TStorage

Just a storage for some info and etc. Belongs to leopardess TiraT

Pics wait under the 4th button




Hc Svnt Dracones! Yay!
http://hsdroleplayinggame.com/

A lil compilation of rules for players without the core book.

Character creation. You need to select next points:
1. Family - general idea of your body shape (and some basic bonus). Right now we got:
a) Canidae (+1 Body:Strength, +1 dice to resist exhaustion and fatigue)
b) Felinae (+1 Body:Dexterity, +1 dice in case of manual dex or balance)
c) Avialae (+1 Body:Acuity, can fly)
d) Reptilia (+1 Body:Resilence, +2 Body resist against poisons and toxins)
c) Mustelidae (+1 Body:Presense, roll twice for Readiness and pick better)

2. Species. Some specific body shape. First in group is superspecies, like all dog breeds. At this moment you take 2 free points in proficiencies plus one species-related. They do not stack and must go in different ways.
a) Dog (Express), Fox (Deception), Wolf (Scent), Coyote (Survival), Jackal (Coercion)
b) Cat (Sneak), Cheetah (Athletics), Cougar (Intimidate), Lion (Command), Tiger (Inspire)
c) Bird (Express), Eagle (Intimidate), Hawk (Spot), Crow (Investigation), *only 4 cause of accident with Owls
d) Lizard (Survival), Snake (Sneak, only Lateral), Alligator (Intimidate), Gecko (Medicine), Iguana (Coercion)
c) Weasel (Operate), Otter (Swim), Skunk (Express), Badger (Intimidate), Wolferine (Survival)

3. Morphism. Possible change to basic anthro body shape.
Plantigrade/digigrade - anthro body, just change of feet shape
Atypical pattering - somewhat strange coloration
Hemi - demi-human body
How did THAT get there? - some part of another species on your body (wings, wrong tail, etc)
Hybrid - actual mix of two families
Lateralism - feral body (always for snakes). May combo with Micro, if species is small
Microism - not a micro micro, just pretty small - around normal feral version size and 10-30 pounds weigh.
Taurism - taur body (snakes turn into nagas, avialae divide hands and wings)
Twin-tailed - two tails, yes

4. Stats. We got 4 columns: Mind and Body (Fist block), Community and Economy (Second block). Put 1d12, 1d10, 1d10 and 1d8 dices into these columns as you wish to. You will use selected dices for all related rolls (Like 1d10 for anything Mind-related)
Then we got 5 traits same for each column: Dexterity, Resilence, Acuity, Strength and Presense. Pick one block to drop 8 dots inside and another block to drop 6 dots. Each trait starts with 1 dot and you may not put more than 3 in one trait

5. Scholarship. Game world is under control of Megacorps and they give you some Proficiencies to start with. First is for birth place and gives 8 points, second is for travel and learn place and gives 6 points
Applied Science and Robotics (ASR): Computers, Operate, Robotics, Craft, Science, Repair, Finance, Pilot
Pulse: Sneak, Navigate, Streetsmarts, Survival, Athletics, Swim, Inspire, CQC
Spyglass: Coercion, Finance, Command, Computers, Intimidate, Deception, Ranged Combat, Streetsmarts
Inner Ring Police Force (IRPF): CQC, Ranged Combat, Security, Pilot, Lockpick, Investigation, Medicine, Spot
Progenitus: Medicine, Science, Scent, Spot, Streetsmarts, Booksmarts, Survival, Inspire
Transcendent Technologies Inc (TTI): Science, Craft, Fly, Athletics, CQC, Express, Operate, Booksmarts
MarsCo: Any, but can't go above 2 level

6. Motivation. Why do you wanna move?
Power
Understanding
Wealth
Notoriety
Revolution
Survival

7. Ledger. Money and items





(Not balanced at all, feel free to drop your suggestions >.> )

