HP Bar Regulated Federation

Public Restricted

Established: 2021-01-19
Chat room: #HPRegulated

  • Dice match
  • Rip and strip
  • Cock fighting
  • Wrestle for top
  • Forced cum
Test your fate...
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Hot give and take wrestling matches using a turn based system, using the dice and action functions to play out a hot match. Using your imagination to sell holds and letting the "chance" determine the outcome of the match.

Choosing the right actions during the match may very well be in your favor, choose wisely, or get punished for the wrong choice!

Great Rule Set for 4 Bar Regulated Matches (easily modifyable for use)

HP
The wrestler’s physical condition
HP starts at 100.
Physical attacks such as punches, kicks, chops, and slams cause HP to drop.
If your opponent has 75 HP or less, you can attempt to catch him in a hold.
If your opponent has 25 HP or less, you can attempt to pin him.
HP cannot be recovered during a match.

POWER
The wrestler’s endurance
POWER starts at 100.
Crushing or debilitating holds such as bearhugs, nelsons, scissors, chokes, grapevines and pins cause POWER to drop.
POWER can only be attacked if you have your opponent in a hold.
If your opponent has 25 POWER or less, and you have him in a hold, you can attempt to submit him.
POWER can be recovered during a match as long as the wrestler is not trapped in a hold, and does not have his opponent in a hold, but it costs two moves.

WP
The wrestler’s sexual willpower
WP starts at 100.
Erotic attacks working or exploiting the wrestler’s cock, balls, taint, hole, nipples and/or other sexual weaknesses cause WP to drop.
WP can only be attacked if you have your opponent in a hold.
If your opponent has 25 WP or less, you can attempt to defeat him in a cock fight.
WP can be recovered during a match

EGO
The wrestler’s confidence and mental toughness.
EGO starts at 100.
Psychological or humiliating attacks such as being forced to flex or muscle worship while trapped in a hold cause EGO to drop.
If you have 50 EGO or less, you cannot re-attempt an action that you miss on the same turn.
If you have 25 EGO or less, any missed action ends your turn.
If your opponent has 25 EGO or less, you can attempt to mentally break him.
EGO is recovered or lost during certain situations i.e. reversing a hold, failing to escape a hold.

Actions:
!attack
Physical attacks that damage HP. 50% chance of success.
!attack power
Crushing or punishing attacks that damage POWER. 50% chance of success. Can only be used when you have your opponent in a hold.
!attack WP
Sexual attacks that damage WP. 50% chance of success. Can only be used when you have your opponent in a hold.
!attack EGO
Psychological or humiliating attacks that damage EGO. 50% chance of success.
!hold
Attempts to secure your opponent in a hold. 50% chance of success. Can only be used if your opponent has 75 HP or less.
!clinch
Attempts to force your opponent into a test of strength. 50% chance of being successful.
!pain, !damage
Physical damage against your opponent. Always successful. Can only be used as the first action of a HOLD, or if your opponent is DAZED.
!escape
Attempts to free yourself from a hold. 50% chance of success. Failure damages EGO.
!reverse
Attempts to reverse control of a hold. 25% chance of success. Success recovers EGO.
!stand
Attempts to get back to your feet if left DAZED at the start of your turn. 50% chance of success. Failure damages EGO.
!recover POWER
Restores some points to POWER. Can only be used if you are not trapped in a hold, and do not have your opponent in a hold. Counts as two actions.
!recover WP
Restores some points to WP. Can only be used if you are not trapped in a hold, and do not have your opponent in a hold. Counts as two actions.

Special situations:

HOLDS

If your opponent has 75 HP or less, you can try to catch him in a hold.
When you have your opponent in a hold, you can directly damage his POWER once per turn.
You can then attempt to further attack his POWER or WP with your remaining roles.
You cannot recover POWER or WP when applying a hold.
If your opponent escapes a hold, you have to wait one full turn or deal at least 10 damage to HP before you can attempt to apply a new hold. This does not apply to a reversal.
If your opponent has 25 or more HP than you, he can immediately try to reverse a hold you apply before any damage is done.
If your opponent has 50 or more HP than you, he has two attempts to immediately reverse, or one attempt to escape, before any damage is done.
If you reverse a hold, you recover EGO.
If you fail to escape a hold, you lose EGO.

