Digestion, Endo, Vore Or Unbirth Roleplaying System

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What the hell is D.E.V.O.U.R.S?

Simply put, DEVOURS is a generic, quick and dirty roleplaying game system designed for players to fudge together characters and roll dice to see how many people they can stuff into their face, or how long they can last on missions filled with predators.

Character Components

Base Stats

Most interactions in DEVOURS are based on eight stats, that represent an individual character's aptitude in a particular aspect of existing. The values of the stats are added to dice rolls, on actions that would make use of that particular aptitude. These stats do not change, but can have temporary modifiers both in the form of negative modifiers (‘damage’ to the stat) from enemies, and positive modifiers (‘buffs’ to the stat) from your own abilities or allies’ assistance. Generally, a stat being reduced to zero results in the character being incapacitated, and this is the main means of subduing a character in the game.

  • Strength: This stat is used to represent the character’s raw physical strength. Characters with a high strength stat are good at moving heavy objects, grappling foes, breaking doors, and breaking faces. Reach 0 strength? You’re rendered so weak that you’re unable to take actions until your strength returns to at least 1.
  • Speed: This is stat represents the character’s dexterity, athletics and/or finesse. Characters with high speed excel at jumping chasms, escaping pursuit and dodging blows. Reach 0 speed? You’re rendered so lethargic that you’re too exhausted to move at all until your speed returns to at least 1.
  • Stamina: This is used for challenges related to endurance and taking punishment. Characters with high stamina can shrug off harsh environments and resist blows. This is equivalent to “hit points” from other roleplaying games, and most things that do any damage to stats, will damage this stat. Reach 0 stamina? You’re rendered unconscious and unable to act until your stamina returns to at least 1. Reach NEGATIVE stamina equal to your base value? You’re considered dead, and are out of the game until you are revived.
  • Smarts: This is a measure of raw brainpower. Problem-solving is an easy matter for a character with a high smarts score. Certain special attacks may also employ this stat in the case of magic users, or other complex mental-based actions. Reach 0 smarts? You’re considered so brain-numb you can’t take actions until your smarts returns to at least 1.
  • Seduction: This is a measure of the character's aptitude in social situations, and the more subtle mental abilities such as persuasion, deceit, and obviously seduction. Particularly charming predators may even convince prey to give themselves up to them. Reach 0 seduction? You’re reduced to a shambling mess with no idea what to do in social situations, too anxious to take actions until your seduction returns to at least 1.
  • Self-Control: This is a measure of nerve, persistence, determination, self-identity, and mental fortitude. Characters with a good degree of self-control are generally better able to resist persuasion and seduction. Reach 0 self-control? You become totally enthralled by whatever brought you to that state, unable to perform actions on your own until your self-control returns to at least 1.
  • Stomach: This is, simply put, a measure of the character's inherent ability to eat things, keep them eaten, and subdue them ONCE they're eaten. This system did come from a bunch of vore-loving people, yanno! Reach 0 stomach? You’re not able to keep anything in there until you return to at least 1 stomach! No noms for you!
  • Size: This is a measure of how big a character is. Bigger characters will take up more room in a predator's stomach, and have an advantage in a grapple. Smaller characters have an advantage when trying to be stealthy and conceal themselves. Reach 0 size? You’re so small you’ll fit /anywhere/! That is usually not a good thing, assuming you enjoyed not being digested, or stepped on, or whatever. You’re also way too small to take any actions until your size returns to at least 1.

Skill Points

Skills, simply put, are experience that the character has in performing specific tasks, which give them a bonus to said tasks. There are no predefined skills to choose from; however there are plenty of example skills listed in the examples section. They cover a more narrow scope of actions than stats do (no more than 2 actions, each), but are much less ‘expensive’ to add to a character, and you can have many more. (See the ‘Creating a Character’ section.) Each skill has an associated stat it draws from. For example, if you took skill points in “Grappling”, to improve your ability to perform grapple actions, that would rely on your Strength stat. It is up to the player and GM to decide what stat each skill relies on, if it is not common sense.

The total bonus a character can receive from a skill is capped at the value of the associated stat. If you had 4 points in “Grappling”, and your Strength had only 3 points, you would only receive the benefit of the first 3 points in your “Grappling” skill. It’s possible that you receive a buff to your Strength during the game, at which point you would start to receive the full benefit of the 4 points of “Grappling.”

Perks and Flaws

Perks, unlike skills, generally don't have ranks and are of a fixed cost. Generally, they include special abilities such as alternate methods of eating people, attacks that damage stats other than Stamina, spells of a magical nature, and anything else you’d like to add to customize what your character can do. Flaws are the opposite of perks, and have a negative effect on your character. The reason for taking them is that they have a NEGATIVE cost during character creation, and allow you more points to put into other aspects of your character. They can be useful when you are struggling to find that last point to add into your favorite skill. Flaws include things like fears of specific animals, a permanent inability to perform a certain task, or other disabilities.

There is no list of allowed/disallowed abilities, however use common sense when deciding on what your character will have, and the pricing. The GM has final say in the pricing of each perk and flaw. There are plenty of example perks and flaws in the examples section.

Inventory

Your character isn’t going into the world naked (well, unless you want them to), and can take as many items as they need with them. There’s no hard limit on the number of items you can add to a character, but at some point you’ll realize you don’t need that “9th mundane dagger.”

Items are divided into four broad categories, based on their quality/usefulness. The categories are:

  • Mundane Items: Run-of-the-mill items that you can find anywhere are of the Mundane variety. They cost nothing during character creation and are of the lowest quality. This includes things like kitchen knives and rusty swords, or improvised lockpicks made out of a screwdriver and nails. Mundane items are restricted to a list in the examples section.
  • Minor Items: These are built-for-purpose items and were likely purchased at your nearest general store. They perform their job adequately and include things like crossbows, potions, and decent quality swords.
  • Major Items: A family heirloom sword with some sort of magical enchantment would fall into this category. These are fairly powerful examples of items, and would be of great benefit to a character should they have Major armor or weaponry.
  • Epic Items: The legendary sword a great hero used to defend the kingdom is an Epic item. These items are the most powerful, most expensive, and most rare out of the four tiers of items. Those who wish to focus on using weapons and armor over magic and abilities may wish to bring one or two of this tier.

You’ll be creating these items when you create your character. To help you get an idea for the appropriate features each tier of item should have, there’s a list of “Item Features” in the examples. The costs of each are discussed in the ‘Creating a Character’ section, and there are plenty of full example items in the examples section.

The Basics

Whenever a player would like to perform an action in-game (besides simply moving around), they roll two ten-sided dice (“2d10”) and add the value of any relevant stat, plus any skills, perks or situational modifiers that may apply. If they are acting directly against an opponent, then the defending player (or GM in the case of an NPC) also rolls 2d10 and adds any relevant modifiers. If the attacker's roll exceeds that of the defender, then the action succeeds. If the defender is incapacitated or chooses to Relent, then the action succeeds automatically.

