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temptress-bot/steppies.md

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Activity pairs:
Sniff foot / Press foot to nose
Lick sole / Put sole against mouth
Suck toes / Put toes in mouth
Prostrate / Debase
Squirm / Humiliate
Plead / Force to Beg
Masturbate with toes / Toe footjob
Fuck soles / Sole footjob
Grind against heel / Heel footjob
In addition to having different dice (different sets of faces, thus different odds, plus different numbers of dice, ranging from 5-8) for each activity, the activity groups have different penalties:
Sniff/Lick/Suck = builds intoxication/trance but cannot end the game (taking too much damage leaves the affected party over the limit but isn't a finisher)
Prostrate/Squirm/Plead = builds submissiveness/vulnerability but cannot end the game (taking too much damage leaves the affected party over the limit but isn't a finisher)
Masturbate/Fuck/Grind = builds arousal/thrill penalty multiplier for failed round; if a player is over 100% Arousal/Thrill after losing a round in one of these, that player loses the game
Intoxication/Trance = number of Stop dice that must be stored up at once to end turn successfully (counts up from 1 to 5)
Submissiveness/Vulnerability = number of Fail dice that need to appear during a turn to end turn in failure (counts down from 5 to 1)
Arousal/Thrill Penalty Multiplier = amount of damage dealt by a failed round (counts up from 100% in 10% increments)
Each round, turns go back and forth with each turn needing to end with a higher score than the previous turn in that round; first person to end their turn in failure or be unable to succeed enough to beat their opponent's previous turn score loses and takes the punishment for that category as well as an amount of arousal/thrill damage equal to the difference between their opponent's previous turn score and their current turn score (or 0, if they lost by accumulating Fail dice)
Players alternate each round, with the current player for a round choosing an activity and being the first to take their turn for that activity
Stop dice can be banked, which reduces the number of dice available but makes stopping safer (especially after building up Intoxication/Trance)
Fail dice are counted each time they appear, and do not reduce the number of dice available
Scoring dice are worth their face value each time they appear, and do not reduce the number of dice available
Combo dice can be banked and are only valuable if the full combo shows up, which scores the big points for the combo and frees the banked dice to be rolled again
Intoxication/Trance and Submissiveness/Vulnerability decrease by 1 (minimum 1 each) after each round when at least (current value + 2) rounds have passed since their last increase
Arousal/Thrill Penalty Multiplier does not decay
In endless mode, Thrill instead functions as a scoring mechanism, with Arousal decreasing by 50% of its current value (max 50%) every 1000 Thrill points + 100 Thrill points per Arousal decrease this game
Arousal damage taken is also tracked, with total Arousal damage taken added to Thrill damage dealt for the final score