System uses 1d10 rolls. SP is for Stamina Points. AP is for Arousal Points. So first you beat your opponent ability to resist and then exhaust him/her completely via sexual actions for easy finish/vore. This may wary from opponent to opponent.
By default players roll 1d10 dice in battle, for next possible results:
1 = 0 damage, Fumble
2-5 = 0 damage
6-9 = 1 damage
10 = 2 damage, Crit
Skills, items and etc may change results of these rolls.
Difference between rolls in 7+ allows winner to start sex right away and apply damage to both SP and AP this time. While in sex, damage applies to AP (unless one roll is 7+ higher, which allows to damage SP as well). Higher roll may decide to break free from sex (after or before dealing damage), but only if all involved sides are above 0 SP
Crit vs Fumble allows insta vore upon loser (1st stage). Vore is 2 stage and prey need to roll 6+ and beat pred roll to move up/out on top of over results. 1st stage lowers prey damage by 1. 2nd stage lowers prey damage by 2, pred deals 1 more damage to prey (or deals 2 instead of other results, if roll is higher), usually blocks most of the prey magic and other tricks too
By default you start with 5 SP and 3 AP

Block = lower incoming damage by the number
Evade = prevent result of one enemy attack (doesn't prevent sex/vore start cause of dice rolls)
Weaken = lower enemy damage by the number this and next turn, doesn't stack with itself
Curse = lower result of the enemy roll by the number next turn
Heal = restore number of SP or AP. Will not break ongoing sex right away
Reroll = That’s it, roll again


To start a game you need to pick some starting options:
1) Mutator (optional, may apply to everyone)
a) Lustful warrior - you start with 3 SP and 5 AP
b) Balanced - you start with 4 SP and 4 AP
c) High risk = High reward - by default 2 = 0 damage, Fumble. 9 = 2 damage, Crit
d) No vanilla - summ up SP and AP, 7+ roll difference sends lower roll into 1st stage vore. Crit vs Fumble - into 2nd stage
e) Hump-hump – 5+ roll is needed to start sex
f) Last chance – last AP can’t be removed without rolling a higher dice roll

2) Skill (pick one)
a) Assault - 9 and 10 deal +1 damage
b) Combat skill - 4 and 5 deal +1 damage
c) Defense - 2, 3 and 4 may be replaced with Block 1 damage or Block 1 more damage
d) Protection – 6 and 7 may be replaced with Block 2 damage or Block 2 more damage
e) Slippery – you may escape from battles without taking damage (other effects still may stop you)

3) Items (pick one)
a) Short sword – 5 and 6 deal +1 damage
b) Long sword – 7 and 8 deal +1 damage
c) Small shield – 2 and 3 may be replaced with Block 1
d) Big shield – 4 and 5 may be replaced with Block 1
e) Katana – 9 is Crit and deal +1 damage (8 In case of High risk mutator)
f) Axe – 8, 9 and 10 may deal damage to up to 3 enemies
g) Light wand – 6 and 7 may be replaced with Heal 2
h) Dark wand – 8 and 9 may be replaced with Weaken 2
i) Red Staff – 10 deal +2 damage
j) Knife – 2 may be replaced with Reroll
k) Quarterstaff – 2 and 3 may be replaced with Evade






Hi guys! My attempt to make up some rpg-like adventure. Easy for everyone to play and gm ;)
Feel free to grab and use those rules if you want to, but I want at least little PUB from your char to TiraT so I would know about number or usage. Also feel free to suggest new options and other things to be added.


Random! Random all around! I use !1d20 for rolls as usual for DnD and other systems.

1. Roll for rooms
11-20 - simple room
6-10 - corridor with some traps
1-5 - something strange like a quest thing or puzzle or special trap... Think about something or just put another piece of corridors
You can plan beforehand all rooms and forks in the corridors or just roll as players move through
For traps let players roll and if they reach some number - nothing happens. For lower roll they got some dmg or penalties or sudden opponent. Usual trap is 10+ roll or 2dmg, something like a hole with spikes would work for 7+ roll or 3dmg, hidden dart is 15+ roll or 1dmg - just examples

2. Roll for opponents
Long list would stay in the bottom of the rules, just cause it pretty long. Roll !1d100, feel free to reroll or just think about something good for your players - list only works if you can't recall any good opponents

