A new game show concept by Girlcollection. This idea was inspired and heavily influenced by the intriguing, enjoyable vore game hosted by game_freak. Gurgly Escape will be a scenario where one participant finds themself trapped in a labyrinth / maze / building that they need to flee from. Various, potentially dangerous and vore-capable beings (characters of Girlcollection and Girlcollection_Alt, of course we can talk about who will show up before the scene) will roam around, trying to obstruct and devour the escapee (although some may also provide information). Chance and random events (determined by dicerolling) will play a heavy role, as the outcome of the game, the various encounters and upcoming situations is not predetermined, but rather left to fate and probability.
Basic concept and rule system finished. The game is ready to be played - however, scenarios need to be worked out some more, and stuff needs to be tested properly to see if it all seems fair, practical and enjoyable.
Alright, probably, the structure and how this will work should be adressed. In other words,
Scenarios, layouts of the surroundings of the participant and encounters are still being developed. However, the foundation for it, the basic structure of how a situation will play out and what the escapee can do will be laid down already. Not to be confused with the regulations of what a character can or must not do according to the scene canon / game show terms and conditions - no, this means the OOC level of it, the "technical" aspects of the game itself so to say. Of course, this may still be tweaked and modified later, and in a scene, some things are flexible and could be adjusted a little. I tried to draw inspiration from various pen+paper rpg systems, personally having familiar with Dungeons and Dragons, Shadowrun, and Vampires: The Masquerade. Sprinkling in some experience from past roleplays and various games or chance-based scenes, I hope to have something that is easy to use and not a hassle to get into, but effective at the same time (at least as much as it needs to be for kinky vore fetish rps).
Alright, enough yada-yada. Here is the gist of it:
Whenever something happens to the participant (because of them wanting to do something, or another character interacting with them) where the outcome is uncertain, dicerolls will be used, factoring in 3 different things. Stats, Proficiency, Situational Advantage (including miscellaneous things). Situational advantage is something that is often in flux and changes with the flow of the scene - but it can also be some unique property a character has. Tools and weapons fall into this category, just as a natural resistance to getting seduced or having thick skin that dampens attacks. Here is a more detailed explanation and rundown of the system:
For starters, let's discuss the first 2 things (stats + proficiency). To enable a swift, reasonable and fitting resolution for a situation down the line, it would be best if the stats and profiency of a participating character are nailed down before the game starts. It should not take super long! When a stat or profiency is needed for a character "controlled" by the game ((Aka me as the game master)), it can be determined reasonably fast on the go (since usually, not all the stats will be needed for an npc char).
Following classical rpg terms, the following stats define a character:
-STRENGTH
-AGILITY
-FORTITUDE (TOUGHNESS / ENDURANCE)
-INTELLIGENCE
-WISDOM
-CHARISMA
-LUCK
Strength, naturally, is defined by how strong someone is (duh). Agility means things like reflexes, quickness, acrobatics, precision. Fortitude is a combination of being tough and durable, but also having good stamina. Intelligence means academical knowledge, an analytical, sharp mind and quick thinking. This is not to be confused with Wisdom - you can be intelligent but not wise, and vice versa. Characters with high wits are clever, smart, crafty, and show good judgement. Charisma is a combination of how appealing and beautiful someone looks, but also their talent for leadership, being able to inspire and fascinate others. Well, and Luck is self-explanatory - sometimes the outcome of a situation is purely based on fate, and some characters just seem to be luckier than others.
Each stat has five possible levels:
-Level 1: Poor. Heavily below average, compared to a normal human, more akin to an infant (roughly at 30-50%).
-Level 2: Subpar. Slightly below average, compared to a normal human (roughly at ~70%).
-Level 3: Decent. Average for a normal human.
-Level 4: Outstanding. Above average, compared to a normal human. (roughly 2-3 times greater)
-Level 5: Excellent. Heavily above average, bordering on inhuman power, compared to a normal human (roughly 4-5 times greater).
