Zettai Reido RPG
Contents
- 1 Notes
- 2 Translation Progress
- 3 Text
- 3.1 Page 08
- 3.2 Page 09
- 3.3 Page 10
- 3.4 Page 11
- 3.5 Page 12
- 3.6 Page 13
- 3.7 Page 14
- 3.8 Page 15
- 3.9 Page 16
- 3.10 Page 17
- 3.11 Page 18
- 3.12 Page 19
- 3.13 Page 20
- 3.14 Creating a Magical Character (22 ~ 24)
- 3.15 Page 25
- 3.16 Page 27
- 3.17 Page 87
- 3.18 Page 88
- 3.19 Page 89
- 3.20 Page 90
- 3.21 Page 91
- 3.22 Page 92
- 3.23 Page 93
- 3.24 Page 94
- 3.25 Page 95
- 3.26 Page 118
- 3.27 Page 120
- 4 Introductory Comic
- 5 Replay
- 6 Table of Contents
- 7 Introduction
- 8 Player Rules
- 8.1 Creating a Demon Race
- 8.2 Roleplaying
- 8.3 Determining Actions
- 8.4 Using Spells
- 8.5 Battles
- 8.6 Training and Servitude
- 8.7 Using DP and Leveling Up
- 8.8 Slaves
- 9 GM Rules
- 10 Demon World Rules - 101
- 11 Advanced Rules
- 12 Reference Materials
Notes[edit]
This project is for the translation of demon sex tabletop RPG Zettai Reido. I hope we can get this madness translated into english. I don't know any Japanese, but if someone can help with the translation I'll provide the text and compile it into a PDF as we go. I've provided some of the pages here already, side by side with google translate versions (which are awful as one might expect.) I hope this is a convenient format for working on it.
- DLSite Page: http://eng.dlsite.com/work/=/product_id/RE037137
- 1d4chan Wiki Entry: http://1d4chan.org/wiki/Zettai_Reido
Translation Progress[edit]
This is a list of pages that have been translated into proper English (i.e. NOT babelfish or google translate). Hopefully someone will be able to give them some better formatting, as well as proofreading where needed.
- Page 8
- Page 9
- Page 10
- Page 11
- Page 12
- Page 13
- Page 14
- Page 15
- Page 16
- Page 17
- Page 20
If someone posts Page 26, I think it has the Common Items table on it.
- Page 27
Text[edit]
Page 08[edit]
Page 09[edit]
Page 10[edit]
| Myconid: "W, what do you want? You wanna put it in? You slut!...Ahh!" It says, panting heavily. Fara: "Which one of us is the slut, hmm?" I grind my crotch against the myconid's dicks. |
Page 11[edit]
| Myconid: "Marilith dwells in that cave up there..." she says, while pointing to a cave high on a nearby cliff. Fara: "Hmph, how bothersome..." I climb the cliff, grumbling all the while. Do I need to roll for anything? |
Page 12[edit]
| You only take 1 point of damage.
GM: Damn, your armor’s too thick! |
Page 13[edit]
| GM: And what “Hero of Destiny” are YOU supposed to be!? Fara: Um, I dunno? Sidebar: Column Though Fara became a demon general, he ended up becoming the slave of another greater demon general. |
Page 14[edit]
| ▼ Introductory Comic ............ 3 ▼ Replay ......................... 7 |
Page 15[edit]
| ▼ GM Rules - 60 1. What's a GM? - 61 |
Page 16[edit]
| <What is this place?> All worlds are connected to this world. <Another world, another “you”> |
Page 17[edit]
| Don’t worry. The demon race is a powerful, intelligent, and beautiful one. As long as you remember to put in enough effort and consideration, you can fulfill your fantasies in the demon realm. |
Page 18[edit]
| ひ弱な人間どもを踏みにじり。天界にさえも攻め込んで。
忌々しい天使を犯し、憎き神を討つ。 もちろん隷属の悦びに屈し、野心的な他の魔 族に膝を折って奉仕の日々を送るのも悪くない。 主人に褒められるべく、愛されるべく、よき 奴隷となる。それもまた面白き日々だ。 まあ要するに、キャラクターに色事をさせて、 楽しめばいいのだよ。奴隷を作ったって、奴隷 になったって、キミが楽しければそれでいいん だ。それこそ、このゲーム最大の原則、最大の 目標なのだからね。 そんなことをするのが嫌だと? ではこの本 は適当に読み物として楽しみたまえ。いわゆる 『普通』のRPGをすることをお勧めしておく。 社会的にも精神衛生的にも、その方が健全で正 しいことを、否定はしない。 <具体的にはどうしろと?> 指し当たってはキミがGMとなるのだろうか? おっと、いけないな。 その前にゲームマスター(以後GM)について、 それにプレイヤー(以後PL)についても説明 しておこう。必要ない人は、飛ばして次の項目 に移ってしまってもかまわない。いつもの読み 方でこのゲームも支障はない、と言うことだ。 GMは物語をリードする立場だ。まあ基本的 には言い出しっぺやルールブックの持主がする ことだ。プレイヤーのキャラクター(以後両方 の頭文字からPCと呼ぶ)の行動に状況を説明 し、必要に応じてNPC(PC以外のキャラク ター、モンスターも含む)を己のキャラクター として使ったりしなくてはならない。苦労は多 いが、PCを好きに料理する権利が与えられる (行使はほどほどにすべきだが)。どんな危機を 起こすも、褒美を与えるも、GM次第というこ とだ。 一方、PLは自分のキャラクターであるPC に専念すればいい。手に入れた奴隷には指図で きるが、奴隷の演出はGMの仕事だ。GMから 与えられる状況に臨機応変に対応すればいい。 ただし舞台が魔界であり、敗北で全てを失うわ けでないことは覚えておこう。GMが唐突に『天 使』を出して来たのでもない限り、PCはどん な危機に陥っても余裕がある。人間なら正気で いられない目に会うかもしれないが、キミと違っ てPCは魔族だ。できる限り楽しんでやろう。
|
You trampled the fragile humans. You even invaded heaven.
It (TN: or other subject) made a darn angel, to avenge the Nikuki God. It succumbed to the pleasure of slavery, of course, sending the day-to-day surrendered to Asmodian other ambitious also not bad. RARERUBEKU praise the lord, RERUBEKU love, good And slaves. It is also面白KI Sunday. Well bottom line, the character is not gallantry, I hope you enjoy it. I made a slave, slave I was, I would be fine if楽SHIKERE Kimi . That principle of the game up to the maximum It's a goal. And I hate to do that? This book offers TAMAE fun as it is to read. So-called The RPG's usually recommended that you make. Also the social and mental health, a healthy and positive for the That is, is not denied. <Specifically do about? > Kimi hit the point is whether GM will be? Oh, and do. Before the game master (the GM), Player and (since PL) also describes Let me. People do not need the following items to skip May be moved away. Always reading If the game is in trouble, it said. GM is in a position to lead the story. Well basically To have a rule book and the one to bring it up持主 It. Best players (both since Initial call from the PC) to explain the behavior of And, if required NPC (PC KYARAKU other than Center, including the monster) to his character Or to be used as is. Multi Care Radiancy, PC will be given the right to food to love (It is to be exercised in moderation). A crisis? Also develop, reward, GM can depend on It. On the other hand, PL is the character of my PC How do I focus on. To slavery in order to grab Is accepted, director of GM's job is bondage. From GM How do I adapt to circumstances in the given situation. Makai of the stage, I lose everything in defeat Remember that not only is. The GM is out of the blue sky Used, not only came out, PC is a dead end Have the luxury of a crisis. If the man in his senses It may not meet the eye, unlike Kimi The PC is a family of witches. Enjoy doing as much as possible.
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Page 19[edit]
| いだろう。強姦されるのが嫌いな人にオークの 群れを出すのもよろしくない。 相手のそんな嗜好なんてわからない? なら、こんなゲームをすべき相手ではないと いうことだ。 あくまで普段からこうした会話を時折して、 性的に理解し合った関係でのみ、このゲームは して欲しい。PCとNPC(またはPC)が和 姦である必要はないが、PLとGM(または他 PL)は和姦でなくてはならないのだ。どちら 側も、己の欲望を相手に押し付けるようなこと をしてはならない。 このゲームには、PL自身GM自身のジェン ダーに縛られない擬似セックス的な面が多々あ る。現実の関係をゲームに持ち込んではならな いし、ゲームでの関係から現実の関係を誤解し てもならない。これはあくまでパートナーのい る妄想、共有する妄想である。妄想は妄想に過 ぎないことを、理解しておきたまえ。この点に 自信がないなら、やはりこのゲームをすべきで はない。 このゲームは18歳未満のプレイを禁止して いる。だが、一人での遊びでない以上、精神的 に成熟していない人間のプレイングも、実年齢 が何歳であれお勧めしない。また精神的に不安 定だったり、抑圧を吐き捨てたりする遊び方も 感心できない。あくまで、互いの嗜好が一致す るパートナーをきちんと作り、相手に過度の負 担をかけないよう十分な心遣いをしつつセッ ションするべきなのだ。 なお、PL・GMを問わずエロールの押し付 けをしてはならない。相手に特定の行為や反応 を強制することはできないし、相手の意向を無 視して行為を強制するようなこともよろしくな い(データ的な処理は除いて)。特に、勝手に 相手の精神的な反応を決めつけてのエロールは 絶対にこれを禁止する。 口の中に射精された際、それを飲むか飲まな いかは、その口の持主が決めるべきことなのだ。 出したヤツの決めることじゃない。 また、膨大な設定を作り、GMや他PLにそ の把握を強制することも好ましくない。これは エロールに限らないが、己のPCの設定に酔う なら一人で設定を作りつづけるべきことだ。他 者と接するTRPGにおいてすることではな い。同様に実力に差のあるキャラクターを使用 する際など、キャラクターの強さを『PLが』 やたらと自慢することはよくない行為である。 と、ここまで禁止事項ばかりを述べてきた。 ひどく禁止項目が多いように思われるかもし
れないが、本来互いに譲り合い思いやる気持ち があれば、書く必要のないことばかりなのだ。 このゲームは性に関わるものである。ゆえに、 通常以上に過敏にならなければならない所は多 い。わずかな匙加減で、セッションは娯楽では ない、性的虐待やいやがらせと同様のものと なってしまう。 どうか互いに楽しみ、相手を思いやったセッ ションを楽しんで欲しい。 < では用意だ> 次のものを用意するといい。 そうすればすぐにセッションを開始できるだ ろう。 ●GMとPL 本書を持っているのがまあ普通はGMだろう。 PLは1~2人。欲張って3人入れると、処理 しきれないことも多い。何せ、全員の性的嗜好 をすり合わせないといけないのだ。初心者には PL1人が最も楽な状況と言っておこう。猥談 気分でできるからな。 ●ルールブック 本書。プレイヤー側も持っているに越したこ とはないが、とりあえずGMが1冊持っている ことは最低条件だ。 ●キャラクターシート ルールブックからPLの人数分コピーし、配 布できるようにしておくことを勧める。なけれ ばまあ、白紙に要項をメモしてもかまわない。 ●筆記用具 鉛筆やシャープペンと消しゴム。キャクター シートに書き込むので消せることが好ましい。 ●サイコロ 2個は必要。GMと各PLごとに持っていれ ばなおよい。 ●遊び心 悪い意味で真剣になってはならない。魔族は 戦闘も色事も娯楽としてこなしているのだ。敗 北も楽しみとせよ。GM・PLを問わず、互い を楽しませるつもりで行なうことを忘れてはな らない。セックスとは相手を貪ることではなく、 互いに快楽を与えあうことなのだ。 |
Would be well. Ork to people dislike being raped. And he just has so far prohibited. ひどく禁止項目が多いように思われるかもし
Is not, true feelings with each other caring give and take each other originally, then there's just no need to write. This game is associated with. Therefore, Offices should be more than usually sensitive to many .匙加減in a few sessions in the entertainment , And similar sexual abuse and harassment Become. Crazy fun with each other, set against the思IYATTA I want to enjoy the application. <'s Available in> And provide a good following. Now I can start the session so that Wax. ● GM and PL I usually have a book that is probably GM. PL is 1-2. Add greedily 3, treatment Often can not.何SE, sexual orientation of all I have to avoid pickpockets. For beginners PL1 situation, let us say the least. Dirty talk You can not feel. ● rule book This document. Kites have also come to the player And is not that GM now has a book It is the minimum requirement. ● Character Sheet PL from the rule book and copy the number, distribution Recommend that you be able to cloth. No If so, a note of the guidelines may be blank. ● writing instrument Sharp pencils and erasers and pens. KYAKUTA 消SERU so good to write to the sheet. ● dice Two as required. GM has long each and every PL If the good. ● playful Is not seriously in a bad sense. Magic is a family He also worked as an entertainment and combat gallantry. Losses Whatever the North and enjoy. GM PL or the other Do not forget that the intention is to entertain Not. Hungrily sex and not to others, It's a pleasure to meet each other. |
Page 20[edit]
Creating a Magical Character (22 ~ 24)[edit]
WORKING ON TRANSLATION. DO NOT TOUCH.
