VRX 9000: Sex Games / Fire Emblem - Setup

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VRX 9000: Sex Games

Fire Emblem: Temple of the Dragon

Status: Setup

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                                                                    Introduction: 
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Welcome to the Temple of the Dragon, Tactician! You have been expected. During your many struggles against Plegia, the Risen, and the invaders from across the sea you have always been wary of the great threat of Grima, the powerful dark dragon and his immanent revival. You know that the only way to stop this great dragon once he is reborn is to use the all mighty power of the Fire Emblem. While you are your party have this artifact in your possession there are five gems that have been scattered across the land that you must acquire to make this mighty weapon work. In your search your information has led you here, to the Temple of the Dragon, a giant sand-stone arena in the middle of the desert run by an unlawful band of mercenaries.

The temple and mercenaries are surprisingly well guarded and you don't relish the fact of facing these men in combat. They agree to speak to you peacefully however and a deal is quickly made. The mercenaries are willing to give you their gem of power peacefully, but under one condition. They want you to compete inside their temple for their amusement, a battle between three teams in a race to claim the gem first. You and your party are required to provide the three teams from your ranks as well as three leaders to guide these teams. You agree to play their game as a leader tactician. They add on the fact that the teams must be made of four women each, they will accept no men within their arena unless they are leading the teams. While the request is unusual your army has many women with strength enough for the challenge and all is agreed upon.

Chrom, the prince and leader of your forces recruits and creates three teams with your help out of your able army and the mercenaries let you and these forces through the front gates. Your adventure starts here as you and the other two tacticians are led to the control room high above the arena where you are explained the rules of the game. Excited but nervous you listen eagerly as you climb the stairs ever upwards.

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                                                                       Rules: 
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Welcome to the rules section. Here we will go over each part of the game in detail along with the different win conditions, special rules, and how to command your forces while in the Temple of the Dragon. If you already know the rules and have played the game before simply skip to the teams section and choose who you'd like to command. Otherwise, pay close attention! You will need all of the information proceeding to play to the best of your ability and just maybe come out on top! First we will look at the overall setup of the game so we get a good idea of where everything is located.

                                                                        Map:

The temple is separated into six different levels, each of which has its own unique design and purpose throughout the game. The first level is located at the very top, small room perched over the center of the arena raised above everything else by three arches. This is the room you are in, the Tactician's room. From here you can see most of the rest of the arena and have access to a screen which provides you with all the information you will need to play the game. The next three levels are all part of the game, three stories of random rooms, hallways, traps, and monsters in which the majority of the game will be played. These levels are rings surrounding the actual arena and go around a full 360 degrees. Most of your characters will start on the lowest of these levels, level four, and begin their adventure from there. The fifth level is the actual arena, a large sunken circle in the dirt where just about any kind of challenge can await you. The arena is bare except for a small circle of iron bars across the ground in the center. This leads to the sixth and last level. Just below the iron bars of the arena is a room with walls of glass split into three perfectly even parts with iron bars. This is where your hostage will be located, along with the other two player's hostages. Hostages will be explained later. Past the glass walls of the inner circle is a large, dark open room that lies underneath the rest of the arena. It only has torches on the far walls leaving most of the room in shadow. This is where your secondary's will be located.

                                                                      Objectives:

Now that you know the basic setup of the Temple of the Dragon we will now go over the objectives and how to win the game. Your goal is to try and amass twenty points before the other teams do. Once your team has obtained the needed twenty points they must all proceed to the center arena in which a powerful foe bearing the gem will be summoned. The team must defeat the summon to obtain the gem and claim victory. To obtain the first twenty points you may do one of the following:

  • The first way to claim points are to find one of three secret rooms throughout the three levels of the temple. Upon finding these rooms there will be a treasure chest and upon claiming the chest you will be awarded five points. You may not gain more than ten objective points in this way.
  • The second way to claim points is to have your hostage in a good state of being. For every turn your hostage retains her Will you gain one victory point. You may not gain more than ten objective points in this way.
  • The third and final way to claim points is to capture a member of the other teams and have them submit to you. Once a character has surrendered they are under the other players control for three turns before being returned to their former player. For each character captures you are awarded two points. You may not gain more than ten objective points in this way.

There are many special rules in this category, some of which will be explained now. Each character will receive a secret objective at the beginning of the game which also awards objective points if completed. These secret objectives are usually difficult however and take cunning and hard work to achieve by both the tactician and the characters he controls. There are also several different random factors hidden throughout the arena that have the potential to award objective points.

