pairs as you, but there are surely pairs in common. The probem is that these pairs are unique, and exist only in 1 item)

There are 5 shops in the city. In each shop there are 2 pairs you have to get for sofia. At the beginning, you will only have access to 2 shops out of the 5. You will need to make friends with the other players to have the right to shop in their allocated shops. Even if there are no shoes left in a shop you don't have access to, you have to take in account, that at the death of a player, all the shoes, or almost all, return to their original shop. Better to have access immediately then....

If you buy a shoe in a shop, nobody will know it's you. That means that you won't know either which shoes the other players have.

Besides those unique shoes, you will find other shoes. You will see the difference by the price.Indeed, the price of the unique shoes is much higher than for other.
The other shoes are only available in those 5 shops. And nobody except the players themselves has the right to enter those shops especially imagined by Sofia to test you.

You can buy those shoes to try to sell them to other people you will meet during the game. Therefore you will have to sharpen your persuasion skills if you want to sell at a much higher price than the original sell price.

Characteristics of the players

Each player has 5 characteristics.

PHY (Physical force) : Usefull in a battle, if you are attacked by a henchman sent by another player

INT (Intelligence) : your intellect capacity

CHR (Charisma) : Physical apperance, but also general charm

PER (Perception) : Your 5 senses. Useful to detect the presence of a thief in your home

DEX (dexterity) : Speed in your movement, reaction time,...

On the first turn, you will have to split 30 points into those 5 categories.
If nothing is done, you will get 6 for each.
Note than you cannot exceed 8 points in 1 category. If you exceed 8 in 1 category, or if the sum of all categories exceed 30, you will get 6 for each too.
So be carefull.

Talents & competencies

At the beginning of the game, you will have to choose 1 talent among 5 available:

seduction CHR + INT (malus :3)

Attack PHY + DEX (malus :2)

Discrétion INT + DEX (malus :2)

Persuasion CHR + INT (malus :2)

Defense PHY + DEX (malus :2)

As you can see, a talent is calculated by adding the points of the 2 categories required for this talent.
Each player has the 4 competencies, but only one competence can be turned into a talent.

At the beginning of the game, each competence/Talent is calculated using the formulas above.
If it is competence only, the malus is apllied, otherwise, no.

Example:

At the beginning of your first game, you decide to give you 6 points in each of your 5 global categories.
You choose persuasion as your talent.
Your points for your competencies & talent will be :

Seduction (6+6)-3 = 9

Attack (6+6)-2 = 10

Discretion (6+6)-2 = 10

Persuation (6+6) = 12
Defense (6+6)-2 = 10

Life points

The ammount of your life points is: PHY*3
During a fight, if your Life points fall down under PHY*2, then a minus (-3) will be applied on all your actions.
If your Life points keep on fall down and pass under PHY, then a minus (-6) will be applied on all your actions.
When you don't have life points any more, you are eliminated. All your shoes, except 1 or 2 go back to their original shop.

Fortunately, At the beginning of each turn, you recover 4 life points. Those can never exceed PHY*3

Your relation with other players

Starting from neutral, you can become "friends" with a player. To be a success, both players has to declare their friendship to each other in the same turn.
Friendship allows you to buy in the shop allocated to your "new" friend. It's also necessary to plan a murder on a third player. See below for more details.

To attack another player with a friend, at least 1 of the 2 attackers has to be ennemy with the future victim.
If you declare yourself ennemy with a player, this players will automatically declare himself as your ennemy too.

The only way to cancel an ennemy status is to become friends.
Friendship has to be renewed every turn, otherwise, you will become neutral again.

Your employees

As you are running for the "new Sofia's fetish slave" title, Sofia doesn't allow you to leave your house. You will thus have to hire employees to make actions.

All employees also gets characteristics and competencies.
At the beginnig, they get between 2 and 5 points for each categories. competencies are calculated as for the players. No talent. Their scores are then lower than the players one, but each turn, you will have the possibility to pay for a training to improve them

you can hire 2 types of employees

1)Servants. You can have max. 3 of them at the same time.
You can use servants
to buy shoes in a shop :only 1 pair per servant and per shop
-You will have to tell him which shoes you want to buy.
-If you try to buy a shoe in a shop you don't have access to, you will loose the money.
-If 2 servants or more want to buy the same shoes, the one with the more persuasion point gets the deal. If equal, you get 50% of the chances,or 33% etc.

to buy a shoe from another player.
- you have to contact the player before to fix a price. If the prices indicated by both players differs, the deal is cancelled
(Note that you don't need a servant to re-sell a shoes, as the player you're selling to will send you his servant to make the transaction.)
to try to rob money and shoes from a player.
for this, a 20 faces dice (1D20) is rolled for the servant
The score must be smaller than his discretion level, and greater than 5 (protection fo the stolen slave's house). If it fails, it means that the servant is too loudy has to flee from the place. Otherwise, the process goes on.

