Rules

Reality shatters as demonic magic floods the world for the first time in ten thousand years. The sky turns a deep red, and the moon glows purple as chaos is unleashed. Power and heat radiates throughout the city as the demonic taint covers the land. Can you survive? Can you thrive? We shall see.

Demonic Evolution is combination play by email and interactive story and roleplaying game ran on my website. Each week the players can assign commands to their character and at the end of the week the results will be revealed, showing the outcome of the players actions. The goal is to survive the demon apocalypse with your soul, mind and humanity intact, or failing that to rule over the other demons.

Winning Conditions: To win, you must gain dominance over the city and raise up to become the new leader!

Dominance: Dominance points represent how much influence and control you have over the city. This could be in the form of a heroic leader helping to lead the humans against the demon, or perhaps a wicked Mistress with dozens of slaves. Each time you enslave another player or kill them you gain a dominance point. This is true, even if they later break from of the enslavement or revive. For every 5 dominance point the enslaved player has you will gain an extra point of dominance. You also gain Dominance by fulfilling objectives or special events in the game.

Influence: Dominance points is shown on a sheet as two numbers(Ie 5/5). The first represents your temporary influence within the city, and may be spent for one time special rewards or bonuses. The second number is your permanent Dominance. Victory is based off the second number, and you are free to spend your influence as you wish, though once spent it is gone permanently. Every time you gain dominance you also gain a point of influence. Your influence may never be greater than your Dominance score.

Enslavement: If you become enslaved for any reason you will no longer be able to attack, seduce or harm the person who enslaved you. You also lose half of your dominance and influence points.

Death: If you die you are not out of the game. Instead you are banished to the Demon World. You lose half of your dominance and influence points.

Characters: At the start of the game each player will make a character. The character sheet should be filled out and emailed in at the start of the game. Each turn you will receive an updated character sheet to reflect your current condition and status in the game and then you will have a week to declare your action for the following turn.

The players name can be anything and only used to keep track of who is who. The email address you use should be the one that will be sent game updates.

The characters gender is what gender your character begins as, and may change over the course of the game. The characters name should reflect the in character name of the person you are playing as, and may also change through the course of the game.

Everyone begins within the human faction, as everyone is human at the start of the game. New factions will form as demons raise to power. People within your faction are always friendly to your character, while characters outside your faction are enemies. The exception are humans in the default group who are not aligned to any specific goal and may do what they wish.

Major Traits

Soul: Soul measures your power to use magic and resist enemy magic, but is also a key part of who you are. A normal human has only a single point in soul as they only have one soul. However you may gain the souls of others. Powerful demon lords can in fact have dozens of souls giving them great magical power.

If you are reduced to 0 souls you gain the Soulless trait. While soulless you can not win the game, and must find a way to regain your soul.

Willpower: Willpower measures your strength of will and your resolve to do what you want. It also helps you fight back and defend yourself as well as resist temptation and corruption. Each point of willpower represents a 1d6 that is rolled for an action. You may assign as much willpower to any action you wish, getting an additional 1d6 for each point. Players all begin with 5 willpower and they refresh each turn.

You may also permanently use up a point of willpower to remove a single trait or effect that is on you.

Humanity: Humanity measure how human you are inside. Inhuman creatures may retain some of their personality, or human looking demons may have entirely inhuman desires. When humanity reaches zero you gain the Beast trait.

Taint: Taint measures how corrupted you are by demonic influences. Characters with a taint of 10 or higher are removed from the human faction, thus making the enemies of any remaining humans. Once you reach 10 points of taint, normal cleansing actions will no longer cleanse your taint below 10. You will also receive twice the normal damage or negative effects of holy abilities used on you. For each point over 10 you will gain a mutation. Mutation may have some positive effects but always have at least one negative effect.

Health: Health measures your physical status. 20 is considered healthy for a normal human. If you reach 0 you are banished to the demon world and lose half of your dominance points.

Actions: Each turn you may spend your current willpower taking actions, each point of willpower adds 1d6 to the action you are trying to make.

Attack – You may put points into an attack pool. To attack someone, you must declare the target of the attack and they must be in the same room as you, unless you have a weapon or ability that states it has an extended range.

