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Sample Character - Stinky
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AP
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37 |
Size |
Medium
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Nature |
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Age
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Adult |
Power
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Ego
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Stamina
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Will
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Speed
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Insight
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Assets |
Ass, Belly, Hands, Maw, Muff, Tail, Tits
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Boon
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Kinks |
Aficionado, Filthmonger,
Hedonist, Shameless
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Mutations
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Anal (Belly, Hands, Maw), Scent, Stench
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Actions
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Rektyl
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Blowhard, Bury, Expulsion, Filthform, Foulwind, Fulltour, Gulp, Imbue Stench, Slobber, Sniff Out, Unload, Unquenchable, Vile Vault |
Stud
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Appreciation, Endure, Manhandle, Pawsmoosh, Pit Stop, Work Up,
Workout, Wrecker
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Advanced Fapp
The following rules are intended for a more dynamic evolution of the Fapp ruleset, featuring more granular abilities and advancement, classes to outline definitive combat roles, and the threat of permanent changes to both mind and body.
Creation
- Select an Age.
- Select a Size.
- Select any number of Assets. Most folks have at least Ass, Feet, Hands, Maw, Tail, and some genitals.
- You start with 3 Ranks of each Stat, and 2 additional AP to spend anywhere, for a total of 20 AP.
- Each point of AP can be spent to increase a Stat by one Rank, or purchase a new Action from a Class.
- You can also lower one or more of your Stats during creation to gain an extra AP per Rank reduced.
- Optionally, Select a Nature. By default, your nature is Flesh.
- Optionally, Select Mutations. These physical traits can be good or bad situationally, so it's not recommended to take more than three.
- Optionally, Select Kinks. These physical traits can be good or bad situationally, so it's not recommended to take more than three.
Advancement
When you gain enough experience through your adventures to become stronger, as determined by your GM, you gain an additional +1 AP.
You can spend AP while Resting to learn new Actions or increase your Stats.
AP may be refunded if your Actions are forgotten or your Stat total is reduced.
SP
Each character has SP equal to 10 + their Stamina Stat.
SP is reduced by being attacked, and also spent to fuel some Actions.
If a character drops to 0 SP, they are Defeated and can no longer lose or gain SP.
Stats
Stats describe the basic capabilities of your character. Stats are ranked from 1 to 5.
When making a Stat roll, roll one d6 dice per Rank you have in that Stat and compare the total against a Difficulty Check (DC) set by the GM.
When making an opposed Stat roll, instead compare the total against a Stat roll made by another character. The defender wins in the case of a tie.
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Degree of toned muscle, used for Physical and Pain attacks, and check of athletics and strength.
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Overall constitution, negates Physical attack dice and increases SP. Also used for tests of fortitude.
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Quickness and agility, used used to determine initiative, how fast you can move, and checks of stealth and agility.
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Self-assuredness and focus, used for all other attacks, and for social checks.
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Strength of mental fortitude. negates Non-Physical attack dice. Also used for tests of concentration and focus.
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Used for commanding minions, and tests of knowledge and perception.
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Assets
Assets are physical features characters have that can be used for a specific Action.
Characters can choose as many Assets as they like during character creation. Most have Ass, Feet, Hands, and Maw at the very least.
Some Actions can add or remove Assets, and some Actions target specific Assets.
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Deal physical damage to adjacent target. Gains Advantage if target has Hard. |
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Deal physical damage to adjacent target. Gains Advantage if you have more Stamina than your target. |
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Deal physical damage to adjacent target. Gains Advantage if target Asset has Gaping.
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Deal physical damage to adjacent target, or move a number of squares equal to your Speed + 3 while not Prone.
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Deal physical damage to adjacent target. If you deal damage, you may instead forgo it to Grapple them or Steal an item |
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Deal physical damage to adjacent target. Gains Advantage if target has Soak. |
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Deal physical damage to adjacent target. Gains Advantage if target has Virile. |
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Deal physical damage to adjacent target. Gains Advantage if target has Prone. |
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Prevent your Ass from being targeted until your next turn.
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Deal physical damage to adjacent target. Gains Advantage if target has Stuck or Bound. |
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Deal physical damage to adjacent target. Gains Advantage if target has Hungry |
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Move a number of squares up to your Speed in any direction, even vertically. |
Age
A character's age has little effect on its own, but can be used for flavor to describe their appearance.
