Daycare manager/stats

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Players won't really need to know all this, but these are the stats that are meant to drive the game. We have kicked around a few ideas on the Trello, and a few have been agreed upon.

Here are the ones that seem to have been agreed upon so far. Of course, since I had a hand in it, it became one of those things that are a little complicated in explanation but deceptively simple in function.

Please note, ALL of these stats are subject to change. The mechanics are still being worked out. In fact, the entire reason for sharing this now is to look for feedback. Please share any feedback in the discussion section.

Independent stats

These stats are the ones that are more simple in explanation, they have a lower number of things that they actually do directly in the game and most of their more complicated functions relate to altering the function of the "dependent" stats.

Aside from "trust," which is the single most important stat in the game, most of the independent stats will be invisible.

Child's stats

  • Trust

The most important, and most mobile stat in the game. There are a lot of ways to gain trust, and also a lot of ways to lose trust. It has few effects on its own, but it alters the effect of almost every other stat in the game in a way that cannot be sold short. The key function of trust is how far the child is willing to be pushed outside of their comfort zone. Since the only way to raise the children's comfort level in performing various types of actions with you is to push them outside their comfort zone, trust is vitally important in achieving the raunchier parts of the game.

    • Trust is 1-10

At these levels, it means the child has very little trust in you. Not only will they not feel comfortable doing various things with you, their comfort levels will effectively be 1 level lower than their actual stats indicate due to how little they trust you.

    • Trust is 11-20

The child is still a little uncertain about you, but they have gotten used to you. They will now perform any action they are comfortable with willingly, although they will act in a manner that suggests they are uncomfortable about it because it's you.

    • Trust is 21-40

The child is at ease with you so long as you do not push them beyond their comfort zone. At this point and higher, they will act in a manner that is completely comfortable with any action that their other stats indicate they would be comfortable with. However, they will not be willing to go beyond that comfort zone until their trust is higher.

    • Trust is 41+

For every 10 points of trust above 40, you can push a child outside their comfort zone by 1 level. As such, if you max out your trust at 100, you will be able to push them 5 levels beyond their comfort zone. (6 levels would require 101 trust, but 100 is max.) When they are pushed beyond their comfort zone, whatever stat is being pushed will raise by the number of levels they are pushed, and you will also lose 2 trust for every level you pushed them by as well.

For instance, if you have 100 trust and push them an entire 5 levels beyond their comfort zone, they will gain 5 in whatever stat they were being pushed on. (Will replace this "for instance" with a specific example once the dependent stats are laid out.)


  • Naivete

Represents the child's lack of knowledge on various subjects. Is not currently broken down into "sexual" and "worldly" subjects, so it represents both. (sub-dividing them in this way may be on the docket for the future.) Naivete is a stat that does not increase (except maybe with some pretty high-cost and involved mind magic for possible later consideration.) There are, however, several ways to decrease naivete.

Naivete's effects are effectively to complement the effects of "trust." It is not strongly worked out yet, but in the initial proposal it simply stacked right on top of "trust" and added to it, thus making the true "trust" cap 200 if they also have 100 naivete. (Will likely not be as OP as that sounds as there will be few if any who actually have a naivete score of 50 or above.)


  • Trauma

A negative effect on the child obtained from performing a sexual or sadistic act with them against their consent. Will lower happiness and reduce the rate at which trust and love are gained.

Player Character stats

  • Horniness

Represents the PC's desire for sex. If it gets high enough, the player will begin to receive options to proceed with sex acts that they know the child is uncomfortable with. This stat can complement the "abusive" stat which is a dependent stat influenced by horniness.

  • Patience

Represents the PC's restraint. If it becomes low, nicer options or options to end the interaction may disappear. This stat can complement the "gentleness" stat which is a dependent stat influenced by patience.

Dependent stats

These are the more visible stats of the game, the stats that feel more immediate and tangible. These are the stats that you actually go through your efforts in the game to try to raise in order to reach your goals.

