S-types - The Prey
The Prey doesn’t want to be convinced.
They want to be caught.
This bottom type is about primal surrender: chase, capture, restraint, struggle—inside a fence built from consent. The turn-on is the feeling of being pursued, chosen, overwhelmed in a way that is still safe. The body wants what the mind doesn’t have to manage: adrenaline, breath, weight, inevitability.
Prey play can look wild. But the best Prey dynamics are meticulously negotiated. Because the hotter it gets, the more important it is that stopping is easy.
How you follow
You follow by playing the chase honestly.
You offer resistance that’s agreed-upon, not a test you invent mid-scene. You give clear signals when adrenaline starts to blur your words. You stay in the story while keeping one hand on the emergency exit.
At your best, you’re not “out of control.” You’re consensually overpowered.
Verbal samples (simple and useful)
“Chase me.”
“I’m running.”
“Caught.”
“Hold me.”
“Too much—yellow.”
“Pause.”
“Stop.”
“Game off.”
Physical samples (Prey language)
Running/struggling only within agreed areas and intensity levels
Offering wrists/neck/body position when it’s time to be caught
Using squeeze/tap signals when breath is too loud for words
Holding still when commanded—because stillness is part of capture
Melting after the chase: letting the nervous system downshift with touch/blanket/breath
Optimizing for
Adrenaline and embodied surrender
Predator/prey tension
Physical containment and being “taken”
Clear rules that allow wildness safely
A strong landing and aftercare
At your best
You’re playful, honest, and responsive
You respect the fence, which makes the wildness hotter
You can ride fear/edge as sensation without tipping into panic
You communicate early when adrenaline starts to blur your limits
Your ideal top inputs
You thrive with tops who provide:
A clear “fence” (where, how hard, what’s off-limits)
A calm stop response (no punishment for stopping)
Strong physical presence with controlled pacing
A consistent landing ritual (“game off” + grounding)
You need
A safeword plus a nonverbal signal (squeeze/tap)
Negotiated struggle levels (light/moderate/none)
A safe space designed for movement
Aftercare that includes reassurance, warmth, and reality re-entry
Under stress
You can flood.
Stress makes adrenaline spike faster and land harder. You might go from “this is hot” to “this is too much” quickly. You may also freeze—going quiet, compliant, and disconnected because your system hits overwhelm.
Sometimes you’ll keep playing because you don’t want to “ruin it,” which is exactly how prey play becomes unsafe.
When you’re most dangerous
When you treat panic as part of the scene.
Prey dynamics can flirt with fear, but real fear is not a kink ingredient unless it’s explicitly negotiated—and even then, it must be reversible and monitored.
You’re most dangerous when you don’t speak early, or when you push the top to “prove they can catch you” outside the agreement. That’s not play. That’s a trap.
Try this
1) The Fence Agreement
Before the chase, agree on:
boundaries of space
struggle level
what counts as “caught”
stop signals
Write it down once if you do this often.
2) The Adrenaline Signal
Choose a nonverbal signal that means:
“I’m still in, but I’m near my edge.”
Example: two squeezes = “check me.”
3) The Landing Sequence
Pick a repeatable landing:
“Game off”
pressure release
blanket/hold
water + breath
Same every time. It teaches your system safety.
Words you can steal
“Chase me.”
“Caught.”
“Hold me.”
“Too much—yellow.”
“Pause.”
“Game off.”
“I’m still in—check me.”
“Stop.”
Getting Better Checklist
Negotiate a fence every time (space, struggle level, off-limits, stop plan).
Use one word + one nonverbal signal so adrenaline doesn’t steal your voice.
Call yellow early the moment fear stops being sexy and starts being sharp.
Practice “caught” stillness: once captured, stop improvising and follow commands cleanly.
End with the same landing ritual: game off → release → warmth → water → reassurance.