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SiphonTalvesh

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I'm looking into restarting this under a different name, as well as drastically changed mechanics. Over the next few days or so I'll be adding in all the pertinent information as I can, but figured I'd start off with an interest thread to see who might all be wanting to run this again, so here we are!
 
I'll take the case.

Name: Alicia Langray
Race: Atlantean
Class: Rogue (Ranged/Amazon)

Background: Alicia is the daughter of Elise Langray, by an Atlantean woman who rescued her and Brianna from the planet they were trapped on. Elise and Brianna were both rather exhausted after they had been rescued, but Elise's libido had, thanks to the corruption she had sustained, shot through the roof. She was eager to have lots of fun while on the Atlantean vessel, and had had lots of sex with several of the ladies on there, one of whom was an Atlantean by the name of Adelle.

Growing up, Alicia learned all she could from both of her parents, and while she knew the risks, she went against her parents wishes and joined the resistance to combat the corruption. She was scared, but she had to get justice for her "father" who had been so corrupted by the demonic influence. (More background to come later)
 
Made a slight change on the character races (Playable) and added Hybrids as playable options. The sheet Mindflayer has posted up is a rough template to work with. When I have a bit more time I will post a more concrete form (you'll have the option IF you want to take a Unique Interaction, more info to come on those soon, NPC's all have them so when their sheets are up you'll be able to see that.)
 
Posted up all of the enemies, bosses and traps in the game. NPC stuff is coming soon, as will be the full on creation sheet. Hoping to have the rest in place later this week, or early next week.
 
Added in Counter Attacks and Critical Hits, NPC lists coming soon.


Primary Character Creation Template (Example below):


Name: Seraphina Red
Race: Human
Class: Combat Mage (Curses)

Unique Interactions: This can be mostly anything you want as long as it fits in the mechanics of the game (and if it doesn't I can likely help you tweak it so it does.) An example might be the character is weaker against Succubus foes and thus takes extra pleasure. You do NOT have to put one in if you don't want to. Please note if you do create one, if it overlaps with a Racial Trait it will stack with them, so if for example you went with an Elf who was weak to tentacles, you'd get BOTH weakness points to hit on her anytime she got raped by something with Tentacles. I will look into adding a sub-section on the Bestiary that breaks down what enemies fall into what type of class to assist with this.

Background Story: Optional. They could be a 'new recruit' so to speak, or an older survivor.


Speaking of ages, don't worry about them as with the advances in magic and science in this, most races effectively live thousands (or more) years. and have drastically decelerated aging processes. So a 600 year old human might only look like she's 30-40 at most.
 
OK, everything that needs to be up and included already now is. I will give this until next Monday morning before starting with anyone who has posted a character (thus far only Mindflayer).
 
PATCH NOTES:

During my testing, I've come across some potential issues that needed addressing. Here is a list of changes thus far either for balancing purposes, or because they made sense (and make my life easier).


Changed the following Normal Enemies to allow pregnancies when attacked by them:

Girl Eater, Clam Girl, Hama Dryad, Alarune and Mutant Turtle Girl. Of them all, only the Mutant Turtle Girl will have to release you to give birth, the rest do not and will keep raping you even as you/they give birth!


Changed the following Boss Enemies to allow pregnancies when attacked by them:

Earthworm Girl, Supreme Hama Dryad. Neither will release you, and the Supreme Hama Dryad can attack two women at once and can be pregnant with up to 2 children at once, on separate counters.


Pregnancy Changes:

Due to my testing revealing a potential serious flaw with certain enemy types locking the characters into a never ending pregnancy loop that doesn't trigger NPC assistance, there is now a Pregnancy Warding buff that comes into play. If a character (or NPC) is impregnated by the SAME TYPE of foe twice in the same fight, they gain this buff which gives a flat chance for her to NOT get pregnant the next time she normally would have been. This buff starts at a 30% chance to avoid being impregnated, and increases by 15% every time she is impregnated for the rest of the fight, capping at a 75% chance to avoid it. Certain enemies, such as Demonic Spiders and Male Spider Hosts will count as the same type, as they both impregnate you with Demonic Spider babies. Additionally, this buff STAYS between 'Waves' in a Boss fight, remaining until the entire fight is over before fading away and resetting.