A lot of these stats have their effects influenced by the independent stats, and some such as the 3 base stats for the children, "Touch," "Exposure," and "Love," also have cross influences on one another.

Child's stats

  • Touch

The child's willingness to be touched in various ways. At the lowest levels, they do not even like physical contact with others period. At higher levels, those who do not have sexual knowledge may even agree to sexual intercourse via this stat (although for those who do have sexual knowledge that will be considered an act that is in the domain of the "love" stat.)

Detailed breakdown

  • Exposure

The child's willingness to be exposed to others doing things they would normally consider private, as well as themselves doing such things. At lower levels, they are uncomfortable even changing their clothes in a pool changing room. At higher levels, they are comfortable with doing any sex act their "touch" or "love" stats would allow for in public. Please note that every single sexually explicit activity that involves getting under their clothes requires some level of exposure in addition to the "touch" or "love" required, even if it is in private.

Detailed breakdown

  • Love

The degree to which the Child wants to keep up a long-term relationship with you, and in terms of romantic feelings it is the degree to which they will allow or even crave to do things that lovers would do. The default for this stat is zero, so it being low does not have any particularly noteworthy effect. This is the default stat for performing sex acts. While those who are sexually naive can be tricked into casual or "play" sex dependent on the "touch" stat, those who know about it will not willingly engage in sex acts without raising the love stat. At the highest levels, female children will actively desire to be impregnated by you.

The love stat does not raise in the same way as "touch" and "exposure" do by the child being pushed outside of their comfort zone. Rather, some of the actions that would raise happiness may also raise love. Also, contrary to those other two stats, performing a "love" based action that they are 100% comfortable with can raise the love stat. (+1 love every time you perform the highest level act they are fully comfortable with.)

Detailed breakdown

  • Happiness

How happy the child is in general. This stat does not have much impact on your seduction of the child, but it has a HUGE impact on your "reputation" stat. It will be measured at the end of each game week. Depending on the average happiness of all children in your care, you may gain or loose up to 2 points of reputation. This stat will increase with all positive interactions, casual or sexual, and decrease with most of the actions that lower their trust.

The movement of this stat can be influenced greatly by the "love" stat.

    • Average facility-wide happiness is 1-20
      • -2 reputation
    • Average facility-wide happiness is 21-40
      • -1 reputation
    • Average facility-wide happiness is 41-60
      • No change to reputation
    • Average facility-wide happiness is 61-80
      • +1 reputation
    • Average facility-wide happiness is 81-100
      • +2 reputation

Player Character stats

  • Reputation

An important stat for the financial part of the game. Influences the speed at which you receive applications for new children to enter your daycare, and also influences how much you can charge per child per day. Most importantly, should you ever be "almost caught" and have an abuse allegation thrown against you, your reputation will act as a buffer against this. (Of course, even maxed reputation won't protect you against truly getting caught with concrete proof.)

There are several ways to gain reputation, and it is influenced by the scale and presentation of your facility as well as what amenities are offered. (New thought, might cap your reputation depending on the facility.) The best way to gain reputation is by slowly and gradually building it up by keeping the kids happy. Of course, it is very easy to lose by having an abuse allegation thrown at you.

  • Abusiveness

The degree to which the PC will push a kid beyond what they know they are comfortable with. (Stacks with Horniness) This goes beyond simply pushing their comfort zone and goes into the territory of ignoring consent. At higher levels, PC will become actively sadistic about it. It is a required stat for BDSM and torture content in possible future builds.

  • Gentleness

The degree to which the PC wants the child to enjoy what they are doing with them and does not want to scare them. (Stacks with patience and resists horniness) Raising this stat will limit choices received under the effects of horniness to exactly what the PC believes the child may be comfortable with and may just push them a little beyond their comfort zone. High levels in this stat can raise the amount of "trust" awarded and reduce the trust penalty for exceeding their comfort zone, allowing faster trust replenishment and thus allowing the player to more quickly obtain consent.