| 繰り返しておこう。
キミのこれから作る存在は、英雄を志す若者 でも、神に仕える少女でもない。熟練の傭兵で も老練な魔術師でもない。もちろん、世界を救 う英雄などではありえない。 キミが生み出すのは魔族だ。 人間界を暴力で侵略し、陰謀で弄び、魔力で 混乱させ、淫靡な退廃に溺れる魔界の住人を作 るのだ。 今までに人間を作って来たのとは勝手が違う かもしれない。いや、あるいは同じかもしれな いな。 魔の群れなす魔界に。今また新たな魔族が生 まれるのだ。 他ならぬキミの手によって。 ①用意 まずは筆記用具と2つの6面サイコロ、そし てキャラクターシートのコピーを用意してほし い。 しかる後に、以下に提示された記入方法に従 い、キャラクターシートの項目を埋めていく。 もしもわずかな時間を惜しむか、理想どおり の魔族がどうしても生まれないなら。別項で紹 介されているサンプル魔族のデータをそのまま 書き写し、名前と性別、外見年齢のみを好みの ままに決定して己のキャラクターとしてもいい だろう。 ②魔族特性決定 まずはどんな外見と特徴を持った魔族である かを決めよう。 魔族特性表をD66で3回振り、キャラク ターの魔族特性3つを決定するのだ。 魔族特性はロールプレイや演出において重要 な役割を果たす。キャラクターを方向付ける最 も大きな鍵となるだろう。 この際に同じ出目が出たなら、同じ特徴を複 数所有するものとし、より強力な効果を得てい るものとして処理して欲しい。 当然だが魔族は人間ではない。人間からかけ 離れた外見となることも多々あるだろうが、と りあえずはチャレンジしてみたまえ。 もっとも、どうしても納得行かない、 使いこなせないと思ったなら。キャラクターはまだ作 り始めたばかりだ。GMの許可を得てから、振 りなおしたり、好みの外見を選んで取ってしま えばいい(ロールオアチョイス、サイコロで決 めるかもしくは自分で選択するということだ)。 ただし、選択に時間をかけて他のPLやGMに 迷惑をかけてはいけない。マナーをきちんと守 ろう。 なお、特性については、これからの他のルー ル全てに適用される重要な注意がある。 「魔族特性」は能力値に影響を与えるもので あり、それによって「特殊な効果」が発生する ことはない、ということだ。例えば、『影化』 の特性を持っているからといって、闇にとけて 隠れるという「表現」はできても、それによる 追加のボーナスは発生しない。『複数の腕』の 特性を持っていても、装備できるアイテムの数 は変わらないのだ。GMはこのことをよく留意 しておくべきだろう。 ③能力値決定 キャラクターの初期能力値は基本的に全て6だ。 先の手順で決定した魔族特性の横に書かれた 修正を、6に加えることで能力値は自動決定する。 一応、各能力について右ページ上を参照して ほしい。 ④アイテムと呪文 アイテムと呪文を手に入れる。 数は一方が3種類、もう一方が2種類。 PLはそれぞれの数をどちらにするか決めよ。 そして、D66によりコモンアイテム表、コモ ン呪文表をそれぞれ決めた回数だけ振る(同じ 出目が出たら振りなおしてよい)。 参考までに言っておこう。この地点で、魔力 が7以上あるなら呪文を重視し、魔力が5以下 ならアイテムを重視することをお勧めする。 また、一部の『呪い』と記述されたアイテム は自身で装備するかどうか、よく考慮して欲し い。これらは装備してしまうと、特殊な呪文を 使わない限り、はずすことができないのだ。 なお、どうしても扱いきれないと思われるアイテムや呪文を得てしまったなら、 GMの許可 を得てサイコロを振りなおしても構わない。 ⑤ソウルと一般アイテム 魔界の貨幣であるソウルを、<情報+誘惑+ 自尊>分だけ与えられる。ただし注意すべきは、 この際の能力値に④で得た装備による修正を加 えないこと。これにより初期は15~21のソ ウルを得られるはずだ。 そしてそのソウルを消費し、以下の7種類のア イテムからいずれかを買い、得ることができる。 ⑥装備 ④で得たアイテムと⑤で買ったアイテムをそ の身に装備せよ。 また、同じアイテムをいくつ装備しても重複 した効果はない。 ただしアイテムの装備には以下の法則があ る。手が何本あろうとも装備できるアイテムの 数は変わらないため、注意されたい。 ●『片手』は二つまでしか装備できない。また『両 手』アイテムを装備をしていれば『片手』は装 備できない。 ●『両手』は一つしか装備できない。また『片 手』アイテムを一つでも装備していれば『両手』 は装備できない。 ●『衣装』は一つしか装備できない。 ●『装飾』はいくつでも同時に装備できる。た だし同じアイテムを幾つ装備しても効果は重な らない。 ●『配下』は装備できない。MP等を使わず任 意に召喚できる下僕である。効果以外にロール プレイに使用してもいいし、常に連れているよ うに演出してもよい。ただし、彼らはあくまで アイテムであり、ダメージの対象などにはなら ない。また、同じ配下をいくら連れていても効 果は重複しない。 かくしてキャラクターに装備を付けさせたな ら、装甲の値と与えるダメージについて、まと め書いておくといいだろう。 装甲の合計は、装備についている装甲への修 正を足した合計となる。もし一部、装備するし ないが微妙な品などがあるなら、別項目などに 書いておくとよいだろう。 ダメージは武器のダメージに戦闘の能力値を そのまま加えたものだ。ただしこれも他の装備に よって増減することがある。装備した品の修正を よく見た上で最終的なダメージを導き出すこと。 シナリオが始まると同時に戦闘が起こること も多々ある。その時にはここで記入しておいた数値が役立つはずだ。 なお、『片手』や『両手』『衣 装』などのアイテムを複数持っておいて途中に 持ち替えつつ使っても別段かまわない。 ⑦データ算出 HPとMP、PPを決定する。特に難しい計 算ではない。 ◆HP=体力×5: ヒットポイントの略。武 器や魔法でダメージを受けると減少し、0 になると行動不可となる。 ◆MP=魔力×5: マジックポイントの略。 呪文を使うと減少し、0になると呪文が使 えなくなる。 ◆PP=自尊×5: プライドポイントの略。 調教と一部の攻撃や魔法で減少し、0にな ると奴隷化してしまう。 ただし、重要なことがある。 アイテムには能力値が増減する効果のあるも のも多い。そうした装備を身に付けても、HP・ MP・PPの数値は変化しない。これらのポイ ントはあくまで、装備前の数値から算出するこ とを忘れてはならない。 ⑧個人データ 最後に個人データを決定することでキャラク ター作成は完成する。 すなわち名前、性別、外見年齢だ。 名前についてはGMが許可したなら特に規制 はない。望むように付けてかまわない。もっと も、あまり呼びにくい名前は他のPLやGM、 あるいは自身の枷となる。呼びやすい名前を心 がけて欲しい。 性別は男性、女性の他に魔族はそれらと同じ ほどの『両性具有』、いわゆるフタナリがいる。 PLは望むなら男性女性に限らずフタナリの キャラクターとしてもよい。フタナリは基本的 に女性に男性器がついた姿をしているが、陰嚢 や淫核の有無などに個人差がある。PLは己の 理想とするフタナリ像をそのまま己のキャラク ターに投与してかまわない。 外見年齢はある程度自由に決めてよい。ただ しGMとPLが共に性的な対象とし得る年齢で あることが好ましいだろう。 また性別と年齢の兼ね合いにおいて知ってお かなくてはならないことがある。 冒頭でも言っていた通り、『絶対隷奴』の世 界ではPCが調教されることも日常的に起こり 得る。特に男性キャラクターを作成しようとする者は そのことを念頭に置いておかなくてはな るまい。特にバックバージンを喪失する可能性 は非常に高いと言える。 よって私見を述べるなら、PCは女性かフタ ナリ、もしくは受け身の少年であることが好ま しい。もっとも、GMとPLが互いに納得でき るならば、どんなキャラクターでも問題はない。 さて、以上が決定したならキャラクターは完 成だ。 すでに何度か作ったことがあるのなら、魔界 での彷徨を楽しんで来るといい。 初めてだと言うのなら、次の章に移り、とり あえず魔族というものについてもう少し知るこ とをお勧めする。 |
Let's review. The "you" made into existence from this point is not a young man with heroic aspirations, nor a young maiden who serves god. Not a skilled mercenary, nor an experienced sorcerer. Naturally, it is impossible to be a hero who saves the world. Your birth is is demonic (magical, spirit, inhabitant of hell, etc.). This is the creation of an inhabitant of a magical world: violently invading the human world, playing with conspiracies, causing chaos through magic, and drowning in obscene decadence. If you've come this far to create a human, you may want to change things according to your own convenience. Or perhaps it will be the same. To the magical world where magic swarms. Now, another new demon is born, according to your hand. 1: Preparation To begin, prepare a writing implement, two 6-sided die, and a copy of the character sheet. After that, in accordance to the methods presented below, fill in the items on your character sheet. If you value what little time you have, and the demon of your dreams won't be born, (TN: this sentence is weird. ignore it for now). It is acceptable to simply transcribe data as they are shown in tables of sample demons, and choose the name, gender, age, and outward appearance however you like. 2: Determining the special qualities of the Demon. First, let us choose what kind of outward appearance and features the demon will possess. Using the table of demonic traits (魔族特性表), throw D66 three times, and assign three demonic traits. Demonic traits fulfill an important role in both roleplay and actual play (演出). They are the biggest keys aligned to your character (TN: ???). If the same number is rolled twice, treat this as meaning you have multiple instances of that demonic trait, or you possess a particularly powerful form of the trait. It's natural, but demons are not humans. The outward appearance can be extremely separated from normal humans, so please challenge yourself (TN: very paraphrased). もっとも、どうしても納得行かない、使いこなせないと思ったなら。 The character has only just began to be created. Once you have acquired the GMs permission, either rolling the dice or choosing the outer appearance according to your own liking is ok ("Roll or Choice" refers to either choosing by a dice roll or according to one's own option). However, do not inconvenience the GM and other players by taking (too much) time for your decisions. Let us remember our manners. According to these special characteristics, there are important warnings for the application of rules from here on out. "Demonic Traits" attaches influences/effects to the attribute score, and according to this, "special effects" are determined. For example, if you possess the "Shadow-form" trait, you can be represented as having taken to the darkness and become hidden, (それによる追加のボーナスは発生しない) or any other additional bonuses can occur. Even if you have a "Multiple Instances" trait, the number of items you may equip does not change. The GM should do best to keep this in mind. 3: Deciding Attribute Scores. The initial attribute scores of your character are fundamentally all 6. Look up the alterations (plus-minus values) written across from the demonic traits decided in the previous procedure, and automatically decide the characters stats by adding these numbers (or subtracting from) 6. For the time being, refer to the page on the right (page 23) regarding each specific attribute. |
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| This is the Demonic Traits Table. ダイス、魔族特性、能力値修正 |
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Fully translated: Zettai_Reido_RPG#Common_Charms
| ダイス名前消耗内容
11??20地獄の炎を巻き起こす。視界内の敵全てに12+魔力ダメージ(火)。 12??12凍てつく氷雪の嵐を巻き起こす。視界内の敵全てにに6+魔力ダメージ(氷)。 13??10雷を呼び起こし対象を打ち据える。対象に16+魔力ダメージ(雷) 14??4暗黒のエネルギーを爆発させる。対象に10+魔力ダメージ(闇) 15??10闇の力によって相手の活力を奪い己のものとする。対象に10+魔力ダメージ(闇)。与えたダメージ分、自身のHP・MP・PPのいずれかを与えたダメージ分回復する。 16??6邪霊をまとわせ相手の心を折る。対象のPPに魔力分のダメージを与える。 21??10生命力を高め回復させる。対象のHPを15点回復する。 22??6武器に暗黒の力を込める。以後1時間、武器は闇属性となり、魔力値分の追加ダメージを与える。 23??4魔力の防御結界を張り巡らせる。対象は1時間の間、装甲+5。 24??4最大3時間、術者の望む幻影を目の前に発生させる。情報による対抗判定で成功した者のみ見破れる。 25??8対象モンスター1体を退散させる。ただし対象は使用者と同じかそれ以下のランクでなくてはならない。 26??8対象を覆う魔力の異変を解除する。対象に持続中の呪文効果・ステータス異常(魅了・発情・尿意・便意)を全て消滅させる。 31??8魔力封じの呪い。対象は以後1時間、呪文を使えなくなる。 32??6魔界の大蜘蛛の糸で対象を束縛する。以後1時間、対象の戦闘を-2する。 33??∈8狂戦士化の強化呪文。以後1時間、対象の戦闘を+2する。 34??6麻痺の呪い。以後1時間、対象の運動を-2する。 35??10黒翼を得て飛行を可能とする。以後1時間、対象は飛行移動が可能となり、運動を+2する。 36??10暗黒の力を呼び魔力を高める。以後1時間、対象の魔力+2。 41??2オーク1体をシナリオ終了まで奴隷として呼び出す。召喚者が『死亡』『奴隷』となった際はその場から消える。 42??4ダムンド1体をシナリオ終了まで奴隷として呼び出す。召喚者が『死亡』『奴隷』となった際はその場から消える。 43??10デストリア1体をシナリオ終了まで奴隷として呼び出す。召喚者が『死亡』『奴隷』となった際はその場から消える。 44??10ダークウォリアー1体をシナリオ終了まで奴隷として呼び出す。召喚者が『死亡』『奴隷』となった際はその場から消える 45??10テンタクルス1体をシナリオ終了まで奴隷として呼び出す。召喚者が『死亡』『奴隷』となった際はその場から消える。 46??16ヘルハウンド1体をシナリオ終了まで奴隷として呼び出す。召喚者が『死亡』『奴隷』となった際はその場から消える 51??6全てを支配する覇気を宿らせる。以後1時間、対象の調教を+2する 52??8より優秀な奴隷に対象を変える呪い。以後シナリオ終了まで、対象の奉仕を+2する。 53??10己の体を淫らな罠に変える。以後1時間、使用者は調教された際に自らも調教を相手に行なえる。ただしこの調教は演出による修正のない能力値とアイテム修正のみによるものである。 54??12自らの淫らな分身を作り出す魔法。以後3時間、使用者は奉仕・調教判定で二度サイコロを振り望む結果を選べる。 55??20情欲をかきたてる淫らな気配を放ち、視界内の望む対象全てを『魅了1』にする 56??8情欲をかき乱し発情状態に陥れる呪い。対象を『発情2』にする。 61??4同時に2対象と交わる淫魔術。以後3時間、対象は描写を行なえば奉仕と調教を2対象に行なえる。 62??6裸体化の呪い。対象の『衣装』を解除し、裸体とする(呪いのアイテムは離れない)。 63??4性感を剥き出しにする呪い。以後1時間、対象を調教した際のPPダメージに判定成功値を加える。 64??4変身の魔術。1日の間、対象の性別や外見年齢、魔族特性のいずれか1つを術者の望むままに変化させる。 65??4男根強化魔法。3時間、男性器を得るか、より強力なものに変形させ、奉仕か調教を+1する。 66??8傷つけることで淫楽を得る呪い。以後1時間、対象は与えたHPダメージ分、己のMPかPPを回復できる。 |
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| ダイストラップ名種別 トラップの効果
