Monster Girl Adventures

By: Notepad Anon

1

I’m Blank Because I’m CRAWLING IN MY SKIN

NOTEPAD NOTES: Occasionally though the document I may put a text box like this in. This is NOTEPAD’s DEVELOPER NOTES and will most likely cov- er what I intend to have in a certain place more than anything. I am no artist, so if you feel like it, feel free to draw something for the book. If I ever muster the balls to release it commercially, you’ll get a free copy. Or you could just take this document . . . Er . . . Whoo!

ON FORMATTING STUFF Franklin Gothic Medium Condensed - 48 (Heading 1) Franklin Gothic Medium Condensed - 36 (Heading 2) Franklin Gothic Medium Condensed - 28 (Heading 3) Franklin Gothic Medium Condensed - 16 (Heading 4 - Grey) Franklin Gothic Book—16 BOLD (Oh Fuck This Looks Bad)

2

This game as made by Notepad Anon and is currently not slated to be released commercially. If you paid for this game, then you’ve been bamboozled.

Feel free to remix, edit, or change anything. All I ask is that you cite me as your inspiration or baseline. I also ask that you change things significantly if you do plan on releasing something commercially if you do not and simply change names or such around, I’ll just give this out for free to your potential buyers.

The Official “Don’t be a Dick” Page

3

Preface Monster Girl Adventure is my foray into two things: Dice Pool systems and the mysterious world of Monster Girl Encyclopedia. I won't say that it's a game designed for anyone except myself, it's my game about monster girls, nothing more, nothing less. It's an exploration into something I enjoy, and that's all I really need to say to justify its existence. It will also be a jumping-off point for another project if I enjoy the key mechanics enough, so consider this the start of Notepad Anon's "Dice Pool Strain" of games. If it works, I'll adapt it further, if it doesn't it'll probably be this product alone.

4

Playing the Game Monster Girl Adventure is played with a series of six-sided dice (D6), three to five players, a Narra- tor, and little to no shame. When a Character attempts an action with a chance of failure, a Check is called. The Char- acter rolls their Attribute + Skill + Modifier in D6's and attempts to score successes by rolling above a 4. The number of successes needed is called a Target Number (TN) set by the Narrator.

Target Numbers • Easy 1 • Average 2 • Hard 3 • Very Hard 4 • Incredibly Hard 5

If a Character's combined successes are equal to or greater than the TN, they succeed at the ac- tion and clear the situation. If they roll less than the TN, they fail and suffer the consequences.

5

Character Creation Attributes Attributes represent a Character's innate talents and abilities. For the Uncorrupted these range for 0 to 5, with 0 being excessively Poor and 5 being peak performance. For the Corrupted, these range from 0 to as high as possible, with the Corrupted being able to exceed mortal limits. A new Uncorrupted Char- acter has 10 Attribute Points to distribute, while a Corrupted Character has 14 to distribute.

Body (BOD) The Character's physical condition and fitness. A Character with a high Body is physically fit and can take more hits before going down. A Character with a low Body is sickly or has a weak frame, unable to take sustained strain without risk to their health. Strength of Body Skill with Melee Weapons Ability to survive harsh conditions

Bravado (BRV) The Character's brute force charisma and daring personality. A Character with high Bravado is confident and a leader, able to convince others of just about anything. A Character with low Bravado is a push-over, able to be manipulated by any force. Skill with words Investigative ability How attractive the Character is.

Notepad Note: I’m seeing a series6 here composed of a Mamano and a Uncorrupted Individual “Comparing” to one another, ultimately resulting

Scholarship (SCH) The Character's educational history and learned knowledge. A Character with high Scholarship is well trained in the arts of science and magic, able to answer any questions. A Character with low Scholarship is one of weak intellect and brutish ideals. Academic success Learned skills and knowledge Magical Knowledge and Ability

Reflexes (REF) The Character's agility, dexterity, and hand-eye coordination. A Character with high Reflexes can react to danger in a flash or sprint away from danger. A Character with low Reflexes is sluggish and is often caught unawares by those of a quicker nature. Reaction speed Ranged Warfare ability Running speed

Corruption (COR) The Character's immortal soul being tampered with by Demonic forces. A Character with high Corruption is a living sex machine, able to use their newfound powers for their own perverted ends. A Character with low Corruption is a pure and noble individual, untouched by the vile darkness. Using special abilities Augmenting Skills Making Magics deadlier

: I’m seeing a series here composed of a Mamano and a Uncorrupted Individual “Comparing” to one another, ultimately resulting in the Uncorrupted7 being spooked by COR.

The Corruption Attribute An Uncorrupted Character cannot have any points into Corruption. If the Player wishes to play a Monstergirl immediately, they must invest at least one point into Corruption. Corruption cannot fall below one for monsters, but it can rise dramatically for the "Mortal" races. Corruption is primarily rolled as an aid to other Attributes, described in the individual Monster's sections or power lists, but can also be rolled independently for their unique powers or magic.

8

Skills Skills represent the Character's acquired abilities and talents over the years of their life, these range from 0 to 10, with 0 being untrained and 10 being a paragon in the skill. Skills are determined by assigning 15 Skill Points for an Uncorrupted Character. But a Corrupted Character only has 10. All Skills have a cap of (Attribute x 2) and cannot exceed it unless otherwise noted.