To make Female Enemies a little more dangerous and spicy, they can now become pregnant regardless of it they took you in their pussy, or their mouths. This allows more freedom with enemies to use their more natural attacks they are inclined to, as well as make use of their innate ability to sense what their victim is weakest to and use it against them, without worrying about sacrificing the ability to procreate with them.

Some Traps can also cause pregnancies or get pregnant from you. However you do not have to fight the 'adds', instead they will simply run off and fuck off somewhere else. Later installments in the series may see further changes to this and other things, but more on that later.


Combat Changes:

NPC Ally Assistance now has a slight tweak to it, see below.

1st Trigger Point: +2 Normal Allies join IF either all women in the party are restrained at the same time (regardless of if they will be freed at any point in the near future or not) OR if 10 consecutive rounds have passed with no direct damage dealt, or an enemy slain. For direct damage, poison/bleeding ailments do NOT count for this, it must be a direct actual hit. However if the foe dies due to an ailment, that will count since something died.

2nd Trigger Point: +2 Super Allies join IF the above happens a second time, and you already have gotten the +2 Normal Allies to join.

3rd Trigger Point: +4 Normal Allies AND +4 Super Allies join if the above happens a third time, and you've already gotten the +2 Normal AND +2 Super Ally spawns.

4th and Final Trigger Point: If all else has failed, and you've reached the 4th trigger in this, not to worry. Solvak himself makes a brief appearance and will outright SLAY any non boss level foe. If this was in a boss fight, they will lose 50% of whatever health they had remaining, and your entire party is free to unload attacks! If any characters or NPC's were pregnant at the time, their pregnancies are instantly TERMINATED! Currently this is the only way to terminate an unwanted demon pregnancy.


Party Gouping Change:

In order to make my life easier, I decided to change one of the big time mechanics of the game for the remainder of this story. Future installments may see a drastically changed mechanic for this, but that is for another time. For now, whenever you reach a point in the game that requires a larger than normal group, such as events and boss fights, the 16 active members of that party will now travel as ONE GROUP instead of multiple.

That said, certain battles will see other remaining allies 'off screen', but I've set a mechanic for that already which will be revealed once the time comes for those fights.


Additional Games:

As I mentioned before, I have had ideas for future installments (three more to be precise). I am currently working on them, but I can tell you this much. Certain mechanics or enemies will see a complete overhaul for those, while others will be changed in ways to make them more dangerous, more ... exciting. Some bosses you thought were gone forever may be making their returns, and of course there will be new enemies, new traps, new bosses, new NPCS and even new items! Stay tuned for more on that, and keep checking my test character out to see how changes made are affecting the game, as well as for previews of what is to come the deeper she makes it into this twisted universe of pleasure!
 
Additional Changes:

I forgot to add that enemies will follow a fairly simple attack logic most of the time, go for whoever is the lowest stamina for pregnancies where ever possible. However, this can change depending on what types of enemies are available.


There are 2 types of enemy classifications for this purpose.

1: Sentient Foes.
2: Instinctive Foes.


Instinctive foes will, under most cases, follow the above mentioned logic. However when Sentient Foes are present, the Instinctive Foes will get telepathic 'guidance' as to who and what to attack. Sentient Foes of course will ALWAYS play things tactically.


As an example, if your party has a Kryptonian, an Enchantress, a Curses Mage and Aya Brea in it, and sentient foes are present, they will likely follow this attack logic:

1: Kryptonian (if she has Thunderclap uses left) OR Aya Brea (If the Kryptonian has no uses left).
2: Aya Brea (if Kryptonian was 1st) OR Curse Mage to prevent their Binding Power.
3: Curse Mage OR Enchantress, depending on who the #2 was that got targeted.
4: Curse Mage OR Enchantress OR Kryptonian (depending on how previous steps went).


As you can see, the attack pattern would evolve depending on what they see as the largest threat.

A Kryptonian with Thunderclap uses left can deal massive unavoidable damage that can stop most rape attempts in their tracks and free otherwise helpless girls, and that can't be allowed!

Aya Brea has the ability to flat out NUKE huge numbers of foes (25% of all active foes at once) and LOCK THEM DOWN while doing it! She's the largest threat when the Kryptonian doesn't have thunderclap uses (or if no Kryptonian is present and she is.)

A Curse Mage that can bind a target is the next largest threat, and she must be stopped from taking an enemy out of the fight!

An Enchantress in this case is the weakest threat (or third weakest in the above scenario if the Kryptonian has no Thunderclap uses left) as she gives every woman two actions per turn, giving them more chances to deal damage, and thus she must be neutralized.