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Young adults still naive and fresh to new experiences
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Experienced adults familiar with the ins and outs.
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MILFs and DILFs with plenty of experience. |
Size
A character's size is quite influential over their combat capabilities. Characters add their Size to their SP total, but subtract it from the number of Dice they roll for Stealh checks. Characters stuck in a space too small for them (including when sharing a square with a larger creature) suffer Disadvantage on all rolls, but may choose to cling to and move with that larger character whose space they occupy. Characters of Large size or larger take up more squares than normal.
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So small you're hard to see! |
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Small enough to fit in a normal person's hand. |
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As small as a mere infant. |
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As small as a young teen or child. |
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As large as a typical adult. |
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A hulking size that makes some doors difficult. |
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Building-sized behemoths that pretty much need to stick to the outdoors. |
- +3 Gigantic (4x4 Squares)
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Towering titans that can usually be seen and heard coming from quite a distance. |
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Truly massive creatures that shake the very earth where they tread. |
Actions
Actions are things your character can do in combat.
A character can only learn Actions from up to two Classes.
Actions that can be used on Adjacent targets can also be used on yourself.
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Beguilers use their natural magnetism and boundless ego to manipulate others into doing exactly what they want them to.
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Cumslingers specialize in firing off volleys of volatile seed from afar, peppering their foes with endless climaxes.
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Damned practitioners of foul magics that tap into the fiendish might of the demon lords to grant themselves unspeakable powers.
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Fleshcrafters learn how to sculpt and manipulate flesh, transforming themsleves and others into whatever they desire.
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Matrons serve as doting caretakers that go through great efforts to recuperate their allies and spread their fertile blessing to others.
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Practicioners of internal magic, Rektyls learn how to manipulate their digestive tracts to allow them to devour and lay waste to their foes.
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Large and in charge, Stud’s get access to very few exclusive abilities, but make up for that with unparalleled beef.
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Mystic recluses skilled in the art of denial, Tantrists know how to wield restraint to make the eventual climax all the sweeter.
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Brilliant inventors and gadgeteers only suitable for modern and futuristic settings, Technomancers exploit technological superiority to best foes. |
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Slinky, often submissive little toys that wield what little they have with grace and skill.
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Kinks are mental aspects of your character that provide passives bonuses and/or penalties.
They can easily be exploited and turned against you.
Mutations are physical aspects of your character that provide passives bonuses and/or penalties.
They can easily be exploited and turned against you.
Some Mutations apply to your entire Body, but others only Apply to a certain Asset.
Mutations that apply to a single Asset can be acquired multiple times for different Assets.
A Boon is a special Passive that cannot be obtained through normal means. They are often rewarded as a result of long quests or as the divine blessing of a God.
A character can only have a single Boon.
A character's Nature determines what they're made out of. Most characters have no Nature, but some rare varieties have one or more Natures that describe the special properties of their composition.
Combat
During combat, each character makes a Speed roll to determine their place in the initiative order.
Each character gets a turn in order through the initiative, then a new round begins and it starts again from the top.
On your turn, you can take two actions. You also get one Swift action, which can be used even when it is not your turn, but only for Swift Actions. Your Swift action comes back at the start of your turn.
Movement
Some Actions and Assets allow you to move around the area in combat. Unless otherwise stated, you can move through allies, but not enemies or obstructions. If you move into another creature's square, you both suffer Disadvantage on all combat rolls. If one of you is of a larger Size, only the smaller one suffers this penalty.
Attacking
When a character makes an attack, they roll first to determine the result with the following rules, then rp out the attack.
When you attack, you first designate a target for the attack, as well as which Asset of theirs you are targeting. You can target their Body instead of a particular Asset if you wish.
Roll dice to determine the damage dealt. Roll Power dice for Physical and Pain Attacks, and Ego dice for all other Attacks.
The target of your attack does not roll. Instead, they discard dice you have rolled that are equal to or lower than their defensive Stat; Stamina for Physical attacks, and Will for Mental Attacks.
Your target takes 1 damage for each remaining dice that hasn’t been discarded, losing that amount of SP.
Damage Types
There are nine types of damage that can be dealt in combat.
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Physical damage is dealt by directly stimulating someone via touch. It is by far the most common damage type.
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Pain damage digs in deep to damage the body directly. Even though flesh regenerates rapidly in Jizzral, pain can be pleasure to some.
