Aliana VS Melisa : 公开游戏记录 (第 54 回合) (角色扮演模式已开启...)
Match length:
Recommended time 2 to 2.5 hours, but this can be adjusted to suit players (should be a minimum of 90 mins to count towards W/L) ✅
Opponents may choose to enter RP mode at start of match to strip clothing down to the agreed upon starting attire. No specific rule as to starting attire as long as both fighters agree.
Dice rules:
Dice20 at the beginning to see who fights first ✅
Dice6 to see if you can escape a hold or pin ✅
1/2/3 trapped. 4/5/6 escape. LP reduction is key indicator for roll determination
NEW NOTE ON PENALTY ENFORCEMENT LIMITS
- Penalties should only last as long as 5x and then the penalty is no longer enforceable
- Examples would be for any penalties that are adding or subtracting from the potential D6 or D7 rolls (i.e. +1 for extra time/scoring or -1 to break control), OR Edging requirements
- Penalties that are less likely to of occur may still last for the entire game. These may include but are not limited to forcing opponent to choose stripping actions, use of toys, or similar.
- Any single turn penalty is still allowable as long as there are no concerns with players limits/restrictions
- Rule can be stacked or repeated if multiple 1's are rolled. If adding to or subtracting additional values, the enforcements remain, but if implementing the same reduction or addition, that can be added for an additional 5 enforcements.
**** Example:** Player receives -1 on D6 roll penalties and with 3 enforcements left rolls another 1 as penalty, penalty can be +5 additional enforcements of previous rule OR if -2 on D6 rolls is chosen, the remaining enforcement of that penalty is 3 turns. Same goes for +1 on D7 rolls**
Ultimately, you and your partner can choose to allow for ALL penalties to be enforceable the ENTIRE game once played but the recommendation is to limit to 5 enforcements.
“Implied control” without LP reduction will use D20 roll against current energy of rolling player. If result is less than current energy no D6 required and no control, if higher = control is established for only 1x turn. Control does not carry over to next action. ✅
Players can choose to have actions carry over to the next turn, where they will remain trapped if they roll another 1/2/3, but this should be discussed before the match begins (optional)
A Dice6 roll of 1 can incur a penalty (optional and within fighters’ limits, if cannot agree to penalty, default penalty is 2x D7 roll for ONE turn)
Dice7 for IRL/pleasure timers if applicable to the action ✅
Dice7 1: 30 seconds
Dice7 2: 35 seconds
Dice7 3: 40 seconds
Dice7 4: 45 seconds
Dice7 5: 50 seconds
Dice7 6: 55 seconds
Dice7 7: 60 seconds
Scoring system:
Dice6: ✅
If a player rolls a dice of 1/2/3, then they are trapped, and their opponent will be awarded +25 points for control
Dice7: ✅
If a pleasure/IRL timer is applicable to the action chosen, then the amount of time on the D7 is the amount of points that will be awarded. For example, a 60 second timer would award the player +60 points.
Self-Pleasuring Action: (optional)
If a player opts to choose an action to re-gain energy but indicates self-pleasuring, opponent sets 30s beat/timer and is warded +30pts
In game/IRL points:
Stripping: ✅
If a player ‘s action strips their opponent of clothing; they will be awarded +25 points per article (top/bra/pants/panties/socks). Does not count if player’s actions strip their OWN clothing.
NEW
Tap out: ✅
(DEFAULT)
- If a player submits or taps out in lieu of rolling D6 for control, then their opponent will be awarded 100 points, control is broken and can take next action without rolling D6.
- Player 1 chooses pin/submission action with LP reduction and subsequent actions for opponent show "TAP OUT" as available, if failing roll, you must select tap out. Player 1 is awarded +100 pts and gives Player 2 60s beat/timer. Player 2 skips but control is broken.
(OPTIONAL) Any action that reduces LP by 5 points or more, player selecting that action may announce "TAP OUT ROLL". If announced, opponent will roll D100 and will be played against their current Life Point score.
If result is HIGHER, opponent must RP a successful tap out and points/beat are applied, will skip that turn but no control points awarded. Player who selected/announced TAP OUT then must play additional control action to maintain control, it will not carry over.
If result is LOWER, opponent who the action was played against breaks control, no points awarded and can take their turn as normal.
EXAMPLE
Player 1 selects action which reduces Player 2's LP by 5 points or more and announces TAP OUT. Player 2 current LP score is 87...they must roll D100
Result #1 - Player 2 rolls anything between 1 and 87...result is control is broken, submission attempt unsuccessful and they can take their turn as normal with no points awarded to Player 1
Result #2 - Player 2 rolls anything HIGHER than 87 (88 - 100), they must RP a successful tap out submission, are subject to 60s beat/timer and must skip turn. Player 1 is awarded 100 pts for tap out and plays their next turn.
Orgasm: ✅
Making your opponent cum in game/IRL will award the player 250 points
CumTest: ✅(optional for scoring and use)
When Cumtest is played, opponent who is being tested will roll dice of current Pleasure score and then multiply the result by 2 for beat/timer set by opponent.
- If during beat/timer, player is forced to cum irl then they must choose "CUM" option and opponent is awarded +250 pts for IRL orgasm.
- If during beat/timer, player is not forced to cum irl, they will then select "TEST". If result is an orgasm, opponent is awarded +250 pts for in game orgasm. If result is no orgasm, opponent receives the total points for the beat/timer that was set
Example: Pleasure score is 75, you roll D75 and result is 42, opponent sets beat/timer for 84 seconds (42 x2).
Result 1: player cums IRL during beat/timer, selects "cum" = Opponent earns +250 pts for IRL orgasm and skips next turn do to orgasm
Result 2: player DOES NOT cum IRL during beat/timer, selects "test" and result is in game orgasm = opponent earns +250 pts for IN GAME orgasm and skips next turn due to orgasm
Result 3: player DOES NOT cum IRL during beat/timer, selects "test" and result is NO IN GAME orgasm = opponent earns 84 pts (per example roll) for beat/timer and player can take next turn as normal
Game end: ✅
The player with the most points at the end of the match or time limit being reached will be awarded the win
Optional rule If timer goes off and match ends with a move where one opponent HAS CONTROL via previous D6 rolls/move AND sexual action is occurring (oral/fingering/strap), opponents can elect to continue the match until CONTROL IS BROKEN.
**EXAMPLE: Opponent gains control with action that involved fingering opponent, during beat/timer match time ends, opponent who is being fingered will roll D6 and fingering will continue until control is broken. If result is failure to break control, you must roll d7 for continued fingering beat/timer. No points for additional timer awarded but if IRL orgasm occurs, those points will count. If result is successful breaking of control, fingering and match end
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