Later on as I have time, I'll compile a list of which foes fall into which category for ease of planning.



Additionally, one more nice change to characters and NPC's who have ailment abilities such as making foes Bleed. Under the old system, your foe would lose say 1,000 health per turn it had regardless of what went on (assuming it was still alive of course).

Now that has changed. They still lose 1,000 health per turn as before, but ADDITIONALLY, they will lose 1,000 health per offensive action taken as well. So if an enemy during those 3 rounds of combat counter attacked the girls 5 times, then it would actually lose 8,000 HP over 3 turns instead of only 3,000.
 
A few more changes, some to make my life easier, some to fix a glaring oversight on my part:

CHANGED:

Counter Attacks while having adrenaline will do DOUBLE the damage of your normal abilities to a foe AND will automatically trigger and stun/missed turn effects, making them super worth it if you're lucky enough to get them. Counter attacks from a D20 roll while NO ADRENALINE is present will do the normal skill damage and will have a CHANCE to proc status effects.

Counter Attacks by Enemies will ONLY deal their normal damage regardless of if they had adrenaline or not on the counter itself (for balancing). However ensuing rapes once they've started will still deal 2x pleasure.

I tweaked the KP gains a little bit, making it so that any orgasm is 1,000 KP generated instead of having a different value for if it was just your own.

Additionally, the penalties for higher KP levels have slightly changed, with the Pleasure and KP gains in Level 3 and 4 changing from 10% to 25% increases for both.


ADDED:

Somehow, I forgot to lock in a value for pleasure damage dealt if a Futa Parasite forced you to attack one of your allies. This has now been fixed, and the value is 1,500 pleasure pending any weaknesses the two involved may have had (It triggers for both women). Additionally, if the attacker had an adrenaline boost, they will NOT lose their turn should they climax. The Parasites CAN get your adrenaline, and since they are in control of your body, once they have your adrenaline, they can force both you AND your victim to take double pleasure as neither of you are in control of the situation.

Pregnancies resulting from a Futa Parasite attacking an ally, or you being forced to rape yourself and getting pregnant from it will result in a MYSTERY PREGNANCY! When the count down ends to you giving birth, it could be ANY normal enemy in the game (only 1) that pops out, even if that enemy normally wouldn't spawn in that area (such as in certain events). In these cases, those foes will be varied mutants to allow for things normally found in say an aquatic environment to survive outside of the water and function as normal. Other than that, they don't change at this time. Future games may see enemies that this doesn't hold true for, but more to come on that later.
 
Name: Rakia
Race: Elf
Class: Druid (Elemental)

Unique Interactions: Especially vulnerable to Magical Chair style effects

Background Story: A new recruit in the fight against the forces of lust! Probably. She will definitely never lose to lust.
 
PM'd you Tiffanian regarding setting you up on this.

Further Notes:

After where my test character is currently at, I'm making a few more balance changes that should help out.

Originally, I had it to where a normal group was you and an ally, events would be a party of 16 and bosses might be upwards of 20+ characters in your group, along with enemy spawns to match. However, these fights are taking way too long with that setup, and I think are a bit too stacked sometimes against the PC's in the early going. As such, I've completely re-worked things (part of why I vanished for nearly a month) to now be the following.

Normal Party Size remains at 2.
Event Group is now 4.
Bosses are either 4 or 6 depending on the actual fight (You'll know the size when you hit them. Some fights you get randomly added allies, while others you can choose them all).

When a Boss Fight happens, you will have 4 Normal Women (Regular Allies plus yourself obviously), and you may get 2 Super Allies as well.

As the game progresses, there will be areas where you will be limited in which allies you can take at times. There is also a mechanic where some allies and even super allies may become unavailable to a good portion of the game. In those cases their names just simply won't appear as a selectable option. If you want to build your party out so to speak for certain events, you can always check the NPC Ally thread where their baseline stats are always present, and I'll always make a note for you if a selectable ally is someone you've had in the party already, and if so, what their current stats and items are.

Additionally, I've now made ally assistance due to being overwhelmed uniform across the board. Note to trigger step 2 or after this MUST happen in the same FIGHT. For ease of this, a fight is dictated by when the final enemy falls for that battle, so for example in a Boss Fight where you fight say 16 waves of enemies, say you end up with the 1st trigger point in wave 8. You would get the +2 allies after 10 rounds of 'fun' and then they would remain until after the final enemy in the actual boss wave falls (wave 16 in this case).

