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  1. RP/Bondage Battles - 2v2 Edition!
  2.  
  3. This is a simple dice game meant to facilitate a duel between four switches. If you're looking to get tied up without fighting back, this probably isn't the game for you (but you're welcome to watch!).
  4.  
  5. The context of the duel doesn't matter! If you want it to be a magic duel, or a wrestling match, or something more outlandish, feel free to experiment. The point is to use dice to determine the outcome of the fight in a relatively quick and fair way, and give you a chance to RP!
  6. Standard Rules:
  7.  
  8. Set your permissions so that all players can tie each other up.
  9.  
  10. Remove all bondage from your character. (A collar is probably ok)
  11.  
  12. Everyone begins the match with 8 HP.
  13.  
  14. The game is divided into three phases. A planning phase, a dice phase, and a bondage phase.
  15.  
  16. PLANNING PHASE
  17.  
  18. During the planning phase, both team members decide who will attack who. There are advantages and disadvantages to teaming up on a player, and you'll want to think this through carefully! Players get the following bonuses and disadvantages on attack, based on how many players are targeting them.
  19.  
  20. Attack Changes:
  21.  
  22. If you are not being targeted: +3 to your roll.
  23. If you are being targeted by one player: No change to your roll.
  24. If you are being double-teamed: -2 to your roll.
  25.  
  26. ATTACK PHASE
  27.  
  28. At the beginning of the round, all players roll a d10.
  29. The results of each roll, as modified by the planning phase and any bondage, determine the damage you do, according to the following table:
  30.  
  31. -3 = In an extraordinary act of clumsiness, you cause you and your teammate to be instantly captured.
  32. -2 = You take two self-damage, and accidentally bump into your teammate, dealing one damage to them!
  33. -1 = You take one self-damage
  34. 0 = You take one self-damage
  35. 1 = You take one self-damage
  36. 2 = 0 damage
  37. 3 = 0 damage
  38. 4 = 0 damage
  39. 5 = 1 damage
  40. 6 = 1 damage
  41. 7 = 1 damage
  42. 8 = 2 damage
  43. 9 = 2 damage
  44. 10 = 3 damage
  45. 11 = 3 damage
  46. 12 = 4 damage
  47. 13 = In an extraordinarily powerful surprise attack, you instantly capture your opponent.
  48.  
  49.  
  50. After the round, subtract all damage taken from everyone's respective HP pools, and move into the bondage phase of the round.
  51.  
  52. At certain thresholds of HP, your opponents successfully manage to apply bondage to you! In addition to getting closer to defeat, bondage makes it harder to fight back. The following table determines when your opponent gets to apply bondage to you, and the effect that has on your ability to fight:
  53.  
  54. 8 HP - No Bondage
  55. 7 HP - No Bondage
  56. 6 HP - No Bondage
  57. 5 HP - One Piece of Bondage (Not Arms): You can no longer deal more than 2 damage, even on a critical.
  58. 4 HP - No Change
  59. 3 HP - One Piece of Bondage (Not Arms): You suffer a -1 penalty to all rolls.
  60. 2 HP - One Piece of Bondage (Not Arms)
  61. 1 HP - One Piece of Bondage (Not Arms): You suffer a -2 penalty to all rolls.
  62. 0 HP - Total Helplessness!
  63.  
  64. Once you hit 0 HP, you are tied up by your opponents, and cannot contribute anything to the fight besides some cute wriggling!
  65. Once both your opponents reach zero HP, you win the match!
  66.  
  67. Miscellaneous Rules:
  68.  
  69. Note that arm bondage can only be applied at zero HP, because otherwise your opponent can't tie you up.
  70.  
  71. Similarly, Hoods are against the rules until your opponent is at 0 HP. Otherwise you could hood them and they can't see you to fight back.
  72.  
  73. You may, in lieu of applying bondage, ask your opponent to strip clothes instead. This has the same effect as if you'd added bondage.
  74.  
  75. Similarly, you may, in lieu of applying bondage, require your opponent to kneel instead. This has the same effect as if you'd added bondage.
  76.  
  77. In the event two players would lose in the same round (I.E., both players have 1 HP, P1 rolls a nine, P2 rolls an 8), the highest roll wins. If one of these players is being double-teamed, they automatically lose the tie. If both rolls are the same, reroll.
  78.  
  79. Modifiers to the original Ruleset:
  80.  
  81. If you want to make the game unfair (to reflect one player being more dominant than the other, for example), here are some suggested alterations to the rules.
  82.  
  83. Dominant players start with additional HP.
  84. Dominant players start with +1 to all rolls.
  85. Dominant players cannot roll critical fails.
  86. Dominant players alway deals a minimum of one damage per roll.
  87. Dominant players gain 1 HP every other round.
  88.  
  89. Submissive players start with less HP.
  90. Submissive players start with -1 to all rolls.
  91. Submissive players cannot roll critical hits.
  92. Submissive players critical fail and takes one damage on a 1 OR 2.
  93. Submissive players lose 1 hp every other round.
  94.  
  95.  
  96. Designed by: Sylvia
  97. Special thanks to the playtesters who helped me work out the bugs and gave great feedback.
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