Body • Athletics (ATH) - The Character's innate athleticism. • Melee (MEL) - The Character's training with an assortment of hand-to-hand fighting. • Outdoorsman (OUT) - The Character's skill at surviving hostile climates or navigating terrain.

Bravado • Investigation (INV) - The Character's observational skills. • Networking (NET) - The Character's skill of knowing the right people or where to find them. • Words (WRD) - The Character's ability to convince, deceive, and bargain with others.

Reflexes • Ranged Weapons (RNG) - The Character’s training with ranged weapons. • Stealth (SNK) - The Character's ability to hide and be stealthy.

Scholarship • Academics (ACD) - The Character's scholarly education • Mechanics (MEC) - The Character’s mechanical and handiwork training.

Side Note: No Corruption Skills? As noted above Corruption's skill sets are primarily based on the powers bestowed upon the character from being corrupted. Monster Girls develop new abilities to seduce, capture, screw, and completely sexually annihilate their prey, while Incubus become harder, faster, stronger, and more handsome.

9

Personal Skills The Skills above are what is expected of most individuals to have a basic understanding of, the ability to swing a stick, know a person, or even hide, but few individuals know the specific bits of information or have the skills necessary to save the day. That's where Personal Skills come in. A Personal Skill is a particular set of talents and abilities that allow the Character to perform in specialized areas. Uncorrupted Characters start with two Personal Skills and Corrupted Characters start with one Personal Skill. These Skills fall into two categories:

Unique Powers or Interesting Abilities - Unique abilities, special talents, and interesting powers. • Flight (FLY) - The Character's ability to soar through the air. (BOD) • Leadership (LDS) - The Character's ability to lead troops and ships into battle. (BRV) • Prehensile Tail (PTL) - The Character's ability to manipulate their tail. (COR/BOD) • Psi Power (PSI) - The Character's ability to manipulate psychic energy. (SCH)

Specialties - Specific subsets of a basic Skill, their cap is the Skill in question, meaning they cannot exceed it. • Academics: Monsterology - The Character's study of Monsters and Demon anatomy. • Magic: Healing - The Character's knowledge and ability to cast Healing Magic • Networking: Criminals - The Character's connections to the criminal elements of society. • Outdoorsman: Desert - The Character's ability to survive in hostile desert conditions.

10

11

Broken Pelvis: Health Even the Characters are not immortal, taking too many arrows, sword strikes, or razor sharp tails to the chest can lead to an early grave. A Character's health is measured in six wound tiers, with each tier being equal to the Character's BOD score +1. Each tier in wounds the Character takes, the overall dice rolled by the Character is reduced.

• No Wounds - The Character is not wounded or cannot feel the pain. • Light Wounds - The Character has a few flesh wounds. (-1 Die) • Heavy Wounds - The Character has a few major wounds. (-2 Die) • Serious Wounds - The Character's having difficulty standing from the wounds. (-3 Die) • Critical Wounds - The Character's on their last legs, but a surge is keeping them going. (-4 Die) • Mortal Wounds - The Character is on the verge of death, but that won't stop them. (-5 Die)

When a Character reaches 0 Mortal Wounds, they are downed and will bleed out in BOD turns un- less they are stabilized by an ally. The Character attempting to stabilize a downed Character has to roll a Scholarship Check (6 - Downed Character's BOD Successes needed) to successfully save them. A Charac- ter that is attacked while downed is instantly killed. When a Character is out of combat, they begin to naturally heal. An Uncorrupted Character heals at a rate of 2 Wounds per day, while a Corrupted Character heals at a rate of 3 Wounds per day. If the Characters are housed in a medical facility, their Wounds heal twice as fast.

12

Mental Strength: Willpower The world is not favorable to those without strong convictions or those who are easily convinced, there are dozens of creatures fully willing and able to manipulate, influence, and lead astray those who fall to their wiles. Willpower acts as a method for Characters to resist the temptations of both the flesh, of honeyed words, and the alluring gaze of lovers. Willpower is equal to SCH + BRV and reflects the Character's force of personality as well as mental wellbeing. If this ever falls to 0, the Character has become open to manipulation and their mind can be easily picked apart.

13

The Inhabitants of the World Races

14

The Uncorrupted Races Throughout the land there are races of individuals who are uncorrupted by the touch of the Demon Lord. These brave folk fight valiantly against the encroachment of Demonic Energy, evil creatures, and their own wicked kin. However, the Uncorrupted are just that, uncorrupted. As brave heroes delve into the darkness of the world, they may find themselves falling victim to the vile taint of Demonic Energy.

Side Note: But in my Setting . . . Add in any fantasy race you want to the uncorrupted batch, the key idea is that Uncorrupted Races have five "Points" to be made. 1 for a Skill Point 2 for an Attribute 2 for a Custom Skill So if you wanted to add in, say, Halflings to your Monster Girl World they may look something like +3 Skill Points and Academics: Cooking. Feel free to edit as you please, these are just mere suggestions.