A “Critical Failure” occurs whenever both dice land on 1, regardless of the total sum of dice+modifiers. Instead of just not succeeding in the action, something “goes wrong” and a negative effect is applied, such as missing so hard you fall over, or pulling a pin out of a grenade and throwing the pin instead.

In contrast, a “Critical Success” occurs whenever both dice land on 10. A success above and beyond whatever the intended result happens, such as affecting additional enemies with an attack, doing extra damage, or just succeeding where you otherwise would have failed.

Occasionally, a player will need to roll against the environment. Normally this will involve a static difficulty assigned by the GM. This happens in the case of spotting hidden items, traps, picking locks, and the like.

Combat

To hit an opponent in melee combat, the player rolls 2d10 and adds their Strength to the roll. Similarly, for a ranged attack, the player rolls 2d10 and adds their Speed instead. Either way, any specialist skills are also added to the attack if they apply. The defender rolls to avoid the attack, which usually involves rolling their Speed. If the attacker's roll exceeds that of the defender's, the attack hits and does damage where appropriate, otherwise it misses.

Spells and all other ‘attack’ abilities are treated much the same, though they may use other stats as the modifier for the 2d10 rolls. Magic may use Smarts, for example, and spiritual/ghostly attacks may use Self-Control.

Eatin' People

Eating is done through a series of maneuvers, usually starting by grappling the person one wishes to nom, then devouring/swallowing them, and finally digesting them over a series of rounds. The advantage to devouring people in combat is that you don’t have to totally defeat them using your combat rounds: once they’re in your stomach, your digestion of them each round is automatic, and you can start attacking the next enemy.

Grapple: Opposed strength check. If successful, the target is considered “held” and takes a -1 situational penalty to any actions they attempt. This penalty does not apply to “defending” against actions.

Reversal: Opposed strength check while being grappled. If successful, you cease to be held, and your opponent is held instead. This is a difficult maneuver, and the character suffers a -2 penalty on their roll in addition to the penalty for being held. The character gets a size bonus if they are bigger.

Grapple escape: Opposed strength check while being held. If successful, you cease to be held and disengage from the grapple. The character gets a size bonus if they are bigger.

Swallow: Requires grappled opponent. Opposed strength check. Success means the prey is considered “swallowed” and takes a -2 to further rolls unless they are performed with the consent of the predator (again, this penalty does not apply if they are the “defender” of a roll, such as the predator's inevitable efforts to subdue them). The predator gets a size bonus if they are bigger and a penalty if the size of their prey exceeds their remaining stomach capacity. If the prey are helpless, unconscious, or otherwise unable to resist, then the predator may forgo the rolls at GM discretion. Special circumstances may allow the predator to skip the grapple phase - if a squirrel has been tossed at a dragon's head, for instance, all the dragon needs to do is open its mouth...

Struggle: Roll prey's Strength versus predator's Stomach (including the -2 penalty for being swallowed). Success frees the prey from the predator's stomach and returns them to being "held".

Subdue: Requires swallowed opponent. Roll predator's stomach versus prey's Stamina. Success does a point of stamina damage. This can be performed for free on each round the predator has the prey inside, as their stomach “does its thing” on its own.

Note that being subdued does NOT necessarily mean digested, it simply means that the prey is unable to continue struggling. This could simply mean that they're all tuckered out. Actual complete digestion requires the predator to continue until the prey is killed (negative Stamina value same as base stat), and if the prey has friends in the area, they may rescue them before that happens.

Please note that “stomach” and “swallow” are used loosely in this game. The same 3-step “grapple, shove, gurgle” steps apply to however your character consumes the prey, be it AV, UB, or whatever other method!

Size Modifiers

Sometimes being bigger is better. If one character is simply BIGGER than another, they get a +1 modifier to vore-related actions against the smaller one. If their stat is TWICE that of their opponent, the modifier is +2, and three times the size is +3, and so on. Bigger characters generally have an advantage when it comes to swallow checks and reversing grapples.

Stomach versus size

A predator's capacity for eating is generally limited. While most predators are capable of handling prey their own size, some can only do so with difficulty.

If the predator's stomach stat is lower than the combined sizes of their prey (including the one currently being swallowed), they start to suffer penalties to swallow checks (-1 for simply exceeding it, -2 for exceeding by a factor of 2, -3 for exceeding by a factor of 3, etc). Likewise, prey gets an equal bonus to escape rolls.

The predator does NOT get a bonus for having a capacity that exceeds the size of their prey (except that the prey might be slightly more comfortable!).

Creating a Character

Character creation in DEVOURS is based on a “Character Points” (“CP”) system. Most games will be based on 80 CP, which you can spend on various aspects of your character. The GM may change this depending on the difficulty of the mission.

Buying Base Stats

The first thing to do is assign your character's base stats. All characters start at 1 point of every stat, at no cost. In general, 3 is considered an “average” level for a stat, where they would perform as well as a commoner. There are two methods by which skills can be priced, decided by GM:

Method A: The price of adding stat points starts at 3 CP per stat point, and then increases by 1 CP for every 3 stat points. So including the free starting point, the costs up to 10 in a stat are 0,3,3,4,4,4,5,5,5,6.

Method A
Base Stat Cost Total
1 0CP 0CP
2 3CP 3CP
3 3CP 6CP
4 4CP 10CP
5 4CP 14CP
6 4CP 18CP
7 5CP 23CP
8 5CP 28CP
9 5CP 33CP
10 6CP 39CP

Method B: The price of adding stat points starts at 3 CP per stat point, and then doubles to 6 CP at the 6th stat point, and doubles again at the 11th stat point (continuing to double every 5 stat points). So including the free starting point, the costs up to 10 are 0,3,3,6,6,6,12,12,12,24.

Method B
Base Stat Cost Total
1 0CP 0CP
2 3CP 3CP
3 3CP 6CP
4 6CP 12CP
5 6CP 18CP
6 6CP 24CP
7 12CP 36CP
8 12CP 48CP
9 12CP 60CP
10 24CP 84CP

GMs are welcome to make up their own rules for stat point progress, of course. While it is possible for a starting character to have 10 in a stat and 1s and 2s in everything else, it is not recommended - there's no advantage to having a Strength of 10 if you turn into a blushing mess at the first pretty lady that comes along (low Seduction stat), or if someone decides to snarf your soul instead (most soulvore uses Self-Control modifiers!).

Adding Skills

Skills are specific activities that your character has had experience in, and will perform better than somebody attempting the activity for the first time. You can choose to represent this by putting some of your CP into skills, and they will receive a bonus when performing those actions. The player can create the skills as they see fit, but they should be limited to applying to two actions/rolls

Each skill is simply 1 CP for each point in the skill.