                                                                      Game Stages:

The game is turn based and each turn consists of three consecutive phases. These phases are the Strategy Phase, the Action Phase, and the Consolidation Phase. Each stage is important in it's own way and each can have a dramatic effect on the game. The different phases are as followed.

-The Strategy Phase: The strategy phase is the phase in which you decide how you are going to play out your turn and what strategies you want to follow. You will be presented with four different strategy cards to choose from; Offensive, Defensive, Objective, and Luck. Based on which strategy you select you will be given a small deck of cards to play during your action phase. Each card is worth a certain amount of points and you will be given an eight point deck to use. The following is the list of cards available:

                                                                     One Point Cards:
  • Purge: Remove a helpful buff from target enemy. If the target buff is a character or team buff the buff is returned at the end of the turn.
  • Attract: Select a target character, either your own or an enemy's. Monsters are more attracted to that character this turn than usual. This does not guarantee a monster will find that character.
  • Heal: Remove one negative ailment from one of your characters.
  • Defend: Select one of your characters. That character gains a bonus to defense for the rest of the turn. This does not stack.
  • Find Key: Choose a previously explored locked door in the arena. That door is now open.
  • Shackle Monster: Select a monster within range of one of your characters. That monster cannot act this turn.
  • Charge: Select one of your characters. That character gains a bonus to offense for the rest of the turn. This does not stack.
  • Roll the Dice: Something lucky will happen for one of your characters this round.
                                                                     Two Point Cards:
  • Summon Challenger: Only usable when you have a character next to a challenge terminal. One random opponent will be teleported to the challenge to face your character. Often selected from nearby foes.
  • Harsh Punishment: Decrease a captured character's Will by one level. When used on a character who already has zero Will you may control that character for the rest of their captivity, which is now extended by one.
  • Switch Alignment: Change the alignment of all of the Hostage cells, each shifting to the right.
  • Find the Path: One of your characters gains an incite bonus on deciding what to do or where to go while exploring the arena. This lasts until the end of the turn or until that character is captured.
  • Critical Strike: Select a character. That character gains a chance on their next action to do extremely well.
  • Pair Up: Select two of your characters which are currently working together. They gain a bonus towards everything for the rest of the turn.
  • Item Drop: Drop a crate from the tactician level that arrives randomly around the arena with random items inside.
  • Check the Map: All of your characters pull out a map if able. As long as one character can you know now the locations of enemy characters for the rest of the round.
                                                                     Four Point Cards:
  • Visit the Armory: Arm one of your characters with whatever suits their needs at the moment. This could range anywhere between weapons and armor to needed equipment or items required for specific situations.
  • Extended Captivity: Instead of keeping a character captive for one turn you may now keep them captive for two turns. Whenever that captivity has ended that character only gets two rounds of recovery instead of the usual three.
  • Discern Location: Select a character. That character now knows the exact location of the nearest secret stash and the safest path towards it.
  • Healing Ward: You may pick two of the following; Heal one character completely, heal one negative status effect on each of your characters, heal one negative status effect from your hostage.
  • Shield of Faith: Select one of your characters. That character cannot be captured or lose Will this turn. Can be played on your Hostage. The chosen character gets a bonus to Will for one turn afterwards.
                                                                     Eight Point Cards:
  • Luck of the Gods: You are granted extra luck during the rest of your turn for all characters and the game will randomly select cards to be played for you during each of your rounds up to a total of eight points.
  • Hostage Situation: Clear all status's and enemies in the same chamber as your hostage. Moreover, create one enemy and one negative status on each of your opponent's hostages.
  • The Arena Calls: Select a character. That character and one random character from each enemy team is instantly teleported into the arena. During this time a battle will commence where winner takes all.


-The Action Phase: The action phase is the phase in which you actually watch your team's progress. This is where you use your action cards. You and each of your opponents will take turns playing your cards. Once everyone has played an action card, it is called a round. The rounds will continue until everyone has played their action cards. As you play your cards you will effect the game as your characters automatically move around the map and attempt to do what they think is best. You are simply helping them.

-The Consolidation Phase: The consolidation phase is the phase in which teams enjoy their winnings for the turn and get a little bit of free time before they get back to the game. Your characters will give you their thoughts on how the turn went or just make idle chatter or play with a captured character or themselves. This phase is also the phase in which hostage situations change as actions during the earlier parts of the turn finally take effect. You don't have much control over this phase and generally can just watch as what you did during the turn unfolds for either the worst or the best. This is also the only part of the phase in which tacticians can talk to each other, make deals or trades, or form short term alliances. When this phase is over the turn is over and starts all over again.