15

Humanity

The most plentiful of the Uncorrupted. Industrious and diplomatic, humanity oftentimes finds itself the most likely to fall to the wiles of Demonic Energy. They do make up a bulk of the Order, the Chief God's holy army, filling their ranks and warrior squads. +5 Skill Points (Humans may not be strong or particularly wise, but short life spans and dedication makes them apt to diversify their skill sets to the fullest.)

Notepad Note: In an ideal world, 16each of these sections would have a bit more depictions of the race outside just a single one. I also wi

Dwarf

While many cite the Dwarves for their marvelous creations, vast holds, and powerful technology, others point to their failings and fall due to the influence of Demonic Energy. With many Dwarven women already becoming Succubi, their few remaining men are prized, and overworked, commodities. 1 BOD (Dwarven bodies are known to be strong as the stones they pick apart.) +3 Skill Points (Dwarven craftsmen are noted to be some of the finest in the world, but as more and more of their women are turned against them, the few remaining dwarven families keep their crafting methods secret.)

: In an ideal world, each of these sections would have a bit more depictions of the race outside just a single one. I also wish we had more to 17work with other than just “wing it” but eh.

Elves

The proud, dignified, and wholly arrogant people of the woods. The Elves have been in decline far before the Demon Lord's monsterization affected the world. While ardent defenders of the righteous and just, their reclusive nature makes them easy targets for demonic influence. +1 BRV (Elves look good, and they know it.) +3 Skill Points (Elves are meticulous in their craft, honing their skills to the finest point until they are ready, however with time and effort comes stagnation as they refuse to split from their ancient tradi- tions.)

Notepad Note: In an ideal world, 18each of these sections would have a bit more depictions of the race outside just a single one. I also wi

Giantkin

Young Giants are a constant fact of life among the Uncorrupted races, often standing head and shoulders over most of the Corrupted. These fearsome warriors and soldiers have only reached their first steps into adulthood. Earning their keep as the shields of the Order and as traveling mercenaries, these naive soldiers-for-hire sometimes fall to Corruption less out of desire, but more out of curiosity. +1 BOD (Built strong and powerful, their height not-with-standing) Specialization Skill: Melee: Weapon of Choice (Giantkin train from a young age in the use of weapons and soldiers, if only for the sport of it.)

: In an ideal world, each of these sections would have a bit more depictions of the race outside just a single one. I also wish we had more to 19work with other than just “wing it” but eh.

Elves

It is often joked that the Demon Lord stole her idea from Humanity, as humans for as long as they've been around have attempted, and succeeded, in bedding multiple races. The products of these unions are referred to as "Halfies" due to their mixture of human traits and their non-human parentage. Halfies have rapidly dwindled in the past years as the Demon Lord's influence has taken hold, leading to a new movement of "Halfie Pride" to strike back against the demonic hordes. +1 SCH (Halfies are regarded as something of a mystery, and as such, most take to books and knowledge to alleviate the most disastrous of their bloodline's problems.) +3 Skill Points (Inheriting the drive of their Human parent and the skill of their Non-Human one, Halfies, unfortunately, have neither of the resources available for them to exploit their talents.)

Notepad Note: In an ideal world, 20each of these sections would have a bit more depictions of the race outside just a single one. I also wi

Side Note: Son of Monsters, Man of Legend Pardon the edge, but an Uncorrupted Character may opt to say five dangerous little words to change themselves a distinct way: "My is a monster." A child born of a Monster falls into three cat- egories, Monsterized Girls, Incubi, or " Natural" born children. These "Natural" children are far from nor- mal, as their childhood is a struggle for survival from overbearing mothers and (very) protective sisters. These men turn out a bit different than the regular Incubus or Individual, as they are tempered by their experiences. A Child of monsters may instead opt to forgo the extra Skill Points and instead select the corresponding Attribute Bonus their Mother would receive, the downside is (outside a traumatic child- hood) is that the aspects of their monstrous parent will bleed through occasionally. They're natural, but not "normal" by any stretch of the imagination.

For example, The Character's mother is a Succubus, they take their +2 to BRV, but their upbringing was equal parts Casanova training, pick up artist how-to's, rape guerilla training. Outside of having to fight off sisters who went through puberty and convince their few male friends in school that they were secretly not a girl, these men have turned into a charismatic force of nature. However, being raised by forceful women and having "the talk" be less about what not to do, but which sections of the Kama Sutra to read, the Character has developed an almost alien perspective of relationships and what “love” is.

: In an ideal world, each of these sections would have a bit more depictions of the race outside just a single one. I also wish we had more to 21work with other than just “wing it” but eh.

The Corrupted Races By far the more numerous races of the world are also some of its most dangerous, the Monster Girls. A byproduct of the Demon Lord's attempt to "save" the world instead plunged it into darkness. While most Monster Girls are relatively passive, able to be diplomatic with the Uncorrupted, others are danger- ous, willful, and wholly promiscuous that terrorize the countryside in search of husbands. A majority of the Corrupted are women, men who have surrendered their souls to them find them- selves turning into a Incubus, losing their soul for heighted strength and stamina. They also adopt some of the traits of their monstrous wives.

22

Notepad Note: TBH I have no clue what to put here.