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Dark damage is often utilized by sinister forces, corrupting and twisting desires to bring about sinful pleasure. |
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Electric damage utilizes electrostimulation to force foes into an early climax.
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Fire damage ignites a burning need in enemies, sending them into advanced heat.
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Fluid damage bombards a foe with sexual fluids, driving them towards spilling their own.
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Holy damage is extremely rare, allowing the blessed to send waves of rapture radiating through a foe. |
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Ice damage chills and abates foes' movements, and can prove quite effective against sensitive areas.
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Mental damage directly stimulates the pleasure center's of an opponents mind, filling them with lustful urges.
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Resting
Characters that are Defeated regain all SP when they Rest for about an hour.
Parties of adventurers that are not fully Defeated may engage in friendly combat to Defeat one another (or themselves) in order to recover via Rest.
Be careful to ensure your Rest spot is secure before resting, or else you may be ambushed while vulnerable.
Minions
Certain Actions allow you to acquire Minions, loyal followers that obey your authority and have the Thrall Kink denoting you as their Master/Mistress. You can obtain any number of Minions, but no one of them can have more AP than you. Your Minions act during your turn, and do not get turns of their own. You gain a number of Actions to distribute between your Minions at the beginning of your turn each round equal to your Insight, but no single Minion can preform more actions in a round than a single character would normally be capable of. Inactive Minions can be given simple orders to carry out on your behalf unattended, but will not engage in combat. A Minion may not control Minions of its own, and immediately dismisses any it has control over when it becomes a Minion. Minions can gain AP by accompanying you on your adventures, but not if it would cause them to exceed your control limit. Minions that are dismissed may remain friendly depending on how well they were treated, but are unlikely to aid you in battle unless they enter your employ as a Minion once more.
Advantage and Disadvantage
Certain effects can apply Advantage or Disadvantage to a roll. This applies to all dice that are part of the roll.
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If you have Advantage, you roll twice and take whichever result you prefer.
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If you have Disadvantage, you roll twice and take the worse of the two results.
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If you have both Advantage and Disadvantage, you roll only once, as normal.
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You cannot have multiple instances of Advantage or Disadvantage on the same roll.
Conditions
A character can be inflicted with a number of conditions form battle and other sources. All Conditions end when combat ends.
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Blind |
You suffer Disadvantage on all attacks, all attacks gain Advantage against you, and automatically fail checks to notice things visually. You cannot gain Charm or Fixation.
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Bound |
Cannot use Actions except attempting to break free, and Tendril attacks gain Advantage against you. You or an adjacent ally can use an Action to make a Power or Speed check to break free if any 6s are rolled.
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Charm |
You lose 1 SP each time you attack the Charming target, until combat ends. A Charm from a new target will override a previous Charm.
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Corrupt |
You lose 1 SP at the end of each turn if you do not attempt to deal damage to an ally. Does not deal damage if you have no allies present.
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Disgust |
You are distracted by an extremely good or bad smell, taking Disadvantage on all Attacks. Ends if you end your turn not adjacent to anything Nasty.
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Fixation |
You lose 1 SP at the end of each turn you do not attack the target of your Fixation. A Fixation from a new target will override a previous Fixation. Ends if the target of Fixation is Defeated. |
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Grapple |
You cannot move into a square that is further away from the target Grappling you than your current square. You can spend an Action to Escape by beating the grappler's Power or Stamina check (their choice) with your Power or Speed check (your choice). The character of the larger Size gains Advantage on this check. Ends if the Grappler moves away from you, if they're Stunned, or either of you become Vored.
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Hard |
You lose 1 SP each time you take an action that is not an Attack. Ends when you Attack.
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Haste |
Gain an additional Action each turn. |
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Hidden |
Enemies must roll Insight against your Speed to discern your location. Ends if you use an Action on a target other than yourself.
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Hungry |
You must spend at least one Action each round attempting to deal damage with a Maw attack, Vore a creature, or consume an Item. Attempts at these actions enjoy Advantage. Completing any of these actions removes Hungry. |
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Nasty |
You're emitting an extremely good or bad smell. Creatures that are adjacent to you (including you) gain Disgust. This includes creatures you move past or who move past you. Requires an Action spent grooming (by you or an Adjacent ally) to cure. Some objects or areas can also be Nasty. Resting in the presence of something Nasty immunizes you to it's Nasty until your next Rest.
