DungeonofDoom

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Long ago, the gods of light and dark had a rivalry, an era known as "The Grand Deception" as both great and mighty beings pulled childish pranks on one another. Neither god ever successfully won the contest, as they both pulled jokes that neither could top. Yevan, the god of light, took the dark god's mighty steed and turned into a squirrel. Cirron, the god of darkness, stole Yevan's prized brooch given to him by his daughter, the goddess of the sun.

The dark god's steed is still today a squirrel (all further attempts to ride it have been unsuccessful), and still today, the Brooch of Yevan is entombed deep below the park in the Dark God's evil dungeon. It is said that any adventurer brave enough to reach the bowels of the Dungeon of Doom and recover the brooch will be granted one wish by Yevan. But beware, for the dungeon is filled with ancient and deadly traps, as well as hungry creatures, all dutiful guards in the service of Cirron!

Dare you venture into the Dungeon of Doom?


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RULES
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The Dungeon of Doom is more a game than an actual character. I will serve as a dungeon master of sorts. Your character will travel through the dungeon and have to make dice rolls to determine if they survive traps and battles. This opens possibilities for hard and soft vore as well as other types of violence. Don't think this is just a simple adventure game! But don't treat it as a cheap way to get eaten either.

There are two ways to play the game:

Dungeon of Doom Super Mega Ultra Deluxe Mode: The normal way of playing the game. You will create stats for yourself which will affect dice rolls and make your experience deeper and more fun.

Dungeon of Doom Light Mode: A simpler mode of play for people who are turned off by heavy diceplay, Dungeon of Doom Light only requires simple rolls where you must make a simple dice roll to do anything. Your resulting number will determine how well you do.




STATS:

Step one for you is to create stats for the character going through the Dungeon of Doom. This is a very simple process. You are given 20 points to distribute to the following stats, which all start at a base of 1.

Strength: Determines your maximum HP and is used for attacking rolls as well as struggles with monsters. Characters with high Strength will be powerhouses in combat and be able to achieve feats of strength that can reveal shortcuts and other neat things.

Defense: Defense reduces the damage you take from traps and a monster's physical and magical attacks. Characters with high enough Defense may even resist all damage from a hit that could send a lesser character to an early grave.

Finesse: Finesse helps you dodge traps as well as achieve special acrobatic feats and attack with ranged weapons. Characters with high Finesse can to do a variety of useful things such as swing ropes across chasms, leap to a higher vantage point against monsters, and other assorted useful things. It serves as the polar opposite of strength. Each can achieve things the other cannot.

Magical-ness: Magical-ness is the stat for characters who are adept in the art of magic (obviously.) This determines your maximum MP for casting spells. This stat only comes into effect if you choose to have the spellcasting ability.

Intelligence: Intelligence is a separate stat from Magical-ness, and does not affect it in any way. Instead, it is a measure of how smart and observant a character is. Characters with high intelligence will be able to notice hidden booby trap triggers, uncover secret treasures, and even talk their way out of some dangerous situations with Dungeon guardians.

Luck: Luck is a wild card stat that plays into all the other stats. For every two points of luck, you will get a flat +1 bonus to all of your dice rolls, and may come into play for certain in game events. A little luck can go a long way sometimes.. But it is never something to rely on totally!

Try to mirror your character's stats with the way your character would naturally function. It makes the game much more fun to play!



HP AND MP CREATION:

I roll for health points and magical-ness points by rolling an amount of six sided die equal to your strength and magical-ness stat, and take the highest two before adding in your modifier for that stat. For every point above three I also add another dice to the total.

For example, if you had three strength I would roll three dice and take the highest two to add up. If you had four strength I would take the highest three and add them up. Then I add your stat modifier. You can have it rerolled up to two times, but after that you have to take the highest amount.




HEALTH AND LOSING CONSCIOUSNESS:
If your HP hits zero, you will begin to lose consciousness, not die. Your health goes into negatives. You will receive a penalty of 1 on all rolls from 0 to -4 health, a penalty of 2 from -5 to -9. When you hit -10, you've met your grisly fate.




MAGICALNESS POINTS AND THEIR RECOVERY:

Your magicalness points are used every time you cast a spell. If you don't have enough, you can't cast, plain and simple. Use your points wisely

MP recovers naturally over time, but the rate is not very fast. However, drinking from fountains in the dungeon will restore your MP to full. Other activites such as sleeping or eating will do the same, but those take time and expose you to danger against wandering monsters.

Interestingly enough, sex also refills them. But that can have risks of its own...



ABILITIES:

Every character has two abilities. These are unique traits that give bonuses to your character. However, some abilities will go much deeper than simple stat bonuses. Abilities can give your character a powerful attack or an interesting gimmick that affects the way they play!

Their creation is up to you. They can be anything, from having wings to being able to juggle. Tell me what they are while creating your character, both their description and the stat bonus or effect, and I will review them to ensure that they are balanced.




SPELLS:

Characters who can wield magic get unique spells. Like abilities, they are created unless you would like me to use a preset of them. I will review the spells you create to ensure that they are balanced. The more powerful a spell is, the more MP it will cost. Spells have no chance of failure under normal circumstances.


Further spells are gained via leveling up. For every level up, you will get an extra spell. Not only that, your current spells will grow in potency without a raise in mp cost!



COMBAT:

Combat is very simple. You are able to make one action per turn, and so is your enemy.

First off, the person who has the highest finesse stat moves first. The attacker will make a strength roll attempt to hit for their weapon's damage plus their strength modifier, or in the case of ranged weapons, their finesse modifier, or furthermore in case of spells, their magical-ness modifier

When attacked, you have the option to take the hit. This will mean you are damaged, but your damage absorption stat will come into play and will be subtracted from their total damage.

Alternatively, you can make a finesse roll to dodge. If your finesse roll comes out higher than their attack roll, you will take no damage. However, if it fails, you will be hit for full damage and your absorption stat will not matter.



SEX AND VORE:

Sex and vore are both handled by their own subsystems in Dungeon of Doom.

Both sex and vore can be initiated consensually. However much more commonly it is a chance for a monster (or you if you have the ability to eat people) to finish off an already weakened adventurer

If you are below five health, a monster can opt to make a vore or rape roll. You will have to counter the former with a strength roll, and the latter with an intelligence roll. If you succeed in this exchange the monster has lost a turn and the ability to dodge. If you fail, however, a vore or rape scene will occur.

No stats come into play during these scenes, it is simply straight RP, until the end. You will have to make another strength roll in an attempt to break free from the monster after you have been eaten. if you fail, we finish with a digestion scene and you recieve a game over. Similarly, you make another intelligence roll after sex. if you fail the thing that was raping you proceeds to brutally murder you.

Vore and Sex are both dangerous things, but not all enemies are capable of it. Exercise caution.


TREASURES:

Throughout the dungeon, you will likely (hopefully) come along treasures. While some are important to your progress deeper into the dungeon, most give you stat bonuses of some kind. More powerful ones may even give you a special ability! You can carry up to five treasures at once.



STARTING EQUIPMENT:

At the start of your adventure you can begin with two pieces of equipment, usually articles of clothing or weapons. These are not counted to your treasure inventory amount. However, they will only give you a stat bonus of +1. If your character is in possession of more powerful items prior to entering the dungeon, tell me about them; I can have them scattered for you to find later so they sport appropriate stat bonuses.




LEVEL UPS:

Level ups in Dungeon of Doom are infrequent, and are not based on experience points. Rather, it's entirely based on me. If you're doing good and I think you deserve a level up, you will achieve one! In this case you will be able to add a point to any two of your primary stats. You will also get a spell if you have the spellcasting ability.

Finally, your hp and mp will both increase by 1d6 plus your respective modifier for each.



That's pretty much it! Any little nuances will be worked out during play. I hope you have fun playing Dungeon of Doom... If you dare! WooOoooOOOOOooOOoo!!

 
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