Ziavra


Half succubus, half black dragon, Ziavra Diagarim may be the friendly sort, but she's as selfish and greedy as she is intelligent and unapproving of people, and while she is unsympathetic towards strangers, she has a strong sense of honor and will act on principle almost as often as out of self interest. Quick to bed and quick to bargain, her aid is not hard to obtain, though her loyalty and trust are far more elusive.

Looking for:
Being prey
Lewd things
Weird things
Being trapped
Long term rps
Detail. Lots of lewd, sticky, detail.
Some kind of D&D-ish game (preferably as a player)

A prototype variation of Sansuki_game's rules intended to correct scaling issues and omitted cases.


For rolls, use 1d6, +1d6 if your quality is applicable, + another xd6 where x is the level of your applicable skill.

Quality: Main theme of character. Adds a d6 to relevant abilities/rolls. You start with one.

Skills: actions you can take, each adds a d6 to relevant abilities/rolls, start with 6 skills but up to 3 starting skills can be sacrificed for 5 XP each
Skills with an area of effect have 1/2 magnitude (rounded down). Skills that heal also have 1/2 magnitude (rounded down). These penalties stack.

// Damage = xd6 - x - target Defense
// HP and Defense stats listed at starting values.
// You additionally increase any one defense to 1 as part of character creation
Health 12/12 Defense 0
Vore 12/12 Defense 0
Will 12/12 Defense 0

Vore hp does not absorb damage but instead describes how far in to a pred you are, and how hard you are to get in there. Once a victim's Vore HP is 0, further vore attacks from the pred cause damage to either Health HP or Will HP (reflecting whether the pred is trying to digest/absorb the prey or pleasure them into submission).

As long as Health and Will are > 0, you're still in the fight, but if Vore HP is 0, all actions, except for struggling to escape, use use half their normal number of dice, rounded down, to a minimum of 1d6. If your Will HP is 0, you're helpless. Struggling to escape is mechanically still an attack, but rather than decrease the opponent's HP, you recover Vore HP - twice the pred's Vore Defense, and if your Vore HP increases to at least half, you escape and recover all Vore HP.

Skill checks are rolled as attacks are, but instead of doing damage, they must match or beat a threshold; depending on what the skill is being used for, that threshold is either the current hp of the corresponding hp of a target, or, for an unopposed task, a fixed number chosen by the gm. Skill checks are particularly susceptible to "Circumstance".

Circumstance is less a fixed rule and more a narrative (cheap) way to add or remove dice from a roll depending on how clever, or ridiculous, an action might be. This affects both attack rolls and skill checks.

Items:
You can have up to 3 items equipped at any time.
The maximum benefit of any item is equivalent to 5 XP worth of advancement. (Items are mainly for flavor)
A Health or Will attack can be made to unequip on item instead of dealing damage on success, however the victim defends with double their normal Defense (must be declared before rolling)


Progression: Each session the GM will give 1-5 points of experience.
A new skill that's relevant to the session's action costs 5 XP.
Upgrading a skill (which gives it an additional die) costs 14 XP.
An extra hit point in any aspect costs 2 XP.
An extra point of Defense in any aspect costs 5 XP.



EXAMPLES

Let's look at two "Level 1" characters that traded skills for starting xp.

Quality: Rogue
Skills: Backstabery 1, Surprise nom 1, Sneaky Sneaks 1, Climb 1, +5 xp, +5 xp
Health 15/15 Defense 0
Vore 14/14 Defense 1
Will 12/12 Defense 0

Quality: Guard
Skills: Obvious Slash 1, Crossbow 1, Sprint 1, +5 xp, +5 xp, +5 xp
Health 15/15 Defense 2
Vore 13/13 Defense 0
Will 13/13 Defense 0

They're good at their role, but they're pretty limited beyond that.


Now suppose our Rogue here decides that the Guard's kidney is in dire need of ventilation and they stab the Guard. The Rogue rolls 3d6-3=4, dealing 4-2=2 health damage to the Guard.

This occurs because the Rogue has 1 die for free, 1 die for a Quality relevant to stabbing, and 1 die for having a level 1 Skill for stabbing, while the Guard has two Health Defense, reducing the stabbing damage taken by 2.

As for a non-combat use of skills, our example Rogue trying to sneak past the example Guard with 8/13 will hp remaining would be:
3d6-3=8 vs threshold 8, so the rogue just barely sneaks by the guard undetected.

Circumstance can apply a bonus/penalty for a lot of reasons, working in poor conditions, taking a big risk, carefully executing a plan, attacking someone in their sleep, etc. Skill checks that pose a knowable danger to the defender suffer a penalty as a result.

This Guard (having no sneaking ability) would normally roll 1d6 to sneak, but if they bothered to stuff scraps of cloth into their armor to muffle it, wear a large black cloak, and do their sneaking on a misty, moonless, night, then they will probably get extra dice to sneak with.
On the other hand, if this Rogue (with Sneak) tries to pinch a sword out of a Guard's hands, from in front of them, in the middle of the day, then they probably will not be rolling with their full dice pool.

Being intended mostly for flavor, items are not powerful, but they can be useful. For example:
A magic ring that gives the wearer +2 Health Hp.
Well made armor that gives the wearer +1 Health Defense.
A detailed book that grants the user the skill Heal 1 if they do not have such a skill. (Can't be upgraded.)
There may or may not be more powerful items with "fun" drawbacks, so keep your eyes open. :)


Your Attributes all start at 2. You gain 1 Attribute point per level.

