JR Rules

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This is a system that Jit and Ritter have made for D&D-ish shenanigans. And I figured it'd be good to make a wiki page for it for reference later, also because people have expressed interest in it. Still rather untested, but a system for making a character and going through combat have at least been worked out.

Contents

Creating a character

Grab the character sheet here: http://i.imgur.com/nzsuwuV.png

Then, roll 4d6 for each stat, and re-roll your lowest roll. (Possibly 4d8, but that leads to overpowered characters)

  • Str: Physical attacks/act, keeping prey down
  • Dex: Dodging foes, evading traps, wriggling free
  • Con: HP, recovering from lasting effects, vs. physical effects/damage
  • Int: Finding traps, spells, possibly additional traits
  • Wis: Resisting mind effects, adds to Will, wriggling free
  • Cha: Seduction, keeping prey down

As you might have noticed, some stats seem to have the same purpose, that is, "keeping prey down" or "wriggling free". This is because throughout the game, there are two sets of stats that are against each other: Str vs. Dex, and Cha vs. Wis. This is a bit of a core aspect, whenever there's an action that uses Str, then the person avoiding it would use Dex, same with Cha and Wis. It's basically to imitate the two methods of getting prey, the strength route (forcing them down) and the seductive route (tempting them down) and the relevant actions around that.

Once you've decided where your stats go, then put them in the first box, and put the stat modifier in the box beside it. The modifiers are slightly different than normal 3.5 stat bonuses, where you would get a point for every 2 points you had in a stat; in this system, the point is for every three. Therefore:

  • 10-12 = 0
  • 11-13 = +1
  • 14-16 = +2
  • 17-19 = +3
  • 20-22 = +4

And so on. This is to offset the fact that you can gain stat points by devouring enemies.

After deciding your stats and bonuses, then you can determine your class, and the relevant HP/Will. HP and Will are basically your physical and mental fortitude. You run out of those, you're likely done for, especially if you're in a gut. To start off, decide what class you are, each has a different hit dice that decides your HP and Will. Brute (d12 for HP/d8 for Will); Charmer (d8 for HP/d12 for Will); Balanced (d10 for both). Add your Con bonus to the HP dice, and your Wis bonus to your Will dice. First level, you get the full amount from your dice, every level after that you roll, same as D&D.

Next, put down your BAB (base attack bonus) and BSB (base seduction bonus). BAB is (level + Str modifier), BSB is (level + Cha modifier).

Armor is easy enough as well, as noted on the sheet it is (10 + relevant armor + Dex or Wis modifier + misc). You have two types of armor, physical and mental, and they are separate from each other, protecting different things.

From there comes character information on the right-hand side, which is all up to you (besides capacity, which starts at 1 Medium character)


Move Creation

Here's how the moves work. You get to create each move. Reading the table left to right, each line is a "moveset", aka a set of moves in a chain, and each column is a "tier", aka a power level. As you move from left to right, the moves get more DP, that is, Damage Potential. DP determines how powerful you can make your attack.

In combat, you start at the lowest tier for a move. Using that move successfully allows you to move to the next tier, then the next, until you hit the last tier. It essentially "unlocks" those tiers for use for the rest of combat.

So! Movesets! At level 1, you will have an attack layout as follows: 2 tier 0 moves, 1 tier 1 move, and 1 tier 2 move. Every level, you are allowed to add one tier to one of your moves, except to the highest tier. To add a tier to your highest-tier move, you must have 1 of every tier before it. So, here's a general look at how your power would grow over levels:

  • Level 1: 2 tier 0, 1 tier 1, 1 tier 2
  • Level 2: 1 tier 0, 2 tier 1, 1 tier 2
  • Level 3: 1 tier 0, 1 tier 1, 2 tier 2
  • Level 4: 1 tier 0, 1 tier 1, 1 tier 2, 1 tier 3
  • Level 5: At this point, you would be able to add a new move at tier 0, so, 2 tier 0, 1 tier 1/2/3
  • Level 6: 1 tier 0, 2 tier 1, 1 tier 2/3
  • Level 7: 1 tier 0, 1 tier 1, 2 tier 2, 1 tier 3
  • Level 8: 1 tier 0, 1 tier 1, 1 tier 2, 2 tier 3
  • Level 9: 1 tier 0/1/2/3/4

So you're basically stacking up until you can unlock a new tier.

Now! DP is noted on the character sheet for each tier. When you're creating your moves, you can decide how much damage/stat damage/other effects that move will do, based on the DP. You basically just divvy out your DP points

DP cost:

  • 1 HP/Will Damage: 1
  • 1 Stat damage: 2
  • Grapple (opponent gets -4 to their rolls and can only target you until they get a hit on you, aka break the grapple): 4, 12 to deepen (-8), 28 to deepen farther (-12).

To see examples of moves that use this, check out the sample character sheets here and here.


Traits

The next step in creating your character is deciding your traits. Traits are small boosts to a resistance/moveset/specific move/other circumstances/additional abilities/many miscellaneous things, used so you can flesh out your character's specific abilities and powers. Every character starts with the Vore trait and two others. They can be taken multiple times, in the same format as move tiers, as in, you can advance a trait to the next level provided that there is one of every level before it.