For example, “Grappling” skill can apply to both grappling, and escaping from grapples. “Magic” is too broad a skill if you have six spells it would apply to. You can break it into multiple skills though, such as different schools of magic!

Creating Perks/Flaws

To represent abilities your character has, as well as any special talents they can actively perform (as opposed to the passive experience skills provide), you can add perks to your character in exchange for CP. Examples of perks include transforming, flying, magic spells, having extra limbs, and anything else you can think of that is more a “property” or “ability” of the character, and not a skill or statistic.

Perks are created by the players and priced by the GM, but there is an extensive example list including many of the most commonly desired perks in the examples section.

Flaws are the opposite of perks. They apply negative features to your character, such as a phobia of a specific type of thing, or reduce your capability to perform certain types of actions. The advantage to taking flaws is that they have a NEGATIVE CP cost, i.e. they give you CP for applying them. They can be advantageous if you just need a few points to accomplish the character you were trying to build, or want to roleplay your character as accurately as possible, including any weaknesses.

When designing both perks and flaws, consider the type of character you are trying to make. If you are attempting to make a mage, you would want to give them perks such as spells, and magical abilities, and give them flaws relating to their physical strength and non-magical talents. If you are trying to make a soulvore-focused character, consider giving them traits relating to taking souls and how they are allowed to interact with them, as well as flaws related to normal vore.

Making Equipment

Most adventurers will want to go out into the world with at least some equipment, allowing them to take on the world with more than just their IRON BALLS and a sense of a sudden draft because they're not wearing pants. Equipment generally provides a better bonus than a skill of a similar level, which is mitigated by the fact that equipment can be taken off them, get lost or broken, has to be carried around and concealed, is inappropriate in a formal setting, and so on.

The costs of the different tiers of items (which are described in further detail in their own section earlier in this guide) are:

Mundane: 0 CP

Minor: 1/4th CP

Major: 1 CP

Epic: 2 CP

The reason Mundane items are free is because they will the type of item a character could have just walked down an alley to have found getting thrown out. This is not the type of item a middle-class adventurer would be using as their primary weapon, but would be a convenient backup to their “Major” primary weapon. Additionally you may only take mundane items from the Mundane list in the examples rather than creating your own.

Alternatively, characters who are not “gear-intensive” such as mages, could stock up on a full set of decent equipment (single piece of armor, one weapon, one potion, and one misc item) for the cost of 1 CP, if they are all minor items.


So, You Got (B)eaten

Well, it's happened. Someone's wound up inside someone else and they're too weak to fight things out any more. After that, well there are a few things that can happen to them - no matter what, they're going to have difficulty taking part in things for a while.

Stat recovery

Regardless of the outcome, win or lose, the characters are likely to have taken some damage, and they will take time to recover. The important factor here is the character's Recovery Time. If a character is damaged in some way, then they will need to rest for a particular amount of time in order for their stats to return to their previous levels.

By default, this time is 10 hours, minus the base value of the stat they are attempting to recover (to a minimum of 1) - for example, for a character with 3 Stamina, their Stamina recovery time is 7 hours.

If a character is resting, they automatically recover up to half their base points (rounded up). If they are NOT resting, lost stats return at half this rate.

Recovering lost stats does NOT change the status of the character - dead characters are still dead, soulvored and absorbed characters are still stuck in the predator, this merely allows them to rest and recuperate before attempting to reform or escape. In the case of those trapped inside a predator, the predator is not generally aware of the prey's recovery unless they take an action.

Prey that are still recovering from a lost battle are generally off-limits as far as dealing further damage goes. This applies to prey that the predator has chosen not to digest, indigestible prey who are simply trapped, or those who have been absorbed or soulvored. In short, predators do not have the option of simply digesting their prey "a little bit" every few hours to keep them down.

Digestion

This is the most common fate to be suffered by prey, though that doesn't necessarily mean it's the easiest from which they may recover. Generally speaking, predators who have subdued their prey may choose to digest them at will unless they have a perk that says otherwise. Where combat rounds and the chance of rescue is an issue, they must continue to make damage rolls until the prey are actually dead, otherwise it is assumed that the prey are helpless and no rolls are required.

Once the prey are gone, generally speaking it will take a while for the prey to actually be processed. The time is determined by adding the prey's Stamina to their Size, the result is how many hours it will take for the predator to process them. If the predator's Stomach stat is double that of the prey's Size, then the time is cut in half. Three times, it is cut to a third, and so on.

For the purposes of eating more prey, the size of the meal is reduced proportionally over the digestion time. For instance, a size 4 prey that takes 8 hours to digest will lose a point of size every 2 hours until there is nothing left. If a character is resting, then their recovery time is reduced by half as long as there is still some of their prey left.

Absorption and Soulvore

Characters with appropriate perks may be able to absorb their prey's bodies or spirits into themselves, trapping them inside them, provided the prey are not immune to such attacks.

Absorption is a non-fatal act and leaves the prey trapped as part of the predator, with which they may mentally communicate if the predator allows it. The prey is aware of their position, and the predator may even opt to allow them to speak or even move slightly within their body.

A predator with a perk such as the “Trap Spirit” perk may take the souls of defeated prey (either by conventional digestion or by soul-draining) into themselves, as with absorption. This act, which may or may not be considered “fatal” depending upon the manner by which it is accomplished, seals the prey's spirit inside utterly and renders them incapable of reformation for the duration of their stay. If the predator allows it, the prey may mentally communicate with them or even with other prey who have met the same fate - some predators have entire worlds inside their minds for their prey to run around in.

Note that the prey must be actually killed before their spirit is released, unless the predator has Snatch Spirit in which case they must be drained down to SC 0, and both absorbed and soulvored prey do NOT count their size for determining the predator's remaining stomach capacity.

Reforming and Escaping

Generally speaking, getting eaten is a setback, but far from crippling (flaws notwithstanding).

After a combat encounter has finished, provided at least one member of the party is still capable of continuing, they may assist the others in getting back into the fray. Reformation magic is reasonably commonplace and most adventurers' kits include a few scrolls, wands, pills, potions and such to get things going again, and no adventurer's guild worthy of the name will send anyone out on a mission that hasn't been fully trained in the use of such devices.

Deceased characters are given new bodies, those who are merely trapped are forcibly warped back to their compatriots and even those who have been melded into the predator or had their very spirits sucked up can be redeemed. The process is not automatic, however, and may not be entirely pleasant.

Returning to play is done with a single roll of the character's base stat.

Dead characters roll their Stamina against a static difficulty of 12.

Unconscious characters roll their Stamina against a static difficulty of 10.

Trapped characters roll an opposed Strength check against the predator's Stomach.

Absorbed characters roll an opposed Stamina check against the predator.

Soulvored characters roll an opposed Self-Control check against the predator.

In the latter three cases, if the predator holding them has been subdued or otherwise persuaded to release their prey, then the prey are merely treated as Unconscious.

A success on this roll means that the prey manage to break free from whatever predicament they are in and are returned to the party with all their stats recovered to a minimum of 1. A failure means that they are stuck within the predator and must wait until half the Recovery Time for the stat responsible for their subduing has passed before making another attempt.

Unfortunately, such quick fixes come with a cost - for those who wish to come back into play without resting for at least their Recovery Time, the strain of being knocked out and brought back so suddenly and sharply causes them to suffer Revival Trauma - they receive a -2 penalty to all rolls until they have rested for at least their Recovery Time, after which it is reduced to -1. Resting again negates the penalty completely.

If the character waits for at least their Recovery Time before attempting to come back into play, then this penalty does not apply. If they have been out of play for double their recovery time, then they succeed automatically.

Predators, naturally, may also release prey at any time at no penalty - for friendlier eatings, even absorbed, soulvored and digested prey might be able to come back without suffering Revival Trauma (if they were willing from the start, it's entirely possible that their stats weren't damaged too badly in the first place).

Party-wipe scenarios

Unfortunately, it's not guaranteed that anyone in the party will be in a position to assist with recovery. In this case, the unfortunate party are pretty much out of luck - for a while. Someone back at the guild will notice they haven't checked in eventually, and set the clerics and wizards on the case. Occasionally, the predators might be merciful with someone they've captured alive and turf them out when they're no longer useful, allowing them to revive and gather their friends. Sometimes, predators may even bring their own prey back. Either way, the party will be up and running again... eventually. Generally speaking, unless it's really important that the party extricate themselves, the GM is encouraged to just dump them back in town a few days later feeling pretty sheepish about themselves.

On the other hand, if the GM feels that they really want to make the party roll, someone is playing a solo game, then that's their call - it really depends on the tone of the game they're running (the usual grading of silly/non-serious/serious applies here). They are also completely at liberty to mess the players around some other way if they like - requiring an endo prey to make an actual combat roll to try and escape from the predator, or in darker games, even ruling that deceased or soulvored prey are eliminated entirely is a possibility.

If the GM wishes for downed prey to get out by themselves, once they have been out of play long enough for their stats to completely recover (twice their Recovery Time in most cases), fallen characters may make an unassisted roll to escape - if successful, they manage to extricate themselves from their predicament through their own means. Those who are reforming will generally restore themselves in a safe, convenient location, absorbed prey who manage to overcome their predator's hold will usually be able to activate a Recall spell to whisk themselves away somewhere safe, and so forth. However they manage it, generally they'll find themselves in the nearest safe town. Not necessarily convenient for their mission, but at least they'll be out of danger. If they are not successful, however, they're stuck where they are for a little longer, and may attempt again after their Recovery Time has passed once more. Fortunately, once ONE party member has restored themselves, they are free to assist the others if they have a recovery kit - which will automatically succeed, as above.

If the GM really wants to run a serious game, they may forgo the recovery kits entirely or provide particularly potent NPC predators with exotic containment abilities that require some challenge to be completed before the players may free themselves - an example would be a scenario where the entire party get devoured by a creature that absorbs their prey and traps them in a mindscape of some sort, forcing the party to go on an adventure inside them. Naturally, this is something that should be tailored to player preferences.

For shorter games with disposable characters, a party-wipe could also be time to draw proceedings to a close.

Examples

This section contains examples for the kinds of skills, perks/flaws, and items you can create in the game. The ones allowed in your particular game are entirely up to the GM, but these can be used as some general guidelines on what you can do, and how much it would cost. These are not rules for the pricing, nor are they the only choices you can pick from, your GM may decide these should be more or less expensive than the price listed here, or may decide to not allow them at all.

Skills

Here are some example skills that you may find useful for use on your character. You're not limited to these, you are welcome to create your own and run them past the GM for your game to make sure they're acceptable to use in your particular campaign. If you come up with any cool skills, and they are not too broad (as in, they only affect one or two actions/dice rolls), feel free to add them to these lists.

Name Stat Description
Attack Skills
Unarmed STR Increased chance to damage an opponent when unarmed.
Melee weapons STR Increased chance to damage an opponent with a weapon in your hand.
Thrown SPD You are good at peltin' people with stuff.
Archery SPD Increased chance to hit with a bow or similar weapon.
Guns SPD Rooty tooty point and shooty.
Heavy Weapons SPD Rooty tooty point and obliteratey.
Elemental Magic SMA Hurling bolts of eldritch fire? There's a skill for that.
Hexing SMA For those wizards that prefer to hamper their foes rather than damaging them directly.
Defense Skills
Melee defense SPD You are skilled in the art of parrying and dodging close-quarter attacks.
Ranged dodge SPD You are a leaf on the wind. Bonus to avoid ranged attacks.
Slippery customer SPD You are hard to get a hand on. Bonus to evade grapples.
Healing Magic SMA You are adept at restoring yourself or your allies through magical means.
Vore Skills
Grappling STR Increased chance to grab an opponent, and escape from/reverse the same. Not just for vore, but...
Stretchy STO Your stomach can hold more stuff before you suffer penalties.
Powerful stomach STO Gives you a better chance of damaging prey on digestion rolls.
Digestion resistance STA Predators are less capable of damaging you once they get you in. (Note: this still applies for indigestible prey resisting subdual damage)
Self-preservation SPD Gives you a bonus to escaping from stomachs.
Social Skills
Bluff SED You're good at spinning a yarn and getting people to believe it.
Disguise SED You can pass yourself off as someone else.
Intimidation STR Whoa, you scary.
Animal charm SED You know how to make feral critters behave.
Subterfuge Skills
Stealth SPD How not to be seen. Sticking to the shadows!
Burglary SPD Lock-picking, safe-cracking, breaking and entering, and otherwise gaining entry to places you shouldn't be.
Physical Skills
Athletics SPD Running, jumping, gymnastics, and so forth.
Tracking SMA You are good at finding where people went.
Survival SMA You know how to find food, water, and shelter, what's good eatin's, and what's bad eatin's.
Technical Skills
Computing SMA You know how to operate a computer or similar device.
Electronics SMA You are skilled in the operation and maintenance of electronic equipment.
Mechanics SMA You know how to build, service and repair mechanical devices.
Knowledge Skills
Arcane SMA You know your way around the workings of magic - this covers the more bookish/ritual side of things rather than direct combat applications.
Academics SMA You are book-smart and well-read in classical academic subjects.
Sciences SMA You are familiar with the scientific process and all manner of useful stuff.
Linguistics SMA You are adept at communicating with people who speak other languages.
Medicine SMA You can make people not die, and or if not quite dead, feel better.
Artisan SMA You are good with your hands when it comes to crafting stuff.
Cooking SMA You make food taste good.
Perception SMA You are aware of your surroundings, and generally hard to sneak up on - also provides a bonus to spotting traps.
Search SMA You are good at finding that which is hidden.
Demolitions SMA You know how to safely handle, store and and use explosives.
Drive - 'Vehicle' SMA You know how to operate that particular type of vehicle.

