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Dec 9th, 2019
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  1. The victim is kidnapped by a demon and brought to a dungeon. The victim must escape it while the demon must stop them from doing so, either personally or using the dungeon itself.
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  3. During the game, the victim and the demon will choose and make an action. If the dungeon takes a turn, the demon controls its turn. At the start of the demon's turn, they may choose to appear in the room the victim is or disappear from it without consuming the turn.
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  5. Stat sheet:
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  7. Body (10): The victim's physical capacity of resisting. If it drops to 0, the victim is unable to successfully struggle against the demon's advances.
  8. Willpower (10): How strong is the victim's mind. At 0, the victim willing submits to the demon.
  9. Confidence (10): Confident victim can easily resist the demon. Serves as a defensive stat for all purposes. When it becomes 0, the victim loses all hope of escaping and gives up.
  10. Resistance (10): How far from orgasm the victim is. At 0, they will cum, giving them -2 Willpower, -2 Body and -2 Confidence.
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  12. Exploration (0): How much the victim has explored the dungeon. Knowing the layout makes it easier to find the right path.
  13. Complexity (0): How complex the dungeon is. This makes it harder for the victim to advance in the dungeon.
  14. Advance (0): How far the victim has gone (or think he has gone) in the the dungeon. Works as a score, as the victim's objective is getting as much of this as possible.
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  17. Victim's actions:
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  19. ADVANCE
  20. Move forward in the dungeon, hoping you are going to the right direction.
  21. Can't be used if bound, charmed or if the demon is with you. Get +1 Exploration and +1 Completion. The dungeon takes a turn.
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  23. RUN
  24. Desperately run away not caring about your surroundings.
  25. Can't be used if bound or charmed. Get +2 Exploration, +2 Completion and -2 Body. If you are with the demon, get +3 Confidence and the demon goes away. The dungeon takes two turns.
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  27. REST
  28. Take a time to breath, safe from anything. Anything save for the demon, that is.
  29. Skip the dungeon's turn. Get +1 Body and +1 Willpower.
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  31. RESIST
  32.  
  33. If you are charmed, roll Willpower+Confidence vs 15. If you win, you are not longer charmed. If you are bound, roll Body+Confidence vs 15. If you win, you are no longer bound. -1 Confidence for each roll you lost at.
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  36. Dungeon's actions:
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  38. HALLWAY
  39. Only one direction to go. That's what every victim wants to get until they find a dead end.
  40. Nothing happens.
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  42. BRANCHING PATH
  43. Multiple ways to go. Maybe this dungeon is more of a maze? This could either confuse the victim or put them closer to the exit, depending on what direction they go.
  44. +1 Complexity. On the start of your next turn, roll Complexity vs Exploration. If you win, the victim get -2 Completion, otherwise, they get +1 Completion.
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  46. DEAD END
  47. The victim has to turn back all the way to the last branching path, but at least now they know this dungeon better.
  48. For every 3 consecutive times you used Hallway, the victim loses 1 Completion and gets 1 Exploration. Can only be used after using Branching Path at least once.
  49.  
  50. TRAP
  51. A one-shot trap that binds the victim.
  52. The victim is bound. Can only be used once in the game.
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  55. Demon's actions:
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  57. SEDUCE
  58. The way to the victim's mind. There is no need to force him into submission if he can't resist in first.
  59. Roll 10 vs Confidence and 10 vs Willpower against the victim. If you win on both, the victim is charmed. If you lose on both, the victim gets +1 Confidence
  60.  
  61. GRAPPLE
  62. The victim is held down and it is harder to resist.
  63. You must be with the victim to use this. Roll 10 vs Body against the victim. If you win, the victim is bound.
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  65. HUMILIATE
  66. The demon's way to assert dominance, verbally or physically. Can even be done through images and voices in the victim's head.
  67. Verbal: Roll 10 vs Confidence against the victim. If you win, the victim gets -1 Confidence and -1 Willpower.
  68. Physical: You must be with the victim to use this. Roll 10 vs Body against the victim. If you win, the victim gets -1 Confidence and -1 Body.
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  70. For the actions below, you must be with the victim ad they must be either bounded or charmed. The confidence roll is instantly won if the victim is charmed.
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  72. TOP
  73. The demon pleasures himself using the victim. The experience breaks the victim's hope and the weak-willed may even feel pleasure in it.
  74. Roll 10 vs Confidence. If you win, the victim gets -1 Confidence and loses Endurance equal to the difference. The victim rolls Willpower to prevent that much endurance loss. If this was used in the previous turn, you can choose to cum, making the victim get -3 Willpower and +3 Body.
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  76. BOTTOM
  77. The demon's magic saps away the victim's resistance through pleasure.
  78. Roll 10 vs Confidence. If you win, the victim gets -1 Willpower and loses Endurance equal to the difference.
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