3. Battle!
Main part works around usual system roll-roll-post-post (I hope you know about Vore Battle because it works pretty same in core). So creature and player roll their !1d20, winner inflicts dmg to loser, winner posts first, then loser posts. Repeat. At some point you can start vore or yiff, then vore.
At 0hp you can start yiff - roll till someone achieves 2 wins, one with 0hp rolls at -5 (and another -2 for each 1 hp under 0), also if yiff was started cause of high roll then lucky roller have +5 for first yiff roll. Vore - one roll to succeed, two rolls if no yiff before so prey can try to move back. If prey escapes from vore - go to yiff or dmg part and repeat. As option you can try to knock out creature with good dmg (enough to reach -5 or less hp) and then just vore without any rolls.
Options:
1. 10hp at start, around 5hp for creatures. 1d3 dmg for win, 1d4+1 dmg for 5+ win, 2d3+1 for 10+ win and directly into yiff/vore at 15+ win or 20/1 roll for someone.
2. 10hp at start, 1d3 for win, 2d3 for 5+ win, yiff at 10+ win, vore at 15+ win or 20/1
3. 5hp for both, 1d3 for win, yiff at 10+ win, vore at 15+ win or 20/1 (works good for preyish players)
4. Think about something or ask players if they want some changes like more hp, fatter opponents, faster battles, etc
Feel free to change those rules if you want - just an example here. Also if player won the battle - he/she can reg full hp
*If rolled too high, you can use options for lower rolls (usually dmg instead of yiff/vore)

4. Bonuses
Players like to have some rpg in their adventure so you can add some nice things like a passive bonuses or even abilities. For those let them think and write them, just keep in head number and possible power of those bonuses. Something simple should be like "+1 to all rolls", "+2 to yiff rolls", "+3 for trap or vore rolls", "+1 dmg", "+2hp", etc. Broad passives should give less bonus, while narrow ones - better one. Let players think! They always can suggest something like "At 5hp I can try to start yiff with one 5+ win" or something else optional.
Active abilities work pretty same, letting players do something (heal, start yiff/vore, evade traps or creatures) using some pool of 'mana' or just uses/per... something (once per battle, once per 3 creatures, etc).
If players would like you can allow them add 1-2 more bonuses for some effect-like penalties.
And of course give your creatures some abilities too! Mostly simple ones, but some creatures... well nymphs can start battle with yiff but up to four wins for example. Feel free in this part.
Also feel free to give your players some items or more bonuses as they go through.

5. End of the adventure
Do you really want to stop getting fun? Well I think after 5-10 battles players would reach some kind of big boss and try to bit him/her too (or just escape). Adventure can be endless as well ;)
If your players are really subby, then you can let them go with some number of lives and fight against stronger opponents so each lose would only take one live and clean up one room till they reach the end or run out of lives :)

List of creatures.
1. Ant eater
2. Badger
3. Bat
4. Bison
5. Bear
6. Bobcat
7. Camel
8. Cheetah
9. Cougar
10. Coyote
11. Deer
12. Dolphin
13. Elephant
14. Fox
15. Giraffe
16. Goat
17. Horse
18. Hyena
19. Jackal
20. Ferret
21. Kangaroo
22. Lemur
23. Leopard
24. Lion
25. Lynx
26. Meerkat
27. Moose
28. Sheep
29. Orca
30. Lizard
31. Polar bear
32. Praire dog
33. Rabbit
34. Racoon
35. Sea lion
36. Seal
37. Skunk
38. Wolf
39. Wolverine
40. Zebra
41. Tiger
42. Tasmanian devil
43. Dog
44. Cat
45. Bunny
46. Mouse
47. Pixie
48. Fairy
49. Goo
50. Naga
51. Lamia (I really don't know about differences between some creatures)
52. Drider
53. Minotaur
54. Dragon
55. Another dragon
56. Succubus
57. Mimic
58. Slime
59. Harpy
60. Siren
61. Nymph
62. Demon
63. Plant
64. Gryphon
65. Chimera
66. Cerberus
67. Wyvern
68. Mermaid
69. Object
70-75. Taur addition
76-80. Hybrid
81-90. Pair (or even more ;))
91-100. Think about something and put into the room

If you want you can also roll !1d3 if you want 1. Human, 2. Demi, 3. Anthro (!1d4 for ferals included).
Monster_Girl_Codex bonus list!