One thing should be noted - of course, there are beings who surpass level 5 easily, and it would be silly sticking them in the same category. But to keep the game fair and enjoyable for everyone, the environment the game takes place in has something like a dampening field that is actively limiting the attributes of everyone in the vicinity, to a maximum of the described magnitude. If you are unsure what level a certain stat (or all stats) of your character is, please ask me, and we will try to nail it down together. Try to be realistic and honest, it makes the scenes more enjoyable! Oh, and just to make it clear - there is no maximum point limit that you can spend or anything. No arbitrary limitations, just do it in a fitting way. Oh, and one more thing. Should the participant be vore-capable and manage to digest one or several characters, they get a power up from it. Each digested char equals an increase by 1 in a stat of your choice.
It should be mentioned that some items that can be found may increase stats - in this way, stats can exceed their maximum by 1 and reach level 6 (awe-inspiring). Alright, next up, there will be the various proficiencies. Think of it as areas of expertise - something a person is good at and has experience doing (well, or not^^). Listing each and every little thing would be... a bit too much. So, I tried to come up with a general list that most skills will fall into. Each proficiency also has certain stats that are connected to it (this is important later, when the actual diceroll system is described). If something unusual or something I forgot comes up in a scene, we can see about it and work something out on the fly. Otherwise, there is:
-ATHLETICS (how sportive, fit and trained someone is) - related stats: STRENGH + FORTITUDE
-COMBAT (unarmed fighting / blades and close combat / martial arts, landing attacks) - related stats: STRENGTH + AGILITY + FORTITUDE + WISDOM
-DODGE (avoiding attacks and traps, leaping out of harms way) - related stats: AGILITY + WISDOM + LUCK
-PERCEPTION (how fine the senses of someone are developed - vision, hearing, etc) - related stats: INTELLIGENCE + WISDOM
-INVESTIGATION (searching efficiently, noticing details, following clues) - related stats: INTELLIGENCE + WISDOM + LUCK
-CRAFTING (making repairs, improvising tools, assembling something, making traps) - related stats: AGILITY + LUCK
-DEXTERITY (sleight of hand, being able to make precise and accurate movements, using very small tools) - related stats: AGILITY + LUCK
-LOCKPICKING (opening locked doors, chests, etc, often with a lockpick as the name suggests) - related stats: AGILITY + INTELLIGENCE + LUCK
-STEALTH (infiltrating an area without raising an alarm, sneaking) - related stats: AGILITY + WISDOM + LUCK
-VORACITY (predatory might, vorish capabilities, metabolism, enticing prey to succumb) - related stats: STRENGTH + AGILITY + CHARISMA + FORTITUDE
-VORE DEFENSE (knowing how to escape a stomach, and generally dealing with predators) - related stats: STRENGTH + AGILITY + WISDOM + LUCK
-SOCIAL (small talk, persuasion, negotiation, intimidation) - related stats: CHARISMA + INTELLIGENCE
-SEDUCTION (turning someone on, being sensual, inspiring lust, making someone orgasm) - related stats: CHARISMA + LUCK
-MAGIC (knowledge about the arcane, recognizing spells, offensive and defensive spells - note: one can know about magic, even if one is not able to cast it) - related stats: INTELLIGENCE
-WILLPOWER (staying calm under pressure, not panicking, resisting mental manipulation and seduction) - related stats: INTELLIGENCE + WISDOM
-MEDICINE (first aid, knowledge about physiology, injuries, maladies) - related stats: INTELLIGENCE
-ALCHEMY (brewing potions, recognizing ingredients) - related stats: INTELLIGENCE + WISDOM
-SCIENCE (knowledge about mathematics, physics, chemistry, biology) - related stats: INTELLIGENCE
-MECHANICS (knowledge about tech, engineering) - related stats: INTELLIGENCE
-COMPUTING (knowledge about computers, hacking, searching info on the net) - related stats: INTELLIGENCE
-LOGIC (reasoning, making sound arguments, analytical thinking) - related stats: INTELLIGENCE + WISDOM
Unlike the stats, proficiency only comes in 3 tiers:
-Tier 1: Poor. Either low or downright no expertise in this area.