Defend – You may put points into a defense pool. If you are attacked you will roll your defense and subtract that from their attack roll.

Seduce – When you seduce someone for each point you beat their resist, they gain a seduction point for that one turn. If they get 5 seduction points then any attacks they make against you has the damaged halved. If they get 10, you will fuck them and automatically use any sex related abilities you have on them.

Resist – You can add willpower to your resist temptation pool. Resisting reduces enemies seductions rolls as well as resist taint, and body changing spells.

Healing – You may roll the assigned willpower dice to try and heal yourself, regaining one health for every 2 points you roll.

Cleanse – You may roll the assigned willpower dice to try and cleanse yourself of taint, removing 1 taint for each multiple of 5 you roll.

Meditate – You may roll the assigned willpower dice to try to regain lost humanity. Regain 1 humanity for each multiple of 5 you roll.

Search – You search an area for weapons, equipment, spells and so on. Each willpower adds 1d6 to the roll. You need a 6 or high to find something, and each multiple of 6 you beat that by, you find one additional item.

Items that you may find vary based on your current location. You can check the item lists to see what is at the different locations. Wildcard items are unique item that are designed when found and take into account events and actions taken in the game at that location or by the player who found them. Some locations also have special effects that may effect searching in those locations.

When an item is found it is removed from the list of items. After 20 items are found and then for every 5 items found after, a Nothing Found item is added to an items list. These items represent the place being looted and running out of supplies and remain permanently on the list from then on. When a player gets nothing, they simply get nothing.

Other actions – You may gain new actions depending on equipment or powers you gain throughout the game.

Experiment – For an experiment, you may attempt to do anything you want not listed in the other actions. There are two types of experiments allowed, action experiments, and crafting experiments.

In an action experiment you attempt to take an action that is not normally possible. This includes things like trying to hide from someone, sneaking up on them, stealing items, sprinting to increase your movement or setting a fire in the building and similar such actions. The results of these actions last a single turn and have no longer term effects. When doing an action experiment tell me how much willpower you are spending and what items or abilities you have that you think may aid you in the attempt. These actions are judged on a case by case baises with a few of the following guidelines:

1. If you are taking an action that influences another player or npc they will be allowed to attempt to block your attempt with either defense or resist based on what you are trying to do. Or in the case you are trying to counter their attack/seduction it is opposed against those rolls(for example rolling to hide might go against their attack roll).

2. Forcing a player to do something(moving them, throwing them into a trap, making them hand over an item ect) is roughly equal to dealing 5 points of damage, or seducing them to a level where you can fuck them.

3. Action that effect entire areas(Like setting fire to a room, or causing avalanche down the side of the mountain) take a -10 to the roll before anything else is calculated. If it results in you getting 0 or less nothing happens at all. Higher rolls doesn’t guarantee that the outcome you are trying for will happen but something will.

4. Items may used in ways they are not intended to give bonuses to these type of actions. When doing such the item can’t be used for other purposes for that turn. The item bonuses might be adjusted based on it’s new use.(Using a +5 attack sword to try to deflect an attack might end up with a +3 defense bonus for example). Items might also break if used in certain ways(For example hitting someone with a flashlight that gives +2 to searches, might turn it into a +2 attack for the turn then break)

5. Experiment with actions always require spending at least 1 willpower

The other type of experiments is crafting, which not only covers crating new items but also spells and abilities. Experiments of this type have permanent effects on the player or their items. With this type of experiment you may create an item or ability by spending three times the level of the item in crafting points. So for example crafting a level 3 item would cost 9 crafting points. You gain crafting points in the following way:

Spend 1 willpower: +1 point
Use a crafting item: +2 points
Use a crafting item specific to what you want: +3 point
Being in a useful area: +1 point
Improving an item: +1 per level of the item
Make a sacrifice: You may gain 4 points of taint, lose 4 humanity, or sacrifice another item or ability you own to gain an additional +1. You may only make one sacrifice per turn however.

In case you are unable to craft an item in a single turn, you may also plan out your crafting. When planning you may spend 2 willpower to gain +1 crafting point. These points a permanent and remain with you until you decide to craft.