The rule of thumb with traits is "Small bonus for first level, big bonus for subsequent levels". That is to say, taking a trait once will give you a small bonus, taking it again will give you an additional medium bonus, and every level after that will give you an additional large bonus. For example, a +2 for the first level of a trait, taking it again would raise the bonus to a +5, taking it again would raise it to a +9, then +13, then +17, and so on.

Traits are generally at the discretion of the DM, in lieu of having to figure out a system for all the different things they could be. Just run your idea by a DM. DMs, your goal is to allow as much as you can without it being too overpowered. Off-the-cuff decisions and looseness is encouraged for fun's sake.

For the all-preds and all-preys, or those who don't like a certain type of vore, traits can be used to lock yourself out of unwanted scenarios. For example, taking the All-Pred trait makes it impossible to be eaten, in return for one less attribute point from digesting and a lower cap on how many attribute points you can hold onto from digestion, or some other slight penalty. Taking the All-Prey trait would make it impossible to pred but gives large bonuses to avoiding vore and struggling free, and would make it possible to gain attribute points...some other way. (These two traits are still mostly ideas, and haven't been tested/fully fleshed-out yet.)

Flaws, the bad kind of trait, can be taken in the same manner as traits, and when taken will give the player an additional trait.


Combat

AKA "How to weaken your foes for devouring purposes".

Combat is fairly simple. When you enter battle, you roll a d20 for initiative, plus your DEX bonus, to determine turn order. Movement hasn't been thought about yet, so for now, let's assume you have roughly the same capabilities during your turn as in D&D, that is: you can spend your whole turn attacking, you can move and attack (at a penalty), or you can just move.

To attack someone, decide on which attack you're using (remember, start at the left side of the moveset, a successful use of that unlocks the next tier to use without penalty; skipping tiers is possible if you take a penalty), roll a d20, and add either your BAB (for physical attacks/weapon usage/etc.) or your BSB (for seduction/charming/sexual acts). Physical attacks use the opponent's AC, mental attacks use the opponent's MAC. If you beat the opponent's AC/MAC, then your attack succeeds, and you deal the damage you assigned to that attack.

Characters who hit 0 HP or Will will become incapacitated, and be unable to act for the rest of the battle unless another character can succeed on a check (possibly INT) to revitalize them. Characters who fall to 0 in a stat will also be incapacitated, but will "revive" after 3 turns, gaining back 6 of whatever stat they'd fallen to 0 on. While incapacitated, any attack/vore attempt will automatically succeed, and attacks will do double HP/Will damage until the character revives. (It may be possible to, instead, convert all DP into HP/Will damage for the attacks, instead of having them deal double damage.)

Speaking of vore..


Vore

The likely end result to any combat, unless the victor prefers to keep the loser around for....more fun.

Every character starts with the Vore trait, unless they choose to go all-prey and use that trait elsewhere. At its first level, the Vore trait allows you to make a vore attempt on your opponent at 20% health with no penalty, while doing a vore attempt at higher health induces a penalty for every 10% higher you go. Taking the Vore trait again will increase the 20% threshold up to 30%, and so on for each subsequent level.

To attempt vore, roll a normal attack against (10+ the prey's Dex or Wis bonus). If successful, you ingest the prey.

When it comes to digestion, then it's more a matter of deciding whether you're going the physical route or the mental route. For example, devouring a preything and churning them inside your belly, kneading into your belly to aid digestion while they try to fight against your muscles to force their way back up, that'd be the physical route. Whereas, CVing a preything and letting them stew in your sac, trying to fight the waves of lust washing over their body as you taunt them about giving up, that'd be the mental route. This determines what type of damage the prey takes.

If you go the physical route, the prey takes HP damage equal to your level and 1 Str damage per turn. If you go the mental route, the prey takes Will damage equal to your level and 1 Wis damage per turn.

At 0 HP/Will, they lose the ability to fight and have 3 turns before they are no longer rescue-able at all, whether that mean “digested” or “beyond saving”.

Squirming

What happens if you're the one stuck inside a predator, then? Well.

The DC to escape a predator is 10 + their level + Str or Cha modifier, depending on which route they are currently taking in terms of digesting you. To squirm out of a predator's belly, you roll a d20 and add your Dex modifier if the predator is using Str, or your Wis if the predator is using Cha. It should be noted that Dex penalties on armor -do- apply for these.

If you succeed, then you successfully escape the predator and are free to act again....unless the predator has a trait that allows them to make an opposing check to stuff you right back down, or grab you before you fully escape and devour you again. Them's the breaks.


Other miscellaneous notes

If two people are trying to accomplish the same goal, they receive a +4 bonus to whatever dice roll is being used, and the higher dice roll of the two people is used in the check.

In combat, if two people are using similar moves on the same person, then they may progress 2 tiers each turn instead of 1.

Additionally, a teammate can assist digestion by applying rubs, kisses, kneading, the like. For every round they do that, they add their level + their STR or INT modifier to help break down the prey.

Healing hasn't been implemented into this system, but really should be. There could be movesets for it, or it could be something based on items found and used? Not really sure yet.

This system hasn't been tested out with people yet, but there is definitely an opportunity to do so. Just bug Jit if you've got a sheet you want him to look over, or if you want to try combat out or sommat.

A PDF with all the rules and such is being made too, so this wiki page might not be up to date. For clarity's sake, I dub this version the JR Rules 0.1.1.

Updates

v 0.1: Original
v 0.1.1: Changed Feats to Traits, clarified what the purpose of them is, besides being bonuses

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