-Tier 2: Decent. Average aptitude in this area.
-Tier 3: Expert. Very capable in this area.
Similar to stats, some items may increase a certain proficiency. This way, the tier can be higher than the normal maximum by 1 (potentially reaching tier 4, master).
Similar to the stats, some effect prevents powerful abilities from exceeding a certain magnitude - be it a spell effect getting lowered, fighting ability getting decreased, and so on and so forth. During the game, a powerstruggle or the outcome of a chance-based action will be resolved by combining a fitting base stat with the matching proficiency, then factoring in any other bonuses (situational advantage, etc). If the participant does an action that is not competing against another character (but rather inanimate objects, and so on), it works as follows:
-The base result needed for a success is determined by the complexity and difficulty of the task. The die used is always a d20. The needed roll for success ranges from very easy tasks (5+) to easy tasks (8+) to average tasks (11+) to hard tasks (14+) and finally very hard tasks (17+).
-Every point difference to 3 on the base stat is lowering (in case of higher than 3) or increasing (in case of lower than 3) the needed roll by 1. (I.E. a stat of 2 would raise the needed roll by 1, and a stat of 5 would lower it by 2). If more than one base stat is factored in, the average of them will be calculated (rounded to the next integer), and then compared to 3. (For example: a characer wants to DODGE in combat. The related stats are AGILITY + INTELLIGENCE + LUCK. Lets say the character has Agility 2, Intelligence 4, Luck 5. 2+4+5=11. 3 stats, so 11:3 = 3,67. Rounded up, this gives an average of 4, and thus, lowers the difficulty by 1.)
-Tier 1 proficiency gives a malus of 1 - so, the difficulty gets increased by 1. Tier 3 difficulty gives a bonus of 2 - the difficulty getting lowered by that amount. Tier 2 (decent / average skill) has no change. In case someone has used an item to get tier 4, that gives a bonus of +4.
-A minor situational advantage gives a bonus of 1. A major situational advantage gives a bonus of 2. Those lower the difficulty. Similarly, minor and major disadvantages give a malus of minus 1, and minus 2, respectively, the difficulty getting increased. What exactly constitutes an advantage will be decided based on the circumstances (there doesnt always have to be an advantage/disadvantage, either). For example, a minor advantage in searching for fingerprints could be using a magnifying glass, while a major advantage in a fight is attacking someone from behind, ambushing them. All advantages / disadvantages combined can not exceed a modifier of +/-4.
-And one last thing: A character can decide to 'focus' and do something more careful and thorough, although it costs time. Focusing gives a bonus of +3 after all other modifiers and stats (lowering the needed difficulty for success by 3), but the action takes double the time it would normally take. Similarly, one can decide to 'rush' something that they are doing. Rushing gives a malus of minus 3 (increasing the success difficulty by 3), but only takes half of the needed time. Focusing and rushing is only available in situations that are not combat or similar against other characters (and even then, some logic should be applied - no matter how much you hurry, you will not be able to increase your running speed that much).