                                                                      The Will System 

The Will system is the system in which is used to determine if a character is broken while captured or if a character loses negative during combat. Under normal circumstances a character has three Will points. Each round that that character is captured, the enemy characters that have your character captured may choose one of several ways to try and break your character's Will. These include; pain, pleasure, humiliation, and a variety of other unique methods which are generally randomly selected by your own characters or the enemies. During each in which the break is successful your character will lose one Will point. Once all three of your Will points are gone your character stops fighting back and the other team may do what they want with your character for up to one turn and they gain objective points. For example, if your character breaks on the second round of the turn the other team keeps control of her until the second round of the next turn. If the round in which your character was captured does not come around during a turn your character is released at the end of the turn.

Whenever your character is released they are immune to being retaken for three rounds. They are immediately teleported to their starting location on the map but retain all of the status effects that were on them during the captivity. During each of the recovery round one status or item may be removed from your character. Your character will also be returned to full hit points at the end of the recovery period. Be wary, monsters ignore the recovery period and may capture your character during it which will cancel your character's recovery.

Pay attention to special rules as many characters, teams, and monsters have different rules that change the ones above.

                                                                  Monster's and Challenges

Monsters and challenges are randomly spawned all over the arena and are your job to either avoid, defeat, or use against your enemies. Monsters come in a variety of shapes and sizes and have many different unique abilities and can be very dangerous to your characters. Monsters are always spawning in the basement area around the hostages and will randomly enter the hostage chambers. Monsters are also periodically spawned in the arena, usually with some kind of item reward for defeating them. Monsters are also randomly spawned within the three levels of the arena and will prey or help your characters as they see fit.

Challenges are also found periodically throughout the temple. These challenges can either be single player or multiplayer or even player vs. player. These challenges can range to just about anything from teleporting the character to a virtual world to battling an opponent in combat in a smaller game sized arena inside the temple. Single player challenges are playable with just a single character and you may initiate them at the start of a round. For multiplayer challenges you must have the appropriate amount of characters at the terminal to play. You may play multiplayer challenges with characters from other teams but the rewards will be split appropriately. Player vs player challenges must be between your characters and another teams characters. The only way to play against another team's character is to have their character at an opposing terminal with both characters activating the challenge. You may also use the 'Summon Challenger' card to force the enemy teams to face you in challenges.

Your character is put into a state of stasis during the challenges and may not be interfered with by monsters and/or other teams. Most challenges will give you some kind of reward upon completion and some challenges may simply need to be completed to get further into the temple. Be wary, many challenges if not successfully completed will result in negatives to your character upon completion instead of rewards.

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                                                                        The Teams: 
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Now that you understand your objective and how each turn works you can now look over the three different teams in which you can play during the game. Each of these teams comes from Chrom's army and each have their own unique strengths, weaknesses, and play style. While each team is as good as the next one may suit your play style better than the others so choose wisely! The information for your teams will include each of your four characters, show you which character is leading, along with each of the characters skills. Under each team is also a brief synopsis of the strengths and weaknesses of the team along with helpful information on how to play each team.

                                                                 The Purple Team: The Royals

Strengths: The Royals are a very powerful team in the fact that they are the best at what they do. With strong melee combatants along with strong ranged ones the team can win most one on one situations. With healing and intelligent at their back the Royals are a force to be reckoned with inside the rest of the arena as well. They are most powerful on their own, their noble blood bonus making them excel at what they do. This leads to more individual gameplay letting the team be able to split up or stay independent and work either way.

  • Noble: Gain bonuses to everything when by themselves.
  • Knowledgeable: Gain a bonus to understanding magic or monsters.

Weaknesses: The Royals, while being specialized do poorly outside of their expertise and suffer for it noticeably. They can be hard to play if you can't get them in the situations they are good at. They also suffer from having a superiority complex leading them to not do well when under someone's command or captured. All of the royal characters suffer a negative when captured. Along with this, The Royals, with the exception of Sumia, are all rather slender and somewhat frail leaving them vulnerable to physical confrontations. In long battles or when captured The Royals tend to be at a disadvantage.

  • Proud: Negative to Will score when captured.
  • Brittle: Negative to combat when it lasts more than two rounds.
                                                                            Say'ri

Leader of the purple team, Say'ri is a strong independent woman who has more then enough force of will to lead her team. Say'ri is very skilled with the sword and in one on one combat is bested by almost no one. Say'ri has a slim, athletic body with not much in the way of breasts or ass but what she has is very firm and toned. Works well alone but is also very adept at leading.