1st Overwhelm Point: +2 Normal Allies Join after 10 rounds of 'fun' passing.
2nd Overwhelm Point: +2 Super Allies Join after 10 rounds of 'fun' passing.
3rd Overwhelm Point: +4 Normal Allies AND +4 Super Allies Join after 10 rounds of 'fun' passing.
FINAL Overwhelm Point: Solvak himself will lash out and KILL all normal foes currently ACTIVE in the battle, while taking 50% of any Bosses remaining HP away from them, evening out the fight, or in some cases, outright ending it. Additionally, should this have to happen, all pregnancies you OR your allies had growing within them will be TERMINATED. For now, this is the only way that can happen, though with my plans for other 'sequels' that will likely change. Also, this massive assist from Solvak will happen the moment the last free woman was captured, after she has been pleasured. The fight will not continue through the end of the round, so any women who hadn't yet taken pleasure for that round will get spared anything further!

I'll keep you posted on any other changes, though I expect at this stage I shouldn't run into anything major that needs changing.


One final thing:

I've created a list of the possible negatives your characters MAY take (you do not HAVE to). It's now located in the Combat Mechanics/Character Baseline Thread.
 
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I will be making some changes to the Daughters of Solvak. Their powers will be getting changed around some, and additionally, they won't be hidden behind a KP amount, but rather will have a different trigger. I hope to have that finalized and put up by the end of this week, so it shouldn't affect any active games going currently (except maybe my test character but I can apply things after the fact if need be to her, not worried about the test character.)
 
Hey there, Besides some DnD here & there, I'm pretty new to the whole rp thing. But I'm very interested in joining if this is still open!
 
It is open still indeed!

I'd start by going to the general information thread: https://ulmf.org/threads/character-baseline-sheets-and-combat-mechanics.16807/

This will have most of the information you'll need for creating a character, as well as a generic breakdown of how combat and the like works in the game. You can also move through this thread to see about any changes that have taken place that I may not have gotten updated in the other thread yet (I will eventually be going back to update and fix it if/as needed).

Once you have a character in mind, post it up in this thread with her sheet and as soon as I'm able to, I'll get her started.
 
Additional Changes/Updates:

Re-Worked the Daughters of Solvak to have, in some case, different powers that are more balanced out and useful overall. Additionally changed how they unlocked to be unique to each specific girl, instead of being corruption based. Those changes are now reflected in the master list of NPC's.

PC, NPC and Monster Birthings have now been tweaked to be more in like with how Ally Assistance works. Instead of the birthed for or foes jumping into battle in from of the PC/NPC in the combat order, or right after the Monster that birthed it in the combat order, they will now move to the END of the CURRENT Combat Order as of when they spawned.


For Example, see the below:


OLD SYSTEM:

1: NPC 1. 2: Newly Birthed Foe 1. 3: NPC/PC who birthed the new foe. 4: Original Enemy 1. 5: Newly Birthed foe from Enemy.


Now the system will work like this:


NEW SYSTEM:

1: NPC 1. 2: NPC/PC who birthed new foe. 3: Original Enemy. 4: Newly birthed foe from NPC/PC. 5: Newly birthed foe from Enemy.


This change was implemented in the hopes of balancing out new enemy spawns in existing fights to prevent a mass situation where the PC/NPC's that are free could be overwhelmed before they practically even knew foes had been born. Additionally it allows for the PC/NPC's to react FIRST in situations where they were waiting on pregnancies to finish up before any actions could happen, giving the PC/NPC's a bit more of an advantage in the upcoming battle.


With any luck, these will be the last major changes I have to make, but as I said, this is why I'm running a test character myself, trying to balance things out while keeping it FUN.
 
Made one minor tweak to the Mindflayer Girl:

"Druids cannot free themselves from being raped with their Hurricane here as they are mind controlled to WANT the sex."

I feel that this makes sense given it's supposed to be MIND CONTROL.


Also, some may notice on my test character that I goofed on one of her allied characters stamina and HP amounts. I didn't realize this until well after, and to be frank, I don't feel like reworking her entire fight just to fix that. I did however go back and check to make sure I didn't mess up with anyone else's characters just to be safe. If you happen to notice a mistake somewhere with YOUR character, please let me know and I WILL go back and make any edits needed to ensure stats are accurate.