Perks & Flaws

Perks are abilities and traits that a character can actively make use of, that are not "experience" so much as some innate ability or enhancement they have. Flaws are the opposite, some sort of innate weakness or disability of the character that hampers them (but gives CP back during character creation). Here are some examples of commonly desired perks. Note that these prices are not necessary applicable to every game, run by every GM.

Example Perks

The perks below each have a cost in CP to apply them to your character. They each provide either a bonus to rolls, some sort of ability, or just an allowance to 'do' something (e.g. 'Flight' does not give a modifier to rolls (unless the GM says so), it isn't a specific action you use and roll for, it's just an additional method of movement). Like almost everything else in the game, feel free to make your own and bring them to the GM to have them approved and costed out.

Name Cost Description
Combat Perks
Special Attack 2 CP The character has some exotic means of engaging in combat - by default, it is a skirmishing-range attack. The precise details of the attack should be discussed with the GM, but the general minimum details that are required are as follows:
  • The appropriate stat & skill to be used for attack rolls,
  • The appropriate stat & skill the target uses to defend against the attack,
  • Which stat takes damage if the attack is successful, and finally,
  • any fluff to accompany the attack which may affect resistances or out-of-combat applications.

For example, a character may have a Speed-versus-Speed attack that damages an opponent's stamina, taking the form of a bolt of fire. Alternatively, they may have a Seduction-based attack that a victim resists with their Self-Control, and damages SC if they are successful, taking the form of a hypnotic gaze. All custom attacks generally work from this baseline - to create some other ability, see Special Attacks, below. The various modifiers may add or subtract from the cost of this perk.

Secondary Attack 1 CP Requires a Special Attack. The character has an additional method of dishing out the pain, giving them more options to choose from. When creating a character with multiple attacks, they need only pay full price for the most expensive attack - additional, alternative attacks of lesser cost may be taken for a single additional point each. Note that this does not enable the character to use more than one such attack, simply gives them more to choose from.
Martial Artist 1 CP It's all about technique. You may use your Speed instead of your Strength for grapple attempts against an unheld opponent, whichever is higher.
Dance Like a Butterfly 1 CP You can be frankly ANNOYING to lay a hand on sometimes. Opponents attempting to grab you must roll against your Speed, rather than your Strength.
Defensive Perks
Invisibility 3 CP You can turn invisible at will. This can be a pretty big bonus to stealth. While you're able to move around while invisible, you cannot perform any offensive actions without revealing yourself.
Shield 2 CP You can spend an action to bless an ally, making it easier for them to resist damage. They gain +2 to their stamina to resist damage rolls for the rest of the combat. This may be used a number of times equal to your smarts stat before you have to rest.
Vore Perks
Traumatic Stomach 2 CP Something about the way you treat your prey is particularly harrowing. Whether it's relentless taunting, particularly violent churning or simply being particularly painful, people who spend some time in there are rarely eager to repeat the experience. You gain +1 on all intimidation checks against someone in your stomach, and if you manage to render someone helpless in there you may roll another intimidation check against their base self-control - if successful, they are afflicted with the Phobia flaw in future dealings with you, until such time as they are able to overcome their fear (such as by managing to defeat you, or seeing you humbled, etc). That is, of course, assuming they ever get out.
Just Drift Away 3 CP The character doesn't so much digest prey as convince them that they don't want to leave. Essentially, Seduction-based digestion. Pred uses Seduction stat for defending against struggling; Prey uses self-control to struggle. Subduing prey rolls against their SC and deals SC-based damage.
Silver Tongue 3 CP The character may use their charm to lull a prey into them. Grappling, Swallowing and Escaping/Reversing Grapples are handled by opposed Seduction/Self-Control rolls by the pred and prey respectively.
Goo Form 2-3 CP You are slimy and squishy. You get a +1 bonus on attempts to grab and swallow people, +1 to escape from grapples, and you may attempt to reverse a grapple at no penalty. Your prey, however, have a +1 bonus to escape from your insides. The 3-point version of this perk allows you to spend an action to shift between gooey and solid forms.
Indigestible 2 CP The character can only be subdued by digestion damage, but not killed. Their stamina does not drop below zero.
Bellydweller 2 CP [Requires Indigestible] The character is more than familiar with being stuck in a gut and knows how to just ride it out, or even get comfortable in there. The character only receives damage from the predator if they performed an action on their last turn.
Absorb 3 CP The predator is capable of absorbing defeated prey.
  • Absorption can be fluffed as the method by which a predator is doing damage to a swallowed prey. Optionally, they may deal damage to the prey's Strength instead, though the prey still resists this damage with their Stamina.
  • By default, the predator's Stamina stat is used to resist escape attempts from defeated prey. Specify at the time of taking the perk if another stat is more appropriate to the character's particular method of absorption.
  • Upon absorbing someone, a character may immediately apply a +1 bonus to their Strength, Speed, Stamina, Seduction, or Size. Subsequent additions to the same stat require an increasing number of souls (increasing from +1 to +2 requires two more souls, +2 to +3 requires three, and so forth). These bonuses are capped at the Base value of the stat in question. This bonus lasts until the prey escapes and is no longer suffering from revival trauma (ie, if they escape without resting, the predator does not lose the bonus immediately), or 24 hours has passed. The predator may not receive bonuses from the same prey within the same 48 hour period.
Insoluable 2 CP The character's body simply won't blend with another. They are immune to absorption, however this offers no protection against conventional digestion.
Snatch Spirit 2 CP Enables the character to grapple with ghostly characters, and also allows them to attempt to snatch the souls out of victims' bodies.
  • To remove a soul from a body, the character makes a grapple attack against their intended victim, using their Self-Control instead of their Strength. Unless they have the Spirit Form perk, the defender resists with their own Self-Control. This attack is made at a -1 penalty unless they have ALREADY physically grappled them, in which case it is treated as a normal action. If successful, the defender's spirit is removed from their body and held by the attacker. The defender's body is immediately rendered comatose. If the defender's spirit successfully breaks free of the attacker's grip, they become a free-floating spirit and may return to their body as a free action on their next turn.
  • Swallowing a soul is accomplished in pretty much the same manner as physical vore, but the victim must use their self-control stat to fight instead of their strength. Specify when taking the ability whether the predator uses their stomach or self-control to keep them in. Once a soul is swallowed, the prey is considered to be contained just like ordinary vore. The predator may then make opposed Self-Control checks on any soul in their stomach in order to subdue them, dealing damage directly to their Self-Control, and incapacitating them once they reach zero as normal.
  • Characters with this perk may grapple free-floating spirits at no penalty.
Trap Spirit 2 CP The character can absorb the souls of digested prey and trap them as per the soulvore rules.
  • If the character ALSO has Snatch Spirit, they may drain the souls of PHYSICALLY swallowed prey as if they hadn't removed their soul first, dealing damage to their Self-Control instead of their Stamina (provided they don't have the Spirit Form perk)
  • By default, the predator's Self-control stat is used to resist escape attempts from defeated prey. Specify at the time of taking the perk if another stat is more appropriate to the character's particular method of trapping souls.
  • Upon absorbing a soul, a character may immediately apply a +1 bonus to their Stamina, Smarts, Seduction, Self-Control or Stomach. Subsequent additions to the same stat require an increasing number of souls (increasing from +1 to +2 requires two more souls, +2 to +3 requires three, and so forth). These bonuses are capped at the Base value of the stat in question. This bonus lasts until the prey escapes and is no longer suffering from revival trauma (ie, if they escape without resting, the predator does not lose the bonus immediately), or 24 hours has passed. The predator may not receive bonuses from the same prey within the same 48 hour period.
Insoluble Soul 2 CP Your soul is warded against absorption, and can only be subdued (ie, it stays in the belly of a predator, even if they have Trap Spirit). If Indigestible or Spirit Form are also taken, this perk only costs one point. If both are taken, then they receive the benefits of this perk automatically.
General Perks
Organizational Ties 1+ CP You hold a reasonable rank in some organization, such as a police force, a guild, a crime family, a government or similar. You may pull strings for favors, and may be asked in return. This perk may be taken multiple times for a position of greater power.
Wealth 1+ CP You've got a better-than-average income. Whether that's from investments or a few jobs on the side during downtime, you have slightly more disposable income to dispose of.
Illusion 2+ CP You can project illusions that fool the senses of anyone who sees them. Whatever your imagination can conjure up, you can create. Opponents make a Self-Control check against your Smarts to see through it, and the illusion immediately fails if they directly interact with it. If a character does manage to penetrate your illusion, they cannot be fooled again until their guard is down - usually after a few hours have passed. If a character has good reason to be suspicious (ie, they've been warned that an illusionist is in the area) then they get +1 to their check, and if someone outright alerts them to the fact that what they're seeing is an illusion, they may immediately attempt to penetrate it again at a +2 bonus.