  • Bonus to combat for first two rounds.
  • Bonus to commanding or leading.

-Negative to Will vs. humiliation.

                                                                             Lissa

The caster of the team, Lissa is first and foremost a healer and excels as magic which restores others both mind and soul. She has the ability to cast offensive magic but generally likes to stick to healing. Lissa is innocent if not a bit tomboyish and is always eager to try new things. Lissa is also very slim and small and while not toned has soft and tender features.

  • Bonus to restoring damage or will.
  • Bonus to resisting effects of monsters.

-Negative to breaking Will.

                                                                             Sumia

The flier of the party, Sumia is a brash and over excited and a driven individual who loves to blunder into things. She has a good outlook on life and is generally pleasant to be around. She is also a very adept fighter with the lance and is somewhat tough. Sumia has more well defined features and while not considered busty is certainly not lacking with a full firm rack and ass.

  • Bonus to Will saves.
  • Bonus to all when with allies.

-Negative to Will vs. orders.

                                                                             Miriel

The offensive caster of the team, Miriel knows just how to take down or scare her enemies with powerful magic. Miriel is very intelligent and while she enjoys teaming up she is more than capable of handling situations on her own and outsmarting her enemy. Miriel has an extremely average body, which means while she doesn't have slim undefined features she isn't boasting much either with normal proportions all around which are soft due to lack of athletic use.

  • Bonus to combat every turn magic is used.
  • Bonus to defend against magic or magical effects.

-Negative to physical encounters.


Synopsis: The Royals are one of the best teams starting off the game. As all characters start off individually the Royals are more powerful than most other characters initially. With such a powerful start the Royals can either be aggressive right off the start to start exploring without much fear of reprisal. The Royals also have an initial boost in the Hostage room because of this initial boost. However, one the Royals start to do poorly they have a hard time recovering. With the negative to Will save while captured and decrease to combat after two turns the Royals do worse and worse as the game goes on. To use this team effectively do as much as possible in the early stages and take whatever hits you need to so that you may stay ahead. Once you get behind you are finished.

                                                                   The Red Team: The Renegades

Strengths: The Renegades are essentially warriors and while not specialized can handle anything that comes at them working together. While the team doesn't have any strategic potency and isn't very specialized it has excellent team work and more Will power than any other team. When the Renegades get together they are nigh unstoppable. Not only do they work well together, but if they can combine that with their bonus to the arena or challenges they can be unstoppable in their element. Once the Renegades get their team set up on their ground there is no stopping them.

  • Resourceful: Gain a combat bonus in the arena and in challenges.
  • Unified: Gain a combat bonus for every character that is working together.

Weaknesses: The Renegades are excellent fighters, but that is about it. They are not smart or specialized and don't get any kind of bonuses towards exploration or figuring out puzzles. If the Renegades don't manage to engage in challenges or get opponents into the arena they are at a serious disadvantage and will likely lose against fighter types from the different teams. They are also more eager than most to get into battle which can make them easy targets for hidden enemies or monsters. Not only that, but their teamwork can work against them. When one teammate is captured the rest lose faith and are much easily taken.

  • Hasty: Get a negative to perception, more so against monsters.
  • Defiant: Gain an extra Will point when captured, but lose a Will point for every teammate captured.
                                                                             Cordelia

Leader of the red team, Cordelia is a powerful and driven woman not afraid of anything. As someone who will charge in against impossible odds many people look up to her and eagerly follow her lead. Cordelia always stands for good and uses her massive strength to slay monsters or to champion her cause. While not considered busty, Cordelia has a full and very firm athletic figure.

  • Bonus to combat against monsters.
  • Bonus to commanding or leading.

-Negative to combat against multiple enemies.

                                                                             Maribelle

The healer of the team, Maribelle is an extremely willful woman and won't be stopped until she has her way. Her commanding aura gets people to follow her and do as she says as if they had no other choice. Maribelle doesn't bring much strength in magic to the team but she fights fiercely with it anyways and can heal her allies. Maribelle is quite beautiful and has a more luscious body than most of the other characters.

  • Bonus to breaking Will of captured enemies.
  • Bonus to persuading mercenaries.

-Negative to physical encounters.

                                                                               Panne

The shape shifter of the party, Panne is a fierce warrior who uses unorthodox methods and won't back down from anything and is proud to be the last of her kind. With her ability to change form Panne is very hard to keep captured and is a very enduring fighter. She isn't a talkative one either and almost always will get down to business instead of messing around. Panne has a lithe and beautiful body with soft features and an athletic build not sporting a large bust or ass.