As for mine ... it's a test character I'm tinkering with so ... not really concerned if I mess my own up.



Additionally, I can now confirm there will be 3 different 'expansions' once the main portion of this game ends. You'll make use of the same character (and depending on your stats you may or may not start with a fully fresh KP slate, I'm still working on determining the marker for that which probably won't be done until either my test character, or someone else's character ends up on the final planet and close enough to make it needed to finish fast).

But regardless, there will eventually be much more content to the Universe, as well as potentially some deeper game enemy changes (specific to those games only though).
 
OK, so I am in fact adding a new mechanic into the game which should help certain situations as well (plus it amuses me so there is that).

Since the only way to actually regenerate stamina is to be between battles, it leaves characters vulnerable in spots where you are waiting on a pregnancy to finish to conclude their current battle, and they could, should the foe survive, be targeted and forced into a never ending pregnancy cycle (very small chance but nothing is impossible really). So I have come up with an idea to work around this.

I'm going to allow NPC's/Characters to offer to assist their ally(s) by 'finishing' them, or basically, dealing the exact amount of pleasure to them by whatever means available to reset their stamina bar to full, before that pregnancy would come to term (another decision point for you, but a fun one).

So for example, you have two characters who have 1,000 stamina and 1,500 stamina left. You could, if you choose to, have one of them jerk the other off, finger them, eat them out, suck them off, or even ride them to an orgasm. Additionally in that case, you could, in theory, allow the other one after being reset to finish the other off with a different method so they're at full stamina both.

In doing so, there would be no corruption taken as this is a consensual act. If you elect to have one ride the other, there is a chance a pregnancy can happen (if the one being blown inside of wasn't already pregnant). If THAT happens, the child would be normal and would be sent back to the ship assisting you, to then be taken home and raised when possible. Other than that, for consensual encounters like this there would be no penalty, and it would provide a tactical advantage and tactic to the players and allies in many cases.

I've actually written this in with my own character, so check my character thread shortly to see how it would work.
 
One other change:

I've decided to grant enemies the ability to perform a critical hit each time they perform a sexual attack on their victim. It's a very small chance to happen, but it is now a thing. That change has also been reflected with my characters last post as well.

This can also happen when they are influenced by stolen adrenaline, which can make these moments very dangerous.
 
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I've made one further change to Critical Hits.

It is possible to get much larger critical hits, both as an enemy and as a player. For example, as a Player or NPC:

Character Damage is normally 6,000. You roll a WINNING max roll, you auto-critical hit for 12,000 damage. But say you got that max winning roll and had adrenaline? Well your damage is 24,000. But, what if I have an active Damage Booster or Ultimate Booster, which doubles damage on top of that? Well, my friend, you shall deal an astounding 48,000 damage on that hit.

This should give some reason to use certain boosters outside of simply Boss Fights (or be a really good reason to keep them for a boss fight!).


However note, that enemies can do the same to their victims.

Let's say an enemy normally does 600 pleasure, and the character is weak to that attack and takes +400, so they deal 1,000 pleasure. That turn they end up rolling a critical hit roll, so they do 2,000 pleasure. But they also had adrenaline, so it's a 4,000 pleasure hit. But if they were a female enemy and orgasmed around you, that doubles too right? Yep, so that becomes 8,000 pleasure right there.


So yeah, Critical Hits, when you get them, either naturally or through the mechanics provided by the game, now can potentially be truly game changing. Get the right character in your party all beefed up on adrenaline and a booster and they might do enough damage to nearly one shot a fool even without that max roll to add. Take a Kryptonian for example, at 16,000 per normal hit, with an adrenaline boost that's 32,000, with a booster on top that's 64,000 and if you get a max winning roll to boot? 128,000 damage, aka one shot city against non boss foes.
 
Another major change, this one to balance enemies out a bit more. So I have noticed in some cases certain NPC's against certain foes essentially get permanently rape locked by foes whereupon they endlessly have their adrenaline boosts stolen from them in a never ending refresh stack. So, starting from this point on, once an enemy has stolen an adrenaline boost from a character/NPC, that stolen adrenaline must first run out before they can steal another one.

This mean they can no longer have an endless adrenaline boost from stealing and refresh stacking the counter higher, they MUST run out of it first the same way a character would. I'll keep an eye on if this has the desired effect and make changes again down the line if needed, but for now, this is the extent of that change.
 
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