Now then, what happens if 2 living beings compete against each other? Why, I am glad you asked. Unlike previously, the base chance / difficulty for success (from one char's point of view) is always 50/50 (that is, 11+). The stats and the skills / proficiency will be compared against one another. The difference in stats is directly the modifer to the diceroll (strength 1 against strength 4 is a +3/-3, depending on the point of view). Unlike before where a rounded average is used (for skills using more than 1 stat), the average is compared and then rounded - 2.5 vs 3.5 is a difference of 1, as is 4.25 compared to 3.5 (0.75 rounded up to 1) or 2 to 3.25 (1.25, rounded down to 1). For proficiency, it is the difference between the tiers, multiplied by 2 (for example, one having tier 2, the other tier 3, is a difference of 1. Multiplied by 2, that is a +2/-2 modifier). Of course, situational advantages can happen here as well, just like above. In case of the participant having to fight off or avoid multiple people (it will not happen super often), the needed success roll will be determined normally, using the group's member with the highest stats, and then be modified with a malus of 2 for every additional character they are facing off against (to a maximum malus of 4 when fighting 3 chars at the same time - so if one fights 2 people, they compete against the one with the best stats, then increase the difficult of the needed roll for a success by 2). You may realize that the potential diceroll modification is greater than a single individual performing an action. This is deliberate - not only does it highlight and pronounce the disparity between the chars, it can be easier to go against a person than an inanimate object (if you infiltrate a place with cameras and electronic security, that can be more challenging than sneaking by some inexperienced, bored and half asleep guard).
One "round" in a struggle between characters, so to say (for example in combat), is a task taking roughly 10 seconds to complete (unless this is a social action, like trying to convince someone of something). I will try to decide who acts first according to the situation, but if that proves inadequate, may introduce something like an initiative system.
2 other things to keep in mind: There is a minimum and a maximum difficulty a diceroll can have. No matter how benefitial the situation, the easiest possible roll is 3+ (so, statistically, 10% of actions will fail. It almost seems like someone has fiddled with reality to keep this figure up.) Similarly, no matter how much the odds are stacked against a person, (19+) is always a success. This may not seem like a lot... but, if you think about it, this means that during the game, a gnome would have a 10% chance to make a miracle happen and wrestle a troll into submission (...however that is gonna work. Maybe poking the eyes?)
Combat basically follows 3 "stages". Before the actual fight heats up, someone may decide to flee, or try to reason with their opponent. After, the combattants will hit each other, dodge attacks, or can try to pin one another. Once pinned (stage 2), vore or sex can be initiated. Sex can turn someone into an exhausted, cum-stained mess, while vore may end with one of the combattants as food (stage 3), potentially digesting to paste in a belly.
Once I have gotten more experienced in the usage of this system and setting, I may tweak and change some things. For instance, just one "life" so to say might be too little. But I can not judge about that without properly testing it. Right then. I think that covers what needs to be said about the rule structure. The technical aspect out of the way (the OOC dicerolling), next up will be the actual structure of the game itself.
Overview about the course of the game:
In 'The Gurgly Escape', one participant is brought to a closed-off area (apartment buidling, maze, a large mansion, etc) that they need to escape from. They are only bringing the clothes they are wearing alongside them. The exact layout of the environment they are dropped of in changes every time ((I will use a semi-randomized system, preparing several rooms / areas, the exact layout / what room the participant finds when opening a door will then be determined in a hidden dice roll)). Also, the participant is not alone - various other characters and beings roam around, or are waiting in a fixed location. ((Speaking of - I got a vast amount of characters to choose from. Almost anyone listed in Girlcollection or Girlcollection_Alt could be used (of course, I may not always be in mood for a specific char). The normal, standard way of doing this would have us discuss who is in the "pool" of characters for that particular game session beforehand, but I am also up for choosing some on my own if you give me a general idea what kind you may enjoy. For a typical scenario, between 5-10 (the standard for the 3-floor mansion scenario I typically use is 6, 2 on each floor) will roam the perimeter, but this could be adjusted based on the specifics of the scene / setting.)) They may obstruct the participant, and a lot of them are probably looking for a snack too - although sometimes, they may even help and give useful information. Oddly enough, most characters are not actively "hunting" the participant - most of the time, they stay in one location (and potentially get stumbled upon), or change their place randomly if enough time has passed (potentially stumbling upon the participant). There is one rule that needs to be followed - lethal weapons are not allowed, and there won't be any of them lying around (for example guns, blades, etc). Of course, this implies that non-lethal weapons are permitted (like a taser or a stun baton). Simultaneously, neither character may resort to anything that will seriously injure someone - at the most, they are allowed to pin / overpower / weaken someone, knock them unconcious or smother the fight out of them, and so on. Funnily enough, the entire place seems to be enchanted - nobody can sustain grave injuries there, no matter what happens (like a heavy object falling on someone, and the like - but the characters or the participant can tire out and loose their "hitpoints", collapsing with exhaustion if it happens). Vore is heavily encouraged, and a physical tussle or brawl can spice things up, but there is a line that must not be crossed (even if the magical nature of the place prevents things getting out of control anyway - rules are rules). ((OOC: Personally, I do not want to use this as a snuff/gore setting. So, the violence will be kept light. No breaking bones, cutting / slashing, twisting joints, etc etc. That being said, digestion can of course be graphic, painful and gruesome - if you are a fan of that.))