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Primed |
Your next attack gains Advantage. Ends after your next attack. |
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Prone |
You are on the ground, causing Disadvantage on your Physical attacks, Disadvantage on ranged attacks made against you, and granting Advantage to Sack attacks made against you. While Prone, you can crawl 1 square as an Action regardless of movement modifiers. You can spend an Action or Swift Action to drop Prone voluntarily. You can spend an Action to get up and end this condition. |
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Shame |
You suffer Disadvantage on all attack rolls until the next time you successfully deal damage. |
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Sleep |
You cannot use any Actions and automatically fail all checks except Will. At the beginning of your turn each round, and each time you are attacked, you have a 50% chance to awaken. When you gain Sleep, you lose Tired.
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Soak |
You are covered head to toe, making you extra tasty. Maw attacks gain Advantage against you. Ends if you spend an Action washing/shaking off. |
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Stuck |
You cannot move, and Tendril attacks gain Advantage against you. You or an adjacent ally can spend an Action to make a Power or Speed check to free you from this condition if any 6s are rolled.
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Stun |
You cannot use any Actions for one turn. You cannot be stunned two turns in a row.
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Tired |
While Tired, you can only use one Action per round (including Swift Actions) and cannot benefit from Haste. |
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Virile |
Your Cock attacks apply the Preggers Mutation when dealing damage. Muff Attacks also gain Advantage against you. |
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Vore |
You are trapped inside the target that Vored you. You are cured of Grapple, enter their square, and move with them. You can only affect and be affected by yourself and others Vored by the same target. Actions that explicitly affect Vored targets or Vorers bypass this restriction. You can spend your Action trying to escape by rolling Power or Speed against the Vorer's Power to escape into any unoccupied, adjacent square of your choice. The Vorer can make the same attempt to eject you as an Action using their Power against your Power or Speed. These checks automatically succeed if both parties agree to it, or one is Stunned or Defeated. A creature can only Vore a single other creature of their own size, and any number that are smaller. Exceeding this capacity makes the creature Stuck. |
Equipment
Character can acquire a number of items on their adventures that can aid them in battle.
Each type of Equipment requires a specific Slot to be equipped or worn in.
A character can Equip no more than one piece of Equipment in each Slot, unless they have the appropriate Multi Mutation.
Held items can be wielded in a Hand or Tendril, but do not take up those Slots. You cannot wield more Held items than you have Hands/Tendrils.
A character can equip or unequip a piece of Equipment (or both for the same slot) as an Action on their turn.
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Ass or Muff |
Equipped Asset cannot be used, but is also protected from attack. You lose 1 SP when this Equipment is removed.
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Body |
Use your Power instead of your Stamina to determine max SP. You move one square slower than normal.
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Body |
Use your Ego instead of your Stamina to determine max SP. You move one square slower than normal.
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Body |
Use your Speed instead of your Stamina to determine max SP. You move one square slower than normal.
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Body |
Use your Will instead of your Stamina to determine max SP. You move one square slower than normal.
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Body |
Use your Insight instead of your Stamina to determine max SP. You move one square slower than normal.
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Maw |
Equipped Maw Asset cannot be used, but is also protected from attack.
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Eyes |
If all of your eyes are covered, you become Blind.
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Feet |
Prevents your Feet from being used for Physical Attacks but also protects them from Attack. You gain Nasty when your Boots are removed if they were worn for at least an hour. |
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Undies |
Prevents you from using your Ass, Cock, Muff, and Sack but also protects them from Attack. Better than Briefs. |
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Tits |
Equipped Tits Asset cannot be used, but is also protected from attack.
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Undies |
Prevents you from using your Ass, Cock, Muff, and Sack but also protects them from Attack. Better than Boxers.
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Ass |
Equipped Ass cannot be used, but is also protected from attack.
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Held |
Can be consumed as an Action to apply Bound or Stuck against an adjacent foe with an opposed Power/Speed check. DC 15 Power or Speed check to escape afterwords.
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Undies |
Prevents you from using your Ass, Cock, Muff, and Sack but also protects them from attack. DC 15 Power or Speed check to remove without key.
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Maw |
Prevents you from using your Maw. As a Swift action, you can chew on it to ignore the Hungry condition until your next turn, even if you are Voracious. |
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Undies |
Prevents you from using your Cock and Sack but also protects them from attack. DC 15 Power or Speed check to remove without key.
