You're going on an adventure! What are you doing? What do you want to be doing? Who knows! This game is very flexible and open-ended regarding just about everything that could be going on here! You could be a space pirate scavenging an abandoned ship, or a pokemon just trying to not get caught by some pesky trainers. Whatever the story, this game has a way to get from point A to point B, with lots of lewd shenanigans along the way, all of which we will discuss to get exactly the right kind of "plot" out of this!
This is a lewd adventure no matter how you look at it! Swords and guns really get in the way of that! Well swords do make nice toothpicks sometimes, but there's no chomping here, so no need for that! Keep that in mind when considering playing. Your only useful talents here, for the most part in a place of nom-or-be-nommed, is if you can stomach it~
Stat Key:
HP: Health Points. Pretty standard, this is the pool of points to stay alive while getting gurgled, churned, absorbed, trapped inside, whatever method a predator is doing to seal the fate as belonging to them one way or another.
Gut HP: Health points, for your gut! This is the pool of points prey struggle against to escape being devoured.
Composure: This is the ability to withstand being lewded on, how long prey can last before they break and are able to be nommed.
BASE STATS:
HP: 4
Gut HP: 3
Composure: 3
CHARACTER CREATION:
Yes indeed~ It is an adventure, where the transitory lands of whatever can be imagined converge.
You have your base stats, now time to customize! You have 8 points to spend on the options below. So, what're you buyin'?~
+1 HP: 1 point
+1 Gut HP: 2 points
+1 Composure: 3 points
+1 Increase to your Composure rolls: 1 point, limit of 3
+1 Increase to your Gut Offense rolls: 1 point, limit of 3. [The rolls you make while subduing prey you've nommed]
+1 Increase to your Gut Defense rolls: 1 point, limit of 3. [The rolls you make while trying to escape a pred that has nommed you.]
Perks:
Squirm Absorption: At the end of combat, restore HP equal to half the prey's max hp, rounded down. 4 points
Nomphfasten: You're naturally fast on your feet, and are quick to react to threats. +5 to the first roll. 1 point
Loyalty Program: Shopkeepers have one less Gut HP. 1 point
Moves:
Domination: Immediately make as many contested rolls as needed to make the prey lose all of their composure. Match their lowest roll to your lowest, and order each pair ascending sequentially. You damage composure for each success, the move ends at the first failure. 2 points
Pendulum: When you lose a composure roll you can force them to roll against a 15, counting the failure as a success if they fail to roll equal to or higher than 15.
This can be used once and then cannot be used until you have been nommed and escape. 2 points
Destabilize: You give a nice heavy sway of your filled gut, forcing them to resist, target must roll against a 15, gaining stacking -1 debuffs to the rest of their struggle rolls for each round they fail. 2 points
Gut Shift: When your gut HP reaches below ~50% you can force a roll against a 10 to move prey from one gut to another. Can only be used once per nom attempt. If prey rolls 15 or higher, they escape the gut completely regardless of remaining gut HP. 3 points
MECHANICS:
Generally, there are some posts setting the scenes/plot of the adventure, and such detailing posts between combats as the player makes their way along. But sooner or later, obstacles shall be met, and hopefully overcome.
Combat:
Each side rolls d20s, steadily whitling down each others Composure. Each roll will cause a point to be lost by one or the other. Ties result in a reroll.
When one side's Composure has been dropped to zero, they are nommed! Rolls continue as before, with the prey attempting to lower the pred's Gut HP to 0, and the pred doing damage to the prey's HP. If the prey's HP reachs 0, it's game over. If the pred's Gut HP reaches 0, the prey escapes from inside them.
After escaping a pred, combat resumes to break down composure. The Prey's Composure is fully restored after escape. The pred's composure remains at where it was before nomming the prey.
Should the former prey be nommed again, note the pred's Gut HP will be fully restored. These contests continue until one side has their HP reduced to 0, wherein the player is victorious, or nomphed~
Rest:
After combat, HP might be low! HP only recovers without risk if you have Squirm Absorption. Otherwise, you'll need to rest to recover your strength.
To take a rest, a d20 is to be rolled for each point they try to heal. On a result of 6-20, the rest safely recovers a point of HP. On a 1-5 however, the point attempted to be healed is healed, but someone stumbles upon the resting player, and begins combat with a slight advantage over them.
Shopkeepers:
Sometimes on your journey, you may run into a shopkeeper! They usually have a helpful item or two, but they can be rather playful in what they want in exchange~
This can be potentially dangerous, but you can't expect to get something for free after all! The shopkeeper will surely enjoy your patronage one way or another~ Note you are not required to accept their offer, whatever it might be. It is highly suggested that you do not try to rob them!
Completed Quests:
Adventurers Lost: