The Boastful Ballad Of Bootyhole Billy

The Boastful Ballad of Bootyhole Billy is a virtual tabletop role playing game where the players take on one of seven quirky classes and immerse themselves in a fantasy world filled with adventure, treasure and crude immature humor.

## Basic Gameplay

The BBOBB utilizes Roll20 to connect players with maps as well as manages character sheets and dice rolls. The first section of any given segment is an "interaction" or "town" phase, where the players are able to interact with and ask questions of various NPCs, the players are also free to explore and develop their own characters. This is followed by a "Combat" or "Battle" phase where characters take turns until the conflict is resolved. Players then divide the loot.

### Player Classes

Each player has a choice of seven classes:

* Assmancer - Offensive Mage
* Tacologist - Support Mage
* Meat Shield - Defensive Warrior
* Troll Berjerker - Offensive Warrior
* Social Justice Archer - Ranged Offensive Warrior
* Memeic - Wildcard class, Able to copy abilitys
* Popstar - Wildcard class, Skills based on puns.

### Player Stats

Each character has several stats:

* HP - Health Points/Hit Points
* ATK - Physical Attack Value
* DEF - Physical Defense Value
* MATK - Magical Attack Value
* MDEF - Magical Defense Value
* AGI - Agility (ability to dodge physical attacks)
* DEX - Dexterity (Ability to hit with physical attacks)
* Speed - Determines Turn Order

* Movement - Determines Squares Moved Per Turn
* Elemental Stats - Each character has a set of 4 elemental values

### Elemental Values

The game has 4 elements that each character has an affinity toward.

* FIRE
* WATER
* EARTH
* WIND

The player character base value for all elements is 1. NPCs can exist in 4 states of alignment for each element:

* 0.5 - Resistant
* 1 - Neutral
* 1.5 - Weak
* 2 - Very Weak

### Weapon Stats

In addition to those stats, Weapons have their own set of stats.

* Power - Physical Attack Dice Value
* Potency - Magic Attack Dice Value

### Attack Equations

There are two main types of attacks, Physical and magical. Physical attacks require an accuracy check and magical attacks require an elemental check. The game has built in macros to save player confusion regarding the following.

#### Physical attacks

Physical attacks use the following formula. In this example the weapon Power is +7 which gives a 1d7 as the base roll.

In English, there is a dice roll for accuracy. The size of the dice is determined by the attackers DEX and the defenders AGI. Anything over 0 as a result is a hit and any value over is carried into damage. A dice is then rolled based on the weapons Power value, attackers ATK value is added and the defenders DEF value is subtracted. The result is total damage dealt by the attack.

#### Magic attacks

Magic attacks use the following formula. In this example the spell is FIRE elemental and the wand Potency is +7

In this case the game rolls the Potency value plus attackers MATK minus the defenders MDEF multiplied by the elemental (FIRE) value.

It seems complex but the game does most of the calculation as the equations are already punched in. Players will simply need to maintain their in-game character sheets which includes upgrading weapons and tracking their own HP.

## Town Phase

During the interaction phase players will often encounter shops or NPCs who are willing in interact with the player on some level, some offer tips or lore, some are shops or may grant free items depending on how the game is played. Be aware, not all NPCs are friendly, and initiating contact or annoying certain individuals may result in the start of combat.

### Interacting with NPCs

Players can interact with non-player characters in many ways, they can speak with, befriend, attempt to deceive or even rob NPCs during the interaction phase. There is often a penalty for failing these actions. Depending on the action requested, a dice roll maybe required to determine success rate of any special mechanics at the GM's discretion.

### Shops

Some NPC's will offer wares for sale or will buy items from the player. Certain player skills can affect the pricing or availability of the items being sold. Some shops maybe hidden and can also be revealed with player skills.

### Town Skills

During the Town Phase the player can opt to use a once-per-rest skill that affects a single NPC. This can alter shop prices, sway a hostile NPC to your side or a number of other effects. See individual character pages for more details.

## Combat Phase

When the interaction phase has ended, the players will be thrust into combat. Depending on the situation the players may have an advantage in choosing starting locations or maybe placed by the GM.

#### Turn Order

Turn order is determined by the Speed value of the characters. The highest Speed value goes first, the lowest goes last. Players can opt to "hold" their turn, placing them at the bottom of the turn order for that round.

#### Movement

The game uses grid based navigation. The player can move as many squares as their Movement stat value. Some items and skills can augment this stat. Requests can be made for special mechanics to improve movement in certain circumstances. (Big guy can throw little guy, etc)

Most characters will measure their movement via the "Snap to Center" tool in roll20. Some character sprites are larger than others. Those larger characters will use the "Snap to Corner" tool instead and take up a larger area for blocking.

### Experience and Leveling

It is always 100EXP per level, and players always gain 25EXP per turn. If the game ends before the players turn, they still gain the exp. Each level the player adds the level up stat values found on their individual character sheets.

### Loot

Loot is normally divided by the party at the end of combat, however if a player is standing on a tile containing loot, they will be able to obtain it during combat at the cost of their turn.

## Special Mechanics

The player has the option to request various actions in the various phases of the game. These requests can be granted, denied or rolled for at the GM's discretion. This includes but is not limited to: Recruitment of NPCS, Taunting of enemies, sneaking past guards and hitting on bar maidens.

The system is very open ended, and often relies on a dice roll to determine success. The GM may allow a seemingly foolish attempt at an action but place a very high odds of failure with harsh penalties for said failure. Be cautious.