At its most basic level, this perk allows you to create a roughly human-sized illusion that fools a single sense. For each additional point spent on the perk, you may do a combination of the following:

  • Fool an additional sense. Touch only allows basic tactile sensation, any actual force will cause the illusion to fail.
  • Increase the size of the illusion, from person-sized at the most basic, then a whole room, then a house, a street, etc.

In simple terms, add the size category of the thing you're trying to create to the number of senses fooled, and you get the minimum CP cost to be able to create illusions of that type. For example, a character with the 5-CP version of the perk would be able to create an illusion that covers the whole street and fools a single sense, or create a human-sized illusion that fools four senses. If a character has a higher level of the perk than is necessary to create a particular illusion, they get a +1 bonus.

Fly 3 CP The character is able to fly. They may put themselves out of harm's reach, make ranged attacks from the safety of the skies, and so forth.
Extra Limbs 2+ CP You have some extra appendages to hand, be they extra arms, prehensile tails, tentacles or some other such appendage. You are able to perform additional tasks while your hands are occupied, such as grapple someone when you're already holding another. This does not allow you to perform any additional actions in a round, just carry one out while your arms are otherwise occupied. Each additional point spent on this increases the number of things you can hold or wield simultaneously. Note: this perk does allow you to grab someone while you are being held by another, unless the person holding you also has enough appendages to occupy all of yours.
Pocket Dimension 3* CP Gives the character access to a hammerspace thingy that can contain things of a combined size equal to the level of the perk. The character may even stuff a held opponent into it with a successful opposed strength check, at which point they may attempt to escape as if it was a stomach. The character may also enter it themselves provided they are small enough, though doing so requires an escape roll if they are held unless they want to drag their opponent in with them (in which case it becomes an opposed strength roll as above). *Each level of Pocket Dimension costs an additional 3 CP.
Astral Projection 2 CP You can disconnect your soul from your body at will and become a free-floating spirit, as per the Spirit form and Ghostly perks, below. This allows you to pass through walls as though intangible and explore your surroundings in relative safety. If you encounter a predator with the Snatch Spirit perk though, you may be in trouble.
Transformation 4 CP You have the ability to shift yourself into another form. The sky's the limit, provided the resulting form does not exceed the character point total of the primary form - essentially, apply it as a combination of bonuses and penalties. Generally, skills and knowledge-based abilities must be common to both forms, while base physical stats and the like are open to modification. Changing form is a full-round action. The form may be an impediment or otherwise inconvenient to the character, in which case the cost is reduced and may even become a flaw.
  • Each additional form beyond the first costs an extra point.
  • If the change is too slow for the character to be able to shift in combat, reduce the cost by a point.
  • If the alternate form has a net character point reduction of 10 or more points, reduce the cost by another point.
  • If the change cannot be invoked consciously (ie, only occurs under specific conditions), it costs one point less.
  • If the change cannot be reversed consciously, reduce the cost by another point.
  • If the form change takes place against the character's will, or can be deliberately invoked by another character, reduce the cost by two points. This is usually taken with the above two modifiers.
Spirit Form 2 CP The character's body and spirit are one and the same. They may use their PHYSICAL stats as normal when engaged in soul-combat, instead of the predator's choice of defending stat (ie, strength to get out, stamina to resist absorption, etc).
  • Characters with this ability may interact with free-floating spirits as if they were physical, as per Snatch Spirit.
  • If indigestible is taken with this perk then it applies to soul-combat too, preventing the predator from absorbing them with Trap Spirit as per the Insoluble Soul perk, below.
Ghostly 2 CP [Requires Spirit Form] The character is intangible and may ONLY be grappled or swallowed by soulvore-capable predators - however, they may not engage in physical acts of vore themselves. They may also interact with other ghostly characters as if both parties were solid.
Poltergeist 2 CP The character may become tangible at will, allowing them to swallow other characters through conventional means. They may also become intangible freely, though this will result in them dropping their prey.
Support Perks
Good Lookin' 1 CP You just look good. You get a bonus to seduction where appearance is a factor.
Cute & Adorable 3 CP The character may apply a size bonus to seduction rolls if they are smaller.
Telekinesis 2+ CP You can do move things with your mind, allowing you to perform fairly simple tasks at a distance. At 2 points you have about as much dexterity as you'd have with a balled fist, 3 allows you to grasp things, and 4 allows you fine enough control to write or turn a key in a lock. Attempting a complex task or something with fine control beyond your expertise will require a Smarts check at the GM's discretion.
Telepathy 2+ CP You can speak to people with your mind. This generally requires a willing recipient, and can be done within the same room. Increasing the cost will increase the range to within the same building, town, and so forth. Adding an additional point will allow you to send/receive thoughts with an unwilling recipient with an opposed Smarts check, and if you take an appropriate attack to drain their Smarts to zero, will enable you to dig through their memories for useful info.
Healing 3 CP You have healing abilities that go above and beyond mere medicine. With a successful Smarts roll, you can restore people back to health, instantly recovering half their base Stamina stat, rounding up. You may do this a number of times equal to your Smarts stat before resting - for the purposes of recovering uses, use your Smarts for determining your Recovery Time.
Come Hither 1 CP Can initiate seduction-based grapples from up to 10 feet away.
Remove Curse 2 CP The opposite of the Curse attack, you can lay your hands upon an ally and remove any curses instantly with a successful Smarts roll (difficulty is set by the attack that inflicted the curse). This may be used a number of times per day equal to your smarts stat, and can be recovered by resting. Outside of combat, use of this ability is not time-limited, and the character gets a +1 bonus for each subsequent use in the event of failure.