Sex, on the other hand, is perfectly fine, and everyone is allowed to seduce, fuck and enjoy themselves as they see fit. As mentioned, vorish acts are also permitted, and one could say this is a major point for the game (to keep it simply, I will assume oral vore as the norm...). Theoretically, nothing prevents the participant from enjoying a meal themselves - if they are vore capable, they could try to eat someone they stumble upon (their digestion speed will be enhanced by magic to not draw the game out toooo long). They might even get a stat boost from doing so! ((+1 stat or skill at your choice per prey, to a max of 5 per stat or 2 per skill)) If a participant is not vore-capable, they instead will get a power up for fucking someone senseless. ((+1 stat or skil at your choice per character reduced to 0 mental hp by pinning/fucking/seducing them, to a max of 5 per stat or 2 per skill)) These acts of kinky pleasure, debauchery and feasting are encouraged since the viewing audience following the broadcast of the game do loves a good, steamy show after all! Participants have to slowly progress, collect clues, find objects, open doors, all while avoiding the predatory other characters that may cross their path - or slurp up someone of their own, as mentioned. In fact, if a vore-capable participant "clears" a level / sector, they can automatically advance to the next (it is assumed they find all codes / keys, clear out the place, and move on). ((I will try to describe the situation they are in concisely, and then will give you several options to choose from, to determine how your character will act / react. Although, if I miss something, we can of course discuss and talk about it - within reason. The diceroll system explained in the rules above will the be used to determine the outcome of an action / situation. For combat, typically you will know what the needed roll for a success is. For other actions, it depends on what is happening - for example, when searching a room for useful items, I may not give a success chance (to not make it obvious if there even IS an item there in the first place - this keeps it interesting). A somewhat short, "to the point" style of posting / playing is probably better suited for this concept - well, at least until something "juicy" happens. Vore should be given more attention and length to make it enjoyable - especially if the outcome is decided and a participant is digesting. In those cases, the style can become verbose, detailed, and drawn out - if you like that, of course.)).
If they manage to get out (whatever the exact means may be in the end) and escape, the participants will get two million Nexus dollars in cash. That is not all - to celebrate their victory, participants may engage in a kinky, steamy vore-orgy with the characters in a wild after-party. They can decide if vore and sex happens, and between whom (including characters fucking and devouring each other, doing that to the participant (meaning they can fall prey to someone, should they want to), or becoming a post-game lay and snack for a vore capable candidate). If no or only few characters are left (because a vore-capable candidate went on an eating spree), the producers will be happy to invite some folks that are to the liking of the participant - although of course, visiting the vorgy party is not mandatory and they can decide to just be on their way with the money they get. Of course, the success quota is not all too high, regularly fluctuating between 20 to 30 percent. The rest take another 'way out' - a churny acid bath in stomach enzymes as they digest to paste in the intestines of predator. They are taking the "gurgly" route, hence the name of the show - and the final moments of the show are not about a happy participant, but rather their devourer getting interviewed, and some characters making commentary and going over how the run went and in the end, failed. Participants are signing a note of consent before the game, accepting any consequence that may happen. They are supposed to prepare by themselves - there are no rules preventing reforming later, but the organisators of the show will not provide a participant with a reformer of their own. However, "npc" characters appearing in it do have measures taken to ensure they will be safe in case something happens. ((If this is absolutely not your thing / kink / preference, we can discuss and adjust it though! I like fatality, there does not have to be reformation as long as it is kept in the scene canon. It seems to make more sense from the perspective of the showrunners, but as I said, we can talk about this.))