Bonus
Strange rooms:
1. Find the key
Group of three creatures uses this room to play cards. They not agressive and if asked would explain rules of their room - each of them have a little key hidden somewhere in/on their body. Adventurer have 3 chances to find the key - one chance is used to explore one part of the body (sometimes a bit more than just one part). They friendly and just enjoy 'explorers', not going to digest/trap them till all chances not used.
(GM should think about some unusal parts for the keys instead of using pretty obvious ones)





Specially stored for an rp >.>

Spotty kitties
[url=https://static.f-list.net/images/charimage/8652060.jpg]1[/url] [url=https://static.f-list.net/images/charimage/3351961.png]2[/url] [url=https://static.f-list.net/images/charimage/11445920.png]3[/url] [url=https://static.f-list.net/images/charimage/11607048.jpg]4[/url] [url=https://static.f-list.net/images/charimage/11607069.jpg]5[/url] [url=https://static.f-list.net/images/charimage/13324604.png]6[/url] [url=https://static.f-list.net/images/charimage/906677.png]7[/url] [url=https://static.f-list.net/images/charimage/832581.jpg]8[/url] [url=https://static.f-list.net/images/charimage/4266060.jpg]9[/url] [url=https://static.f-list.net/images/charimage/1089141.jpg]10[/url]
https://imgur.com/a/MKAZ16E
Sphinx
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Taur
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Jackal
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Lion
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Roo
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Hyena
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Cow
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Giraffe
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Elephant
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Horse
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Tiger!
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Just kinky fun
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OMG BUNNIES!!!
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Foxes!
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Doggies! And wolfs!
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Felines!
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Mice!
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Sheep O_o
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Deers!
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Equines
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Canine taurs
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Group
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This is my random roll adventure for two players on top of vorish war idea.
General idea is easy - two players play with each other as usual, but as something random may happen one of them posts several possible options for another to roll/pick one and use it to continue.

Cities:

1) Vanessa
Present species:
1. Bovine 2. Equine 3. Canine 4. Vulpine 5. Feline 6 Mouse 7 Bunny 8 Scalie 9 Birdie 10 Rare species 11 Magical
No guards

1. Bovines 4 + Equines 2 (own tavern)
2. Canines 1 + Vulpines 2 (own shop)
3. Felines 4
4. Mice 2 (sauna) + Bunnies 2 (bar)
5. Scalies 4
6. Birdies 3

2) Sicha
Present species:
1. Bovine 2. Equine 3. Canine 4. Vulpine 5. Feline 6 Mouse 7 Bunny 8 Scalie 9 Birdie 10 Rare species
Bovines are guards

1. Equines 3 + Bovines 4
2 Canines 1 + Vulpines 4
3 Felines 2 (own club)
4 Mice 2 (tavern) + Bunnies 3
5 Scalies 2 (hotel)
6 Birdies 3





Hey there! Trying new game system. This time based on FATE accelerated edition. It's pretty abstract and less tied to numbers, plus players often should think on the scene as much as GM.

Whole FATE thing rolls around Aspects. I'll use !...! or just ! To highlight aspects in the text.
An aspect is a word or phrase that describes something special about a person, place, thing, situation, or group. Almost anything you can think of can have aspects. A person might be the !Greatest Swordswoman on the Cloud Sea!. A room might be !On Fire! after you knock over an oil lamp. After a time-travel encounter with a dinosaur, you might be !Terrified!. Aspects let you change the story in ways that go along with your character’s tendencies, skills, or problems.

Usually you can Invoke aspects in resonable situations to make them give you bonuses (usually +2 to roll or reroll), though you sometimes can use them to affect scene (like, if you are !Master alchemist! and walk in a alchemy store, via invokation you can tell what shopkeeper knows you already (but ask GM first)). Invokation usually cots 1 Fate point, unless you just discovered the aspect via other actions (I'll tell about later).
On the other hand aspects may work against you. This is called Compell. Usually GM suggests, what some aspect may affect your desicion or lead into some situation (not right away dangerous, but not so good for you). Like, if you are !Lustful agronian maid!, then GM may call, what you can't leave a guy with a large spear unpolished. Feel free to talk with GM about this, but anyway you need to accept or refuse compell. If accepted, then you gain 1 Fate point to use later, if refused, then you should pay 1 Fate point (no points left? you can't refuse ;)
Also you can't invoke one aspect more than once per roll, but you can invoke bunch of different ones, if you want to
Boost is a one-use Aspect. Usually you generate them as result of good actions, they are free to use and disappear right after.