23

Artificial (Automaton, Golem, Living Dolls, etc)

Created from scratch, these "monsters" are more apt to be called living tools that require energy to function properly. With the rise of the Demon Lord and the subsequent influx of Demonic Energy, the once powerful tools of man and monster have taken on their own desires, often striving to indulge in their own energy gathering practices.

+2 to Any Attribute

Artificial Body - Crafted instead of born, the Artificial often find themselves unable to naturally re- pair themselves with simple time and effort. Their Health does not automatically restore with rests or con- ventional healing magic, they instead require to be repaired using resources or available tools. However, as most Artificial creations are made to last, their bodies are far hardier than most. Choose 1 Body Composition • Clay/Wood - +2 Health per Tier, Target Number 1 to Repair • Stone - +3 Health per Tier, Target Number 2 to Repair • Mechanical - +4 Health per Tier, Target Number 2 to Repair • Exotic - +5 Health per Tier, Target Number 3 to Repair

Diversification - The artificial creations are nearly impossible to fully categorize and organize their abilities, they instead can take a Benefit which acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, but they start with one at Character Creation.

24

25

Beastwomen (Werewolves, Werecats, Centaurs, etc)

Perhaps one of the most diverse sets of Monsters, the Beastwomen come in all shapes and sizes, often taken qualities of the non-corrupted versions of their "base" form, combining it with insane power of demonic energy flowing through them.

+2 to Any Attribute

Animalistic Drive - Something deep inside Beastwomen taps into a primal, instinctual, urge to fol- low their original way of doing things. All Beastwomen gain a +1 to their initial Initiative value, whether to flee in terror or strike before their prey knows what's happening.

Diversification - The Beastwoman are nearly impossible to fully categorize and organize their abili- ties, they instead can take a Benefit which acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, but they start with one at Character Creation.

26

27

Demonic (Succubi, Demons, Alps, etc)

Perhaps the best-known monsters in the modern era, Demonic monsters feast directly upon a Man's Spiritual Energy through never-ending sex and lustful adventures. The most nefarious of them ma- nipulate devilish contracts or exploit emotions.

+2 BRV or +2 COR

Choose 1 Monstrous Feature • Demon Hierarchy - The Demon has a certain level of respect over the lesser species due to the current Demon Lord, they roll +2 Die in BRV Checks against other Monsters. • Flight (REF) - The Demon has a pair of powerful wings, able to let them move freely in the air. • Magic: Demonic Energy (SCH) - The Demon has fine control over the various aspects of the often misunderstood Demonic Magic that infects most monsters. • Mindbreak Hentai Doujin - The Demon is depraved as all hell, they add an extra Success during Social Combat rolls. • Sex Symbol - The Demon has an almost supernatural power over Men, they roll +2 Die in BRV Checks against Men. • Spirit Energy Detection - The Demon has a powerful sixth sense to detect Spirit Energy in the area, they roll a +2 Die for Observation checks when trying to find an Spirit Energy pro- ducing creature. • Transformation (BRV) - The Demon has an impressive ability to shift and morph their shape to a more pleasing form, while they are able to change shape, they usually can't manage "Drastic" changes.

28

29

Dragons (Dragons, Wyverns, Jabberwocky, etc)

Proud and haughty, the Dragons of the world maintain their regal authority that they possessed back before the ascension of the current Demon Lord. While many find their new empathetic nature weak, others have begun to exploit it, establishing a powerful state that allows them to rule unopposed.

+2 BOD or +2 SCH

Cold-Blooded - The Dragons find it difficult to fully possess a relationship with another individual, they require two additional successes to any BRV check.

Flight (REF) - The Dragons have the ability to finely control their movements in the air as well as fly.

Transformation - The Draconic Corrupted can transform actively back to their Pre-Demon Lord Form for a time equal to their BOD Score. In this transformation, the Draconic Reptilian gains +2d6 to all BOD and REF actions, as well as gains a BOD + 3 Damage Claws with the Gory Tag.

Wings - The Dragon's arms act as their wings as well, making fine manipulation tasks incredibly dif- ficult, if not impossible, depending on the situation, the Successes needed for Fine Manipulation tasks are increased by 4.

Monstrous Features (Choose 1) • Elemental Breath - The Dragons can shoot out a beam of elemental energy that deals BOD damage in a BOD+1 SD range. • Intense Presence - The Dragon’s intense and overbearing nature allows them to reduce a Target’s Willpower by their BRV score once a session. • Practical Appendages - The Dragons can ignore the "Wings" Monstrous Features down- side. • Ruthless Practicality - The Dragons, once a session, may add +2d6 to any action of their choice. • Warm Hearted - The Dragons "Cold-Blooded" Monstrous Feature is reduced down to one additional success for BRV checks.

30

31

Elementals (Glacies, Undine, Gnomes, Etc)

Elementals are an ever present fact of life in the world as they manipulate the very world around them to keep nature in balance. With the rise of the Demon Lord and the powers of covenanters, many Elementals find themselves drafted into the service of various factions to fight their battles and provide support. Many become corrupted along the way.