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Cock |
Equipped Cock gains Hard and Primed each time it deals or receives damage, and ignores the effects of the Spurty Mutation until this equipment is removed. |
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Cock |
Equipped Cock Asset cannot be used, but is also protected from attack.
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Cock |
Equipped Cock fails to trigger Cumslinger Attacks, Disgust, Nasty, Parasites, and Preggers when used or targeted. The condom is filled after the equipped Cock attacks with or is attacked by a roll of 6. A Spurty cock instead fills the condom with any roll. A full condom can be tied off when removed and saved for later to be used as a Vice by a Cumslut. Filling an already-full condom again causes it to burst and be destroyed. |
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Neck |
If attached to a Leash, you may substitute the Leash holder's Ego and Willpower for your own, with their permission. |
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Undies |
Prevents you from using your Ass, Cock, Muff, and Sack but also protects them from attack. You do not suffer Disgust from your own Nasty. Nasty, Shame, and Soak Conditions you suffer do not expire normally.
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Held |
Substitutes for a Cock Asset.
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Eyes |
Removing this Equipment, or switching which Eye it's on as an Action, removes Blind. |
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Held |
This portable instrument can be played as a flourish to enhance your presence. When you inflict Charm, Fixation, or Shame on a single creature, you may instead choose to inflict that condition on all characters within 5 squares of you that can see and hear you. Characters that have seen your performances regularly may choose to ignore this effect. |
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Undies |
Prevents you from using your Cock, Muff, and Sack but also protects them from Attack.
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Held |
Can be attached to an adjacent target's Collar as an Action with an opposed Power or Speed check. Grants the leash holder Advantage on all checks made against the collared target, and Grapples the leashed target. Breaking this Grapple either disarms the leash or detatches it from the Collar, breaker's choice.
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Feet, Hands, Tail, Tendril, or Wings
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Equipped Asset cannot be used. DC 15 Power or Speed check to remove. |
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Maw |
Equipped Maw Asset cannot be used, but is also protected from attack. If all of your Maws are Masked, you do not gain Disgust from being in the vicinity of Nasty.
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Any |
Physical and Pain attacks gain Advantage against this Asset, and you gain Primed after you attack with it.
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Held |
Can be consumed to apply Bound or Stuck against an adjacent foe with an opposed Power/Speed check. DC 10 Power or Speed check to escape afterwords.
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Undies |
Prevents you from using your Ass and Muff, but also protects them from Attack.
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Pants |
Prevents you from using your Ass, Cock, Muff, and Sack but also protects them from Attack.
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Back |
Smaller creatures suffer no penalties for sharing your space, unless they are Grappled or Vored by you. |
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Pants |
Substitutes for a Cock Asset.
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Held |
A consumable substance that can be used to fuel special abilities that cause intoxication and/or relieve stress. Consuming it as an Action cures the Tired condition. |
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Held |
Can be used as an Action to deal Pain damage to an adjacent enemy.
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Artifacts
Artifacts are extremely rare and valuable pieces of Equipment that boast amazing special effects. Artifacts should be given out extremely rarely, but otherwise act like Equipment, save that they cannot be broken. Some cursed Artifacts also cannot be unequipped.
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Body
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This friendly rope is very loyal to its owner and loves to wrap itself around them to be worn as an accessory. It allows the user to us the Lasso and Lariat Actions, and has an escape DC of 20. If the user already knows Lasso or Lariat, that ability can now be used a a Swift Action against an attacker when the wearer is attacked.
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Dieties
The realm of Jizzral is hotly contested by a number of deific figures struggling to sway the mortals of the land to follow them and reshape the world to their liking.
While not all characters in this land claim devotion to one of the gods, those who do tend to favor certain callings.
Deity
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Common Worshippers
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Abhoth
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Beguilers, Fleshcrafters
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Abraham
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Studs, Tantrists
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Bahamat
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Studs, Twinks
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Belial
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Beguilers, Fiends
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Circa
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Matrons, Studs
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Cheeky
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Fiends, Fleshcrafters
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Malkei
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Rektyl, Tantrists
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Mother
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Matrons, Tantrists
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Salem
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Beguilers, Matrons
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Yeenoghu
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Fiends, Twinks
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