Attributes each give you:
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Strength: +1 Weapon damage, physical feats
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Dexterity: +1 Accuracy, +1 Evasion
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Endurance: +3 Life, +3 Stamina
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Intelligence: +3 Mana, +1 Spell Damage, Science & Magic skills

Accuracy: Roll vs Evasion when attempting to Damage Life
Evasion: Roll vs Accuracy to avoid all Damage
Life: Defense vs damage, when 0, pass out/die
Stamina: Defense vs exhaustion, when 0, pass out/be helpless
Mana: Spent on casting spells, Defence vs transformation, when 0, pass out/transformation becomes permanent

Rolling: For any test, whether hiting a foe with a weapon or spell, or trying to sneak past a guard, you win if your value + 2d6 is greater or equal to your opponent's value (or a value fixed by the gm if your attempt is not resisted by a character) + 2d6

(Note that Skills, Classes, and Traits here are examples. You can make them up too!)


Skills use 1/2 its Attribute, but skills your classes have use the whole Attribute. You get them from Classes. Multiple sources of Skills or Traits do not give you extra bonuses; they just mean that if you lose a Class, you won't lose a Skill/Trait from it as long as you still have another source for that Skill/Trait.
Examples:
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Combat-Strength-Damages Life with weapons, costs 1 Stamina per 5 Weapon Damage
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Evocation-Intelligence-Damages Life with spells, costs 1 Mana per 3 Spell Damage
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Stealth-Dexterity-roll vs Perception
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Perception-Endurance-roll vs Stealth
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Sex-Endurance-'damages' stamina, costs 1 Stamina per 5 Stamina 'damage'
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Vore-Strength-'damages' stamina. Prey completely devoured when their stamina reaches 0, costs 1 Stamina per 5 Stamina 'damage'
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Transformation-Intelligence-'damages' Mana, costs 1 Mana per 3 Stamina 'damage'
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Healing-Intelligence-costs 1 Mana per 3 Life healed, causes Stamina damage equal to Mana cost


Traits modify abilites, play options, or XP methods. You get them from Classes, however special quest rewards or significant events may award them as well.
Examples:
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Quick Recovery: You recover Endurance/5 Stamina when resting instead of the default
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Arcane Focus: You recover Mana equal to your Intelligence/5 per turn
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Inanimate: unable to move or take actions, with possible circumsantial exceptions, ie, within 5 meters of a party member, or only when unobserved
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Object: Stealth is doubled while Inanimate and unable to act
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Shrunken: Your Strength is halved, but you get +10 Stealth
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Giant: Your Dexterity is halved, but you get +10 Weapon Damage and +20 Life


You start with 1 Class, but can get more from quest rewards or significant events. You can have as many Classes as you want, but each class only levels from its own XP type, however XP awarded from Quests can be applied to any class, and XP that shares a source with multiple classes may be split at will among those classes. Classes each require Class Level * 10 XP to level up
Every 5 Class Levels, you gain Class Level / 5 times that Class's Milestone bonus
Class Examples: (You can get as many as you want!)
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Fighter: +1 Life per Fighter Level, XP from physical combat or training
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Skills: Combat
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Traits: Quick Recovery
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Milestone: 1 Strength
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Mage: +1 Mana per Mage Level, XP from spellcasting and learning magic/science
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Skills: Evocation
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Traits: Arcane Focus
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Milestone: 1 Intelligence
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Rogue: +1 Evasion per 3 Rogue Levels, XP from winning Stealth checks, theft, and sneak attacks
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Skills: Stealth, Security Penetration
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Milestone: 1 Dexterity
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Pred: +1 Vore per 2 Pred Levels, halve damage taken from consumed Prey, XP from completely devouring prey
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Skills: Vore
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Milestone: 1 Strength
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Prey: You take only half Stamina Damage from being devoured, but you count as completely devoured at half Stamina or lower, also, once completely devoured, your pred may damage your Life instead of your Stamina with further Vore actions, XP from being completely devoured
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Milestone: 1 Endurance
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Sexdoll: +1 Endurance per 2 Sexdoll Levels, XP from sexual activity and being treated like a sextoy
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Skills: Sex, Stealth
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Traits: Inanimate, Object
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Milestone: 1 Endurance

Balancing classes: generally, classes function like these, with more benefits coming with more restrictions. Sexdoll has some play restrictions, whereas others may have mechanical ones. Ie, a Dragon class might have +1 Strngth per level, a Milestone of 1 Attribute point, but gain xp only from sleeping, which also requires having a full belly and eating a princess at least once per month (whether this is in the literal or colloquial sense is up to the gm).

Class changes: If a new class conflicts with old class(es), the new class replaces them, preserving Level
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ie A Level 3 Stud Beefpile, Level 5 International Man of Mystery has a bizarre cake related accident and gets the class Chocolate Goo-girl, losing the previous classes and becomming a Level 8 Chocolate Goo-girl
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Note that if the new class is from a willing situation or a Quest reward, it can be rejected to keep the old classes instead


Skipping an action during your turn (resting) lets you recover Staming equal to Endurance/10
Sleeping recovers half of your Life, Stamina, and Mana


Loot:
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For every class you have, you may equip one pice of loot appropriate for that class, and that piece can have a maximum (net) benefit of that Class's level / 2 in an Attribute's effect or equivalent. A single piece of loot gets a +3 bonus to this limit. The 'point cost' of Loot may be reduced by having negative effects, but only by half the value it would cost to have those effects as a positive bonus.
Examples:
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Sword of More Goodness: Tis a sword. Tis good. +2 Weapon Damage, 2 pts
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Femail: A full suit of armor that makes you look like a chick. +15 Life, 5 pts
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Pocket Archive: It's got everything in there. +4 to rolls involving research or study, 4 pts
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Tome of Evocation: +1 Spell Damage and +1 to all rolls for casting spells, 4 pts
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Chainmail bikini: It's somehow less protective than nudity. +1 to Stripping, Cosplay, and Look I'm a Distraction rolls, -3 Life, 1 pt