11一方通行カット 一度通過すると戻れない通路や扉。発見できずに通ると前のシーンには戻れなくなる。閉じ込められた先の敵とトラップを全て打破すれば自動的に解除される。主にPCを戦闘から逃げられなくするため使われる。NPC用の抜け道として設置されることも。 12転送イベント 触れると別のシーンへとPC一行を転送する魔法陣や石像。良心的なGMなら帰還や逃亡用に置くだろうが、邪悪なGMはステータス異常と組み合わせ、危機的なボス戦闘を演出するかもしれない。 13擬態モンスターイベント 触れるとモンスターに変身する魔法陣や宝箱。気づかずに触れると土地におけるランダムモンスターが1体登場する。最終で出すより中盤や序盤に出した方がいい。 14落とし穴カット 段差や断崖、穴。これのあるシーンは自動的に「落とし穴の底」として描写される。発見できなかったPCは飛行移動していない限り落下し、そのシーンにあった他のトラップを自動発動させるか、いたモンスター・ボスに不意打ちを受ける。 15次元環カット すでに過ぎたシーンに再度振り向かされるトラップ。1度発動すれば自動的に効果は消失する。このカットに気付かず通過しようとしたキャラクターは強制的に前のシーンに戻らされる。このトラップによって戻ったシーンではトラップは全て発動前の状態に戻る。 16監視カット ボスの使い魔や隠しカメラ、覗き穴など。気付かずに発動させてしまうと、以後セッション終了まで、モンスターやボスはPCに奇襲を仕掛ける判定ができる。PC側は魔王特性や一部のアイテムを除いては通常の奇襲が自動失敗となる。 21ぬかるみシーン どろりとした粘液や泥で覆われたシーン。脚を踏み入れればその粘度や宿った死霊ゆえに足を取られ、シーンから出るまで「運動-2」の修正を受ける。飛行移動しているPCはこの効果を受けない。 22狭い通路シーン 屈んで四つんばいにならなくては動き回れないような狭い場所。このシーン内では《異形》を持たない全存在が『拘束0』の状態となる。抵抗はできず、この状態はシーンから出るまで続く。余談だか、PCが二人いると一方が一方に腰を突き出す体勢になり、エロールに持ち込みやすい。 23孤立イベント 囁きかけや洗脳魔法など。これを発動させてしまったなら、以後セッション終了まで種別が「配下」のアイテムとモンスター奴隷、人間奴隷の効果は失われる。自身と魔族奴隷(そしてもしいるなら天使奴隷)の力のみで進まなくてはならなくなるのだ。 24呪文封じシーン あらゆる呪文の魔力を吸収し無効化してしまう結界。卑怯なことに吸収は侵入者に対してのみ行なわれ、PCは一切の呪文が使用不可能となってしまう。ボスやモンスターは使って来るというのに。 25爆発カット 突然の爆発。呪文か自然現象かテクノロジーの産物か。うまく見越して回避できなければ、HPに10点のダメージを受けることとなってしまう(軽減不可)。 26霧シーン その場所全体を覆う霧。闇の中を見通せる魔族も霧は見通せない。そこに生息するのは霧の中に適応したモンスターだ。この霧の中ではモンスターは全て「攻」と「受」が+1される。 31被虐願望イベント 一瞬、奴隷の快楽にむせびなく姿を脳裏に映る。そのインパクトは心にのしかかりなかなか消えない。気付かずに通ったPCは心の中の願望をそそのかされ、セッション終了まで「自尊-1」の修正を受けることとなる。 32豊乳化毒針カット その名の通り、乳房を巨大化させ、母乳を分泌させるマニアックな毒針。たとえ少年型の魔族であっても乳房が膨らんでしまう。突然の豊乳化は行動の阻害となり、気づかなかったPCは「情報・運動-1」の修正をセッション終了まで受けることとなる。 33幼児化ガスカット 身体が縮み、子供になるガスが噴出する。気づかず通ったPCは「戦闘・体力-1」の修正をセッション終了まで受けてしまう。この間、外見年齢は10歳以下なら2年、11~18歳なら4年、19歳以上なら10年、幼くなる。 34成長ガスカット 肉体が急成長し、大人になるガスが噴出する。気づかず通ったPCは「運動・魔力-1」の修正をセッション終了まで受けてしまう。この間、外見年齢は10歳以下なら10年、11~18歳なら7年、19歳以上なら5年、成長する。 35性別転換イベント 一時的に触れた者の性別を変更してしまう呪い。気づかずに触れたPCは1d6を振る。1~2なら男性、3~4なら女性、5~6なら両性具有となる。本来と同じ性別になったなら問題ないが、異なる性別になった者は使い慣れない体に「誘惑・奉仕-1」の修正を受ける。 36盗賊イベント ブラウニーやフィーンドにアイテムを盗まれてしまう。気づかなかったPCはアイテム(回数制限のあるものは未使用に限る)を1つ、セッション終了まで使用できなくなる。 41肉棒梯子シーン 壁や崖から突き出す無数の肉棒。勃起させたそれに掴まり、当然何度も精液を浴びせられなくては登れない。このシーンは奉仕判定に3回、難易度分以上成功しないと次シーンに進めない(エロールのボーナスはあり)。奉仕判定に失敗するごとに5点のPPダメージを受ける。飛行移動しているなら無視できる。 42浣腸カット 床や壁からひっそりと現れ浣腸する仕掛けや、便意を催すガス。気づかずに通り過ぎようとしたPCを『便意2』にする。ただし、このトラップはPLがこうした行為に免疫を持たない場合、振りなおすこと。 43豊穣結界シーン 意志に関わらず生命を宿す神秘の力。このシーンで性交し膣内に射精された女性・両性具有のキャラクターはPC、NPCを問わず『妊娠』となる。 44強制自慰イベント 鏡や自慰道具。気づかずに触れたPCは呪われ、その場で現在のダメージに関係なく自慰をしなくてはならない。自慰判定を2回終えるまでこの効果は続く。この自慰は通常の自慰と異なり、本来の回復分だけPCのPPにダメージを与える。 45寄生虫イベント 触れれば淫らな寄生虫に取り付かれる恐るべき罠。気づかずに触れてしまったPCは、自動的にパラサイトに寄生されてしまう。寄生するパラサイトは2d6を振り、低い方の出目に応じたナンバーのものとなる。 46三角棒シーン 跨って股間を擦り付けるようにしなければ渡れない、断崖や深い穴を渡す三角の棒。このシーンは自尊判定に3回、難易度分以上成功しないと次シーンに進めない。自尊判定に失敗するごとに5点のPPダメージを受ける。飛行移動しているなら無視できる。 51催淫ガスカット もっともオーソドックスかつ古典的なエロトラップ。気づかずに通ったPCに催淫効果のあるガスや媚薬を浴びせ、『発情2』にする。 52衣服消去光線カット 特殊な物質分解光線によってPCの鎧や衣服を消してしまう古典的なエロトラップ。気づかずに通過したPCは、全裸で行動しなくてはならなくなり、間に合わせの防具を得るかセッション終了まで装甲値が0になってしまう。 53観衆シーン 無数の下級魔族やオークなどの視線を浴びせられる。このシーンにいる間は、常に嘲りを受け羞恥を与えられるため、自慰や奉仕による回復ができない。 54淫靡な空気シーン 常に淫らな空気で満ちた空間。このシーンでは『魅了』『発情』のステータス異常は回復しない。また、PCに受けているダメージがあるなら可能な限り回復するまで、そこで自慰や奉仕をしなくてはならない。 55盗撮イベント そのセッションで演じた痴態の全てが、近隣の魔都に映像として映し出される。気づかなかったPCはセッション終了時に10点のPPダメージを受ける。そのダメージによってPPが0となったなら次のシナリオには、奴隷市場で商品としてスタートする。 56誘惑者イベント 催淫効果を持った奴隷や淫具など。気づかなければ誘惑し、奉仕して射精や絶頂をさせなくてはならない。ランクに応じた難易度に等しい成功を誘惑と奉仕で出せば(エロールのボーナスあり)、何も起こらない。どちらかでも失敗すればPPに10点のダメージを受ける。このダメージはセッション終了まで回復しない。 61ドッペルゲンガーイベント 強力な呪いを封じた魔法陣や鏡。気づかずに触れたPCの分身がその場に現れる。この分身はPCと同じ能力値であり、現れると同時にPCに攻撃や誘惑、陵辱を仕掛けてくる。ただし分身は呪文や特殊アイテムを持たない(魔奴隷以外の一般装備を身につける)。 62精液の雨シーン 天井や空から、常に媚薬効果のある精液が降り注ぐ。ここでPCへの調教で生じたPPダメージには、常に調教の成功値が加えられる。 63媚薬沼シーン たっぷりと媚薬の溜まったプール。そのシーンでは飛行移動しないPCは、媚薬に腰まで浸からなくてはならない。このシーンではPCは自尊判定を行なえず、全て失敗したものとして扱う。 64呪われた宝イベント 不自然に置かれたアイテム。気づかずに触れると呪われ、装備しなくてはならなくなる。その場で1d6を振り、コモンアイテム61~66のいずれか一つを手に入れる。それを装備し、代わりにすでに所有していたコモンアイテム一つを失う。 65這い出す触手シーン 随所から現れる肉色の触手。このシーンに登場するモンスターやボスの意のままに蠢き、PCを邪魔する。このシーンにおいてPCは自動的に「運動・体力-1」の修正を受けることとなる。 66手の海シーン シーン全体を覆う細い蠢く触手溜まり。触手は腰ほどまでの深さがあり、飛行移動せずに行動するPCは常に汚され続けることとなる。PCはこのシーン中は『拘束0』状態にあるものとして扱う。シーンから出るまでこの状態は続く。 |
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| 階級
魔人 期キャラクターと同 上級魔人 能力値+4/アンコモン+1/魔族特性+1/★1回使用 魔将 能力値+8/コモン+2/アンコモン+2/魔族特性+1/魔王特性+1/★3回使用 大魔将 能力値+12/コモン+2/アンコモン+2/魔族特性+2/魔王特性+1/★5回使用 魔王 能力値+16/コモン+2/アンコモン+2/レア+1/魔族特性+2/魔王特性+2/★7回使用 魔界王 能力値+25/コモン+3/アンコモン+3/レア+2/魔族特性+2/魔王特性+3/★13回使用 |
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| 天使装備名装備部位
聖なる槍両手ダメージ+12(光)の輝く白い槍。 光の剣片手ダメージ+8(光)の聖なる光の剣。 神聖杖片手ダメージ+3(光)の聖なる杓杖。呪文による消費MPを半減。 輝きの盾片手美しく磨かれた光の盾。回避時の運動+1、抵抗時の魔力+1。 神聖甲冑衣装装甲+10の甲冑。装備者より★の少ないモンスターは装備者にダメージを与えない。 守護法衣衣装装甲+5の法衣。装備者は炎・氷・雷属性による攻撃ではダメージを受けない。 呪文消費 ①キュアウーンズ10対象のHPを15点回復する。 ②ホーリープレイ10対象のMPを10点回復する。 ③ゴッドブレス10対象の戦闘と運動を+1する。 ④ホーリーレイ10聖なる光の矢を放ち、対象に10+魔力ダメージ(光)を与える。 ⑤バリアー6己の身を光で包み、装甲値を+5する。 ⑥フォートレス30闇属性を含むあらゆるダメージを30+魔力点まで吸収する魔法の障壁を作り出す。 ⑦ジャッジメント25視界内の天使以外の全ての存在に20+魔力ダメージ(光)。 ⑧クルセイド40視界内の全ての天使の戦闘+2、運動+2、魔力+2。 天使階級 従天使(★)能力値6/呪文①~③/会話した『一般人』を奴隷化できる 天使(★★)能力値7/呪文①~④/姿を見た『一般人』全てを奴隷化できる/★1回使用 大天使(★★★)能力値8/呪文①~⑤/姿を見た『一般人』全て、会話した『冒険者』を奴隷化できる/★3回使用 近衛天使(★★★★)能力値9/呪文①~⑥/姿を見た『一般人』『冒険者』全てを奴隷化できる/★5回使用 天使長(★★★★★)能力値10/呪文①~⑦/姿を見た『一般人』『冒険者』全て、会話した『英雄』を奴隷化できる/★7回使用 神意代理(★★★★★★)能力値12/呪文①~⑧/姿を見た、魔族側でないあらゆる人間を奴隷化できる/★12回使用 |
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| 名称文明効果
拳銃④~⑥ 鉄の弾丸を高速で打ち出す武器。ダメージ10(固定)。 長銃④~⑥ 鉄の弾丸を高速で打ち出す武器。ダメージ15(固定)。 大砲④~⑥ 大きな鉄の砲弾を打ち出し爆発させる武器。ダメージ20(固定/敵二体にダメージ)。 SMG④~⑥ 鉄の弾丸を高速かつ多量に打ち出す武器。ダメージ15(固定/敵二体にダメージ)。 手榴弾⑤⑥ 携帯できる爆発物。ダメージ15(固定/敵ニ体にダメージ)。 ミサイル⑤⑥ 広範囲を無差別に焼き尽くす。ダメージ20(火/固定/特定地点を中心に視界内全てを対象/回避不可)。 戦闘ではなく情報判定で外部(魔法やテクノロジーで遠視している場所)から攻撃を行える。 核ミサイル ⑤⑥広範囲を無差別に焼き尽くす。ダメージ40(火/固定/特定地点を中心に半径30キロを対象/回避不可)。 戦闘ではなく情報判定で外部(魔法やテクノロジーで遠視している場所)から攻撃を行える。 光線銃⑥ 光線を打ち出す銃。ダメージ20(雷/固定) 衛星砲⑥ 上空に浮かべた人工の星から発射され最低限の破壊のみ行なう破壊光線。ダメージ30(火/固定/回避不可)。 戦闘ではなく情報判定で外部(魔法やテクノロジーで遠視している場所)から攻撃を行える。 電脳装置⑤⑥ 使用者の情報+2。(ただし情報が5以上なければ使用できない) |
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| 一般人 能力値±0
冒険者 能力値+4(割り振り)/戦闘5以上ならダメージ10点/魔力5以上なら魔族の魔法1D36で2種類か天使の魔法①と③ 英雄 能力値+8(割り振り)/戦闘5以上ならダメージ10点/魔力5以上なら魔族の魔法1D36で2種類か天使の魔法①と③ 勇者 全てのデータは支援している天使より2階級低い天使のものを用いる魔族に調教された場合、天使と同様堕落させることができる。堕落した勇者は『暗黒騎士』となる。 |
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| アイテム名装備部位 アイテムの効果
封魔刀両手 相手の魔力を削いでいくという青龍刀。ダメージ+15(氷)、与えたダメージ分相手のMPを減少させる。 混沌の刃片手 奇怪な形をした投げナイフ。投擲しても必ず手元へと返る。ダメージ±0、装甲点を無効化する。 報復の盾片手 回避時の運動+1の盾。装備者がダメージを受けた際、相手に3点のダメージを自動的に与える(軽減不可)。 死魂甲冑衣装 おそるべき瘴気の塊たる生きた甲冑。装甲+12。 魔界メイド服衣装 真の魔界メイドのためにあつらえられたメイド服。装甲+5、奉仕+2、自尊-1。 奉仕対象を1体余分に選ぶことができるようになる。 魔力収束具装飾 指輪や宝石の形をした魔力強化具。装備者は魔力+1。 階級制御器装飾 指輪やネックレスの形状。特定の階級に作成時から設定されている(たいていは魔王か魔人)。 装備者の階級を周囲の魔族に、設定された階級として認識させる。ただし、所有できる奴隷などは変わらない。 理性の指輪装飾 装備者の意志力を高める指輪。自尊+2。 炎のまとい装飾 真紅のマント。火属性によるダメージ無効。 魔王の玉座装飾 座っている限り、毎ターンMP5点を回復してくれる玉座。かすかに浮遊してそのまま移動することもできる。 親衛隊配下 不死の近衛兵。所有者は各セッションに1度だけ、最初に受けたダメージを無効化してよい。 教団配下 人間界に多数の信徒を持つ。毎回セッション開始時に5DPと10ソウルを得る。 淫辱縄両手 相手を縛り上げ淫らな快楽に陥れる縄。陵辱に成功した際、自動的に相手を縛り上げることができる。 縛られた相手は『拘束0』か『発情2』のどちらかのステータス異常を受けることとなる。 淫魔の額飾り装飾 相手の感度を見てとれるようになるサークレット、装備者は調教+2。 炎の淫珠装飾 男性器型の宝珠。膣内や腸内に挿入し装備する(装備後はエネルギー体化)。自尊-1。 装備者は戦闘ダメージ+5の火属性となり、火属性ダメージを0にする(ただし氷ダメージは倍化)。 魔女ドレス衣装 艶やかなる魔女のドレス(呪い)。光以外のダメージ全て半減(切り捨て)、魔力+1。 1セッションに一度他魔族の精を受けなければDPが20減少する。 封印の縛鎖装飾 全身に絡みつくような長く細い漆黒の鎖(呪い)。装備者は一切の呪文が使えなくなる。 被虐の指輪装飾 装備者に淫らなフェロモンを発させる指輪(呪い)。 装備者を見た者は自尊で2以上成功せねば、場所や状況に関係なく装備者を『陵辱』してしまう 呪文名MP 呪文の効果 ダークトルネード20 暗黒の奔流を作り出し、最大で1個大隊までの範囲に15+魔力ダメージ(闇属性)を与える。 あるいは、合戦において3点のダメージを与える。 ドリームドレイン15 対象の精神を吸収し、PPに5+魔力ダメージ与えつつ、与えたダメージ分己のMPかPPを回復する。 エビルウェポン6 自らの武器に邪悪な力を宿す。以後1時間、武器で与えたダメージ分、望むポイントを回復してよい。 スマッシュ10 必殺の一撃を放つ魔法。使用者は次ターンのみ武器攻撃でのダメージが2倍になる。 マルチアクション20 行動能力を極限まで高める。以後1時間、対象は2回判定を行ない、望む結果を得られるようになる。 ウォークライ24 視界内の味方全てと己の戦意を湧き上がらせ、戦闘+1、運動+1(もしくは攻+1)する。 エンパシー4 精神疎通の呪文。面識のある離れた魔族か人間と精神集中している間だけ会話できる。 リムーブカース20 呪い解除の魔法。対象の呪いアイテム一つを一度だけ装備からはずれるようにする。 リムーブパラサイト20 対象の体内からパラサイト一体を駆除する。 ネクロマンシー12 殺した存在を生き返らせ奴隷とする。対象の人間やモンスターは生前と同じ能力で復活する。 復活の際にはHP等も全快するが、特殊能力『異形』を得、セッション終了時に消滅してしまう。 モンスターロード16 怪物支配の魔法。HPが1/2以下になった『異形』タイプのモンスターを奴隷にする。 スライム10 スライム1体をセッション終了まで召喚支配する。 ボンデージング8 闇の縄で対象を卑猥に拘束する呪い。対象を『拘束2』の状態にする。 ボトムエラー6 最も恐れられる汚れと屈辱の呪い。対象を『便意2』の状態にする。 ストリップアーム10 装備強制解除呪文。呪いのアイテムを除く、対象の装備全てを解除してしまう。 再装備にはアイテム一つごとに1ターンを必要とする。 サバト16 淫らな宴の祝福。視界内の全員(術者を含む)が『発情2』の状態となる。 パラサイト20 対象の体内にパラサイト一体を宿らせる。宿るパラサイトは2D6で小さい方のサイコロの目のものである。 ミューテーション30 好む肉体改造を拘束し調教中の相手か自身に対して行う(永続)。改造内容は魔族特性一つ程度のデザイン。 以後、対象は戦闘-1、奉仕か誘惑+1の修正を受ける(三度まで重複可)。 |
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| アイテム名装備部位 アイテムの効果