Elemental Affinity - The Elementals are blessed with a degree of power and ability reflecting their innate properties. • Darkness - +2 SCH • Earth - +2 BOD • Fire - +1 BRV and +1 BOD • Ice - +1 BOD and +1 SCH • Light - +2 SCH • Thunder - +1 REF and +1 SCH • Water - +1 BRV and +1 REF • Wind - +2 REF

Elemental Gift - The Elementals are given a unique boon to reflect their spiritual nature and abilities. • Darkness - The Darkness Elemental can shroud an area within 1 SD in complete darkness, all Characters inside take a -4d6 to strike anything, including the Darkness Elemental. • Earth - The Earth Elemental has a natural Armor of 2 and has +2 Wounds to each Wound Tier. • Fire - The Flame Elemental does an increased BOD + 2 Damage with unarmed attacks. • Ice - The Ice Elemental has an aura of frost around them, all enemies in a 2 SD range take a -1d6 to all Maneuver Actions. • Thunder - The Thunder Elemental can shoot a shock of energy at an opponent at SCH range dealing SCH damage if it connects. • Light - The Light Elemental can produce a bright light at any time, this light can be used for a blinding effect on a single opponent to Blind them for a Round. • Water - The Water Elemental has a semiliquid body that can shift and change form as they need, while they are able to maneuver with relative ease, their body is also incredibly easy to be sliced apart. • The Water Elemental Cannot Use Weapons or Armor • The Water Elemental can slightly shift and change the nature of their body. • Wind - The Wind Elemental has a limited flight ability, being able to hover and maneuver in the air up to BOD x 5 Meters before gliding down.

32

Diversification - The number of differing types of Elementals are difficult to fully categorize, as unique places and terrain can produce overly unique Elementals, making it difficult to fully categorize and organize their abilities. They may instead take a Benefit that acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, they do not start with one at Character Creation.

33

Fairy (Fairy, Pixie, and Leanan Sidhe)

Argued to be one of the Uncorrupted Races depending on how deeply one goes into the Woods toward the mystical Fairy Kingdoms, most fairy's encountered in our world have been touched by demonic energy, most fear that their world will soon fall to demonic corruption, resulting in thousands, if not millions of fairies becoming monsterized.

+2 REF or +2 BRV

Flight (REF) - The Fairy has the ability to finely control their movements in the air as well as fly.

Tiny - An average Fairy can fit in the palm of a hand, while this may seem beneficial at first, most things in our world were not built to scale. • Fairy Characters can't use conventional weapons or tools designed for "Normal" people unless it's small enough (making it about their size). • Fairy Characters have BOD -1 in Wounds instead of BOD +1. • Fairy Characters require their REF in Successes to be struck in combat.

34

35

Goblinoid (Goblin, Hobgoblin, Redcap, Etc)

Numerous as they are promiscuous, the Goblinoids are the smaller and far weaker cousins of the brutish Orc, they often form tiny villages and seek coexistence, but often their lusts get the best of them, releasing a horde into the countryside. Variations of Goblins often find themselves slotting themselves into parts of the ecosystem as a beneficial, if numerous, entity.

+2 BRV or +2 REF

Choose 1 Monstrous Feature • Blood Boil - The Goblin gets hyped up the longer their not indulging in their instincts, they roll +1 die to Combat Actions every other combat round. • Commerce (BRV) - The Goblin's ability to shift trade negotiations, set prices, and sell goods to others is a valuable tool for impoverished villages. • Freak Strength - Add +2 BOD, but -1 SCH • Mercantile Predisposition - The Goblins add +2 Die to BRV checks when dealing with Merchants or Traders • Overwhelming Number - The Goblin adds an extra Success if they strike an enemy that's currently engaged with another ally.

36

37

Harpy (Harpy, Tengu, Owl Mages, Etc)

The bane of every sword and shield warrior and the constant worry of the Order's archers, Harpy's descend from the skies on their powerfully built wings to attack caravans, snatch men during mating seasons, and terrorize the skies. Harpy subspecies are numerous, carving out a niche for themselves in their preferred habitat.

+2 SCH, +2 BRV, or +2 REF

Flight (REF) - The Harpy has the ability to finely control their movements in the air as well as fly.

Wings - The Harpy's arms act as their wings as well, making fine manipulation tasks incredibly difficult, if not impossible, depending on the situation, the Successes needed for Fine Manipulation tasks are increased by 4.

Choose 1 Monstrous Feature • Hollow Bones - The Harpy's light frame and eager disposition makes them shoot forward with incredible speed, they add +1 to their Initiative • Owl - The Harpy's wisdom is without question and their ability without issue, +1 SCH • Siren - The Harpy's voice is melodic, enrapturing those who listen to them, +1 BRV • Talons - The Harpy's talons are especially sharp and dangerous, they have a BOD + 1 Natural Weapon with the Free Hand Tag. • Tracking (SCH) - The Harpy has uncanny tracking ability, able to hunt down and discover enemies with ease.

38

39

High Undead (Lich, Wights, Dullahan, Etc)

While most undead creatures end up as shambling, sex-obsessed, corpses, the High Undead maintains a degree of their mind in their pursuit, making them exceptionally dangerous to encounter. With their minds in-tact, their personality does shine through.