I had mentioned that not all characters the participant will meet are going to be hostile or predatory. The creator of the game uses a similar effect to the dampening field preventing extraordinarily high stats - a mental suggestion will implant the idea to see the participant as food, as friend, as a nice lay, or as foe in their minds, and the characters will act accordingly. ((OOC: I will use a hidden dice roll to determine it. How predatory / greedy a character normally is will factor in - the more of a natural pred they are, the higher the chance they will try to eat the participant. If they do NOT act in a predatory way, there is a randdom chance they will either attack the participant, or try to pin and fuck them, or they will be helpful and friendly.)) Speaking of predators - to make things interesting, the place that the escape game is taking part at will have three different sections (and it will be obvious since there will be markings around, or something like that.) Sector Gamma is the starting sector, and only houses characters that are moderately predatory. ((In my pred rating system, they will range from D to C.)) Sector Beta has characters that are somewhat predatory, but not really looking for meals every given moment. ((In my pred rating, those will be B rated chars, or a C rated character who is rather powerful.)) Finally, sector Alpha houses apex preds, and is the most dangerous one. ((In my pred rating, A rated chars will appear here - or very strong B rated characters.)) ((On a related note, which character will be appearing in a situation is based on chance, by making a hidden dice roll.))
In case you are wondering who is the mastermind who set this all up, oversees the compliance with the rules, and put the "energy fields" into place - that would be none other than the deity-like being called Zamael_GC. His cute, femboy-ish looks betray his near omnipotent skills and power - but thankfully, he does not really intent to do anything overly malicious or evil most of the time. Although he has many unusual skills an abilities, creating this mansion and the odd forcefields would be too much even for him - and so, Zamael made a wish. No, not just any wish - with the help of Android21_GC he paid a visit to the dragonball universe and used the super dragon balls to wish for his idea becoming reality. World domination might have been in reach, but he did not want any of that. Simultaneously playful, naughty and predatory but also very lewd, sinful and horny, Zamael is happy to have fun and indulge in debauchery, sex and vore, he does not need to reign over anyone. Watching the game (and occasionally, personally interfering to punish and slurp up a perpetrator) is enough to make him satisfied most of the time, and is exactly why he created this project and show. As the one who designed the power limiting fields, he set it up in a way that would not affect himself, and so he is more than able to overpower anyone who steps out of line. ((Normally, Zamael will not intervene. But if you want to see him spice things up a bit by making an appearance, we can discuss it beforehand! Otherwise, assume that all rules are upheld.))
Setting up a playthrough of "Gurgly Escape" ((OOC info)):
(Typically, this would be what we will go over before we dive into the rp / game:
-assign the stats and skills / proficiency of your character (see the extended section under rules)
-discuss if your character has any special abilities / features that may be of advantage (taller/heavier than average, special magic, natural resistance, etc etc)
-pick / work out a scenario (this is still in flux and being fleshed out more, I have some basic ideas, but will try to come up with several base "concepts" for the escape game - the standard one will be waking up in a 3-floor mansion and needing to get out)
-choose what characters of mine could appear the scene / decide on a pool of chars
And that should be it!)
Escape attempts / game runs so far:
Finished games, Participant lost: -Merikh thought he had this in the bag when he reached the second floor, 2 preys having digested in his belly. But he got pounced at the bottom of the staircase leading to the second floor, overpowered, eaten, and digested by Flare_Corona.
-Eliot_Fateburn was running into a cute catgirl outside of the starting room. Thinking he could have some fun, he tried to pin and fuck her - only to get his tables turned, and eventually landing in a stomach. Sarah_Catgirl appreciated the addition to her chest.