Then a 20 faces dice is rolled for the stolen player.The score must be smaller than his perception level.
If the player succeeds, he can then intercept the thief and make it flee from his home. In this case, the thief only have the possibility to take money. 1/20 of your ownership.
If the player fails, the thief robs 1/20 of the money and 1 pair of unique shoes before getting away. Nobody can say in advance which pair will be stolen.

If 2 players or more decide to rob at the same place, only one will have the posibility to make a try. The other ones will have to return home.
To spy another player : Just indicate which player you want to know more about. No competencies needed, but it has a cost of 50 Sofiards ($SOF)
You will get to know the shoes the player has got, and his friends or ennemies. You can spy anyone, no matter which relationship you have with him.

1)Henchmen. You can have max. 2 of them at the same time.
You can use henchmen to kill, or at least try to kill, another player
Indeed, you may need to kill a player if you absolutely need a shoe he owns. Fisrt of all, to be able to kill, you have to agree about this with another player. Only 1.
Each player will send a henchman.
The 2 players have to agree about what the henchmen will do. One to stay outside and to be on the watch, the other one to commit the crime.
In case of success, the money is divided in 3. 2 parts for the killer, 1 for the other.
Concerning the shoes, they will return to their original shop, exception made of max. 2 unique pairs that the killer manage to take with him for his boss.

The "have a try and kill me" process between the killer and the attacked player is the following :
The one with the more DEX begins the first round. If equals, the more PHY. Otherwise, the killer begins.
At the end of each round, attacker becomes attacked and reverse.
1D20 is rolled for the attacker. The result must be under his Attack level. If it's a fail, the round is finished
otherwise, another 1D20 is rolled for the attacked. the result must be under his defense level:
-If it's a succes, the round is finished, no damages.
-If it's a fail, 1D20 is rolled, divided by 5 (1D20/5) to determine the points to be taken back from the life points.

A new round begins with reversed roles.

Hire employees has an initial cost. Besides, you will have to pay wages every turn.
If you don't have enough money to pay an employee's wage, he will leave you.

Trainings

There are 3 kind of trainings you can choose from. Only 2 per turn

For servants
You can train them to more discretion. Giving them more chances to succeed when trying to steal from another player.
1 point discretion more per training. Cannot exceed 17

For henchmen
You can train them to improve their attack skills. Giving them more chances to kill a player.
1 point dicretion more per training. Cannot exceed 15

For yourself at home
To improve your defense skills. 1 point per training.
Cannot exceed 16

Selling shoes to other people

Each turn, you will receive the visit of somebody (doctor, lawer, whore, escort,...) All these visitors, on Sofia's wish, are females. You can try to send a non-unique pair shoes to them.
Just indicate the pair you wanna sell and the price you want for it.
To succeed a sell, you will have to roll 1D20. The result must be under your persuasion score.
But the result must also be greater than the difficulty level
The more educated the person is, the more difficult it is to convince her.
in the same way, the higher the price is, the more difficult it is to sell.

Each people you try to sell has a difficulty level.

PERS = Difficulty according to the person
OSP = official selling price
PSP = player's selling price
==>DIFF = PERS + ((PSP/OSP)*30)%

Also it's impossible to sell more expensive than the originated price multiplicated by the difficulty level + 2.

For instance if you want to sell shoes with an original price of 100 $SOF, you won't be able to sell them more than :
300 to a visitor with the difficulty level 1 (100*(1+2))
400 if the difficulty level is 2 (100*(2+2))
And so on...

How to get money?

At the beginning, Sofia gives 500 Sofiards (local money, also written $SOF) to each players.
You will receive this amount each turn, plus 100 $SOF multiplicated by the turn number (variable income)
NB : Thoses values can change in a special game created by a member

SOFIA's tricks

Changes in your shoelist
Every 3 turns, if she feels like, Sofia can decide to change one or two shoe in the list you have to get.