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Vero's heroines in peril RPG (Nivel 1) mail warning

Looking for joyful cute heroines that don't mind being doomed

Lesbiana / Dom

Another work in progress

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How to play

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The player that face the maestra plays a heroine in peril, on a mysterious adventure, where she has to face monsters and solve mysteries. This rules were written with Bad end battle in mind, but can be used for classic, hentai, android.


The two game states and free actions

There are two states in the game, with monsters that have an intent to do lewd actions to the heroine and when the heroine is in no danger or getting used, we call them [Free mode] and [Risk mode], the game starts in [Free mode], giving the heroine the opportunity to to explore, look for clues, cast a spell, masturbate, whatever she wants to do, that is what is called Free Mode. The only hard rule about free mode, is that she can only cast one enchantment spell at a time.

Each turn, before she takes an EF action card, she can do a roll, if there are no monsters to resist, she can do a roleplay skill roll to try to get an advantage, if there are monsters that has given her an [intent] she can try to resist an intent to cancel it or do a roleplaying roll.

Advantages can include, clues of what is happening in the story, casting spells to protect from future monsters, try to hide to delay the monsters, roleplay interactions like trying to charm someone with her charisma. Use your imagination and be clever, or be horny, perverted girls that do the not so clever options are also very cute.

A failed roll will probably end [Free mode] and give the heroine an [intent], a monster trying to give an [intent] to the heroine will also end [Free mode], when the heroine is no longer under any intent and there are no monsters, she goes back to [Free mode], spells that fail will always give the heroine an [intent] or even two.


What is an intent

An [intent] is when the dungeon maestra is trying to bully the heroine, through monsters, traps, the failure of a heroine on a roleplaying roll or the heroine herself making up an intent on her.

The heroine has to choose if her one roll per turn, is going to be to try to overcome one intent or if she wants to try a roleplaying roll instead, while the heroine has not overcome an [intent] the heroine suffers an associated [effect]

Some example of the effects can be:
Rolls get more difficult, only a 6 is a sucess.
The heroine skip the turn. (I remember bad end battle having trouble with skipping actions, so don't do this in that mode)
The heroine has to redraw her actions.
Dungeon Maestra chooses the heroine actions or bans type of heroine action.
Other punishment that the maestra and the heroine player talk.

The format of an intent goes as follows

[The monster intent description] - (skill to resist) - [effect]

For example: The slime is trying to grapple you (Strength to resist) [The heroine is in close combat, The heroine can move away or use attack actions or spells]

Once the [intent] is overcome, the effect is no longer in play, unless some other rule specifies it, for example a succubus curse could be stay as on through all the game, as that is a powerful monster that can corrupt heroines.



Heroine creation and spell book

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To play the heroines have three mundane skill plus other six magical skill available, plus a favourite monster they are weak against. The also have an extra skill submissive.


Mundane skills, magic skills and the special submissive skill

Mundane skills

Mundane skills are less effective but less dangerous than magic skills, they all start with at least one point, their primary use is to overcome the intents of monsters but they can also be in free rolls

Quick: Quick thinking, fast reflexes, dodge and sneak. Used to overcome surprise attacks and dodge quick attacks. Free roll example: Trying to hide away, successfully hiding delays the monster intent by one turn.

Might: Endurance, strength. Used to escape grappling creatures and endure heavy attacks and punishment. Free roll example: Climb to an advantageous position, the first roll to endure is one point easier.

Mind: Willpower, and intelligence, used to endure mental attacks like hypnosis and dispel pesky spells and curses. Free roll example: Search for clues, the heroine gains a clue about the quest or her enemies, a clue can be spent to make a free roll easier.


Magic skills

Magic skills are more dangerous that mundane skills, but are also more effective and versatile, they are not used to overcome intents, unless the particular spell says so, or the enemy is vulnerable thanks to the information discovered in a clue.

Heroine actions that cast spells need skill rolls, always using the best non mundane skill but they are 1 point easier.

Fairy Magic (Pink): Used to trick monsters with illusions and confusion, pink magic is quick but it's effects tend to disappear fast, but it's user also tends to not be there when the magic loses it;s effect. Confusion and distraction spell actions are easier by one point.


Pink spells
Fairy shape: The pink magic user becomes a smaller and gets temporal butterfly wings.
Effects: The heroine can escape grapples with her quick skill two times, the heroine quick skill is one point higher but her might skill is one point lower.

Surprise confetti: The heroine can ignore all the monsters intent for one turn.

Invisible friend: The heroine can create a distracting noise, the monsters will not be able to use attack actions on the heroine this turn, unless they only have attack cards.



Water Magic (Blue): Blue magic rewards patience and concentration and is connected to the element of water, used to heal, scry and slow down creatures. Spell actions that do sleep or slow effects are easier by one point.

Blue spells
Scry: The heroine gets a vision of the future, she gets a clue each time she uses this spell, but also gets one more additional clue for each time this spell was used before. For example, if she used the spell before the first monsters, and she used it after the first monster, she will get two clues.

Magic lubricant: The heroine has an easier time resisting heavy attacks thanks to being able to apply magical lube.

Calm your feeling: The heroine can attempt to resist a hypnotic effect one additional time, her mind skill is one point higher, but her quick skill is one point lower.


Fire Magic (Red): Is the magic of the dragons and is primary about damage, spell attacks that cause damage are easier with fire magic by one point.


Red spells
Explosive entrance or exit: The heroine breaks all monster intents, but for the reminder of the encounter with that monster, all her rolls have a penalty of 1.


Nature magic (Green)
Binding magic (Gold)
Dark magic (Purple)

Submissive:


Starting values on the skill

A heroine starts with one point on all the mundane non magical skills and zero points on the magical skills.

At first level the heroine gets 3 points to spend into the skills, she can't go no higher than a 3 in a skill, she also has to choose 2 skills that lose a point on them.

Skills at 1 succeed with a 6 on the die, skills at 2 succeed with a 5 or a 6, skills that get over a 2 succeed with a 4,5 or 6.

Skills under 1 point need double sixes. Skills at negative give the character a weakness, an special rule that affect the heroine through her whole adventure, even if the stat is somehow promoted.



Monster creation

Monsters have five levels,the first monster you encounter is level 1, the next one level 2, and so until the boss that is a level 5 monster. monster that are the heroine's favourite have one extra level.

At the start of the encounter monsters give the heroine as many intents as their level, and have their level extra free intents to put more during the fight. Any special attack of the monster, gives their level in extra intent.

Special attacks are defined by the monster. Also any cum action is an special attack.

ORCS:
Master trainers: Any time orcs try to collar or shackle the heroine is considered an special attack, but with one more level, any action with collars or shackles is also a special attack
GOCK united are stronger: Any time multiple orcs attack is also an special attack.

Bandits: I don't care about them, they get nothing.

Slimes:
Slimy embrace: Any time the heroine sinks is an special attack.
Entice: Everytime the slime uses slime entice is also an special attack.

Mindflayer:
Brainwash: Any time a trance attack is made is an special attack

Demon:
The portal: Each turn the demon is active, the heroine gets a special attack.

Mimic:
Each time the heroine refuses to keep the lid open she gets a special attack

Incubus:
Hypnosis: Any action depicting hypnosys is an special attack

wc Es lesbiana
autorenew Es un dom
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