-Krauss had good luck initially, finding codes, keys and items like no tomorrow. Fighting off a horny shemale catgirl, he made it to the second floor. But during his search for the key, he got interrupted and attacked. Fleeing from a curvy human girl, he ran right into a devious anthro fox. Jules_Thomson had some fun, and a nice meal, Krauss digesting to sludge.
-Rayo actually made it to the 1st floor, being the first candidate ever ((in actual runs, not in the canon of the show)) to arrive there. Skillfully, he avoided danger, cleared the upper floors, found useful items, keys, codes. At one point, he was one failed struggle away from becoming pudge on a cute femboy centaur's body, but he made it out, won the fight, and later knocked the equine out before proceeding to the ground floor. But in the end, luck left him. He caught the attention of Gabrielle_Succubus - and an insanely close, tooth-and-nail fight ensued. Gabrielle overpowered him and fucked him senseless, then slurped him down, only for Rayo to upset her stomach and escape... but not for long. The succubus pinned him again, and then ate him after he failed to push her off. Rayo digested to sludge and padded out the curves of his devourer a bit more!
-Demi_Orestis was the second person to make it to the ground floor. HE cleared the first floor by devouring the chars there and then collecting everything useful he found, and on the second floor, he also had a snack, before needing to flee in a fight gone bad. Orestis actually had some sexy times with the exact char later, but then was on his way further down since he found the code. But on the stairs downwards, he stepped on a sharp object. His pained yell was heard by Elizabeth_Baneham - and the powerful, ancient vampire lady proved too much for him. In a tense fight, she alreay had him pinned and eaten, but Orestis escaped her stomach - once. The fight continued, he was beaten and eaten again, and this time there was no coming back from it, Orestis digesting to sludge and becoming some assfat on the round posterior of his devourer.
-IRL_Louis was a silly persona who thought nothing could go wrong if he visited the Nexus and this kinky game show. The first floor went pretty good - he collected some items, overpowered and fucked a curvy blonde bombshell senseless, then proceeded downwards. But luck left him. Debby_Houghton did not care about where he came from - she used some bad luck of the guy who gut stuck on the staircase for her advantage. Before long, she had him pinned, fucked him silly, then dragged him off to a spare room and ate him like it was nothing. Casually, she called her boyfriend to give her a nice pounding as she digested Louis, the guy becoming yet another cupsize on the massive chest of Debby...
-Xedoc had the most promising run so far. He ate a character on the third floor, got lucky to not be eaten after being fucked near senseless, then proceeded. On the second floor, he actually beat both chars, devoured and digested them, before tackling the first floor. For a while, things looked alright. But when he left a library, someone peered into the hallway. As Xedoc tried to sneack back into the room, he downed a large tome, and unfortunately attracted the attention of both characters of the ground floor. Miraculously, one was not looking for a fight, so he could focus on a single opponent. Despite having the disadvantage in combat capacity, Xedoc beat a devil girl up - but as he then talked to the other char, they snapped out of their friendly behavior. A very close, back-and-forth fight ensued, and by sheer luck, the foxboy gave FMA_Envy a run for his money. However, the homunculus femboy triumphed in the end, and claimed Xedoc as a light snack. Happily, he digested him to mush, the devil girl mocking the boy during the entire time and listening to the glorps as he digested.
Ongoing:
Gift a friend made:
(Feel free to ask questions or to whisper me if you are unsure about something or want to discuss an RP, mostly I am quite open minded. Worst thing that might happen is me saying I either got no time or no interest at the moment - 2 rps at the same time is about my maximum, more just feel rushed and stressed. Points not listed under preferences normally indicates I am indifferent about it, of course we can talk over it OOC. By the way... If I suddenly vanish its with 95% probability an internet / connection issue. Images dont belong to me.... if asked I will remove them promptly. The concept described is entirely fictional. Go figure.)
(Girlcollection on F-List click Have a look for better representation of some kinks. Roleplaying mainly will still take place on this chat.)