You may craft and create any abilities you want. The following is a guideline on the power levels of different items and is to aid in helping to figure out how difficult it is to craft differing items or abilities and the general level of such items. All items will be decided on a case by case biases but follow this guideline when possible.

Items:
Level 1 items: Give a +1 to a stat, Kitchen knife(+1 attack).
Level 2 items: Give a total of +2 bonuses, Panties(+2 seduction), or Nice shirt(+1 seduction, +1 defense).
Level 3 item: Give a total of +3 to +5 to stats, Sexy Swimsuit(+3 seduction), Shotgun(+4 attack).
Level 4 item: Give a total of 6+ to stats, Lost tome(+2 resist, +2 seduction, +2 attack).
Level 5 item: 6+ stats and may enslave the target, Enslaving dildo(+6 seduction, if you seduce and fuck a target they are enslaved.)

Items that grant bonuses to movement or searching are considered one level high. Items that grant bonuses to experiments are considered 2 levels higher.

Spells and abilities:
Level 1 ability: Theoretical knowledge, Magic knowledge(Counts as a level 1 ability for magical crafting)
Level 2 ability: Give a +1 to a variable stat, Bless(Give +1 to a stat of your choice each turn).
Level 3 ability: Spend 1 willpower to gain +5 or +6 to a stat, or causes are target to gain a trait. Fireball(Spend 1 willpower to gain +6 attack) or Dollify(Spend willpower to gain 1d6, if you overcome the targets resist they gain a doll trait).
Level 4 ability: Spend 1 willpower to gain 7+ to an ability or causes the target to gain traits that may enslave them, Milk cow(Spend 1 willpower, if you seduce the target they gain a cow trait. If they have 5 cow traits they are enslaved).
Level 5 ability: Spend 2 willpower to gain +15 stats, or powerful enslaving spells. Bimbo Kiss(If you seduce and fuck a target they turn into a bimbo and are enslaved). Holy Flame Strike(Spend 2 willpower to gain +12 attack and deal double damage to people with taint over 10)

Crafting Examples:

You have a spellbook(crafting item), and a magic wand(+2 attack). A magic wand is a level 2 item worth 2 points if you upgrade it. The spell book is worth another 2 points but since you are dealing with magic it is a specific item that gives +3. You Decide to spend 4 willpower for +4 more for a total of 9. You succeed in crafting a level 3 item, Wand of fireball(+5 attack)

You have a magic orb(crafting item) and know Seduce(Spend 1 willpower to gain +5 seduction). The magic orb is worth +3 for magical use and the Seduce is level 3. So you have a total of 6 points. You decide to go to the magic shop which has a lot of magical tools for another +1 and then spend 5 willpower, giving you a total of 12. Which creates Bimbo Seduction(Spend 1 willpower to gain +6 seduction. If you successfully seduce and fuck the target they gain a bimbo trait. If they have 5 bimbo traits they are enslaved)

You have nothing as you walk around the mountains. You decide to pick up a random rock! The mountain has a lot of rocks so you get +1 and you spend 2 willpower in efforts to find a nicely sized rock. Thus you create A rock(+1 attack). Next turn you decide to bash the rock into other near by rocks to sharpen it. The mountain still has a lot of rocks so you get +1 from that again. You now have a rock for another +1. You spend 4 willpower to create a Sharpened rock(+2 attack).

You have a dragon fang(+2 attack, crafting item), dragon claw(+2 attack, crafting item) and a magic orb(crafting item). You decide to transform into a dragon! The two dragon items are clearly dragon related so give +3 each and the orb is magic which fits with transformation so that is another +3. You decide to give it your all and spend 5 willpower. You are also in the mountains which gives you +1 and another to magic a level 5 magic ability and you become the Dragon Lord(+6 attack, if you kill a target they become a dragon slave and are enslaved by you). Since you used the fang and claw which both have +2 attack bonus, you also get a bonus ability for free Claw and Fangs(+4 attack). This isn’t really an item or ability but is entirely valid.