CRITICAL ATTACKS

If an offensive roll does 11 or 12 damage, your opponent is DAZED and your next action will be an automatic success, whether it is an attack, securing a hold, or initiating a Test of Strength.
If you do not have any actions left on your turn, your opponent remains DAZED and has to successfully get back up to his feet on his turn before he can keep wrestling.
If an offensive roll does 11 or 12 damage and your opponent is already DAZED, your opponent becomes STUNNED.
If you are STUNNED, your opponent gets to take an additional three actions.

TEST OF STRENGTH

A test of strength (ToS) is a best of 5 contest of a specific stat.
To initiate a ToS, you need a successful !clinch. The initiator decides the stat being used for the ToS.
Each round, each wrestler rolls 1dX, with X being the current value of the tested stat. The higher roll wins. In case of a tie, both wrestlers immediately re-roll for a tie breaker.
The winner of each round damages his opponent’s tested stat.
If the difference between the two rolls is 30 or more, the winner also damages an additional stat (POWER, WP or EGO)
If the difference between the two rolls is 40 or more, the winner damages all three stats (POWER, WP and EGO)
If a wrestler loses two rounds in a row, he is IN TROUBLE. He can only roll 1d(X/2), rounded down. If he wins the round while IN TROUBLE, he restores EGO.
The loser of the test of strength is immediately put into a hold, regardless of HP, and cannot attempt an immediate escape or reversal. It is then the winner’s turn.

FORCED TO CUM

When you have your opponent in a hold and land a successful attack to WP of 8 or more, you can attempt to force him to cum.
A special ToS is initiated using the initiator’s EGO against the opponent’s WP.
The winner of each round does damage only to his opponent’s WP or EGO.
If you win the ToS, your opponent is forced to cum. He takes EGO damage and is immediately STUNNED, allowing you to take three additional actions.
Win conditions:
A match is won by wearing your opponent down physically, sexually, and/or mentally, and then finish him off with a pin, a submission, mentally breaking him, or forcing him to cum three times.

Pin attempt:

If your opponent has 25 HP or less, you can attempt to pin him by initiating a ToS testing HP.
If you win the ToS, you successfully pin your opponent.
If you lose the ToS, your opponent escapes and recovers EGO.
The one being pinned may try to reverse the pin once during the pin attempt. If he succeeds, the pin attempt is reversed and starts with a fresh count. If it fails, he loses that round of the ToS.
Submission attempt:

If your opponent has 25 POWER or less, and you have him in a hold, a submission attempt ToS begins testing POWER.
If you win the ToS, you successfully force your opponent to submit.
If you lose the ToS, your opponent escapes and recovers EGO.
The one trapped in the submission hold may try to reverse the hold once during the submission attempt. If he succeeds, the submission attempt is reversed into a fresh hold, which can be a new submission attempt if the opponent also has 25 POWER or less. If the reverse fails, he loses that round of the ToS.
Mind fuck:

If your opponent has 25 EGO or less, you can attempt to mind fuck him by initiating a ToS testing EGO.
If you win the ToS, you successfully break your opponent mentally, making him unable to keep fighting you.
If you lose the ToS, your opponent escapes and recovers EGO.
Sexually dominated:

If you force your opponent to cum three times, he is sexually dominated and defeated.

About HP Bar Regulated Federation

Hot give and take wrestling matches using a turn based system, using the dice and action functions to play out a hot match. Using your imagination to sell holds and letting the "chance" determine the outcome of the match.

Choosing the right actions during the match may very well be in your favor, choose wisely, or get punished for the wrong choice!

Online in chat
#HPRegulated

14:11 The_Ref: I have created the public room #HPRegulated.

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Dice wrestling rules: 4 stat bars
Author: Jazz Marino (deleted member)
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4 yr
Mario (deleted member)
2021-03-18 15:29
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