Accelerated version got no skill system, but instead it uses Aproaches. This is the way how you can (and know how) solve problems. Possible approaches are:
Careful, Clever, Flashy, Forceful, Quick and Sneaky.
Creating character put +3 into one of them, +2 into two, +1 into two more and leave last one at +0. Later in the game those bonuses will sum to your roll, if you use choosen approach.
Of course you'll try to use +3 one everywhere, but that's not always possible. So you can't Forcefully tease someone (use Clever or Flasy instead) or Sneaky punch in the face (use Forceful). (Flashy works for being loud and show yourself)


Now about actions in the game. You may roll for one of the 4 things here: Overcome obstacle, Discover/Create advantage, Attack and Defend
To make a roll you should use !4d3+Approach+Other bonuses. On the each dice 1 means -1, 2 means 0 and 3 means +1. So 1 2 3 3 means you rolled +1 total. Easy problems usually need total +0, Normal ones need +2, Big problems need +4 to solve and sometimes even more.
Roll less than GM asked to (or opponend rolled) - means you lost roll
Same result = tie
Better result = success
Result better by 3 or more = success with style

Overcome obstacle is rather usual action. Like jump over a wall, sneak past a guard and etc. GM gives you target number (or you roll against living source of obstacle).
Lost roll means you don't achieve result or achieve it at high cost (spending a lot of time or loudly or etc)
Tie means you got result at some cost
Success means you got result at no cost
And success with style means you got success at no cost + Boost

Create/discover advantage means you want to make a new aspect or use existing one. Like put room !On fire! or notice what guard got !Dragon heritage!. You can also try to take advantage of existing aspect in the same way
Lost means you did nothing ooor you made a new aspect, but Opponent can use it for free instead of you
Tie in case of creating it gives you Boost instead of new aspect. In case of discovering existing one aspect or taking advantage of one you know about, you gain one free invokation
Success gives you new Aspect plus one free invokation
Success with style gives two free invokations (you can use them at the same time, if you didn't know about the aspect before)

Attack is easy. Usually you can Forcefully attack someone or Flashily tease to try and inflict some phisical or mental harm. Losing a roll makes nothing. Tie means no damage, but you create Boost (free aspect for one use, it will disappear after) for yourself. If you got success, then difference between your and enemy roll gives you number of Shifts (basically damage points) for enemy to try and absorb. Success with style allows you to exchange one shift for boost.

Defense usually works in enemy turn, giving you a chance to resist. Results of the roll usually depend on the enemy action, but if you success with style in defense roll, you gain a Boost.


Also you can pick up to 3 Stunts. This is +2 bonus to some approach in some special kind of situation. Usual working is:
Because I (describe what gives you power, like training or some stuff), I get a +2 when I use (chose approach) to (attack, defend, gain advantage, overcome obstacle (see later)) when (describe situation). Examples:
Because I am a Smooth Talker, I get a +2 when I Sneakily create advantages when I’m in conversation with someone
Because I am a World-Class Duelist, I get a +2 when I Flashily attack when engaged in a one-on-one swordfight.
Other versions of stunts are possible (like some one-time effects or other bonuses), but talk with GM about

Battles process in simple way. You have 3 empty stress bars at the start of every fight plus 3 Сonsequence bars.
Stress:
1 _
2 _
3 _
Consequences:
Mild 2 ___
Moderate 4 ___
Severe 6 ___

Every time opponent successfully attacks you, he/she inflicts some number of shifts and you should put them into stress or Consequences or be taken off from the conflict (not die, but lose in some way, decided by the opponent).
To absorb Shifts you simply fill bars. You can fill bar only once and you can't put more Shifts into bar with smaller number, but you can spend one hit into several bars or use bigger bars.
For example, if enemy attacks you and inflicts 3 shifts, then you can:
1. Check 3 Stress bar
2. Check 1 and 2 Stress bars.
3. Check Moderate or Severe Consequence
4. Check Mild Consequence and 1 Stress bar
Try to be wise! If you got no stress bar unchecked, then you should check consquences for even 1 shift attack.
Consequence is an Aspect, it should be negative and once checked, enemy can invoke it once for free. Mild one (and all stress) disappears after the fight, Moderate disappears after a scene (if you got time to relax), while Severe need time to heal.
Also! You got an option to give up before you taken off by another hit you can't absorb. Giving up lets you decide what gonna happen with you plus you gain 1 Fate point for every Consequence remaining.

To start a game:
1. Write down High concept - big Aspect to represent your character
2. Write down your Trouble - big Aspect to represent your main weakness
3. Write down up to 3 bonus Aspects
4. You can pick up to 3 Stunts for free
5. You start with 3 Fate points