Special Attacks

Name Cost Description
Special Attacks
Curse +1 CP Instead of doing damage, you can inflict a penalty upon an opponent. This operates as a normal attack, but instead of doing damage on a successful strike, you impose a -2 penalty to the stat in question. These penalties are cumulative, but cannot reduce a character's rolls to less than the base 2d10 and do NOT count for the purposes of incapacitation. Outside of combat, provided there are no immediate threats, the victim may spend a moment or two to try and shrug the effects off with an appropriate roll - for instance, the victim may attempt a stamina roll to recover from a shrinking spell. Generally, the effects will wear off faster than actual damage would. Failure means it takes a little longer, but they may attempt again after 10 minutes or so.
  • Take a note of the attack roll on a successful Curse - this is the roll that must be beaten to remove it. In the case of multiple curses, GMs may optionally choose to just keep track of the highest roll, with a successful roll removing all curses at once. Unless otherwise noted, curses automatically wear off if the character chooses to rest.
Polymorph +2 CP You can inflict not just a curse, but a full-on transformation upon an opponent. Construct a change template to be agreed upon by the GM to reflect the new form - generally, the net character points of the victim will be unchanged, but any perks that rely upon their physical form (such as flight) will be disabled. Again, this requires a ranged attack and the change takes place instead of damage.
Area Effect +2 CP The attack doesn't just affect the person you're pointing at, but people adjacent to them as well. Discuss with the GM what sort of area the attack affects - overall, the benefits will be the same, but an attack that hits, say, several people on a line will be useful in different situations to an attack that simply has a blast centered on the target.
Accurate +1 CP The user gets a +1 skill bonus on their attack roll. This may be taken multiple times, but if the bonus plus the character's skill exceeds their base stat, any additional points are lost. Naturally this is rather pointless on a primary attack (just put a point into the relevant skill instead), but it allows, for instance, a character with a high-cost primary attack to have a more reliable, if less powerful, secondary.
Ranged +1 CP The attack can be used at range, with a maximum of 30ft between you and the target of the attack. Each additional point added to the ranged cost doubles the range (up to 60, 120, 240, 480, etc).
Limited Uses/day -1 CP You have a limited supply of whatever it is that powers the attack - a fireball may require the character to have magical energy stored, or the character may have venom that takes a while to regenerate. The character may only use the attack a number of times equal to some appropriate stat - usually Smarts for magical attacks and Stamina for biological/physical attacks, after which it may not be used until the character has rested.

Example Flaws

All of the flaws in the table below have a return cost, which is how many additional CP you receive for having taken the flaw. Some flaws are more "serious" than others, and as such return more CP. Some are just an inconvenience though, and return very little CP. Like perks, you're welcome to make your own and have them approved by the GM that is running your game.

Name Return Description
Example Flaws
Res-sickness 2 CP Returning from the dead is something of a strain on you. After reforming, all your rolls are at -1 until a full day has passed. This flaw may be taken multiple times, in which case the penalty is cumulative and wears off one day at a time.
Phobia 1 CP You are scared of... something. You're at a -1 penalty when dealing with the thing you fear in any way that doesn't involve trying to get away from it. If you get trapped with it, are unable to take any action BUT try to escape unless you pass a self-control check at difficulty 14 first. The cost of this flaw increases to 2 points if the thing is particularly common in the setting.
Special Requirement 1 CP You need... something. Maybe it's blood. Maybe it's souls. Maybe it's as simple as raw meat, or a recharge every so often. Whatever it is, you need something to function properly that goes above and beyond simple food and water. The GM may assign penalties if you don't sate your needs often enough. The cost of this flaw increases to 2 points if the thing is tricky to get hold of - for instance, a vampire might need to drain one STM worth of blood from someone every day or so. Inconvenient, but with the right contacts, a willing donor (or a butcher who can bottle it if they don't mind drinking from animals) it can be acquired fairly easily. A creature that needs to keep eating people's souls is likely to have a tougher time finding willing providers.
Bane/weakness 2/3 CP You are seriously allergic to something. Be it silver, iron, holy water, whatever, it really messes you up. If the item does not normally cause damage, people may attack you with it as if it was a weapon (with +2 to their damage roll). If the item does normally cause damage, it causes double damage against you. this flaw costs 2 points if the weakness is something your foes are likely to have to prepare in advance, and 3 points if it is commonplace.
Mentally exhausting 1 CP This flaw is paired with an attack of some kind. If you miss or otherwise fail your attack roll, then you take a point of Smarts damage. For abilities without a roll of some kind, you make a roll against a static difficulty of 12.
Weak Acids 1 CP You suffer a penalty for digestion checks to damage your prey.
Sucker for the "X" 1-2 CP You are poor at resisting seduction attempts from "X". -1 or -2 to all rolls.
Technically inept 1-2 CP You suffer a penalty when attempting to deal with anything technological, either -1 or -2 to all rolls.
Slow healing 1 CP Your stats are reduced for the purposes of determining recovery time by 1.
Nonviolent 2 CP You are less likely to deal damage in a melee. Your attack rolls suffer a -3 penalty.
Kindhearted 1 CP You think defeated prey have learned their lesson, and are less likely to keep them in when they try to leave. -2 to defending against escape checks.
Clumsy 1 CP You suffer a penalty for things involving grace or dexterity. -2 penalty on rolls.
Physically unappealing 1 CP Doesn't matter how silver-tongued you are, you ugly. -2 to all seduction attempts.
No Hands 3 CP You lack any form of hands, or a way of gripping objects properly. You take a -4 penalty to any action that requires hands, such as turning door knobs or flipping the bird.

Items

Items are pieces of equipment your character can take with you, divided into four rough categories by their quality, rarity, and how "cool" they are. Basically, the more helpful something is, the more CP you'd have to spend to get one. They can be whatever you'd like them to be, with the exception of Mundane items, which MUST be selected from the table below or specifically agreed with the GM if they are to have any in-game effect. This is because they are free of CP cost and there's the potential for abuse of the game system. As always, the GM has the final say - if you want to haul 200 lbs of buckles in your backpack, they are free to laugh and penalize you appropriately.


