MxF Male Angels vs Female Demons in a Rugby Match = A Femdom themed play by play?

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MxF Male Angels vs Female Demons in a Rugby Match = A Femdom themed play by play?

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  1. MxF
  2. Doubling
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  1. Kink
  2. Graphic Violence
  3. Sexual Assault
  4. Sensitive Topics
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  1. Fetish
  2. High Fantasy
  3. Horror
  4. Supernatural
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So, yeah, quite possibly the weirdest roleplay request … no wait, I'm sure there have been weirder ones.

Note: I'm open to males playing female roles. (It is role play, where you get to play something you aren't in real life.)

Some knowledge of Rugby would be extremely useful – but if you are really dedicated to playing the naughtiest group of sexy demonesses to every appear on a rugby pitch, I don't mind doing a bit of coaching and helping you along on the path to victory.

When I say Angels and Demons, I'm not talking about Japanese Anime – I'm talking about the supernatural beings you might encounter in Italian Renaissance art.

So here's the idea:

Heaven was challenged to play rugby against a team representing Hell. (I'm talking Rugby Union here – because – the scrum. And the ruck.) It was all a set-up of course.

The most skilled warrior angels were assembled to represent Heaven. They were expecting to play against a team of hideous demons, the sort they had been battling (and generally beating) for ages.

Hell's team, however, consisted entirely of extremely sexy demonesses. Surprise!


The idea for the roleplay is that the Demoness team cheats. A lot. And while the Angels are favored to win, the Demonesses gain the upper hand even before the match starts, and things just get worse for the Angels from there. Perhaps Hell agreed to a highly respected Angel as referee, but one of the Demonesses seduced him before the game and he fails to call any of their flagrant fouls?

The roleplay, as I envision it, will be something like a play-by-play (abridged) in which you describe that one or more demonesses does to an angel on the pitch, and I respond with the angels' reactions. For instance, the ball is kicked to Gabriel. Lilith is there in an instant, with a knee to the groin, an elbow to the ribs, and claws across his face. Meanwhile, Jezebel comes up behind him to pluck a feather from his wings to adorn her hair. The referee didn't see a thing. Later, they might double-team him in a different way - in the bottom of a pile of bodies, one massages his groin while the other kisses him and whispers of unspeakable pleasures that await him after the game.

If interested in playing – or if you have questions – or even if you just want to talk about how weird but hot the idea is, feel free to message me.

Thanks for reading.
 
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The Setting:

The stadium has no name. It is known only by its location: The In-Between. It sits in a perpetual grey twilight, under a sky that is neither day nor night, swirling with clouds the color of old pewter. There is no sun, no moon, only a diffused, impartial luminescence that casts no shadows. The air itself is neutral, stripped of Heaven's cloying sweetness and Hell's sulphuros bite. It smells only of damp earth, ozone, and the sharp, metallic tang of anticipation.

The structure is a masterpiece of brutalist, utilitarian architecture. A perfect, colossal circle of grey, unadorned stone and tarnished steel, it seems less built and more to have been extruded from the very fabric of this neutral plane. It was erected for a single purpose, and there is no beauty in it, only function.

The seating is bisected with unnerving precision.

To the west, rising towards a great arch of pearlescent light—the Empyrean Gate—are the stands for Heaven. Here, the legions of the blessed gather. Most, but not all, are clad in simple white robes. Most, but not all, for this is a rugby match, after all. Some wear jerseys of brilliant, blinding white, accented with shimmering gold. Scarves knitted from what looks like spun sunlight are wrapped around necks, and faces are painted with sigils of hope and victory. The cherubim, too small to see the pitch properly, flutter on restless wings just above the back rows, their usual grace replaced with a nervous energy. The sound from this side is a symphony of support: vast, swelling hymns repurposed into stadium chants, their harmonies so perfect they seem to vibrate in your very bones. When they cheer, it sounds like the breaking of dawn.

To the east, sloping down towards a jagged maw of obsidian and smoldering iron—the Infernal Gate—are the stands for Hell. This side is a chaotic riot of black and crimson. The demons, imps, and damned souls roar their allegiance. Their hatred for all things good and pure and noble. Their jerseys are scorched black, the team numbers branded on in letters of flickering ember. Spiked paldrons adorn the shoulders of hulking pit lords, and lesser fiends rattle chains not for bondage, but as makeshift percussion instruments. Their banners are torn, depicting acts of glorious on-field violence. The noise from this half is a cacophony, a wall of pure, discordant sound. Guttural war-chants compete with screeching insults and the percussive, rhythmic pounding of millions of booted feet on stone.

Separating the two is not a mere fence, but a chasm.

A ten-meter-wide abyss cuts through the heart of the stadium, a sheer drop into a swirling, colorless mist. Spanning the chasm, but still keeping the stands apart, is a transparent barrier that shimmers like a heat haze. It is said to be forged from solidified neutrality, utterly unbreakable. Spectators from both sides press against it, their forms distorted through its strange lens. A seraph mouths a prayer of encouragement, her face serene but her knuckles white where she grips a railing. Directly opposite, a horned beast with a face like cracked lava snarls, pounding a fist against the barrier. They can see each other, glare at each other, gesture obscenely at each other, but they can never touch. At least, it's never happened before.

Down below, the pitch itself is the only truly vibrant thing in the entire realm. The grass is a shocking, impossible green, sustained by the sheer gravity of the conflict it hosts. The white lines of the field are stark and absolute. At the center of it all, the rugby ball rests on the halfway line, a simple leather object that has become the focus of two entire realities.

Here, in The In-Between, miracles fail and curses fizzle into nothingness. Divine intervention cannot guide a kick, and demonic influence cannot cause a player to trip. All power is stripped away at the gates, rendering every spectator, from the highest archangel to the most despised duke of Hell, equal. The spectators are reduced to simple fans, and the players must rely on brawn, agility, and their wits.

That was the intent of the In-Between, anyway.

A deep, resonant horn blows, a sound that is neither holy nor unholy, merely final. A collective breath is drawn, a million beings inhaling as one. From the West stand, a unified, harmonious roar of hope. From the East, a discordant shriek of malice. The sounds meet over the chasm, cancelling each other out into a tense, vibrating hum, as obscured shapes form in tunnels at each end of the pitch - the players ready to run onto the field and begin their warm-up routines.

Then, for eighty minutes of play, in the dead center of everything, all that mattered was the mud, the muscle, and the ball. Or was it?
 
Embrace the Flow, Appreciate the Grind

Stepping from the structured, segmented world of American Football into the fluid, continuous contest of Rugby Union can initially feel overwhelming. However, by understanding these core differences and appreciating the shared spirit of athletic competition, you'll uncover a rich and captivating sport.

  • Continuous Play: The relentless demands on fitness and decision-making.
  • No Forward Pass: The strategic shifts in how the ball is advanced.
  • Rucks, Mauls, Scrums, Lineouts: The unique battles for possession that define the game's rhythm.
  • Multi-skilled Athletes: Every player is a runner, a tackler, and a support player.
Rugby Union is a game of constant adaptation, where strategy unfolds in real-time, and every inch is fiercely contested. It's a sport that celebrates power, speed, agility, and above all, relentless teamwork. So, next time you have the opportunity, tune into a match. Look past the unfamiliar terms, embrace the flow, and you might just find a new passion in the ancestral sport that ignited the flame of football around the world. Enjoy the "Beautiful Game" of continuous contact!

==

Don't be intimidated or frightened away - there's no examination to pass, just a little light reading to set the mood:

==

A Primer for American Football Fans: Unlocking the World of Rugby Union

Introduction: From Gridiron to Green Field – Understanding a Shared Ancestry

American Football and Rugby Union, though seemingly distinct, share a common ancestor. Both evolved from early forms of football played in 19th-century Britain, diverging over time to become the unique spectacles we know today. For the avid American Football fan, the transition to understanding Rugby Union isn't about forgetting everything you know; it's about re-framing it, appreciating a different rhythm, and recognizing the heart of a game that prioritizes continuous flow, multi-skilled athletes, and a surprisingly elegant brutality.

This primer aims to bridge that gap, translating the core concepts of Rugby Union into terms and analogies familiar to the discerning American Football enthusiast. Prepare to shed the pads, embrace the continuous play, and discover the strategic depth of a sport that is, at its core, a dynamic, full-field battle for possession.

The Fundamental Divide: Continuous Play vs. Stop-Start

The most striking difference between Rugby Union and American Football is the game's continuity.