堕天王の剣両手 長大なる闇の聖剣。ダメージ+20(闇・光)、装備者は体力-1。 争乱王の大槌両手 巨大な漆黒の戦槌。ダメージ+10(闇)、戦闘+1。 この武器による攻撃は視界内の装備者以外全員に同時に与えられる。 廃棄王の杖片手 触れるアイテムを取り込む金属杖。ダメージ+5、命中した対象の装備品一つを装備者の所有品とする。 奪われる装備品は対象が選んでよい。 黒竜王の盾片手 黒い竜頭を象った盾。回避時の運動+1、抵抗時の魔力+1。 装備者より階級の低いモンスターの攻撃では、装備者はダメージを受けない。 偽神王の法衣衣装 ゆったりとした黒いローブ。装甲+6、魔力+1。PPダメージも装甲で削減できる。 皇魔王の甲冑衣装 黄金の全身甲冑。装甲+10、体力+1、自尊+1。HPを毎ターン終了時に1D6回復してよい。 欲望王の瞳装飾 かつてある大魔王から抉られた眼球。所有者は自身の階級より一人多く奴隷を所有してよい。陰謀王の瞳装飾 かつてある大魔王から抉られた眼球。所有者は自分より階級の一つ高い魔族やモンスターも奴隷にできる。 悪魔王の指輪装飾 呪文を反射する指輪。装備者は回復や支援を含むあらゆる己を対象とした呪文を使用者に同じ成功値で放つ。 ただし、全体攻撃呪文やクリティカルの呪文は反射できない。 停滞王の玉座装飾 かつて大魔王が使っていたという玉座。かすかに浮遊してそのまま移動することもできる。 座ったままでいるなら、判定で6のみならず1の出目でもDP1点を得ることができる。 忘却王の徴税吏配下 周辺の人間・モンスターから掠奪し徴税する下級魔族の群れ。施設を建造する際、必要となるソウルが1/2。 疫病王の秘書配下 あらゆる知識に長じた魔界の女秘書。所有者は情報+2、魔力+1。 調教王の鞭両手 撃った相手の心さえ操る鞭。調教+1、ダメージは与えない。 命中した対象に、『魅了4』『発情3』『便意3』『拘束2』のいずれかのステータス異常を与える。 陵辱王の腕輪装飾 陵辱の際に恐るべき力を発揮する腕輪。陵辱時のみ体力+3、調教+3。 被虐王の剣片手 体内に装備され、望む際に手に現れる魔剣(呪い)。ダメージ+20(火)、奉仕+2、誘惑+2。 装備者はステータス異常を起こす攻撃・呪文・誘惑などに対し一切回避・抵抗ができない。 恥辱王の鎧衣装 肩当と篭手、具足のみの甲冑(呪い)。装甲+15(自尊-2/調教-1/誘惑+2)。 淫虐王の宝珠装飾 膀胱に入り込み、尿を媚薬化して排尿時に秘所を侵す宝珠(呪い)。 装備者はPPダメージを受けた際、自動的に失禁しつつ『発情3』となってしまう。 淫魔王の指輪装飾発情を終わらせない指輪(呪い)。装備者は一度『発情』すると呪いが解除されるまで正常状態にならない。 呪文名MP 呪文の効果 メテオストライク30 巨大な隕石を地表にぶつけ、視界内の全ての敵にD66ダメージを与える。 あるいは対象の領地の設備一つを破壊するか、合戦において4ダメージを与える。 ダークサンダー20 対象一体に30+魔力ダメージ(雷・闇)を与える攻撃呪文。テンペスト20 強烈な竜巻を起こし、飛行能力を持つ視界内全ての存在(術者除く)に40+魔力ダメージを与える。 カラミティエンド10 死の波動。最大1個大隊までの敵対する冒険者以下の人間や☆モンスター全てを即死させる。 合戦において☆モンスターから成る軍団戦闘力分のダメージを与える。 ダークブレッシング20 視界内の味方全てを10+魔力分回復、視界内の敵全てに10+魔力分のダメージ(闇)デスクローク10 1時間の間、使用者の装甲を+10する。 ドラゴンフォーム30 勝利するか倒されるまでダークドラゴンに変身する。データは全てダークドラゴンを参照。 呪文やアイテムは使えないが、受けていたダメージはなかったものとなる。 ビーストフォーム24 勝利するか倒されるまでフェンリルに変身する。データは全てフェンリルを参照。 呪文やアイテムは使えなくなるが、受けていたダメージは全て回復する。 ガルガンチュア24 巨大化の呪文。一時間の間、HPが全快し2倍となり、体力+4、《異形》のモンスター能力を得る。 タイムストップ30 時間停止の呪文。唱えたターンの間だけ、呪文の使用とは別に行動を2度行なえる。 この行動に対して対象は抵抗や回避判定を行なうことはできない。 カースフィールド24 呪われた力場を発生する。視界内では使用者以外の全員が判定出目で6の目を出しても0でなく6と数える。 プリズンケージ24 プリズンケージ1体をセッション終了まで召喚支配する。 ホワイトレイン20 精液の雨を視界内に降らせる。この雨の中で天使はPPに10+魔力ダメージを受ける。 術者以外の魔族は10+魔力分、MPを回復してよい。その後、範囲内の全員が『発情1』となる。 プロスティテュート24 魔界の娼婦として自らの体を瘴気の門とする呪文。 シナリオ終了まで魔族かモンスターの精を一度受けるごとに、相手の★の自乗分ソウルを得る。 ビーストロア24 周囲を蛮勇の支配する獣の領域に変える。視界内の全ての対象は、『陵辱』以外の行動を選択できない。 デーモンプレジャー20 対象を『発情6』にする呪文。この発情状態はシナリオ終了まで決して解除できない。 マリオネット16 対象の次の行動を使用者が決めてもよい。この効果は毎ターン、改めて魔力で対抗判定し、対象が抵抗に成功するまで続く。 ニューライフ16 豊饒の呪い。対象の魔族一体が、1時間以内に誰かと性交したなら、対象は相手の子を孕む。 |
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| 価格
一般人の奴隷 1ソウルごく普通の人間の奴隷。外見や経歴によっては価格が上昇する。 冒険者の奴隷 3ソウル人間の中では比較的有能な者。外見や経歴によって価格は上昇。 英雄の奴隷 6ソウル人間としては最高級。ただし外見や経歴によってかなりの修正が入る。 魔人の奴隷 10ソウル奉仕に長けた者や購買者の好みに合うものなら、倍程度までは簡単に上昇する。 上級魔人の奴隷 40ソウル奉仕に長けた者や購買者の好みに合うものなら、倍程度までは簡単に上昇する。 モンスター(☆) 1ソウルオークやダムンド、ブラウニーなど。ただしブラウニーは偏執的な買い手も多い。 モンスター(★) 10ソウルただしハーピーなどはかなりの高値。 モンスター(★★) 25ソウルボトムワームやマイコニドは高価格。 インプ 80ソウルその希少性と有効性ゆえにたいへんな高値で取引される。通常は売られているものではない。 ベインゴーレム 50ソウル拷問道具としてたいへん有用。 カオスロード 50ソウルその変身能力には定評あり。 ガーディアン 50ソウル持っている耐性によって多少の価格差あり。 ミミック100ソウル普通売っていない。アイテムをいくらでも出してくれるため人気は高い。 パラサイトマザー400ソウル普通売っていない。パラサイトをいくらでも産んでくれるため大人気。 行動不能の従天使 20ソウル堕天使化していない天使の調教は人気のある行為である。天使が足掻くほど高値がつく。 行動不能の天使 80ソウル堕天使化していない天使の調教は人気のある行為である。天使が足掻くほど高値がつく。 価格 ●一般アイテ 1ソウル(買取) ●コモンアイテ 20ソウル(買取) ●コモン呪文 20ソウル(買取) ●アンコモンアイテム 50ソウル(買取) ●アンコモン呪文 50ソウル(買取) サービス内容 価格 ●デストリアを一日借りる 1ソウル ●エナジーサッカーに一時間奉仕してもらう 1ソウル ●食事・温泉付きの宿に一泊する 1ソウル ●ダムンド1人か人間奴隷2人を一夜借りる 1ソウル ●オークの一個小隊に輪姦してもらう 1ソウル ●テンタクルスの詰まったプールを一晩借りる 3ソウル ●ヘルハウンドを一日借りる 3ソウル ●行動不能の天使を一度犯す(調教不可) 6ソウル ●階級高い魔族らのパーティーに参加する 15ソウル |
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| クリティカル自力でメルシナの居場所を知った。シナリオはシーン1へ進む。
成功値3以上“耽溺者”ラーネスに出会う。お互いに快楽を与え合いつつ、情報の断片をくれる。調教・奉仕の判定をする。調教判定に成功すれば追跡点+2、奉仕判定に成功すれば追跡点+1。 成功値2“掠奪の女卿”モイラに出会う。肌を重ねた後、あわや奴隷として売られそうになる。運動判定に成功すれば追跡点+2、失敗すれば奴隷として売られ追跡点-1。 成功値1ダークドラゴンと出会い、犯される。どうやらドラゴンもメルシナに恨みがあるらしい。すぐ解放され、追跡点+1。 成功値0リッチと出会い、いくらか協力する代わり情報を得る。追跡点+1。 失敗魔界を彷徨うもこれといった情報はなし(次の追跡判定が+1、失敗するごとにこの内容は累加)。 ファンブルオークの巣穴に迷い込み穴奴隷として監禁される。一年後に解放。追跡点-2。 |
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| ダイス魔王特性
11元素神特定の元素の働きを司り支配する者。火・氷・雷のいずれかの属性を選択する。獲得者の攻撃はすべてその属性が追加され、また自身へのその属性のダメージは無効化できる。また同じ属性の『サラマンダー』を、『魅了』しただけで『奴隷』にできる。 12暗黒神全ての闇のエネルギーを支配する暗黒の神。獲得者は闇属性のダメージを無効化できる。配下の『オーク』『ダークウォリアー』は能力値に+1の修正を得る。 13破壊神一つの人間界を滅ぼすほどの力を持つが、パワーそのものは悪ではない。獲得者はHPかMPを合計10点を消耗することで、武器による攻撃を、視界内の本人以外全存在に対する攻撃に変えることができる。 14地母神豊饒と大地の化身たる存在。中立的であり天使でも魔族でもこれになり得る。獲得者は男性なら両性具有となり、性交の際に一方的に望むだけで相手の了承なく(自分が)妊娠できるようになり、母乳の出る体となる。また、一ヶ月につき一人の子を産み落とせる。 15愚神白痴にして強大なる恐るべき神。『情報』『奉仕』判定が自動的に失敗となる代わり、HPは体力×10、MPは魔力×10、PPは自尊×10となる(巨神を兼ねるなら×20)。 16異形神大いなる混沌の宇宙的恐怖。倒した<異形>を持つモンスターを『死亡』とせず、『奴隷』にできる(永続)。 21悪魔騎士あらゆる攻撃を防ぐ甲冑をまとった魔界の騎士。装備した防具の装甲点が自動的に2倍となる。 22剣聖魔族にあって剣を極めし者。武器による攻撃の際、相手を『行動不能』か『死亡』に陥らせるか、もしくはMP10点を支払ったなら、追加でもう一度行動できる。 23影使い闇そのものと一体化した魔界の暗殺者。獲得者は戦闘の最中でも、『獲得者の運動』対『相手の情報』の対抗判定に勝利することで『奇襲』を仕掛けることができる。 24飛天魔翼や浮遊によって空を駆ける能力。獲得者は常時『飛行移動』でき、回避判定において+2のボーナスを得る。また多くの落下や段差を利用したトラップを自動的に無効化することができる。 25巨神身長5メートルを超える、もはや巨人と呼ぶべき存在。獲得者は武器攻撃のダメージに体力を加えてよい。さらに通常と異なりHPは<体力×10>で算出する(愚神を兼ねるなら×20)。 26完全不死者すべての生命を超越した不死なる存在。自身への通常属性のダメージを無効化でき、光属性のダメージでも『死亡』しない(戦闘不能にはなる)。 31怪物の王特定の怪物を支配する王者。最初に☆か★、もしくは★★のモンスター1種類を選ぶ。獲得者がそのモンスターと遭遇した場合、自動的にそのモンスターは獲得者の奴隷となる(永続)。この効果は召喚モンスターに対しても及ぶ。 32竜王魔族にして竜族たる存在。獲得者はドラゴンとの間にドラゴンの子を為すことが可能となり、遭遇した『ワイバーン』『ダークドラゴン』は常に友好的となる。 33冥王亡者を統べる死の王。倒した『ダムンド』『リッチ』を死亡させず奴隷にでき、遭遇した『デュラハン』は常に友好的となる。 34傀儡師人形使いの悪魔。倒した『ベインゴーレム』『ガーディアン』を死亡させず奴隷にできる。DP15点を支払うことで『ガーディアン』か『ベインゴーレム』1体を作り出すことができる。 35真の姿もう一つの真の姿を持つ。HP・MP・PPの算出が各能力値の3倍となる。ただし、いずれかが0になった時点で全回復(ステータス異常含む)してよい。全回復した後の姿では、各ポイントは通常通り各能力値の5倍とする(これらの算出に関わる他の魔王特性を持つなら、復活後にそのように算出する)。 36混沌あらゆる魔を己の中へと取り込んでいく恐るべきもの。自らの行動において奴隷としたモンスターの『攻撃』に分けられる能力を行使してよい(攻撃回数はそのモンスターに準じる)。この際、判定にはそのモンスターの『攻』を用いる。★は使用してもよい。 41闇の盟主全てを支配してゆく闇の輪。『奴隷』になっても持っていた奴隷は解放されず、所有したままでいてよい。また、同様にアイテム・呪文も奴隷になった際に奪われることはない。 42魔界貴族その地の魔を束ね一つにする驚異的なカリスマと統率力。獲得者は領地設備からセッションごとに得られるソウルが2倍になる。 43トリックスター全てを笑う地獄の道化師。相手に何らかのダメージを与える行動は一切取れなくなる。その代わり、HPとPPが0になることはなく、陥る一撃を受けた瞬間に姿を消し、望む場所へと落ち延びることができる。 44運命神未来を宣告する運命の操り手。獲得者はあらゆる判定においてDP3点を支払うことでサイコロ3個を振り、望むサイコロの出目2つを判定の結果として選んでもよい。 45魔軍師魔界においてあらゆる集団戦を得意とする超策士。合戦において、あらゆる能力値に+1の修正を得る。 46天魔その身の内に天使の力を秘めた異端の魔。獲得者は光属性によるダメージを装甲点で軽減でき、攻撃において与えるダメージを半減(切り上げ)する代わりに光属性を追加してもよい。 51秘神わずかな魔力でおそるべき効果を生む神秘の存在。呪文の使用の際、消耗するMPを必要値の半分(切り上げ)としてよい。 52大魔道超絶的な魔法能力を持った地獄の賢者。一行動の間に、本来の行動とは別に一回呪文を唱えてもよい(ただし同じ呪文を複数唱えることは不可)。 53テクノロジスト錬金術とも科学とも言われる魔界でさえ異端の知識を納めた魔族。獲得者は望む人間界の兵器・アイテムを魔界で作成し使用することができる。ただし作成には威力÷10、もしくは修正値÷2の日数とソウルが必要となる。 54大魔王の器常識では測れない、大きな器。自身よりも高い階級の魔族でも『奴隷』とすることができる。また通常よりも一人多い魔族奴隷を所有することができる。 55無限再生者いかなる傷も肉体を真の意味では損なわない、高速再生能力。獲得者はHPが0になっても『行動不能』にならず、代わりに『拘束2』を受けることとなる。 56虚無全てを打ち消す絶対のゼロの化身。獲得者は、魔族を『行動不能』にした際、『死亡』させることを選んでもよい。 61淫夢使い直接淫らな夢を送って相手の心を侵食する夢魔。獲得者は『誘惑』や『陵辱』をせずとも、MP5点を消費することで対象に『調教』を行なうことができる。 62自虐者自らの肉体を貫く武器や無残な傷口を露にした自虐的な外見の魔族。獲得者はHPにダメージを受けるごとに、MPかPPを回復してよい。このダメージは自ら己の体に与えてもよい。 63呪縛者妖しき縄の技を操り、敵を縄の中に捉え拘束してしまう魔性の調教者。陵辱判定に成功した対象を自動的に『拘束1』にしてしまう。 64鬼畜陵辱することで自らを癒す邪悪なる性欲の塊。獲得者は、調教した際において、相手に与えたPPと同じだけの点数、己のHP、MP、PPを振り分けて回復させてもよい。 65強姦魔ひたすら相手を犯し汚すことに特化した存在。獲得者は、戦闘開始時『陵辱』を不意打ち扱いで一度、行動と関係なしに行なってよい。 66公衆便所誰にでも体を開く淫らな肉便器であることを示す。獲得者はPPが0になっても『奴隷』にならず『行動不能』となる。 |
Page 120[edit]
| ダイス結果
11 ●オーク集落 31 ●巨像 51 ●処刑場 12 ●奴隷市場 32 ●奴隷調教所 52 ●パラサイト養殖所 13 ●奈落の穴 33 ●貢献地 53 ●貿易港 14 ●粘液溜り 34 ●図書館 54 ●快楽殿 15 ●淫具製造所 35 ●宝物庫 55 ●カジノ 16 ●開拓地 36 ●魔法研究所 56 ●竜の里 21 ●魔街 41 ●闇の祭壇 61 ●魔道砲台 22 ●闘技場 42 ●ゲート 62 ●城砦 23 ●奴隷エンジン 43 ●混沌炉 63 ●移動要塞 24 ●死者の都 44 ●公営トイレ 64 ●諜報機関 25 ●海魔の岬 45 ●搾精所 65 ●荘園 26 ●竜の巣 46 ●魔娼館 66 ●宮殿 |
Introductory Comic[edit]
Replay[edit]
Table of Contents[edit]
▼ Introductory Comic ............ 3
▼ Replay ......................... 7
▼ Table of Contents ............. 14
▼ Introduction .................. 16
▼ Player Rules .................. 21
1. Creating a Demon Race ........ 22
Archetype ................... 30
2. Roleplaying .................. 38
3. Determining Actions .......... 40
4. Using Spells ................. 43
5. Battles ...................... 45
6. Training and Servitude ....... 50
7. Using DP and Leveling Up ..... 55
8. Slaves ....................... 58
▼ GM Rules - 60
1. What's a GM? - 61
2. Battles - 62
3. Game Sessions - 63
4. Creating a Scenario - 64
5. Monsters - 66
6. Traps - 88
7. NPCs - 90
8. Spells and Items - 94
9. Pricing and Sales in the Demon World - 96
10. Sample Scenario: After the Slave Thief! - 97
▼Demon World Rules - 101
1. The History of the Demon World - 102
2. The Capital City and World of Lesser Demons - 106
3. The Heavens and the Human World - 108
4. The Plague World - 110
Official NPCs - 111
▼ Advanced Rules - 119
1. Characteristics of the Demon King - 120
2. Dominating Territories - 121
3. War - 127
▼ Reference Materials - 130
Introduction[edit]
Player Rules[edit]
Creating a Demon Race[edit]
Let's review. The "you" made into existence from this point is not a young man with heroic aspirations, nor a young maiden who serves god. Not a skilled mercenary, nor an experienced sorcerer. Naturally, it is impossible to be a hero who saves the world. Your birth is is demonic (magical, spirit, inhabitant of hell, etc.).
This is the creation of an inhabitant of a magical world: violently invading the human world, playing with conspiracies, causing chaos through magic, and drowning in obscene decadence.
If you've come this far to create a human, you may want to change things according to your own convenience. Or perhaps it will be the same.
To the magical world where magic swarms. Now, another new demon is born, according to your hand.
1. Preparation[edit]
To begin, prepare a writing implement, two 6-sided die, and a copy of the character sheet. After that, in accordance to the methods presented below, fill in the items on your character sheet.
If you value what little time you have, and the demon of your dreams won't be born, (TN: this sentence is weird. ignore it for now). It is acceptable to simply transcribe data as they are shown in tables of sample demons, and choose the name, gender, age, and outward appearance however you like.
2. Determining your Demonic Traits[edit]
First, let us choose what kind of outward appearance and features the demon will possess. Using the table of demonic traits, throw D66 three times, and assign three demonic traits. Demonic traits fulfill an important role in both roleplay and actual play. They are the biggest keys aligned to your character (TN: ???).
