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 domiance 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 you gain a dominance point. This is true, even if they later break from of the enslavement. For every 10 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.

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.

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. Taint level goes from 0 to 20. 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 clease 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 knocked out and the character who knocked you out may choose to rape or enslave you

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.

When you find an item a 1d6 is rolled to determine what type of item it is.

1-Weapon: A weapon will always deal some type of damage.
2-Clothing: Clothing can give any type of bonus but usually focuses on seduction or defense.
3-Equipment: Any items not clothing or weapons fall into this group, including some jewerly.
4-Spell: Spells or special abilities.
5-Trap: Some sort of negative outcome will occur.
6-Area Event: Something special for your current location will trigger.

You may choose to look for a specific type of item. If you do two dice are rolled and if either dice gets the result you wanted, you find that type of item. Otherwise you still get a random result.

Once the type of item is rolled for, a roll is made to determine the quality of item. The roll begins on the Normal Item Chart

Bad Items
1-Cursed(Example: A Cursed sword(+2 attack, -3 attack) the person gains a mutation)
2-Mixed(Example: A demonic sword(+2 attack, -2 resist))
3-Poor(Example: A broken sword(+1 attack))
4-Normal Item(Example: A sword(+2 attack))

Normal Items
1-Roll on Bad Item Chart
2-Normal(Example: A sword(+2 attack))
3-Normal(Example: A sword(+2 attack))
4-Roll on Good Item Chart

Good Items
1-Normal(Example: A sword(+2 attack)
2-Good(Example: A fencing sword(+2 attack, +1 defense))
3-Good(Example: A fencing sword(+2 attack, +1 defense))
4-Powerful(Example: A Holy Sword(+4 attack, this becomes +8 if the enemy has taint over 10))

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. Simply describe the action, and declare how much willpower you use. The difficulty of success depends on your action and what you are trying to do. For example, stripping naked to try to get a seduction bonus may have a very easy difficulty, while trying to create a new spell to transform someone into a tree, might be very difficult. Experiment that go wrong can have large negative impacts on your character.

To conduct an experiment you must have the proper tools, equipment, or abilities to be able to do it. For example, if you wish to forge a sword you would need some kind of metal and a heat source. To create a make spell to turn someone into a bimbo slave, would require you knowing bimbo magic, or having access to a spell book or magical item. You may still attempt such actions even without the right tools or items but suffer large penalties.

To successfully complete an experinment you must roll a total of 10 or better on the experinment roll. Your roll is modified by the following:

-5 for having an improper tools or materials. This is cumulative for each item you need. Example, trying to forge a sword in a fire place would be -5. If you are also trying to use a brick instead of a hammer then it would be -10 total.

-10 for having a grossly improper tool or materials. This is cumulative for each item you need. Example, trying to forge a sword on a stove would be -10. If you are using a shoe instead of a hammer then it would be -20 total.

-20 for having no tool or marterials. For each item you are missing that it deemed required you suffer the penalty. This is cumulative. Example, trying to forge a sword without a heat source would be -20. If you are also trying to shape the metal bare handed it would be -40 total.

+5 if the item simple or requires no items or only very common items. For example, creating a club would have a +5 as you could use almost anything as a club. Stripping off your clothing for a seduction bonus would be +5, since anyone should be able to easily do that.

+5 if you have easy access to supplies due to your location. For example, trying to create a magic spell while within the magic shop, or trying to make a wooden spear in the forest.

+5 if you have the perfect tool or materials. This is cumulative for each item you need. Example, you want to turn someone into a bimbo and you have a book of Bimbo Transformations you would be +5 for the experinment. If you also already knew several bimbo spells and were a master of Bimbo spellcraft, you would be at +10.

+5 if you are trying to improve something you already have. Example, you own a sword and you want to sharpen it so it does more damge. Or you know a spell that gives you a bonus to seduction and you want to increase the seduction bonus. This bonus may not always apply, especially if you already improved the skill, item, or ability multiple times in the past, as there is some times limits on how much you can improve something. For example, sharpening a knife might improve damage but sharpening a knife three isn’t likely to improve the damage.

-5 if it involves magic. Anything involving magic is harder to control, thus magical experiments take a -5 penalty.

-10 if involves enslaving other players. This is simple, if the power has a chance of enslaving other players it is more difficult than normal and takes a -10 to the roll.

-5 to -20 Based on power level. Since nearly any action is possible for an experiment it isn’t always possible to list the penalties ahead of time. Powers that are deemed to be excessively powerful may have a penalty from between -5 to -20. Normal transformation powers to turn other people into things may be on the lower scale while things that break or override normal rules may be on the higher side.

Degrees of Success and Failure:

If you roll the 10 needed after all bonuses and penalties are factored in then you are successful in your experiment. This gives you the base item, spell or ability you are trying to get but may not be exactly what you want. For every 5 extra points you beat the 10 by you get a degree of success which adds a bonus. This could be a stronger effect, more damage, or more abilities added into it.

For each 5 points you fall short you get a degree of failure. As long as your roll is 0 or higher you still succeed on the experiment but you suffer a penalty or negative effect for each degree of failure. This may result in a weaker than expected ability or item, gaining taint or getting something similar but not quite what you wanted.

If your roll is a negative number, then the experiment fails and you suffer negative consequences for failing so badly. This can include mutations, taint, loss of items or abilities or in extreme cases enslavement. For every degree of failure the consequences are more severe.

It should be noted, that for easy experiments it may often not be possible get a negative number, while more difficult ones have larger penalties. This makes complicated and advanced experiments more risky to undertake.

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. Taits 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 domiance 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 some items or skill my improve a persons movement ability. Movement happens at the end of a persons turn.

Locations on the map that are colored red, are places filled with high amounts of demonic energy. Holy items and spells are only 50% more effective against tainted creatures here, instead of the usual double effect. Creatures with taint over 10 also gain a +1 to all rolls in red areas. People who are in red areas will also gain +1 taint per turn.

The Portal is considered one location. Anyone at the portal is considered to be at both portals at once.

Leave a Reply

Your email address will not be published. Required fields are marked *