Name Description
Mundane Items
Dagger This would be a small item that can do melee damage using your melee skills instead of doing unarmed damage. It will have no bonuses. No you can't have unlimited throwing daggers or anything.
Rock You can chuck it at people. They're practically ubiquitous so you can obtain these on-site usually. Let's you use a ranged attack once. No you can't have a mundane infinite pile of rocks to get a free ranged weapon.
Rations Basic food and water. It keeps you going. Not as tasty as people. People are far more tasty. Generally it's implied you're good for food, but there are almost always people to be ate, anyway! Mostly for story purposes.
Clothing You use this to cover yourself up. Sort of required in social situations. May not be required in dungeon raiding but ... it gets cold down there! Clothing offers no protection to standard attacks but may offer some against more mundane things such as insects.
Flavor items Anything that are there to just make your character unique would be considered mundane items. As long as they have no game effect, bring it along! Any sort of good luck charm or heirloom that the character has, that offers no real bonus can be carried here. Who knows, the GM might decide to let you use it for something special?
Minor Items
Shield Basically defensive item. Gives you +1 to avoid being hit.
Basic armor Provides +1 to resist damage in direct combat, does not protect against digestion.
Shortsword Lets you carve chunks out of people. +1 to your attack rolls.
Spear Generally doesn't hit as hard as a sword, but the extra reach gives you an advantage. You get +1 to attack rolls.
Short bow Lets you attack at range, rolling your Speed for the purposes of damage.
Healing potion Allows you to immediately recover half your base Stamina, rounding up. One-shot item.
Potion of Strength Boosts your strength by +2 for a short while, usually enough for one combat or similar scene. One-shot item. If a second potion is consumed, it has no effect.
Grenade A one-shot item. Allows you to make a ranged attack against a group with +1 to hit - anyone who successfully dodges is assumed to have dived for cover.
Major Items
Longbow Or any other decent ranged weapon. It provides you with +1 on attack rolls and lets you attack at range.
Broadsword Or any other really good melee weapon. It's very sharp. It provides you with +2 on attack rolls.
Splatterpult Essentially, a magically-charged grenade launcher. Allows you to punt objects at people at range. Also includes a handy hook for pulling pins on grenades (which will generally be taken as minor items). You can also just fill it with rocks for a basic ranged attack.
Revival Kit These are standard issue for many adventurer's guilds, police forces, and noble guards. They're not exactly the easiest things to produce, nor are they entirely reliable, and suffer from the fact that they require some part of the person you're planning to revive when they're built - and the person must be alive at the time of creation. In short, they're an insurance policy for adventurers who expect their comrades to wind up in sticky situations, to be crafted before they depart. Depending on the GM, these may be provided for free to all party members, in which case they don't count as a slot. For use, see the section on revival, below.
Epic Items

Advanced Rules

These are rules that go a little more in-depth, for GMs who really want to get down to the nitty-gritty details of a serious RPG system.

Item Pricing Guidelines

In general, adding features to perks or items will cause them to be more expensive, but you can add weaknesses to them to add more good features instead. Here is a table of general guidelines for how much features increase/decrease pricing.

As item prices can't change, instead you can consider that Minor items have 1 'feature point' to spend from the below table, Major items have 2 'feature points' and Epic items have 4 'feature points'.

Name Cost Description
Beneficial Effects
Enhanced 1-2 Pts Can be taken twice, adds the number of times taken to all dice-rolls (i.e. +1 or +2). Only applicable to items/perks that actually have rolls.
Ranged 1 Pts Allows the item to be used at range. Usually for weapons, but if you wanted ranged lockpicks…
Safety 1 Pts Critical failures usually (80% chance) count as normal failures instead of critical failures. Can't take with 'Dangerous'.
Multi-Purpose 1 Pts Outside of combat, the item/perk's features can be reconfigured. If you want to change them again, make sure Multi-Purpose is one of the new ones!
Alternate Damage 1 Pts This item/perk can pick between one of two stats selected at creation to attack, instead of just attacking stamina.
Indirect Fire 2 Pts Can use this item/perk without being able to see the thing you are trying to use it on, due to the ballistics or magic or some other force!
Area-of-Effect 2 Pts Causes its effect in an area centered around the user, or in the case of ranged weapons, around the target (assuming you don't drop it at your feet…).
Healing 3 Pts Allows the healing of 1 point of stamina damage when used. Only usable once/day/'Healing' feature.
Summonable 3 Pts Item can be recalled to the user's hand at any time, from anywhere (half-round action).
Masterwork 3 Pts You can reroll any failure but you must accept the outcome of the second roll. The re-roll is instant in-game and nullifies the original failure.
Any Damage 4 Pts This item/perk can select from any stat to cause damage to when it is being used.
Multi-Hit 5 Pts Damages more than one stat in a single attack, select both stats when you design the item/perk.
Perfect 6 Pts The item/perk is enchanted or automated somehow to always perform its task perfectly. The rolls for this are always a 20 and cannot be modified by your skills or stats.
Custom! Varies Make up your own! Ask the GM to put a price on it! Customize and make your faovite items and abilities! (They may cost a lot if you add a ton of features though!)
Negative Effects
Low Quality 1-2 Pts- Can be taken twice, subtracts the number of times taken to all dice-rolls (i.e. -1 or -2). Only applicable to items that actually have rolls. CANNOT BE TAKEN WITH PERFECT.
Close-Quarters 1 Pts- Can only be used on grappled opponents. It hardly counts as a weapon at this point!
Dangerous 1 Pts- Critical failures are dangerous and harm the character, in addition to potentially (20% chance) destroying the item. Can't take with 'Safety'.
Two-Handed 1 Pts- The item requires both hands to use properly. It is not possible to use it in one hand/with another item (unless you have extra limbs to do it with!)
Manual Reload 1 Pts- Despite the name, doesn't necessarily have to apply to weapons. This item can only be used once without spending a round/a bit re-setting it to be ready again for use.
Wind-up/down 2 Pts- This item requires an additional round in advance, or after (declare on the item) to either wind up for its use, or cool down after its use. The use of the whole round is required.
One-Time-Use 2 Pts- You can attempt to use the item only once, and afterwards (pass or fail), it is removed from your inventory.
Painful 2 Pts- Any time you successfully use this item, you take 1 point of stamina damage.
Draining 2 Pts- Any time you successfully use this item, you take 1 point of smarts damage.
Cursed 3 Pts- Every round that you are holding this item, you gain an additional -1 to ALL ROLLS until the party rests.
Dreadful 4 Pts- Any time you successfully use this item, you take one point of damage to ALL STATS.
Final Option 5 Pts- Must be exclusive anti-feature. This item is also two-handed. Removing it from your hands causes you to end. Explosively. Killing yourself and doing damage to those nearby.
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