If the same number is rolled twice, treat this as meaning you have multiple instances of that demonic trait, or you possess a particularly powerful form of the trait. It's natural, but demons are not humans.
The outward appearance can be extremely separated from normal humans, so please challenge yourself (TN: very paraphrased). But only if you absolutely cannot use it or severely dislike it. The character has only just began to be created.
Once you have acquired the GMs permission, either rolling the dice or choosing the outer appearance according to your own liking is ok ("Roll or Choice" refers to either choosing by a dice roll or according to one's own option). However, do not inconvenience the GM and other players by taking (too much) time for your decisions. Let us remember our manners.
According to these special characteristics, there are important warnings for the application of rules from here on out.
"Demonic Traits" attaches influences/effects to the attribute score, and according to this, "special effects" are determined. For example, if you possess the "Shadow-form" trait, you can be represented as having taken to the darkness and become hidden, (additional bonuses do not occur as a result of this) or any other additional bonuses can occur.
Even if you have a "Multiple Arms" trait, the number of items you may equip does not change. The GM should do best to keep this in mind.
3: Deciding Attribute Scores.[edit]
The initial attribute scores of your character are fundamentally all 6. Look up the alterations (plus-minus values) written across from the demonic traits decided in the previous procedure, and automatically decide the characters stats by adding these numbers (or subtracting from) 6. For the time being, refer to the page on the right (page 23) regarding each specific attribute.
Meaning of Each Attribute[edit]
- Strength (戦闘): Combat Toughness.
Used to judge situations when attacking with a weapon. The weapon's damage rating also has an effect.
- Agility (運動): Overall Exercise Performance.
Used in situations of evading attacks, hiding one's presence, running away, etc.
- Intelligence (情報): All of your obtained Knowledge.
That is, information, rumors, perception, disarming traps.... all are decided by this.
- Training (調教): The Technique of making someone your Slave.
In the situation of obtaining a slave, it is this attribute specifically that we talk about.
- Service (奉仕): The Ability of being a Slave.
The ability to heal via serving a master, your subordinates...and occasionally, yourself.
- Temptation (誘惑): Sexual Appeal and the Art of Conversation.
This is used in situations within combat, together with training a slave, and when conducting negotiations.
- Vitality (体力): Life Force and Physical Strength.
On top of the situations of pushing others down and violating them, HP is also influenced.
- Magical Power (魔力): The ability of everything related with magic.
MP obviously, as well as your strength with and resistance to magic are decided with this.
- Self-Respect (自尊): Will to Preserve yourself.
This is used to determine PP, as well as your resistance to training and status effects.
4: Items and Charms[edit]
Place items and charms into your hands. You may have 3 of one type, and 2 of the other. The player may choose whether they would like 3 charms and 2 items, or 3 items and 2 charms. Then, according to D66 rolls, roll the decided number of times following the "Common Items" table and the "Common Charms" table (if the same number shows up twice, that's ok). Here is a little something for reference. At this point, we recommend that if your Magical Power attribute exceeds 7, you give strong consideration to charms. If your Magical Power attribute is below 5, then we recommend giving strong consideration to items instead. Also, please consider carefully whether or not you would like to equip items that are described as cursed. When these are equipped, not only will you not be able to use special charms, but you also cannot remove them. If you somehow end up with items or spells that you just don't think you'll be able to use, you can ask the GM for permission to re-roll.
5: Soul and General Items[edit]
The world's currency, Soul, along with Intelligence, Temptation, and Self-Respect, are proportionally bestowed.
However, be aware that the attributes shown here are not affected by the equipment status revisions shown in Section 4.
Initially, you are given between 15 and 21 Soul (TN: presumably decided with 1D6). Then, expend this Soul, purchase, and acquire any of the 7 items below.
General Items[edit]
- One-handed Weapon / 3 Soul:
Weapon. One-handed "Damage +5" weapon. Choose the weapon's outward appearance as it pleases you.
- Two-handed Weapon / 6 Soul:
Weapon. Two-handed "Damage + 10" weapon. Choose the weapon's outward appearance as it pleases you.
- Shield / 3 Soul:
Shield. Shield for one-handed use. When checking to evade, this adds +1 to VIT (運動).
- Simple Armor / 5 Soul:
Clothing. Simple armor, or perhaps clothes with a protective enchantment. Equipped character receives +5 Armor.
- Reinforced Armor / 10 Soul:
Clothing. Powerful armor or enchanted clothing. Equipped character receives +10 armor. Cannot perform surprise attacks.
- Magical Slave: 6 Soul:
Subordinate. Your slave is a lower-class demon with the form of a young boy or girl. 1 Session will restore 10 points to either HP, MP, or PP.
- Prison of Darkness / 6 Soul
Ornament. A ring with a gem of Subspace Barrier. Imprison a slave inside to be called forth at will. The inside is pleasant, but impossible to escape. However, if the wearer's HP or PP is reduced to zero, the barrier collapses, and the slave contained inside may escape to wherever they desire.
6: Equipment[edit]
Now you may equip the items granted in section 4 and purchased in section 5. Also, no matter how many copies you equip of the same item, there are no duplicate effects. However, for equipping items, there are the following rules. Take note that no matter how many hands (arms, limbs) you may have, the number of items you may equip does not change.
- You may only equip up to two One-handed items. Also, if you already have a Two-handed item equipped, you may not equip a One-handed item.
- You may only equip one Two-handed item. Also, if you already have at least one One-handed item equipped, you may not equip a Two-handed item.
- You may only equip one Clothing (衣装) item.
- You may equip however many Ornaments that you like. However, no matter how many copies of the same item you equip, the effects will not stack.
- You cannot equip Subordinates. These are servants that you may summon freely without the use of MP, etc. Apart from their effects, it is fine to use them for roleplay, or even keep them around constantly for actual play. However, being persistently items, they cannot become the target of damage or other attacks. Also, no matter how many of the same subordinate you have with you, effects will not stack.
Thus, if your character has been equipped, it would be good to write down the concluding armor value and given damage rating. The total armor value is calculated by adding up the modifiers from your equipped armor. Moreover, whether equipped or not, if you have any delicate items, it would be good to write them down under the special heading. Damage refers to the addition of your Strength attribute and your weapon's damage rating as they are. However, this may also be increased or decreased by other equipment. Once you have carefully looked over the modifiers from equipment, Damage is finally derived. When the scenario begins, there will be many battles. At that time, the values entered in these forms will be very helpful. Furthermore, there's no problem if you would like to change hands or which weapons and armor you wish to equip once underway.
7: Data Calculation[edit]
Deciding HP, MP, and PP. There are no especially difficult calculations.
- HP = VIT x 5. These are Hit Points.
HP is decreased when receiving damage from weapons or magic, and once it reaches zero, you become unable to move.
- MP is Magic Power x5: These are Magic Points.
MP is decreased when using charms, and once it reaches zero, you can no longer use any charms.
- PP = Self-Respect x 5: These are Pride Points.
Training and some special attacks and sorcery diminish PP, and once they reach zero, you have completely become a slave.
However, there is one important thing. There are many items that can increase or decrease attribute values. Even if you equip these new items, your HP, MP, and PP do not change. Do not forget that these points must be persistently calculated before equipment.
8: Individual Data[edit]
Finally, with the decision of individual data, the character creation is complete.
That is, the name, gender, outward appearance, and age.
Regarding names, with the GM's permission, there are no special restrictions. There is no problem with attaching a name however you like. Although, an extremely difficult to pronounce name will become an encumbrance to other players, the GM, or even yourself. Please put your heart into choosing a name that is easy to pronounce.
For gender, other than male and female, there is the "Androgynous/Hermaphroditic" distinction within the demon race, also described as futanari. If the player desires, they may create a futanari character that is not limited by the feminine or masculine gender. Futanari are basically female in form, with male genitalia attached, but the presence or absence of testicles or vagina differs by each individual. There is no problem with the player prescribing a character according to the figure of their ideal futanari.
Outward appearance and age may be freely decided to a certain extent. However, it should be such that the GM and Players will both enjoy the sexual object and age given.
Also, the balance of gender and age must be remembered.
From the outset, within the world of Zettai Reido it is possible that being trained as a slave becomes a daily routine for the player characters. It is especially important that those who have decided to create a male character keep this in mind. It can be said that the likelihood of forfeiting one's "back virgin" (anal virginity) is exceedingly high.
Consequently, once you make your decision, the player character may be female or futanari, or otherwise a submissive boy, however you like. Most of all, if the GM and players can come to a mutual understanding, there is no problem with whatever type of character.
Now then, if you've decided on everything above, then your character is complete.
If you've already created a character several times, it will be good to come and have fun wandering the world of demons.
Once it is time to begin, turn to the next chapter, and for the time being we will recommend learning a small bit more about the demon world.
Demonic Traits[edit]
Note:
- STR = Strength (combat power).
- AGI = Agility (exercise).
- INF = Information/Intelligence.
- TRN = Training.
- SVC = Service.
- TMP = Temptation.
- VIT = Vitality (physical power).
- MGK = Magic Power.
- SRP = Self-Respect.
| Dice | Demonic Traits | Attribute Modifications | Details |
|---|---|---|---|
| 11 | Centaur-Type | (STR+1 / MGK-1) | The lower half of your body takes the form of an animal's body from the neck down. (What type of creature is up to you: horse, snake, bird, octopus, scorpion, all of these are popular). You do not need to have that animal's sexual organ; feel free to have a human organ joined on. |
| 12 | Berserker | (STR+1 / TMP-1) | Drunk on battle, hands always dirty with blood, you are clad in a ferocious aura. That fighting figure casts fear into the air, and all those who see it stand frozen in their tracks. |
| 13 | Battle Form | (STR+1 / TRN-1) | When fighting, your body transforms, taking a battle form covered in an exoskeleton (or other sort of outer covering). Decide the details of the design according to your own wishes. |
| 14 | Multiple Arms | (STR+1 / INF-1) | You have two extra arms, and thus a natural advantage in combat. (It does not mean that the number of strikes in combat increases). |
| 15 | Shadow-Form | (AGI+1 / MGK-1) | With dark colored skin, you disappear and melt into the darkness. You display a proficiency for covert activities. |
| 16 | Beastman | (AGI+1 / TRN-1) | You're equipped with the body of a beast, insect, or similar creature, displaying uncanny agility. You possess any representative ears, tail, fin, tail, horns, or similar features. |
| 21 | Beast-Form | (AGI+1 / SRP-1) | You can transform into a beast, insect, or other creature at any time, giving you secret characteristics and powerful agility. However, the size of your body does not change upon transformation. |
| 22 | Wings of Darkness | (AGI+1 / VIT-1) | You possess black wings like those of a bat, crow, or other creature. You are able to glide or fly small distances. |
| 23 | Elemental Covering | (INF+1 / SVC-1) | Your body is covered in any of the three elements: fire, ice, or lightning. From them, you constantly receive information about your surroundings. |
| 24 | Keen Senses | (INF+1 / SRP-1) | Your senses are all sharp, bringing in information without delay. On the other hand, your oversensitivity becomes a weakness when being trained. |
| 25 | Glasses | (INF+1 / AGI-1) | You wear glasses. |
| 26 | Familiar | (INF+1 / TRN-1) | Your senses are entwined with your familiar, allowing it to gather intelligence for you. You may freely design the outer appearance of your familiar. |
| 31 | Demon Tail | (TRN+1 / STR-1) | The symbol of cunning, you possess a devil tail with a spade-shaped tip. It is reasonably flexible, allowing you to control it at your discretion. |
| 32 | Magic Eye of Control | (TRN+1 / VIT-1) | The power to control and command the hearts of others is hidden within your black eye. You enter the hearts of others with the way only your pupil shines in the darkness. |
| 33 | Flesh Snakes | (TRN+1 / SVC-1) | From your body, there are 1D6 snakes growing, each pink in color, covered in mucus, with only a mouth and no eyes. |
| 34 | Tentacles | (TRN+1 / AGI-1) | Sprouting forth from your body, you have 2D6 tentacles that you can move freely. Feel free to decide the details of the shape of the tentacles. |
| 35 | Fertile Breasts | (SVC+1 / AGI-1) | You have big, ripe breasts with mother's milk ready to pour out. You are unable to hide them with any manner of clothing. |
| 36 | Long, Warm Tongue | (SVC+1 / SRP-1) | A long, warm tongue of greater than 20 cm, suited for servicing others. It's sure to be quite wonderful for various love-making and servicing activities. |
| 41 | Rare Organ | (SVC+1 / STR-1) | You possess a special sexual organ that gives wondrous pleasure to your sexual partners. You may design its shape and characteristics however you like. |
| 42 | Human Being | (SVC+1 / MGK-1) | You are a former human, still enduring your past. That is both your charm and your shackles. |
| 43 | Captivating Voice | (TMP+1 / VIT-1) | You have a beautiful voice that deceives and intoxicates the hearts of those who hear it. The power of fascination within your everyday speech itself becomes a powerful temptation. |
| 44 | Magic Eye of Fascination | (TMP+1 / STR-1) | Hidden in your pupil, you have the power of bewilderment and fascination over others. It is wet and moist with sexual desire; those who see it cannot help but be overcome with lust. |
| 45 | Siren's Beauty | (TMP+1 / INF-1) | You have an extremely beautiful, almost shining appearance, setting you apart from the rest of the demons. You beauty is enough to be dangerous to the eyes of humans. |
| 46 | Mucus Skin | (TMP+1 / SRP-1) | You emit a lecherous luster, constantly covered in a slippery mucus. The mucus is sweet, and continues to ooze out however much you wipe it away. |
| 51 | Large Build | (VIT+1 / TMP-1) | You have a large physique, you're taller than 2 meters with a muscular body. You also have suitable super-strength. |
| 52 | Regeneration | (VIT+1 / MGK-1) | Because of your powerful recovery ability, you have the strength to absorb attacks. This, however, does not mean you have infinite regeneration capabilities. |
| 53 | Undead | (VIT+1 / SVC-1) | You are the spirit of the dead, fallen to the demon world. You were once a normal human, but demons changed you during your death, and despite having died, you are now bound to this existence. |
| 54 | Scaly Skin | (VIT+1 / INF-1) | Your body is covered with modest scales. The bewitching scales give you a certain impure beauty. |
| 55 | Slim Figure | (MGK+1 / VIT-1) | You have an abnormally thin constitution, which gives off an indication of some abnormal darkness. That is, of course, an effect of your exceeding proficiency with magic. |
| 56 | Child | (MGK+1 / STR-1) | Taking the form of a young child, you hide many powerful magicks. You display the vitality of a child, highly excited by the magical power within. |
| 61 | Crest of Darkness | (MGK+1 / TRN-1) | An ominous crest floats, deriving its dark magic from within your body. Your body is strengthened by the power of this magic seal. |
| 62 | Uniquely Colored Skin | (MGK+1 / TMP-1) | Your skin is an unnatural color. White, red, dark blue, light green, and light purple are all well known colors. |
