Dice and checks
You roll 1d6 for each point in the relevant stat. You obtain a success whenever you roll a 5 or a 6, unless a perk says otherwise.
Example: a 5d6 in strength means you roll five six-sided dice. If you roll {6, 5, 4, 4, 2}, you have two successes: the six and the five.
A check is called when you must use a stat to clear an obstacle. You roll your [stat]d6s.
For most checks, a single success is enough to pass. The GM sets the difficulty, and may require two or more successes.
Some checks are contested: you and your opponent both roll, and whoever has the most successes wins. On a tie, the defender (the one not initiating the contest) always wins, unless stated otherwise.
Rounds, turns and actions
A round consists of everyone's turns, before it loops from the start once more. In every round, each participant takes a turn.
You & your party take their turns, perform your actions, then your opponents take theirs, performing their own, before looping once more.
Every character may, in one turn, perform three actions:
Main action: Shooting, reloading, stabbing, vaulting a ledge, anything that requires your two hands.
Movement action: Walking, running, swimming, flying, anything that is, solely, movement.
Free action(s): Anything explicitly stated as a free action may be done within a turn. You may do any number of free actions as you wish.
What is a main action
A main action, during a turn, is any one thing a character can do within a second. Firing their gun, reloading it, stabbing someone, picking a lock, grabbing something, dropping it.
The most basic way to describe it is "doing a thing". Per turn, you get one main action, one movement action, and any number of free actions. Moving is not a main action; it uses your movement action.
Plenty of actions do not warrant their own rules section, but they still count as actions:
- Dropping an item is an action.
- Putting an item in your inventory is an action.
- Grabbing an item is an action.
- Giving someone else an item is an action from your part; accepting it is free.
- Talking is an action, within reason. A few quick words are free, but something long and meaningful is an action.
Holding actions & special actions
You can create a basic "if [something] happens, then [I do this]" statement for your action. If the trigger does happen, your action takes priority over anyone else's. In case of two players holding the same action, the one with the highest dexterity goes first. You may hold either or both, your major action and your movement action.
There are several special actions that may be performed within a turn, each with their upsides and drawbacks. You may perform any of these special actions as a held action. They are listed below:
- Helping action: To help someone do something, both of you roll the proper stat, then add the successes together.
- All-out-attack: You may make no defense rolls that turn, and you do not take any cover; however, any attacks you perform gain +3d6.
- All-out-defense: You make no attacks within that turn, including free or opportunity attacks; however, any melee defense rolls gain +3d6, and cover rolls gain +2d6.
- All-out-movement: You forego your major action in order to take a second movement action.
Points and perks
Like most TTRPGs, your character's capabilities are turned into numbered parameters. In this system those are points and perks.
Points are invested into your stats. Each point added to a stat increases its dice pool. Every stat starts at 1 by default.
Example: you have 1 strength by default. You can spend 3 points to bring it to 4. You then roll 4d6 whenever a strength check is called.
A perk is a gimmick you can add to your character. They are listed in the perks wiki, with related gear in equipment and weapons. Stats are broad categories (strength covers many things); perks are much more selective in what they affect. A character also has vore stats, covered on their own page.
Earning more points
Whenever you feel like you have earned a point, update your character sheet so staff can review it.
- You gain 1 point whenever you finish a scene in which you have fulfilled your role, as described on your character sheet.
- You gain 1 point whenever you successfully digest someone as predator, or successfully escape someone as prey. For this to apply, one side must be unwilling — either the predator or the prey. Willing vore awards no point.
- Exception: if you prefer endo vore, or would rather spare your prey, then keeping your prey inside of you for the same amount of checks or time as it would have taken to digest awards you a point, even if they leave or are expelled afterwards. In that case, your prey does not get a point.
- You gain 1 point for every three scenes in which your role is not fulfilled (colloquially called "misc" scenes).
- You gain points whenever an event ends and points are awarded.
Points or perks added to a character in the middle of a scene do not impact that scene. You must use the stats you had when starting the scene.
The five stats
Every character sheet has five main stats. Use them as follows.
Strength
Your body's overall strength: how hard you can punch, how much you can lift, and so on. Raw force, including how hard and how fast you can hit.
Use it for:
- Melee combat: contested Strength vs Strength checks. See combat.
- Maximum weight capacity: each point of Strength adds +1 capacity (base carry capacity is 2 + Strength). See encumbrance.
- Breaching doors and walls, breaking things down.
- Lifting heavy things, yourself included.
Dexterity
Your body's overall agility: how well you can squeeze into tight places, handle things, run, and so on. Fine motor function and short bursts of sprint. Primarily used for ranged combat. This does not help with dodging attacks.
Use it for:
- Ranged combat: contested Dexterity vs cover checks.
- Throwing things: contested Dexterity vs cover.
- Lockpicking, sleight of hand, fine dancing.
- Short bursts of sprint, parkour.
Constitution
Your body's capability to sustain conditions and ailments. General health, immune strength, and capacity for healing. Used for HP, surviving diseases and infections, and exertive activities such as mountain-climbing or marathoning.
Use it for:
- Health points: each point in Constitution grants +2 HP. See health.
- Dealing with exhaustion: when you grow exhausted, constitution checks are called. See exhaustion.
- Holding your breath: you can hold it for [Constitution] turns.
- Becoming immune to or healing from disease and ailments. Surviving poison.
Intelligence
Your overall smarts: remembering things, reaching logical conclusions, reaction speed, perception, and trapping.
Use it for:
- Stealth: contested Intelligence vs Intelligence checks.
- Perception: contested Intelligence vs Intelligence checks.
- Trapping: setting up traps and their lethality.
- Stabilizing: treating someone is an Intelligence check.
- Solving puzzles, getting hints from the GM, mixing chemicals.
- Social combat: to not be manipulated or to get a read on people, contested Intelligence vs Charisma checks.
Charisma
Your sociability: how well you are perceived, how well you communicate ideas, convert others to your cause, or deceive them. This is how well you can make NPCs bend to your will as needed.
Use it for:
- Manipulation: contested Charisma vs Intelligence checks.
- Leading vehicles: commanding crew and coordinating it.
- Lying, convincing people of something, getting them to do what you want.
- Haggling: every 2 points of Charisma, past the first one, reduce the point cost of items by 1, to a minimum of 1 (Charisma 3 takes 1 point off, Charisma 5 takes 2, and so on). Free items stay free. The minimum applies to an item's whole cost, including the extra point for going past your free items. Every 2 Charisma points invested past the first also grant 1 extra free item.
Figuring out if someone is lying
To figure out if someone is lying, it is a contested check: your Intelligence vs their Charisma.
The target cannot voluntarily fail or avoid this check. You both must roll, even if the target has no intention of lying. It would be obvious someone is lying if they could voluntarily fail, so every such read must be rolled.
- If you fail, you don't know whether you are being lied to or told the truth.
- If you succeed, you figure out whether or not the opponent is lying.