+2 SCH, +2 BRV, or +2 BOD

Choose 1 Monstrous Feature • Detachable - The High Undead can freely remove body parts at their convenience, these body parts are able to act independently until they are destroyed. If the head is injured, the Character begins to take damage. • Feel No Pain - The High Undead literally doesn't feel pain, they don't take any penalties when injured. • Magic: Necromancy (SCH) - The High Undead has an ability to control their lesser brethren through the use of foul magics. • Phylactery - The High Undead has a Phylactery available to them, if they were to "die," they would resurrect with Light Wounds. However the Phylactery would be destroyed at this time. It can be taken multiple times. • Rejuvenation - The High Undead has the ability to heal their own wounds given time, they recover +1 Wounds every Round. • Retained Skills - The High Undead can remember bits and pieces of their former life, they have a Personal Skill of their choice. This can be taken multiple times.

40

41

Insectoids (Arachne, Honey Bees, Oomukade, etc)

Insectoids are one of the most inhuman monsters to stalk the land, while the monsterization by the Demon Lord gave them relatively human looks, their soul and thinking is still wholly alien and predatory, focusing on survival and acquisition. They are efficient and driven to an unnatural degree.

+2 to Any Attribute

Alien Thinking - Something is always "off" about Insectoids, they never quite seem like they're fully understanding what others would consider normal. This mimicry of social norms and lack of understanding reduces all Opposing Social Combat Successes by 1.

Diversification - The Insectoids are nearly impossible to fully categorize and organize their abilities, they instead can take a Benefit which acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, but they start with one at Character Creation.

42

43

Low Undead (Zombies, Ghosts, etc)

An unfortunate, but often unavoidable, fact is that people die. While most pass on gracefully into the afterlife, some tend to linger in this world for a bit too long. A lesser undead is often the result.

+2 BOD or +2 COR

Choose 1 Monstrous Feature • Berserker - The Lesser Undead has a bad tendency of launching into a berserk fury against their enemies, if they hit a target they treat it as though they roll 1 additional success. • Ethereal - The Lesser Undead is actually an ethereal creature, they may temporarily "Phase Out" for a time to pass through walls or avoid dangerous attacks. An Ethereal Character may phase for COR x 5 Seconds or COR Rounds in Combat. • Feel No Pain - The Lesser Undead literally doesn't feel pain, they don't take any penalties when injured. • Horrible Laugh (COR) - The Lesser Undead can let out horrific screeches that can distract, deafen, or even injure opponents, dealing COR damage to them. • Retained Skills - The Lesser Undead can remember bits and pieces of their former life, they have a Personal Skill of their choice

44

45

Majin (Dark Mages and Witches)

Women who have delved deep into the mysterious world of magic are naturally drawn to Demonic Energy and the power that it brings by embracing it. A majority of the Majin were members of the Uncorrupted Races (or even possibly various Corrupted Races) who have dedicated themselves to the pursuit of dangerous magics and pushing the limits of acceptability.

+2 SCH or +2 COR

Magic: Offensive (SCH) - The Majin are trained thoroughly in the arts of combat magic, dangerous if used in the wrong hands, combat magic ranges from simple bolts of energy to titanic blasts of horrific energy that decimate the countryside.

Choose 1

• Dark Mage - The Character is a Dark Mage, rather than strike a contract with a being for power, latently absorbed magical energy infused with demonic energy to strengthen their power, and ultimately monsterize themselves with time. This is mutually exclusive with Sabbath Witch. • Enthrall - The Dark Mage can magically bind a man to their service as a thrall, these thralls are forced to obey their new leader to the end, the favored of them frequently becoming the primary husband. • Magic: Any - The Dark Mage specializes in crafting their own devious spells, while the Witches of Sabbath find themselves unable to perform most magics given time, a Dark Mage is able to perform the most devastating magics at any point. • Sabbath Witch - The Character is a Sabbath Witch, an adherent of the mysterious and corrupting Loli focused Pagan Religion that turns those pursuing Magical Knowledge into the unaging loli's sworn to Baphomet overlords. This is mutually exclusive with Dark Mage. • Loli - The Character looks incredibly young, estimating anywhere from the range of late single digits to low teens, most are particularly underdeveloped in certain areas as well. While this does have its benefits, the fact that the Character does look like a child does have its drawbacks. • Magic: Charms (SCH) - Witches specialize primarily in Charms and Bewitchments, able to enthrall and control men to do their bidding. The most powerful spells in this category are the binding spells of "Onii-Chan." • Sabbath - The Character has connections to the Sabbath, while their research may be the cause for outright hostilities, their united religious indoctrination does allow a certain kinship among fellow Witches.

46

47

Orcoid (Orcs, High Orcs, Ogres, Etc)

Brutish and violent, the various races of Orcs are less an organized threat and more a roving horde of destruction, wishing nothing more than to pillage and rape across the countryside. The most powerful Orcoids are the ferocious Ogres, terrifying monsters that can crush any pelvis they come across.