| 63 | Vampiric Fangs | (SRP+1 / INF-1) | The canine teeth that are the symbol of vampires and werewolves. They give you the elevated spirit and pride of a predator. |
| 64 | Third Eye | (SRP+1 / TMP-1) | You have the third eye of genies. Like a demon made god, you can see the world without obstruction. |
| 65 | Horn | (SRP+1 / SVC-1) | The symbol of demons, there are 1D3 horns upon your head. A symbol of pride and brutishness, their form differs depending on the demon. |
| 66 | Dark Aura | (SRP+1 / AGI-1) | Your entire body flickers halfway with overflowing dark energy. You shine with a magical charisma. |
Common Items[edit]
| Dice | Common Item | Type | Details |
|---|---|---|---|
| 11 | One-handed Elemental Weapon | One-handed | Weapon with Damage +8. Carries the attributes of any of fire, ice, or lightning. The shape of the weapon is up to the player. |
| 12 | Two-handed Elemental Weapon | Two-handed | Weapon with Damage +12. Carries the attributes of any of fire, ice, or lightning. The shape of the weapon is up to the player. |
| 13 | Sickle of the Death God | Two-handed | Great Sickle with Damage +12. If a 1 is rolled, the enemy's HP is reduced to zero. |
| 14 | Great Sword of Darkness | Two-handed | Great Sword with Damage +15 (Darkness). |
| 15 | Vampiric Sword | One-handed | Weapon with Damage +5 (Darkness). Half of the damage inflicted (rounding down) is recovered by the wielder. |
| 16 | Sorcerer's Staff | One-handed | Staff with Damage +5. MGK+1. |
| 21 | Licentious Staff (TN: Might also be a whip.) | Two-handed | Two-handed staff with +5 Damage. Any opponent that takes damage is afflicted with "Emotion: Zero (TN: 表情0 OR 発情0?)". |
| 22 | Serpent Rope | Two-handed | Magic rope with Damage +5. Bind your enemy, and you may use the weapon to inflict PP damage that ignores armor. Bondage made with this rope is obscene and disgraceful, but it does not obstruct the target's movement (target may move normally). |
| 23 | Chanted Ritual | One-handed | A tome containing dark magics. MGK+1. |
| 24 | Enchanted Whore's Garb | Clothing | Sinister and lascivious clothing worn by the whores of the demon world. Armor +1. TMP +2. |
| 25 | Demon Beast Armor | Clothing | |
| 26 | Darkness Armor | Clothing | Heavy Armor made of darkness. Armor +10, Self-respect +1. |
| 31 | Demon-resisting shield | One-handed | +1 to agility for evasion, 抵抗時の魔力判定+2の盾. |
| 32 | Buckler (small shield) of Darkness | Ornament | |
| 33 | War Demon's Ring | Ornament | |
| 34 | Demon King's Orb | Ornament | |
| 35 | Ornament | ||
| 36 | Demon's Bracelet | Ornament | A bracelet with a fiendish design that gives +1 to Vitality. |
| 41 | Follower | ||
| 42 | Follower | ||
| 43 | Follower | ||
| 44 | Follower | ||
| 45 | Follower | ||
| 46 | Demon World Maid | Follower | |
| 51 | Aphrodisiac Gas | Ornament | Gas that sends surrounding enemies into rut (heat). Once per session, 敵全体に発情2の効果(自尊ー2で抵抗可)。 |
| 52 | Complete Set of Torture Implements | Ornament | |
| 53 | Lust Salve | Ornament | |
| 54 | Pleasure Gem | Ornament | |
| 55 | Ornament | ||
| 56 | Ring of Prevent-Ejaculation | Ornament | |
| 61 | Lewd Demon's Sword | One-handed | Damage +10, Strength +1, Self-Respect -1 (Cursed). |
| 62 | Slave Gem | Ornament | |
| 63 | Seal of Servitude | Ornament | |
| 64 | Collar of Obedience | Ornament | |
| 65 | Beast Seal | Ornament | |
| 66 | Armor of Lewd Magic | Clothing |
Common Charms[edit]
| Dice | Name | Cost | Details |
|---|---|---|---|
| 11 | Hellfire | 20 | All enemies in sight are dealt (12 + Magic Power) fire damage. |
| 12 | Blizzard | 12 | All enemies in sight are dealt (6 + Magic Power) ice damage. |
| 13 | Lightning | 10 | Target is dealt (10 + Magic Power) lightning damage. |
| 14 | Evil Blast | 4 | Target is dealt (10 + Magic Power) darkness damage. |
| 15 | Drain Life | 10 | Target is dealt (10 + Magic Power) darkness damage. Every minute damage is dealt, restore an amount equivalent to damage dealt to your own HP, MP, or PP. (TN: I think this spell is channeled? And would you pay Magic Points every round, or just once?) |
| 16 | Nightmare | 6 | Target is dealt magic damage every round in the PP. (TN: Maybe target's PP is dealt damage equal to your Magic Power every round you channel this spell?) |
| 21 | Healing | 10 | Target regains 15 HP. |
| 22 | Dark Blade | 6 | For 1 hour, target weapon's damage type becomes darkness, and deals additional damage equal to the caster's Magic Power. |
| 23 | Protection | 4 | For 1 hour, target's armor is increased by 5. |
| 24 | Illusion | 4 | For up to 3 hours, the caster generates an illusion. The Miyabureru only those who have successful against decision by the information. (Guessing here: Only those who succeed an INF save against the illusion may disbelieve it.) |
| 25 | Banish | 8 | Send a target away. Target must be of rank equal to or less than the caster. |
| 26 | Dispel | 8 | Removes all magical statuses, such as fascination, estrus, urination, and defecation, affecting the target. Does not affect non-magical statues. (TN: I swear those are the examples given.) |
| 31 | Spell-Bind | 8 | For 1 hour, target cannot use (either a spell, or any spells, I'm not sure which.) |
| 32 | Widow Net | 6 | For 1 hour, target is -2 to combat checks. |
| 33 | Berserk | 8 | For 1 hour, target is +2 to combat checks. |
| 34 | Paralyze | 6 | For 1 hour, target is -2 to movement. |
| 35 | Night-Wing | 10 | For 1 hour, target may use flight movements, and is +2 to movement. |
| 36 | Dark Force | 10 | For 1 hour, target is +2 to magic. |
| 41 | Orc | 2 | Summon an Orc to be your slave until the end of the scenario. When the summoned creature is rendered dead or enslaved by another, it disappears. |
| 42 | Damned | 4 | Summon a Damned to be your slave until the end of the scenario. When the summoned creature is rendered dead or enslaved by another, it disappears. |
| 43 | Destroyer | 10 | Summon a Destroyer to be your slave until the end of the scenario. When the summoned creature is rendered dead or enslaved by another, it disappears. |
| 44 | Dark Warrior | 10 | Summon a Dark Warrior to be your slave until the end of the scenario. When the summoned creature is rendered dead or enslaved by another, it disappears. |
| 45 | Tentacles | 10 | Summon a Tentacles to be your slave until the end of the scenario. When the summoned creature is rendered dead or enslaved by another, it disappears. |
| 46 | Hellhound | 16 | Summon a Hellhound to be your slave until the end of the scenario. When the summoned creature is rendered dead or enslaved by another, it disappears. |
| 51 | Domination | 6 | For 1 hour, target is +2 to Training. |
| 52 | Pet-walk | 8 | For the rest of the scenario, target is +2 to Service. |
| 53 | Physical Pit | 10 | For 1 hour, the user can be carried against Torture on its own when it is trained. However, this training is due to only items correction capabilities and value with no modification by production. (Please edit.) |
| 54 | Luminous | 12 | In the next 3 hours, the user may reroll a service or training check. |
| 55 | Pheromones | 20 | Applies the status "Attracts 1" to all targets in sight. |
| 56 | Libido | 8 | Applies the status "Estrus 2" to the target. |
| 61 | Double Play | 4 | In the next 3 hours, the target can be carried in two for training and service to be carried out depiction. (TN: I think it means the target gets bigger bonuses to training and service rolls for being descriptive. Can I get a second opinion?) |
| 62 | Naked | 6 | Destroys target's clothing, rendering them nude. Items curse haunting (Cursed). |
| 63 | Sensible | 4 | In the next hour, the target's training checks may deal increased (up the caster's Magic Power?) PP damage. |
| 64 | Shape Change | 4 | For the next day, the target's gender and age may be changed by the caster, who may also change 1 demonic trait. |
| 65 | Megalophallus (メガロファロス) | 4 | For the next 3 hours, the target either gains a penis or has theirs enhanced. Either way, the target gains +1 to either training or service. |
| 66 | Sadism | 8 | For 1 hour, target is recovers a point in either HP, MP, or PP for every point of HP damage that they cause this round. |
Roleplaying[edit]
Though you've gone over the sample demons, let us reiterate.
Demons are the masters of powerful physical, magical, and combative abilities. Their abilities are as diverse as their varied appearances. However, they also have many common features. These are the points mentioned in this section. Because of these, the demon race is clearly distinct from humans, monsters, angels and the like.
1: Immortality[edit]
Demons are immortal. They cannot die from corporeal damage. Demons are something to be feared, breaking spirits with their obscene slave-training. Naturally, there is nothing like aging, nor is there hunger or thirst, so breathing and sleeping and meals are all unnecessary. The energy of demons burns eternally in the depths of the demon world, and the negative energy spills out. An existence given form in accordance to the faint rules of magical power... that is the demon race.
Although, there are exceptions.
Holy power held by angels and chosen heroes of the humans, that is called Light Elemental damage.
A demon deeply wounded by such attacks (that is, their HP became zero) is completely annihilated.
There are various ways to avoid that, but there are also many people who wish such annihilation.
Consequently, most demons have great hatred and fear of angels and any holy relics.
Also, barring exceptional circumstances, demons are also erased by means of applying perfect seals.
This loses sight of the remaining self in the tedium, completely forgetting oneself.
2: Existence[edit]
Demons are bored. Bored of existence.
They eat despite not needing to eat, sleep without it being necessary. Naturally, that is the lie of food and sleep. Even if asleep, demons instantly awaken upon the nearing of an opposing rival. However, many demons capriciously consume and sleep. That is decidedly not a necessity, but rather a luxury. The stimulus of taste, and a peace like being near death. That is what demons seek when they sleep and dine.
And apart from food and sleep, there is pleasure.
That is a stirring love affair. Demons constantly battle. They battle with other demons, with monsters, with humans, and with angels. It cannot be helped that their circumstances involve nothing but war.
War, Love, and Rape, the continuing existence of demons is only concerned with pleasure. However, few demons are consciously aware of this. For now, it is good to remember that demons are thirsting for pleasure, constantly wishing for a stimulating way of living.
Additionally, though they don't sleep, a demon may faint because of excess of sensual pleasure (when PP reaches zero).
In this case, demons fall into a condition identical to human unconsciousness, becoming defenseless toward others.
3: True Strength[edit]
For the most part, all demons are strong, intelligent, and beautiful.
Even the player character just recently created: in the human world, they would be a first-class soldier or sorcerer, assassin or sage, noble or harlot. This is more or less the case, even looking at the individual differences. Without a great hero, a human cannot hope for victory over a demon. It may be forgotten in the demon world, but demons are the masters of dreadful powers. Let's remember that if a human appears, or if we travel to the human world.
Furthermore, just to make sure it was said, the beauty is such that their appearance will be spoken of until the end of time. Mentally unattractive demons exist as many as one likes.
4: Reproduction[edit]
Demons are also able to bear children through sex.
However, that cannot happen without the consent of both parties. That is, a child cannot be born of rape, nor can a child be born as a surprise when seeking sex for pleasure. Even if a master commands a slave, there will be no child unless they agree within their heart (but that may result in the slave receiving even more cruel treatment).
For demons, creating children requires constant mutual agreement and affection. This is identical when with humans or angels as well. Consequently, however far demons fall into decadence and pleasure every day, because of that reason it is not possible to be suddenly blessed with children. Children are only given to those who persistently wish for them.
5: Night Vision Abilities[edit]
It might seem trivial, but it's something unexpectedly important.
The demon world is dark. The darkness is similar to a human stepping a small distance into shadow. But the player characters are demons. They are made to dwell in the darkness.
It is not completely necessary for such demons to rely upon lanterns, torches, nor illuminating magic. All demons have their full field of vision without obstruction throughout the darkness.
6: Mutual Awareness[edit]
You may be disconcerted with all of the things there are to remember, but this is the end.
When demons come upon others of the same class, they can recognize each other.
Details are explained in the 7th chapter, but a Demon King cannot pretend to be a Majin, nor can a Majin pretend to be a Demon Commander.
With one glance, however, the demons of one's own class become obvious.
Consequently, many demons, when they want to contact demons of their own class that are concealed, they send slaves or familiars as messengers.
It's also possible that some items may have the power to conceal one's own class.
Furthermore, this mutual recognition does not work when faced with angels, humans, or monsters, nor will those facing you know your demon class.
It was long, but that's it.
Please be understanding of our talk of demons.
If you've taken the dreadful demon character you made a while ago, please promptly step into the demon world according to your GM. Or if there is no GM, please continue into the next chapter to learn everything you will need to know about Zettai Reido to someday begin the journey.
Determining Actions[edit]
- 行為判定について
行為判定とは、キャラクターが行動した結果 を得るためのルールだ。これによって、行なっ た行為が成功したか否かが決定する。キャラク ターがルール上、判定を必要とされる行動を行 なったり、GMが判定を要求した際、それは行 なわれることとなるだろう。 もちろん、成功して当然の行為に逐一判定は 必要ない(歩くとか会話できるかとか)。もち ろん、キャラクターは魔族としての特徴を備え ているのだから、闇の中で(魔族だから目が見 えるのに)ものを見ることも、(魔族だから溺 れないのに)水に溺れなかったかとか、そうし た判定も一切必要ない。GMはこれらをよく注 意し、PLに無意味な判定をさせないよう心が けるべきである。 後に述べるが、『絶対隷奴』における行為判 定は、キャラクターが成長するための手段でも ある。GMはPLに過度な判定をさせて成長さ せないよう、注意しておく必要があるだろう。 もちろん、ちゃんとした理由さえあれば、GM はいくらでも判定をさせてよい。
判定における2DR[edit]
ではいよいよ、サイコロを振る時が来た。 2DRについては第0章でも説明したが、一 部のゲームでしか使われていない特殊な判定方 法でもある。念のため、もう一度説明しよう。 そして同時に、このゲームの判定でのみ意味を 持つ、いくつかのことについても説明をしてお こう。 2DRではサイコロを二つ振り、出た出目を 合計する。ただし6の出目が出たなら、それは 0として扱う。そうして得られる合計値が判定 値である。0~10の判定値が得られることと なるはずだ(6-6は0、5-6は5、となる わけだから)。そして6の出目が出たなら、出 たサイコロの数だけDP(ダークパワー)とい う特殊な数値を得る。DPの使用方法について は第六章で詳しく述べる。とりあえず得て損な ものではないとだけ、ここでは把握しておけば いい。
ここからが行為判定ルールでの重要な点だ。 2DRで両方のサイコロの出目が6(6ゾロ) だったなら、判定結果は『クリティカル』と呼 ばれる大成功となる。クリティカルの際にはD Pが4点得られる上、通常の成功以上の効果を 得られる。通常はGMの演出や判断に任される が、戦闘や魔法、調教など数値の関わる際には 画期的な効果を発揮する。 また逆に両方の出目が5(5ゾロ)だったな ら判定結果は『ファンブル』と呼ばれる大失敗 となる。ファンブルはクリティカルの反対で、 通常の失敗より遥かに手痛い失敗だ。通常時に おいてもGMの胸先三寸でひどい目に合うかも しれない。しかも戦闘・魔法・調教などで出た ファンブルには本当に致命的な効果が起こり得 る。覚えておくといい。
行為判定の方法[edit]
行為判定が発生した際、GMはキャラクター の9種類ある能力値のいずれかを指定し、目標 となる『成功値』を告げる。 PLは何はともあれ2DRを振らなくてはな らない。能力値以下の出目を出せば行為の結果 はとりあえず成功だ。出せなければ完全な失敗 となる。 もし成功したとしても、まだ安心してはなら ない。 能力値をいくつ下回ったかで判定の『成功値』 が決まる(能力値6で出目が3なら成功値3、 ということだ)。
それが最初にGMの告げた目標の成功値より 低いなら、残念ながらそれは失敗なのだ(同じ 成功値なら成功だ)。 つまりGMの指定した能力値で、GMの言っ た以上の成功値を出して、成功することが、行 為判定の『成功』なのだ。 もちろん、成功しても失敗しても『6』の出 目が一つでも出ればDPは得られる。PLはど んなに成功の可能性が低くても、とりあえずサ イコロを振ってみることをお勧めする。
◆目標成功値の目安 0:魔族にとって何ということはない難易度。 1:やや手ごわいがまだ何とかなる。 2:相応の実力を持っていないと失敗の可能性 が高い。 3:実力を持っていたとしても失敗する可能性 が高い……。 4:かなり難しい。普通の魔族にはまず成功す ることはできない。 5以上:たいていの魔族にとっては不可能に等 しい。よほどの幸運か実力に恵まれなくて は成功しない。
対抗判定[edit]
他の相手と何らかの競争をする際には、判定 結果を比べ合うこととなる。 それが『対抗判定』だ。 対抗判定とは、要するに『成功値』が高い方 が勝つ勝負だ。相手の成功値が、そのまま目標 成功値ということだな。よって能力値の高い方 が常に有利となる(低い方の勝ち目もまあ、ゼ ロというわけではない)。 ただし、以下のことは覚えておいて欲しい。 このゲーム『絶対隷奴』ではPCとNPCが 同じ成功値を出したならPCが勝利となる。こ れは戦闘などを手早く処理するためのルール だ。もっとも、PC同士が戦ったならこの限り ではない。結果は引き分けとなり、もう一度ど ちらかが勝利するまで判定しなくてはならな い。 またもう一つ、どちらか一方がクリティカル を出したなら、もう一方もクリティカルを出さ ない限り勝利はありえない。当然上の理由によ り、PCがクリティカルを出したならサイコロ を振るまでもなく、NPCは自動的に敗北する。 また相手がファンブルの際にクリティカルを出 したりしたなら、二重に効果的な結果が生まれ るだろう。 戦闘や魔法、調教は全て対抗判定の連続だ。 『絶対隷奴』において最も多く行なう判定が対 抗判定であり、これから説明するほとんどの ルールにおいて対抗判定は重要なものとなる。
各能力値の使い方[edit]
さて、それでは以下に能力値ごとの判定の例 をざっと挙げておくとしよう。 ただし、GMにはまだまだ無限の判定を決め る権利がある。以下に述べた以外の状況が起 こったら、随時適切な判断が求められる。硬く 考えず、その場その場で適当な能力値を指定し て欲しい。GMが指定した能力値に不満があっ ても、PLはセッション終了するまで敢えて口 にしないこと。セッション中におけるPLの役 目は、シナリオの中断やルールについての論議 ではない。 では前置きが長くなってしまったが、以下に 能力値の判定例を羅列する。 『対抗』と書かれたものは基本的に対抗判定 で使用される、という意味だ。
Examples of Attribute Checks[edit]
●戦闘:武器攻撃を命中させる(対抗) 武器で何かを破壊する、何かを 投げて思った場所に命中させる ●運動:武器攻撃を回避する、敵から逃 げる、忍びよる(対抗) ジャンプする、断崖や壁を登 る、落下しつつ受け身をとる ●情報:隠れている相手を見つける(対抗) 相手の力量を測る、相手の正 体を探る、罠やアイテムを見 つける、噂や知識を得る ●調教:対象を奴隷に変えていく(対抗) 拷問し情報を吐かせる ●奉仕:媚びを売り気に入ってもらう(対抗) 傷ついた対象を愛撫し癒す、自 慰を行って自らを癒す ●誘惑:相手を魅了する(対抗) 色香により交渉を有利に行な う、配下や領地の忠誠を得る ●体力:相手を無理矢理押し倒す(対抗) 拘束具を引きちぎる、重いも のを持ち上げる ●魔力:相手に呪文をかける、呪文に抵 抗する(対抗) 呪文を発動させる、封印など を無理矢理開く ●自尊:誘惑や調教に耐える(対抗) ステータス異常に耐える、領 地を支配する
Using Spells[edit]
Battles[edit]
Training and Servitude[edit]
Love, Lust, and the Gates of Pleasure
At last you've made it to the chapter that explains the true spirit of Zettai Reido.