  • Bonus to escaping while captured.
  • Bonus to Will against fear effects

-Negative to Will vs humiliation.

                                                                                Tiki

The offensive caster of the team, Tiki a bombastic and somewhat childish character that is always far too energetic but effective at the same time. While she used to be a shape shifter Tiki now favors what she has learned of magic and is quite adept at picking apart other casters in particular with her years of knowledge. Tiki has somewhat of a busty and yet still very firm body with full proportions and revealing outfit.

  • Bonus to combat against enemy casters.
  • Bonus to resisting abilities or techniques of monsters.

-Negative to hiding or sneaking.

                                                                    The Black Team: The Dragons

Strengths: The Dragons are a very unique and powerful team that strikes fear into the heart of their opponents. It is never the same with the Dragons, a fierce combinations of characters which is used correctly are nearly unstoppable. With some of the most powerful characters in the game the Dragons can simply bully the game and are very effective against enemies not willing to commit against them. Not only are they very powerful but they like to convert monsters to their side and are very dangerous once they have captives under their control. Other teams would do well to avoid the Dragons unless the circumstances are just right.

  • Unnatural: Gain a bonus to controlling monsters and avoiding them.
  • Unmoral Tactics: Gain a combat bonus when using a captive.

Weaknesses: The Dragons are to be feared, but they are not without their weaknesses. While they are excellent at claiming and using captives to their will the Dragons must be wary of characters they used as captives earlier who are out for vengeance and gain bonuses against the Dragons. The Dragons also hate to lose or to be captured and their hostage suffers from this more than others doing worse then the other teams inside the hostage room. The Dragons must be wary to not gain too many enemies or let the hostage situation get too bad for their team.

  • Hated: Get a negative to combat vs. former captives.
  • Resentful: Get a negative to hostage vs. all.
                                                                               Tharja

Leader of the black team, Tharja is a dangerous and driven dark sorceress who is very powerful at magical combat and breaking Will of enemy opponents. While other leaders were picked for their ability to lead, Tharja drives her minions on with fear and power and doesn't respect anything that isn't useful to her. Tharja is always wearing thin, very revealing clothing and has a slim beautiful and luscious body she loves to show off.

  • Bonus to breaking Will of captive characters.
  • Bonus to combat for each missing Will of enemy.

-Negative to physical encounters.

                                                                                Anna

The rogue and thief of the team, Anna only cares about money and obtaining what she wants. Anna is very skilled and quick moving around unnoticed and can open just about any locked door or chest in the game. She also has a dabbling of magic items around her which she uses to heal her allies despite not having much magical powers. Anna has a cute and somewhat busty body with nice proportions.

  • Bonus to hiding or sneaking.
  • Bonus to combat against armored enemies.

-Negative to Will vs. pleasure.

                                                                               Cherche

The fighter and warrior of the team, Cherche is a fierce flier who uses her unusual amount of strength to overpower her foes and defeat anything that crosses her path. While not the brightest Cherche shows surprising cunning in combat and can use her strength to handle any amount of opponents that come her way. Cherche has a slightly busty but athletic body that she trains well and often.

  • Bonus to combat for first two rounds.
  • Bonus to Will against orders.

-Negative to Will vs. monsters.

                                                                                Olivia

The dancer of the team, Olivia is a beautiful woman who inspired courage in her teammates and can trick foes that attempt to hurt her allies. While not a powerful combat character, Olivia is a very effective supporter and can almost guarantee victory when alongside her team. As part of her encouragement Olivia is extremely beautiful and has a slim, tender body but with appropriately busty features usually not well covered.

  • Bonus to resisting magic or magical effects.
  • Bonus to combat vs. monsters.

-Negative to Will vs. orders.



Synopsis: The Dragons are a dangerous and very effective team compared to the others and is potentially the most fun team to play. They have some abilities that the other teams simply do not have and can use those abilities to completely destroy their enemies without much fear of reprisal. Not only that, but they are the most effective at using captives which can provide a rather entertaining playing experience. They must be wary not to get outside of their element as their hostage situation is a little worse so they have to do a little better in the rest of the temple to keep up with the other teams. In general, the Dragons can work as a team or devastate by themselves, the choice is yours. The biggest challenge is to handle all the factors of the game instead of just focusing on one.


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Now that you've seen the rules, objectives, and teams it is time to play! Select which team you'd like to play as a tactician for and start your first turn! If you don't understand everything completely don't worry, most of the game will be explained during the game. All you have to do is sit back enjoy and try to lead your team to victory.

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