+2 BOD

Choose 1 Monstrous Feature • Berserker Dance - The Orc can enter a frenzied assault on their enemies, they can attack two targets within range with separate attacks. • Buff and Terrifying - The Orc is a powerful creature, with very large, uh, muscles. +1 BOD. • Feel No Pain - The Orc ignores most of the pain thrown at them, they don't take any penalties when injured. • Invigorate - The Orc exudes a powerful aura, inspiring allies to fight harder and stronger, granting all Corrupted Races a +1 Die to Combat Actions. • Melee: Weapon Skill (BOD) - The Orcs often find tools they enjoy using in their conquests, they gain a Specialization in their preferred class of melee weapon. • Rejuvenation - The Orcs have a minor ability to heal their own wounds given time, they recover +1 Health every Round

48

49

Outsiders (Mi-Go, Tindalosi Hounds,Yithian, Etc)

The Outsiders are Monsters born outside of the natural order, while most Monsters were a part of their own ecosystem at one point, the Outsiders are from outside of this reality. Outsiders who have been infected with Demonic Energy are unable to return back to their native plain and must find a grounding in this new reality, or simply fade away into nothingness.

+2 to Any Attribute

Diversification - The unreality of the Outsiders make them nearly impossible to fully categorize and organize their abilities, they instead can take a Benefit which acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, but they start with one at Character Creation.

Obsessive - Outsiders, due to their nature of needing a "grounding" in reality, often find themselves clinging onto objects, people, or things that make them feel "real." Whenever an Aberrant gains a String they gain two, and all Characters gain an additional String with the Outsider during this time as well.

50

51

Parasites (Shamblers, Cursed Swords, Migi, Etc)

Parasites, as the name suggests, are creatures that inhabit others and use them to their own ends. Even with the Demon Lord's ascension, these Parasites continue to live and feed upon their hosts. While some Parasites are content to "bond" with their husbands and little more, others bond with other Corrupted Races to feed upon their husband's spirit energy.

Bondmate - The bond that the Parasite chooses defines their abilities and their ability to function properly.

• Corrupted Host - The Parasite has infected and is currently controlling a Corrupted individual. They gain one of their chosen race's abilities. • Uncorrupted Host - The Parasite has infected and is currently controlling a Uncorrupted Individual, supplementing their will and taking over their body. They gain a +1 to one Attribute depending on the Race.

Choose 1 Monstrous Feature • Increased Durability - The Parasite's Host gains +2 Wounds per tier. • Hotwired Muscles - The Parasite's Host gains +1 Initiative • Offensive Transformation - The Parasite can transform one limb of the Host into an offensive weapon that can be used in one hand, it is considered to have the Natural Tag. • Pheromone Release - The Parasite releases Pheromones that assist in conversations and manipulation, gains +1 String whenever a String is gained. • Host Compatibility - The Parasite gains +1 to Any Attribute.

52

53

Plantoids (Alraune, Myconid, Dryads, Etc)

Plantoids are the unfortunate result of the Demon Lord's energy seeping into the world itself, corrupting the plants and their unfortunate victims. Possessing the body of women, these Monsters are little more than hunters and trappers, entrapping their victims with entangling vines or deviously laid traps. While most of these monsters are rooted or can only move a small distance at a time, some can cover quite a bit of distance if permitted in their natural habitat.

+2 to Any Attribute

Diversification - The Plantoids are nearly impossible to fully categorize and organize their abilities, they instead can take a Benefit which acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, but they start with one at Character Creation.

Natural Growth - A Plantoid's body, being wholly inhuman except for looks, often rely less on traditional food and rest, and more on getting plenty of sun and nutrients. This physiological difference allows the Plantoid to heal at a rate of 6 / Day while in the sun or natural habitat.

54

55

Reptilian (Lizardman, Lamia, Salamanders, etc)

Reptilians are one of the more common races in the world due to their relative nature resembling aspects of Uncorrupted Society. Saurians are natural warriors, often coming out to fight Order raiding parties or challenge adventurers on their grand quest, while Lamia's have been prowling the countryside longer than the current Demon Lord's been in power. Reptilians act by instinct and desire, they wish for one thing, to be find someone worthy of them.

+2 BOD or +2 BRV

Choose Saurian or Lamia

Saurian - The Character is a Saurian, part of a decidedly martial culture. Composed mostly of the Lizardmen and Salamanders, the Saurian people pride themselves on their physical abilities as well as their ability to enact war. (Mutually exclusive with Lamia)

Monstrous Features (Choose 1)

• Elemental Affinity - The Saurian is associated closely with an element of their choice, they may empower any of their attacks with said Element. • Martial Warfare - The Saurians are a warrior people, they gain a Personal Skill in a Weapon of their choice. • Tracking (SCH) - The Saurian has uncanny tracking abilities, able to hunt down and discover enemies with ease. • More Weapons, More Carnage - The Saurian treats all one handed weapons as though they are able to be Dual-Wielded. • Refusal to Die - The Saurian reduces the Wound Penalty by 1 for all tiers.

56

Lamia - The Character is a Lamia, part of a seductive and charismatic people. Oftentimes operating solo or in smaller groups, the Lamia are a people who have participated in husband snatching and kidnapping even before the Demon Lord's ascension. Their powerfully built tails give them a powerful tool to use in addition to their charming personalities. (Mutually exclusive with Saurian) • Snake Like Body - The Lamia's lower half is a powerfully built and well muscled tail, while useful in certain aspects, it is a detriment in others. The Lamia can us ethier tail as a third arm to hold objects, such as weapons, or useful tools, but they take a -2d6 to all checks involving sneaking or stealth, and manipulating their tail for combat purposes or fine manipulation.