If you come here and scowl and don't even laugh, the rules here are necessary. You may still burn it (the book), or sell it off completely.
However, if your heart is moved, or you let out a vulgar laugh, please continue reading.
In this system, there are the support rules concerning sexual portrayal. Overall, it is the result of the GM and the players courage and individuality. Also, if you cannot mentally prepare yourself, read chapter zero once more. The meaning of this system is to remember well where you are, to understand, and to fully grasp what that means as you graciously continue reading.
Ero-Rule[edit]
The rules contained hereafter, as the ones before them, are used for nothing more than judgment of resistance.
However, there is one difference. That is "Ero-Rule". 『エロール』
That is, Erotic Roleplay. Lascivious, Elegant, Sensual play, dialogue, and portrayal.
According to that, judgments made from here on out may all be granted a bonus. That is, for concretely described, lascivious things, extremely high bonuses will be given. Most of all, if you become excessively repetitive, and it is simple a blank portrayal, the GM may refrain from giving a bonus.
Without describing how you do what you do, a character that only performs conclusions is temporarily given a -2 attribute value; you would do well to remember the consequences of such a folly. Of course, the GM understandably must not provide such portrayals either. If you can't lead by example, use penalties to get your point across.
The standard of Ero-Rules which the GM keeps for the players is below. Furthermore, the below bonuses do stack. Lewdly and obscenely, spin your words. If you do so, you may receive the largest bonus of +5.
Also, if it is a familiar GM, they may assign bonuses to the players in their own way without being a stickler for the rules shown here. For a wonderful portrayal, bonuses greater than +1 may be granted, and it is not necessarily an obligation that +5 is the always the upper limit.
Ero-Rule Depiction and Bonus[edit]
- Attribute -2: without describing anything, only the used attribute and the selected action.
- Attribute ±0: explaining how, only declaring your action (rubbing the chest, licking her pussy, inserting into the anus, or similar declarations).
- Attribute +1:
- A concrete and detailed description of how and what you are doing (describing with imitative sounds, detailed positions, and those sorts of actions is effective)
- Using obscene words for your partner (personally putting into words the subject at hand, said in the voice of your character).
- Accurately describing with either a tool or a pose (finely describing with posture or while using a tool).
- Cleverly performing the emotional expressions (it is not necessary to add a bonus if it is the same expression every time).
- Intensely attacking a weak point (basically, if the players and GM decide it so, it becomes a weak point).
Methods of Temptation[edit]
It's necessary to have suitable means of inviting an unwilling partner into a sexual encounter. It is possible to use magic or items to instill sexual desire, but for demons, not just anyone carries such power. If it is a partner without much difficulty, we can entice with our own sexual charm.
Temptation is something you are only able to commence upon partners that you notice within your field of vision.
Temptation is literally judged by your "Temptation" attribute.
The tempted person's resistance is judged by their self-respect, and if the temptation value is not a success, then that number becomes an equivalent degree of fascination.
Information concerning the fascination status effect is contained in chapter five.
It is easy share a bed with a partner who has been successfully fascinated. Please act freely as you wish.
Methods of Rape[edit]
There may also be opponents who have strong hearts and readily overcome your temptations. Or perhaps the player or GM is not skilled at temptation, or maybe they prefer forcible conduct. In such a moment, you can even attempt to train partners that recover their strength. That is the method called rape.
Rape is carried out upon the desired partner within your field of vision.
There is no problem if you need to look around. Rape is determined by resistance through physical strength. The successful rapist then, as things currently are, can train the opponent/partner. Of course, until training is completed or resisted, the resisting character will make a strength check every turn, not stopping until they are successful.
Rape is constantly taking place in this place. It isn't difficult to do such things even in places like the middle of pedestrian traffic within the Demon Metropolis (it might even be a part of the city's natural climate).
Methods of Training[edit]
Training, like Strength or Magic Power, and is an even more important attribute. The easiest way to damage one's PP is through Training. Training, is at your disposal the same way Strength is, however it is resisted by your partner's self-respect.
That is, the trainer's Training, and the partner's Self-Respect. Of course, in this situation it is proper to give possible bonuses for Ero-Rules, Items, Magic and the like. This is because the amount of PP damage you can land on your opponent is equal to the sum of Training and related bonuses given when rolling for Training.
There are basically no reductions or protections, concrete or magical, to help against PP damage. If the self-esteem based resistance check fails, that remaining damage is taken.
At any rate regarding training, Ero-Rules are the most important key to be remembered.
Enslavement[edit]
A character whose PP reaches 0 due to training is refreshed, and becomes a slave.
However, this is regarding demons and humans; so there are a few more important point in place. When training either of the two beings below, take the following considerations.
- Monsters
HP also acts as a monster's PP. That is, any PP damage taken is also taken by HP. Consequently, unless you pay careful attention, you may cause the monster to die despite planning to strike non-lethally, and from the start there may be a huge amount of PP when you decide to begin training. Ideal training tactics are training above moderate injury. Carefully listening to the GM for the remaining HP and the monster's condition, begin training by moderately training the monster. If you pierce into the PP damage, that monster is then able to be trained.
- Angels
Demons and humans essentially do not change, but when an Angel's PP reaches zero, it does not become enslaved. Of course, the angel becomes captured, unable to attack or perform assertive actions, but it will refuse in words and attitude. The angel also cannot be made to service the captor. Of course even so, demons violate and rape the angels, and obtaining this pleasure is said to be more wonderful than anything. Surely it is something to boast about to other demons.
Moreover, speaking of Angels whose PP is reduced to zero, taking the same as the maximum PP damage in training is something distinct. Angels corrupted in this way become a demon known as a Fallen Angel. On such a success, the Angel who becomes a Fallen Angel may become a demon slave. It's said by most that this sort of change has no charm, though...
Methods of Service[edit]
As expressed in chapter 2, sleep is not necessary for humans, nor is eating. The demons' way of recovery is the appropriately characteristic decadence, receiving obscene service from slaves and companions. Of course when one has become a slave, it is necessary to perform such service for the master.
Service is fundamentally carried out upon mutual consent. Of course, surprise attacks can occure, but if the receiving side doesn't have the intent to accept, there will be no effect. Service, as you probably assumed, is judged based on the Service attribute. There is no form of resistance (if not-desired, it simply has no effect), so merely having a success is necessary. On the other hand, speaking of the success value, if performing a portrayal, it is best to obtain bonuses.
The number obtained when adding up the success number and the service value (adding in the Bonus) when determining service is allocated freely for the recover of the serviced character's HP, MP, or PP.
Furthermore, there is the problem of manners, so when playing with numerous player characters thinking of the GMs various responsibilities, we recommend that you gather with your fellow players to discuss matters of service. Using slaves for a session should be carried out alone by a player, so as to make free time for the rest of the player characters. Also, it is important to know that coming together for service is certainly the shortest method for recovery.
Masturbation[edit]
It's a natural thing, but not all demons have slaves.
Demons without slaves have no choice but to pleasure themselves. It's accompanied with a bit of emptiness, but a great number of majin do this in order to satisfy their carnal desire. For the case of carrying out masturbation, deal with it as if carrying out service toward yourself. However, the amount of points recovered in this case is halved (rounding down).
Critical and Fumble[edit]
Criticals and fumbles with regard to sexual affairs are dealt with the same as those in combat.
However, regarding a fumble for service, the dealing with the recovery is "Service + Bonus" becomes PP damage taken by the service partner. (TN: I assume the person taking the damage is the one receiving the service.)
Using DP and Leveling Up[edit]
DP, that is, Dark Power, is the power of darkness carried by a character, and it is from that power that the foundation of the demon world is built, blessed by the darkness.
When holding a session, it's important to determine the amount of DP points appropriate to bestow (unlucky players may simply not receive DP..).
Through the consumption of DP, characters in Zettai Reido can grow and develop, obtain items and charms, and even gain any number of special effects mid-battle. The effects of DP are the players weapons to oppose the GM. Let's fully understand their use and keep in mind how to effectively employ DP.
Acquiring DP[edit]
There's something mentioned in each chapter, but here is one more: whatever situation you may be in, recall that you may receive DP.
- During judgment, when a 6 is rolled, obtain 1 DP.
(Critical is a special circumstance).
- During judgment, when a critical occurs (double 6s), obtain 4 DP.
- At the end of battle, the number of stars (★) (TN: look at the Classes of Demons table.) of the enemies rendered either dead or incapable of battle is awarded as DP
(however, that number is divided up among the player characters that fought).
- At the end of battle, five times the (5x) the number of stars (★) of enemies made into slaves is given as DP (however, it is divided up amongst all of the player characters that partook in the training).
- Within the session, according to the effective stars (★) of one's own demon slaves, consume one star (1★) to provide 1 DP.
Using DP[edit]
And finally, tangible ways to make use of your DP.
DP can be perpetually consumed throughout the session in order to invoke the below results at the desired timing. Of course, before the session begins and once it has ended there is no problem with invoking these rules whether or not the GM remains or is yet present. Growth in Zettai Reido is only according to DP (not counting further acquisition of items or charms).
- 2P: Recover 1 point of PP.
- 5P: Recover 10 points of HP or 10 points of MP.
- 5P: Re-roll one judgment decision.
- 7P: Randomly obtain one common item or charm.
- 15P: Obtain any one chosen common item or charm.
- 20P: Raise a chosen attribute by 1.
Classes of Demons[edit]
In the initial stages, your character was merely a majin (魔人), but after having multiple sessions, smoothly earning DP and raising your attribute values, rising to higher ranks is no longer just a dream.
Within the race of demons, majin and the like are no more than the lower class. In the demon world, however, such greatness is comparative. All demons have do their best and keep their eyes on the Great Demon King who governs over the world.
- Majin (★)
- Requirements: no less than 3 different attribute scores are 6 or more.
- Privileges: nothing in particular.
- Strength: in the initial state, said to have the strength of a hero by humans.
- High Class Majin (★★)
- Requirements: On top of satisfying the Majin requirements, 2 attributes must be 8 or above.
- Privileges: May choose one additional demonic trait, but it must not violate the High Class Majin requirements (refer to chapter 1).
- Strength: approximately enough to win against a party made up of several heroes.
- Demon Commander (★★★)
- Requirements: must possess at least 4 attributes of value 8 or greater.
- Privileges: may choose one Demon King Trait to obtain (refer to the advanced rules). May also possess territory and govern over is (refer to the advanced rules).
- Strength: approximately enough to destroy a small human nation.
- Great Demon Commander (★★★★)
- Requirements: on top of fulfilling the Demon Commander requirements, have two attributes over 10, and possess a Demon Commander as a slave.
- Privileges: select one additional demonic trait, but you may not select a trait that violates the conditions of being a Great Demon Commander (refer to chapter 1). You may build a gateway to the human world and come and go as you please, accompanied by your slaves if desired (refer to the advanced rules).
- Strength: if considered on the scale of human nations, approximately strong enough to destroy even the greatest of nations.
- Demon King (★★★★★)
- Requirements: at least 4 attributes are above 10, and no attributes remain under 6.
- Privileges: select one additional Demon King Trait (refer to the advanced rules).
- Strength: Approximately enough to destroy one human world.
- Demon World King (★★★★★★)
- Requirements: overthrow the previous ruler of the demon world, rendering them either dead or enslaved; possess two demon kings as slaves.
- Privileges: select one additional Demon King Trait (refer to the advanced rules); you may build a gate to the human world and bring along the inhabitants of your small demon world as you come and go at your leisure (refer to the advanced rules).
- Strength: Approximately enough to conquer and rule over multiple human worlds.
- P.S.: Demon World Kings may personally add to their names the title of Lord of whatever world it is they govern (ex: Lord of Disease, Lord of Licentiousness).
- Great Demon King(★★★★★★★)
- Requirements: enslave 6 former Demon World Kings from opposing demon worlds; concurrently rule as Demon World King over 6 different worlds.
- Privileges: select an additional Demon King Trait (refer to the advanced rules); treat all demons within your field of vision as your slaves; consolidate all smaller Demon Worlds into one great Demon World.
- Strength: approximately powerful enough to invade the heavens and fight on equal grounds.
Slaves[edit]
GM Rules[edit]
What's a GM?[edit]
Battles[edit]
Game Sessions[edit]
Creating a Scenario[edit]
With that, let us finally enter the rules for creating a scenario.
The truth is that it's quite simple to create a scenario. You only need to follow this procedure. Of course, if you are already familiar with the setting, each GM may arrange things as they like. To start off, we shall compose a Rank 1 scenario, and we recommend trying it out for a session.
Below is the procedure used to create a scenario.
Scenario Rank[edit]
Decide the rank of your scenario. Rank is the degree of difficulty. There is the difficulty of completion for the players, but also the amount of time necessary, as well as the difficulty for the GM. Rank spans from 1 to 4. A low rank means an easy scenario. The number of scenes in the scenario is equivalent to the scenario rank.
Determining the Location[edit]
Using the table of locations below, throw 1D6, and choose the appropriate location and geography.
If you are worried about the portrayal of a location, begin by choosing the Labyrinth setting, and simply having the player characters lose their way in an underground labyrinth.
| Table of Geographical Locations | |
|---|---|
| Dice | Result |
| 1 | Labyrinth |
| 2 | Swampland |
| 3 | Forest |
| 4 | Wastelands / Desert |
| 5 | Back Alleys of the Demon Metropolis |
| 6 | Fortress |
Determining Encounters[edit]
Decide on a number of encounters equal to the rank of your scenario.
There are two types of encounters: monsters and traps.
Half of the rank should not be exceeded by the number of types of monsters or traps.
That is, in a rank 1 scenario you should have at most 3 varieties of monsters. You may surpass this with multiple instances of the same type of monster.
Refer to the monster tables that follow according to the chosen setting in order to decide the monsters that will appear in your scenario (1D6).
If there is a monster not written in the table that the GM believes would be appropriate, feel free to include it. However, the appearance of a Bottom-Worm is only preferable with players that have agreed to it.
Use 1D66 for the appropriate number of traps, using the trap table (refer to the section on traps) to decide what traps will be used. Without rolling for the same trap again, think about laying traps in multiple places. However, if you're worried about laying excessive numbers of traps, simply roll until you believe that the number is reasonable.
Determining the Boss[edit]
Decide the boss of your scenario. However, use only one boss no matter the rank of your scenario.
The boss is more than anything the opponent for most Ero-Rules. The boss is not especially strong, but rather should be chosen according to the strength of the attending players. The strength of the boss should be the same as the highest ranked player character, or otherwise one rank above that. However, if the player characters do not possess a sufficient number of slaves, or if one player is missing, it is best to simply choose a boss that is basically the same rank as the player characters. For reference, you may simply use any of the sample characters demons, or remodel them as you like.
If the player characters are high class majin or demon commanders with plenty of slaves, a higher ranked demon, or monster with the rank of a demon commander may also make a suitable boss.
Determining the Treasure[edit]
Decide what treasure the boss of your scenario will carry.
Early on, you might have the boss itself be the treasure (as a slave), but you should also consider having a number of treasures; say, the rank number minus 2. This treasure may be uncommon items or charms, or perhaps 50 Soul.
The details regarding which items or charms can be decided based at the discretion of each GM (refer to the tables of items and charms).
Setting[edit]
Now, arrange the monsters and traps in the scene.
Distributing a number of scenes equivalent to rank, and arranging them in numerical order should keep it simple to manage.
The final scene is of course the boss (if there is one), and you must deploy at least one treasure with the boss. Also, it is best not to go overboard with the amount of traps in the boss's chamber. You do not want the player character's chances of success to completely disappear.
Refer to the section on traps for the method regarding trap deployment. You may concentrate however many traps you like in one scene, but you must take into account the penalties given to the player characters as well as the general degree of difficulty.
It's most desirably to put 1~2 types of monsters in each scene. In Zettai Reido, monsters are not merely combat enemies, but they are also opponents for Ero-Rules and conversational encounters. If there is more treasure than simply those found in the boss's chamber, you should probably place these treasures within the scenes that contain the monsters with the most stars (★)
Game Management[edit]
Treat the game session as a sequence of scenes.
In order for the player characters to proceed to the next scene, they must dispatch all of the monsters or traps present in the current scene, or possibly escape by movement 「移動」. If all of the players' strength is used up in the middle of a session, let them instead look forward to the next session to deal with the player character that became enslaved by a monster or boss.