  • American Football: A series of discrete "downs," each with a specific objective, separated by huddles, play calls, and often, commercial breaks. The clock stops frequently, and substitutions are unlimited.
  • Rugby Union: A continuous flow of play, much like soccer or basketball, for two 40-minute halves (total 80 minutes). There are no "downs" and very limited, often injury-related, substitutions. When a player is tackled, the game doesn't stop; it evolves into a contest for possession. This continuous nature demands exceptional cardiovascular fitness and mental fortitude from all 15 players on each side.
Analogy: If American Football is a series of meticulously planned short sprints, Rugby Union is a relentless, strategic marathon.

The Ball and Its Movement: The Crucial "No Forward Pass" Rule

The oval ball is a familiar sight, but its permissible movement is where Rugby Union fundamentally diverges.

  • The Forward Pass is Illegal: This cannot be stressed enough. In Rugby, you can only pass the ball laterally (sideways) or backward. Any pass that travels towards the opposition's try line is a "forward pass" and results in a scrum for the opposing team.
  • The Power of the Kick: With no forward pass, kicking becomes a primary offensive and defensive tool. Teams kick for territory (like a punt), to score (drop goals or penalty goals), or to initiate attacks (grubber kicks along the ground for chases).
  • Running the Ball: Offenses primarily advance the ball by running it into contact or using lateral passing to create space.
Analogy: Imagine a football game where the only way to advance the ball through the air is via a punt, and all other passes must go strictly sideways or backward. This forces a different kind of offensive strategy, emphasizing running lines, support play, and ball retention.

Scoring: Points on the Board

Rugby Union scoring is straightforward, with parallels to American Football:

  1. Try (5 points): The equivalent of a touchdown, but critically, the ball must be grounded (touched to the turf) in the opponent's "in-goal area" (end zone). This often involves a player diving over or placing the ball down while being tackled. It's called a "try" because it's the "try" to score a conversion.
    • Analogy: A touchdown, but with the added requirement of physical contact with the ground.
  2. Conversion (2 points): After scoring a try, the scoring team gets a free kick at the posts. The kick is taken from an imaginary line that extends from the point where the try was scored. The further out the try, the harder the conversion.
    • Analogy: The extra point, but with a variable difficulty based on the try's location.
  3. Penalty Goal (3 points): Awarded after certain major infractions by the opposing team. The non-offending team can elect to kick for goal from where the penalty occurred. If successful, it's 3 points.
    • Analogy: A field goal, but resulting directly from an opponent's penalty.
  4. Drop Goal (3 points): A kick taken from open play during the game. The player must drop the ball onto the ground and kick it as it bounces up, through the uprights. This is a rare, but exciting, way to score, often used in strategic moments to break a deadlock.
    • Analogy: Imagine a field goal attempted mid-play, without a snap or holder, by the quarterback dropping the ball and kicking it.
Key Phases of Play: Where the Action Happens

Rugby's continuous nature means play rarely truly stops. Instead, it transitions between dynamic phases.

1. The Tackle & Its Aftermath (The "Open Play" Scrimmage)

When a player is tackled to the ground, the game doesn't stop. What happens next determines possession:

  • Ruck: If the tackled player goes to ground and places the ball back, players from both teams can arrive over the ball, binding onto each other, and drive over it to protect or contest possession. Players must enter from "on their feet" (not diving in) and from their side of the tackle. Once formed, players cannot touch the ball with their hands; they must drive over it.
    • Analogy: Imagine a mini-scrimmage forming organically over a tackled ball carrier, where teams are pushing to secure the ball, and players cannot use their hands. This is the dynamic "line of scrimmage" in Rugby.
  • Maul: A maul occurs when the ball carrier is tackled but not brought to ground. Players from both teams bind onto the ball carrier and each other, standing upright, attempting to drive forward or rip the ball away. The ball must be accessible to players.
    • Analogy: Think of a tight, upright wrestling match involving multiple players, all fighting for the ball carrier's possession, trying to push him forward or steal the ball.
2. Set Pieces (Restarting Structured Play)

When play is explicitly stopped due to a major infraction or the ball going out of bounds, two unique set pieces restart the game:

  • Scrum: The most iconic image of Rugby. When there's a minor infringement (like a forward pass or "knock-on" – dropping the ball forward), the two packs of forwards (8 players from each team) bind together and literally push against each other. The scrum-half (the equivalent of a center in American Football who snaps) rolls the ball into the tunnel created by the two front rows, and the "hooker" (the player in the middle of the front row) tries to "hook" the ball back with their foot. The objective is to win possession of the ball.
    • Analogy: A controlled, ritualized battle for possession, like a wrestling match combined with an offensive line drive, where the ball is introduced to the middle. It's a test of power and technique.
  • Lineout: When the ball goes out of bounds (sideline), play restarts with a lineout. Two lines of players (typically forwards) from each team stand opposite each other, perpendicular to the touchline. One player from the throwing team throws the ball into the gap between the lines, and players can be lifted high into the air by their teammates to catch it.
    • Analogy: Imagine a basketball jump ball, but instead of just two players jumping, entire lines of players are involved, and they can lift each other to get an advantage. It's a strategic aerial contest for possession.
Positional Play and Player Roles: Fluidity Over Specialization

Rugby Union features 15 players on the field for each team, traditionally divided into two main groups:

  1. Forwards (Numbers 1-8): These are the bigger, stronger players, analogous to the offensive and defensive lines, and linebackers in American Football. Their primary roles involve scrummaging, rucking, mauling, lifting in lineouts, and carrying the ball into contact. They are the engine room of the team.
    • Specific roles: Props, Hookers, Locks, Flankers, Number 8.
  2. Backs (Numbers 9-15): These are the quicker, more agile players, similar to quarterbacks, running backs, wide receivers, and defensive backs. Their roles involve passing (especially the Scrum-Half and Fly-Half), kicking, running into space, and scoring tries.
    • Specific roles: Scrum-Half (9), Fly-Half (10), Centers (12, 13), Wings (11, 14), Fullback (15).
Key Difference: Unlike American Football, every player in Rugby Union is expected to tackle, run with the ball, and support their teammates. While specialization exists (e.g., the Prop won't often be kicking goals), the fundamental skills are shared across the team.

Offside: The Ever-Present Rule

The offside rule in Rugby is simpler in concept but more dynamically enforced than in American Football:

  • General Rule: A player is offside if they are in front of the ball (closer to the opponent's try line) when their team has possession, or in front of a teammate who last kicked the ball.
  • During Rucks/Mauls/Scrums: Players must remain behind the hindmost foot of their teammate in the ruck/maul/scrum.
  • The offside line is fluid and constantly moving with the ball and the phases of play. Being offside usually results in a penalty.
Analogy: Imagine if the "line of scrimmage" was constantly moving based on where the ball was, and any player ahead of it (who might impact play) was considered offside.

Penalties and Discipline: Referee as Judge and Jury

The referee in Rugby Union has a more active and immediate role than in American Football. There are no replay officials in a booth; the referee makes the call and often explains it to the players.

  • Common Penalties: Forward pass, knock-on (dropping the ball forward), offside, not releasing a tackled player/ball, high tackles, dangerous play, going off your feet in a ruck.
  • Outcomes: Most penalties result in the non-offending team getting a penalty kick (for points or territory) or an option to take a scrum.
  • Yellow Card (Sin Bin):For more serious or repeated infringements, a player can be sent to the "sin bin" for 10 minutes, meaning their team plays with 14 men.
    • Analogy: A 10-minute temporary ejection, similar to a power play in hockey.
  • Red Card: For egregious fouls (e.g., direct head contact, dangerous play intended to injure), a player is permanently ejected, and their team plays the remainder of the game shorthanded.
    • Analogy: Ejection from the game, like in soccer.

Conclusion: Embrace the Flow, Appreciate the Grind

Stepping from the structured, segmented world of American Football into the fluid, continuous contest of Rugby Union can initially feel overwhelming. However, by understanding these core differences and appreciating the shared spirit of athletic competition, you'll uncover a rich and captivating sport.

  • Continuous Play: The relentless demands on fitness and decision-making.
  • No Forward Pass: The strategic shifts in how the ball is advanced.
  • Rucks, Mauls, Scrums, Lineouts: The unique battles for possession that define the game's rhythm.
  • Multi-skilled Athletes: Every player is a runner, a tackler, and a support player.
Rugby Union is a game of constant adaptation, where strategy unfolds in real-time, and every inch is fiercely contested. It's a sport that celebrates power, speed, agility, and above all, relentless teamwork. So, next time you have the opportunity, tune into a match. Look past the unfamiliar terms, embrace the flow, and you might just find a new passion in the ancestral sport that ignited the flame of football around the world. Enjoy the "Beautiful Game" of continuous contact!
 
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