Equipment and traits:

Equipment and traits are listed in the notes of the emails you receive. These may be things like guns, sexy panties, or claws and give bonuses, penalties or special actions. Equipment are things you carry, and are some what limited by common sense of how much a person could carry or wear. Some leeway is given to players as it is assumed you don’t necessarily have to carry it all at once, all the time. You may for example set the item down while exploring then pick it back up before leaving. Traits are part of who you are, and so there is no limit to how many traits you have. However, similar traits may be combined when it makes sense. For example, Bunny ears(+2 seduction) and Fluffy tail(+1 seduction) might be combined into Bunny girl(+3 seduction).

Dominance Rewards:

You may use influence(the first number on your dominance score) to buy rewards.

1 point – You may spend 1 influence points to gain +1d6 on one roll one time. This is limited to only once for a single roll.

3 points – You may spend 3 influence points to gain +1 permanently to one type of roll(ie attack, defense, resist, search ect).

5 points – You may spend 5 points to gain a new trait or transformation.

10 points – You may call on support from whatever faction you are in. Three NPCs from the same faction will show up to help you with one task. The NPCs will stay around and can be given long term tasks, such as defending a location. NPCS have a +2 in all rolls and 3 willpower they will spend as they see fit. They have 10 health each.

10 points- You may form your own faction and become the leader. This includes a free transformation ability to help transforms people into new recruits. Plus one free npc servant with the same stats as above.

Movement:

Base human Characters may move up to one location each turn, though starting characters also start with sneakers allowing them to move up to 2 locations. Your movement may raise or lower depending on items or traits you have.

Demon World!

The portal and the Demon World has special rules regarding movement. While at the portal you may attempt to enter the demon world but to do so you must face the Portal Guardian. The Portal Guardian(+15 attack, +10 defense, +10 resist, 30 health. 2 willpower. 2 dominance points). If the Portal Guardian dies he respawns 2 turns later. People without a soul or who have taint over 20 may freely enter the portal. People may also sacrifice them self enter the demon world from any location, though take all the penalties normal associated with dying.

To leave the Demon World a player must gain a Portal Pass from the Queen of the Demon World. You may gain a pass in on of the following ways:

1. Enslave at least two other players who are within the demon world.

2. Kill three other players while within the demon world.

3. Give the Queen 4 tainted magical stones.

4. Submit yourself to the Demon Queen and become a demonic thrall.

5. You may also submit to another player who has a pass. While enslaved to another player who has a pass, you may leave with them when they leave.

The Demon World has the following special rules.

1. Upon dying all enslavement is broken and you are freed from any factions you are in. If you enter by dying this also applies.

2. If you enter by dying you permanently lose 1 willpower. Each time you die you lose 1 willpower.

3. At any time you may choose to become a demonic thrall. Demonic thralls lose all traits, items and abilities they have and gain the following:

Faction: Demon Thrall
Soul: 0
Willpower: 5
Humanity: 4
Taint: 20
Health: 20

Claws(+2 attack)
Hellfire Aura(+1 defense, +1 resist)

Soul Steal: If you kill or enslave a target you steal their soul and lose this ability and leave the Demon Thrall faction. On the following turn you may choose one of the following traits: Succubus(+2 seduction. If you seduce and fuck a target gain a permanent +2 seduction bonus and they gain 1d4 taint). Hellhound(+2 attack. If you kill a target you gain a permanent +2 bonus to attack). Demon Lord(+1 seduction, +1 attack. If you would gain dominance points, you gain double).

Hell’s minion: You may not attack or seduce people within the Demon World. You can freely leave via the portal to the human world.

4. While in the Demon World you may spend 1 willpower to do one of the following.

Mine in the Hellmine. 1d6 per willpower spent is rolled. On a 5-6 gain 1 tainted magical stone(crafting item).

Join a demonic Orgy. Heal 2d6 health and gain 1d6 taint.

Face eternal punishment. Regain 1d6 humanity and suffer 1d6 damage.

Stabilize mutations in the lava pit. Lose a -1 penalty.

Buy a new soul in exchange for 3 tainted magical stones.

Worship the Demon Queen. Offer 2 tainted magical stone to increase your max willpower(Up to a max of 6 permanent willpower).

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