If everyone has safely made it through the final scene, then the session is complete. If the players successfully managed to escape from the boss without defeating it, then that also will result in the end of the session.
Practical Application[edit]
If the player characters have sufficiently developed, try making scenarios with only boss-class monsters under the service of the true boss: the Demon King, or perhaps try to use the advanced rules to create the territory of a Demon Commander, and use that as the setting for a scenario. As the GM becomes more comfortable, her or she may also increase or decrease the number of traps and monsters involved.
If you have managed enough scenarios to feel comfortable with all the various rules and nobody has any hesitation when it comes to Ero-Rules, try to handle a larger theme, and allow the same player characters to be continually used throughout your sessions. If the player characters obtain the rank of Demon Commander or higher, they will gain their own territory, and may even become the boss of their own scenario. It's also unavoidable that such characters go to war with other demon commanders, or even the Demon King, or perhaps they may find themselves having to quell a rebellion within their own territory.
If you have had enough of these sorts of scenarios, then let your session draw closer to the foundations of the demon world.
Monster Tables[edit]
| Location: | Labyrinth |
|---|---|
| Dice | Result |
| 1 | Orc |
| 2 | Damned |
| 3 | Dark Warrior |
| 4 | Tentacles |
| 5 | Slime |
| 6 | Bane Golem |
| Location: | Desert/Wasteland |
|---|---|
| Dice | Result |
| 1 | Orc |
| 2 | Destroyer |
| 3 | Hellhound |
| 4 | Harpy |
| 5 | Fiend |
| 6 | Wyvern |
| Location: | Swampland |
|---|---|
| Dice | Result |
| 1 | Orc |
| 2 | Tentacles |
| 3 | Slime |
| 4 | Myconid |
| 5 | Energy Sucker |
| 6 | Larva |
| Location: | Back Alleys of the Demon Metropolis |
|---|---|
| Dice | Result |
| 1 | Orc |
| 2 | Damned |
| 3 | Dark Warrior |
| 4 | Hellhound |
| 5 | Brownie (TN: srsly ブラウニー) |
| 6 | Soul Eater |
Monsters[edit]
Traps[edit]
NPCs[edit]
Spells and Items[edit]
Pricing and Sales in the Demon World[edit]
Sample Scenario: After the Slave Thief![edit]
- Scenario: After the Slave Thief!
- Scenario Rank: 3
- Necessary Time: 2 hours (or longer, depending on the portrayal)
- Number of Participants: 1 Player
Introduction[edit]
The below scenario was made in accordance with the rules regarding scenario creation; it is a scenario for use with beginners. Particularly for a person who is being a GM with this system for the first time, we hope that you test out this scenario one time.
Great efforts were taken to ensure that there was special sexual preference involved, but if there are any points that disagree with the taste of the individual, these can be changed at the GM's discretion. For example, Melcina's appearance, age, manner of speech, or other characteristics.
Preparation[edit]
This scenario was made with a recently created player-character in mind.
If there's not enough time, or you don't want to deal with the creation rules, you may simply choose a demon from the prepared archetypes.
Once the player character is complete, if this rulebook is returned to the hands of the GM, the scenario may begin.
Background for Player Characters[edit]
- You are a single demon, wandering the World of Plagues, one small demon world among a great number of demon worlds.
- In the course of your previous travels, you met a female demon named Melcina.
- The two of you both knew that you were equal in power, so there was no way for one to enslave the other.
- Each of you decided to avoid the risk.
- Once or twice, you and she have both piled up bodies.
- You once possessed a slave: a fallen angel known as Cromwell.
- Cromwell, while being introverted, was an ideal slave in bed.
- However, in the one instant that you took your eyes off of him/her, Cromwell was stolen by Melcina.
- Thus, to recover your slave and have your revenge, your pursuit of Melcina begins.
- Now that you have read and conveyed this background information to the player, let us immediately jump into the beginning scene.
Scene Zero: Pursuit[edit]
The player character seeks information about Melcina, and visits various well-known demons in the area as well as some dignified monsters.
Carry out either an INF or TMP check, and check the Pursuit! table based on the number of successes to decide what type of being the player meets. Once you've exceeded 4 total Pursuit Points, then the player will finally arrive at Melcina's base.
Refer to their respective pages for details on each monster and NPC.
You may steadily conduct each encounter through conversation, or simply procede through each event. The GM should decide this based upon their own capacity as well as the time available.
Thus after many twists and turns, the player learns of Melcina's current whereabouts.
- It is a marshland in this World of Plagues, known as Tentacle Swamp.
- It is an unentered land with no reigning lord, a dangerous place crowded by many independent monsters and demons.
- It is said that Melcina is there, performing thievery.
| Pursuit! | |
|---|---|
| Critical | You learn of Melcina's whereabouts by your own doing. Continue on to Scene One. |
| More than 3 successes | You meet Laness the Lecherous. While joining each other for mutual pleasure, he offers you a fragment of information. Perform either a training or service check. If your training check succeeds, gain 2 Pursuit Points. If you service check succeeds, gain 1. |
| Two successes | You meet Moira, the Mistress of Plunder. After sex, she instantly tries to sell you as a slave. If you succeed at an agility check, gain 2 Pursuit Points. If you fail, you're enslaved, sold, then lost 1 Pursuit Point. |
| One success | You meet, and are subsequently raped by the Dark Dragon. Somehow or other, it seems he has a grudge against Melcina. You are quickly released, gaining 1 Pursuit Point. |
| Zero successes | You meet Rich, and he manages to help a bit in gathering information. Gain 1 Pursuit Point. |
| Failure | You roam the demon world, but there is no special information to be found. (add 1 to the next reward of pursuit points. another failure occurs, continue to increase the reward.) |
| Fumble | You lose your way and stumble into an orc den where you are confined as a slave. One year later, you are freed. Lose 2 Pursuit Points. |
Scene One: provocation; stirring up; arousal[edit]
- Finally, you've arrived at Tentacle Swamp. Now you must pay back your grudge.
- A sweet, wet fog creeps about the swamp, the sound of wriggling tentacles appears out of nowhere, and both alluring voices and growls of beasts can be heard.
- This is the Tentacle Swamp.
- A notorious place, even to demons.
- This place gives you a premonition of both violence and pleasure. Thinking of how you'll capture that demon woman, you squint your eyes.
At this point, two Thief traps are set (refer to Trap no.36 on the table of traps).
If the player cannot make 2 success in each of two INF checks, then 1~2 items are stolen away.
Avoiding both thief raids is extremely difficult for starting characters. However, if both traps succeed, do not worry. The effect only lasts until the end of the scenario.
This thief can only be one person.
- However, while your information lead you here to find Melcina,
- Melcina was also here waiting to ambush you!
- She bursts out from hiding, stealing your items! (or trying to steal your items).
- You are unable to use those stolen items for the rest of the session.
- She grins, laughing at your helpless, dumbfounded expression.
- And in one moment, as soon as she had stolen your items, she begins her getaway, laughing from afar.
Refer to the character data on Melcina, written at the end of this scenario, in order to explain to the players the basic appearance and equipment of the majin woman who appeared here.
You may also show them the pictures from the opening cartoon.
While Melcina's thief traps were here in this scene, the player character cannot capture her, nor engage in combat.
- Now then, ○○(Player Character's Name), did you come here yourself to become my slave? You didn't need to go through all that trouble...
- Cromwell is now in my care every night. It seems she has much more affection for me than she ever did for you.
The GM should have speak through Melcina's own abusive, slanderous banter as much as possible.
This scenario should cause excitement, angering the player, making them chase after Melcina.
If the player pursues Melcina, use AGI checks, and if you have 2 or more successes twice, continue on to pursue.
If you pursue Melcina, proceed to Scene 2 (situation 1).
If you were unable to pursue, proceed to Scene 2 (situation 2).
Scene Two: Tentacles[edit]
- Situation 1
- You can almost touch the demon woman's back with your hand.
- Underfoot, the muddy water is bubbling.
- As you stand ready for this strange presence, countless tentacles extend out from within the swamp-water!
- It seems that this was another one of her traps...
- She watches you with a sinister grin as you become helplessly tangled among the tentacles.
- Situation 2
- You lose sight of Melcina as the mud bubbles around your feet.
- As you ready yourself, countless tentacles explode out from underneath, completely overcoming you!
- It seems that you have fallen into her trap. This place appears to be more dangerous than expected.
No matter the beginning situation, the result does not change.
In any event, as appropriate for the name of Tentacle Swamp, the player character is assaulted by a mass of tentacles.
The tentacles themselves cannot speak, but instead, offer Melcina's dialogue, heard from afar.
- Oh~hohohohoho! You seem to have been caught, hm?
- Please love that person as much as possible!
- They've been carefully trained, so perhaps I could come and save you.
(TN: the second two lines here are probably horribly wrong.)
Saying this, she exits the scene with the items stolen from the player character (if there were any).
Thus, one Tentacle Monster (monster no.15) appears, and combat begins.
It is not a surprise attack, treat this as normal combat.
The Tentacle Monster has put the player character into Restrained status, and begins to rape the player.
Once the Tentacle Monster has been defeated, proceed to scene 3.
If the player is defeated, Melcina will finally turn up. She will use a Banish charm to dispose of the tentacles, and enslave the player character. However, becoming a slave does not mean that the player character can no longer be used in play. The GM should be sure to explain this to the player.
Scene Three: Melcina[edit]
- As soon as the Tentacle Monster is defeated, you hear footsteps drawing close.
- Upon seeing your condition, she shrugs her shoulders in a bit of respect for your job well done.
- "My goodness, you've succeeded!
- Perhaps I underestimated your true abilities."
- "Excuse me, Lady Melcina, please don't hurt Lady/Lord ○○..."
Majin Melcina appears.
Soon after, you can see a frowning Cromwell standing at her side. Cromwell still seems to favor the player character.
Immediately after defeating the Tentacle Monster, she had to appear, leaving you no free time to recover. Before battle, you might have time to masturbate once. But if you are masturbating, you won't be able to avoid Melcina's ridicule. Regarding masturbation, it is right before battle, but do not be particular about that for the actual portrayal.
- Oh~hoho, were you turned on by the tentacles wrapping around your body? It seems like you can only think of the debaucherous pleasure..
Melcina maintains her distance from the player character.
While saying this, she brandishes a magic staff, likely deciding to defeat and train the player character.
Melcina's tactics are as follows:
- Damaging the enemy with either Evil Blast or Lightning.
- Using Banish if the player character tries to summon anything.
- If MP is exhausted, use temptation and try to train the player.
In the case that the PC seems to want to actively become a slave, then she can begin straight from temptation, disregarding the remaining MP.
During this battle, Cromwell cannot participate. She stands, patiently gazing until the end to see which of the two will emerge victorious.
Consequently, if the PC defeats Melcina and trains her, she will be enslaved, and furthermore her assets of 50 Soul may also be handed over. Also, having trained a majin, the player also receives 5DP. After this, once Melcina is enslaved, Cromwell returns of her own will to the patronage of the player as their slave.
If the player is a majin, then they are unable to have two slaves.
However it suits your pleasure, it would be best to take either one to the slave market to be sold off.
If the player is unfortunately enslaved by Melcina, then Melcina ascends to become a High Class Majin (★★), and the player will lead a life as her slave.
Together with the player's former slave Cromwell, the two of them now are found in a nightly embrace with Melcina.
Most importantly, it is not necessary that the game ends here. Afterwards, the tale of our player character can continue on anywhere. You may live a glorious life as her slave, or continue to embrace your spirit of rebellion. Or perhaps you will be released after a number of years, starting again according to your own free will.
Whether ending up enslaved or remaining a master, please see below for Melcina's character details.
| Melcina | |||||
|---|---|---|---|---|---|
| Class: | Majin (★) | Gender: | Female | Apparent Age: | 26 |
| HP: | 30 | MP: | 30 | PP: | 35 |
| Armor: | 5 | Damage: | 11 | ||
| STR: | 6 | TRN: | 6 | VIT: | 6 |
| AGI: | 5 (+1) | SVC: | 5 | MGK: | 6 +1 |
| INF: | 8 | TMP: | 7 | SRP: | 7 |
| Traits: | Glasses, Horns (2), Siren's Beauty |
|---|---|
| Equipment: | Buckler (One-handed / AGI +1 during evasion checks)
Prison of Darkness Simple Armor (Armor +5) |
| Items: | Magic Staff (One-handed / Damage +5, MGK +1)
Tormentor (+1 when portraying training or dealing with subordinates) |
| Charms: | Evil Blast (MP 4 / Target takes 10 + MGK damage)
Lightning (MP10 / Target takes 15 + MGK damage), Banish (MP8 / Dispatch of one enemy of a class lower than the caster) |
| Likes: | A female majin who specializes in magic and temptation. Using an eminent tone with whoever she faces, she does not hide the fact that she looks down on others. She calmly conducts lies and deceit. Combined with her constantly condescending view of slaves, she is often found lustily seeking out sex. |
The truth is, if she herself becomes a slave, not much would change. If she is unable to commit any cruel acts, she would surely enjoy herself having sex, using a polite but snarky attitude toward her master, but her behavior would not change.
Refer to the following remarks for details on her personality.
- It doesn't have to be like this. Either winning or losing would both be so sad, don't you think? (action failure)
- Understood. From now on I am your servant. I shall carefully service you every day. (when enslaved)
- Wait one moment. Shall we discuss pleasure, instead of pain? (temptation)
- Hey, hey, I told you, didn't I? You should really train you body a little bit more. (causing the player character to fail an action)
- Kuhuhu, well, you may lick me now. You shall pay for this blood and sweat with your tongue. (upon enslaving the player character)
| Cromwell | |
|---|---|
| Class: | Majin (★) |
| Gender: | Hermaphroditic |
| Apparent Age: | 17 |
Data regarding Fallen Angel Cromwell is the same as the Fallen Angel archetype.
| HP: | 15 | MP: | 30 | PP: | 30 |
|---|---|---|---|---|---|
| Armor: | 10 | Damage: | 11 | ||
| STR: | 6 | TRN: | 6 | VIT: | 3 |
| AGI: | 8 (+1) | SVC: | 6 + 2 | MGK: | 6 + 1 |
| INF: | 6 | TMP: | 7 | SRP: | 6 -2 |
| Traits: | Wings of Darkness x2 (2 pairs of black angel wings), Captivating Voice |
|---|---|
| Equipment: | One-handed Weapon (One-handed / Damage +5)
Buckler (One-handed / Evasion +1) Magic (demon) Slave (Subordinate) Prison of Darkness (Ornament) |
| Money: | 1 Soul |
| Items: | Slave Orb (Ornament, Cursed / SVC +2, SRP -2)
Lewd Magic Armor (Clothing, Cursed / Armor +10, MGK+1, Permanent: "Horniness: Zero") |
| Charms: | Healing (MP 10 / Target recovers 15 HP)
Dark Blade (MP 6 / 1hr duration, target's weapon gains the darkness attribute, gaining +MGK in damage) Protection (MP 4 / 1hr duration, target gains +5 armor). |
She is a typical fallen angel; she only lives completely dependently as the slave of other demons. She has a natural disposition towards being a slave, and is both lascivious and introverted. She is usually seen to be graceful and humble, and though she may resist a little at first, she quickly begs to be dominated. When it comes to the player character, she was always the ideal slave, so other demons would always have their eye on her.
In this scenario she is confined to life as a slave. Constantly servicing someone, she has been well trained.
Please refer to the following remarks of hers.
- I beg of you, please take me in as Master/Mistress ○○'s slave once more... there is nowhere else I would rather be. (upon the player character's victory over Melcina)
- Mistress/Master ○○... now.. Mistress/Master ○○ is now a slave like me... isn't s/he. (upon the player character being enslaved by Melcina)
- Even if I'm not your slave, I will still serve you, so please, please don't sell me! (when being sold off)
Review[edit]
In the case that there are two players, it is permissible to exchange the tentacle monster for something stronger. Depending on the preferences of the participants, an Energy Sucker, or Larva, or something on that level would be good. You may also consider adding something like a 『ぬかるみ(nukarumi)』 (Trap no.21) alongside the tentacle monster.
In the case that the player characters are high class majin, or if they really want to become slaves, you may change Melcina to a high class majin. In this situation, in order to supplement Melcina's strength, provide her with the Magic Slave and Torture Instrument Set items and the Tentacles and Sensible charms.
If the GM or players do not prefer tentacles, you may exchange the tentacle monster for a Dark Warrior, in a manner unrelated to Ero-rules (which are decided by battle only).
Also, if giving a detailed portrayal of the intelligence gathering in Scene Zero, you may wish to create a small, 10 minute long sub-scenario.
Or perhaps you would like to take on these scenarios on a separate occasion, making these circumstances an entire session. If you would like to temporarily abdicate a slave, there is no problem with enjoying past events using your current level (as long as your level would not increase dramatically due to this).
The charming encounters with Lanesse, Moira, and the Dark Dragon can all easily become 10 minute mini-scenarios, and the incarceration by Orcs would also make a valuable subject for a scenario.
If you follow this development, the tale of your player character may become as long as one likes.