------------------------------------------Stats related-------------------------------------------------------------
Health: ( defines how much physical punishment the slave could take )
- will lose temporarily resist if : over use of drugs ( addiction temp trait ) underfed ( starving temp trait ) physical dmg ( abused/with scar/bruised temp traits )
- may lose permanently portions of it if: enduring long periods of temp addiction/starving/abused/with scar/bruised
- may be gained with: MC personal training, trainers, well fed or using special foods, good sleeping conditions, free time/self training
having traits/arch types could either increase/decrease her hp resistance gain to either training or job
should regen daily for a certain amount ( bad traits like addiction/underfed/abuse/with scar/bruised could reduce that daily amount ) maybe penalty there is over kill need to test it
consumable items or gear could help increase the vit resistance factor by x
i dont know if this stat use con to grow up but it should if its not
for ST part it should use x% of con stat so slave could take more punishment as her con goes up ( since con is the slave physical resist )
could use bad sleeping conditions ( temp/perm trait ) but maybe overkill too add to much at start
Vitality: ( defines training energy of the slave )
- will lose temporarily resist if : over use of drugs ( addiction temp trait ) over trained using AP to train while not enough vit left ( exhausted temp trait )
physical dmg ( abused/with scar/bruised temp traits )
- may lose permanently portions of it if: enduring long periods of temp addiction/exhausted/abused/with scar/bruised
- may be gained with: MC personal training, trainers, well fed or using special foods, good sleeping conditions, free time/self training
having traits/arch types could either increase/decrease her vit resistance gain to either training or job
should regen daily for a certain amount ( bad traits like addiction/underfed/abuse/with scar/bruised could reduce that daily amount ) maybe penalty there is over kill need to test it
consumable items or gear could help increase the vit resistance factor by x
x% of con stat adds vitality resistance so slave could take more training sessions as her con goes up ( since con is the slave physical resist )
could use bad sleeping conditions ( temp/perm trait ) but maybe overkill too add to much at start
Charisma: ( defines slave beauty and some of her market value )
- may lose temporarily if : bruised or whipped from training/punishment ( would heal by itself over time bu it could go faster if MC/trainer use *healing item or has healing type trait
( needs to define self healing time period ) also need temporary traits to reduce cha like abused/bruised/with scars.. and ranks to indicate severity
- may lose permanently portions of it if: over abused physically/bruised/punished within self healing period or on the highest temp related trait
( add permanent trait like overly abused to reduce cha .. could use different ranks with cha penalty )
- may be gained with: MC personal training, trainers, slave in training jobs ( need to be accompanied else could run... well obedience should lower the run factor but it should
always exist.. also could use specially trained staff for it ), free time/self training(speech gesture practice in front of a mirror)
*healing item should have a max number of uses / day.. or cause poisoning effect or woulnd heal more than a number of times if over used
having traits/arch types could either increase/decrease her charisma gain to either training or job
non fully bruised/scared healed girls would lose some market values
Refinement: ( not sure slaves should use that ) sounds like morale or pride and if so could be broken to get another training result or turn in into corruption and gain stats in that
Character: ( defines how much mental resistance the slave has )
- may lose if: following rules, success in training event, punished while having sined, bad sleeping conditions ( for her current obedience )
- may gain if: breaking rules, failed training event on either(break/obed/job/stat) punish her without reason, failed to punish her, too good sleeping conditions ( for her current obedience ), free time
having traits/arch types could either increase/decrease her char resistance gain to either training or job
on breaking/obed training her sleeping condition should be reversed to teach her her place then on stat/trait she should use good sleeping condition for mood ( joy )
may need the sin/virtue system to know if you can punish for good or bad effect
consumable items or gear could help reduce the char resistance factor by x
maybe mood ( or joy ) could affect that resistance aswell
x% of char stat adds character resistance so slave would take less time to train as her char goes down ( since char is the slave mental resist )
could use good sleeping conditions ( temp/perm trait ) but maybe overkill too add to much at start
Reputation: ( used to unlock certain slave city jobs/activity )
- may lose if: failed to meet minimum req of that kind of job, ran in bad event, her luck didnt save the day, bad mood ( or joy stat )
- may gain if: did meet min req of that kind of job, had a good event outcome, her luck did save the day, in good mood ( or joy stat )
having traits/arch types could either increase/decrease her reputation gain to either training or job
( need to be accompanied else could run... well obedience should lower the run factor but it should always exist.. also could use specially trained staff for it )
could get bonus to success if dispo with MC is high enough and hes personally supervising her or penalty to success if her dispo is too low.. supervising guard types could have that effect aswell but will depend on their training
course ( job trait they earned from it )
event success ( dice based or other factor used? )
maybe luck could be a factor here to increase/decrease success rate ( to test if not too over kill )
stats relevant for that kind of job could contribute to success/fail of that job
mood could work as factor on success rate ( checking if she had impairing temp/perm impairing mood traits ) well or use joy system not sure yet
Constitution: ( defines how much physical resistance the slave has )
- may lose temporarily if : over use of drugs ( addiction temp trait ) over trained using AP to train while not enough vit left ( exhausted temp trait )
physical dmg ( abused/with scar/bruised temp traits )
- may lose permanently portions of it if: enduring long periods of temp addiction/exhausted/abused/with scar/bruised
- may be gained with: MC personal training, trainers, well fed or using special foods, good sleeping conditions, free time/self training
having traits/arch types could either increase/decrease her con resistance gain to either training or job
each x points in con will add resistance to the slave vitality/hp drop making her able to endure more punishment and more training
could use bad sleeping conditions ( temp/perm trait ) but maybe overkill too add to much at start
Joy: ( defines how much mental punishment the slave could take )
- may lose if: rules forbiding her to do.. x, harsh training or training going against her traits/arch type/current obediece lvl ( too low ), bad sleeping conditions
- may gain if: climaxed in training or job, virtue rewarding ( good deeds, job/training results ), free time
having traits/arch types could either increase/decrease her joy gain to either training or job
main problem is its stuck at 100 while hp could go up so need to scale down the effect on mental punishment compared to physical punishment
if ill follow the con=>vit/hp system i used char could have a impact on joy stat drop resist.. but being low as it is at start im not gona use that unless revised.. possble reason why use moods as temp traits
Intelligence: ( defines how much experience the slave would gain training a skill )
- will lose xp modifier if: having a temp/perm trait like ( addiction/abuse/exhaustion )
- may gain if: MC personal training, trainers, free time/self study
having traits/arch types could either increase/decrease her xp gain to either training or job
mental abuse trait could be from harsh punishment giving the girl a concussion or passing out on over trained
Disposition: ( defines how much she like/hate the MC )
hmm possible gain if your reward her virtue ( aka performed well ) or talk options,free time,taking a walk with her ( chained or unchained depending or her obedience )
no need to explain how to lose it...
having traits/arch types could either increase/decrease her love for MC
i would say chained all the time as she could run at any time :p
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free time/self study should apply on the stat/job training part
not sure yet if hp/vit will use x% or x points of con same goes for char/char
the may lose permanently portions of it if: ... could total break the slave training process but i think its good to have that.. you want to over train your slave..fine but there is a penalty then..
looking at all that made me think about mood.. it could be based on temp/perm traits like ex: exhausted+other bad traits that would make her depressed then either run or suicide..
expanding each category right now but need to know if basic definition of skill is right for a slave then moving to next section