Monstrous Features (Choose 1) • Magic: Charms (SCH) - Lamia specialize primarily in charming and beguiling their targets using their charm magics. • Tail Manipulation (BOD) - The Lamia has developed the use of their tail to further refine its value. The Lamia's tail mitigates the -2d6 for manipulating their tail for combat purposes or fine manipulation. • Ambush Tactics - The Lamia specializes in lying in wait and ambushing their prey, when attacking from stealth or being hidden, the Lamia gains a +2d6 to their Attack. • Venomous - The Lamia is venomous, if the Lamia makes a successful BOD vs REF check and scores a single success, they infect the target with Poison with a value equal to their BOD.

57

Slime (Slimes, Shoggoths, Nureonago, Etc)

One of the more prevalent species of Monsters, slimes at one point were a young adventurers starting point in their heroic career, but now they have become just as sex-obsessed fiends as the rest of them. Slimes reproduce quickly and often find themselves producing plenty of offspring from one captured "husband," their liquified body being able to shift and change to their desired form with ease.

+2 REF or +2 BOD

Diversification - The Slime Family is nearly impossible to fully categorize and organize their abilities, they instead can take a Benefit which acts as a custom ability, to reflect their monstrous nature. They may take as many of them as they wish, but they start with one at Character Creation.

Slime Body - The Slime has a semiliquid body that can shift and change form as they need, while they are able to maneuver with relative ease, their body is also incredibly easy to be sliced apart. • Slimes cannot use Weapons or Armor as they fall through their body • Slimes do not feel the effects of injuries, as they can easily be placed back together if split apart. • Slimes are freely able to change the shape and look of their bodies.

58

59

Vampiric (Vampires and Dhampir)

Noble, haughty, and just as perverted as the rest of them, a Vampire is a solitary creature that would like nothing more than to have a harem of lovely men attend her every need, until her Dhampir daughter tries to kill her . . . again. Dhampir are akin to their mother with their father’s bravado and daring.

+2 BRV, +2 BOD, or +2 SCH

Weakness: Sunlight - The Vampire is notoriously weak in Sunlight, they roll -2 Dice whenever they are in direct sunlight.

Choose 2 Monstrous Features

• (Dhampir Only) Sunlight Resistance - The Vampire has fully freed themselves of the shackles of the darkness, they do not take the Sunlight Penalty. • (Vampire Only) VILF - The Vampire has certain . . . assets that allow them to add +1 Successes to any Social Combat Check. • Castlevania - The Vampire has made it their mission to kill their fellows and other undead monstrosities, they roll +3 Die when fighting Undead Monsters. • Cloak of Shadows - The Vampire can manipulate their demonic energy to form an impromptu cape to ward off the worst aspects of the Sun's rays, they can maintain the cape for COR Hours. • Vampire's Fangs (BOD) - The Vampire may leap at a target and attempt to bite down on the exposed section of flesh if it makes a connection, the Vampire restores 2x the Successes in Health as well as deal BOD Damage to their opponent. • Vamp - The Vampire's aura exudes a dark, dangerous, and incredibly sexy sensation they roll +2 BRV towards uncorrupted men and women.

60

61

Magic and Corruption

62

Magic Magic is an ever-present part of the world, whether it's noble healers to dreadful black magicians, magic can be felt in every facet of society one way or another. The actual practitioners of magic are tightly controlled by the Order, as those who pursue magical power frequently come into contact with the dreadful Demonic Energy that turns all it touches into lewd monsters. When a Character possesses the "Magic" skill or any of its specialties, they are able to cast and manipulate the magical currents in the world to a limited degree. A Character has to roll their Scholar plus their Magic Skill to determine their full dice pool, trying to hit the Narrator's target number of successes for their action. Characters who have "Refinements" of magic, such as Charms, Healing, or Combat magics can specifically hone their skills to perform these abilities efficiently. Magic is a fairly complex task at the best of times, so casting does take a turn, which allows others to seize advantage of the Character’s distraction. Casting inside the threat range will invite a free attack if in melee (0-1 SD) range.

Large Scale and Long Term Spells Some spells aren't easy to cast in a few seconds, let alone a few hours. These spells are massive and impressive, able to perform feats beyond the wildest of imagination. However they are also incredibly dangerous if they are miscalculated or mistimed. A majority of these spells are then forced to be drawn out slowly and steadily, taking hours, days, even weeks of the magician making every aspect perfect so that the spell goes off without a hitch. When the Character attempts to cast a "large scale" spell the Narrator must determine how far or long the spell will be lasting and assign a number of successes to pull it off and what the time frame looks like.

For Example A Sabbath Witch is attempting to use magic to open a teleportation portal between her tower-fortress and her research lab a few miles away. The Narrator determines it will require 15 (Hard Difficulty x 5) successes in total to successfully link the two locations together. The Narrator also says that the time frame is in Days. The Witch rolls 5 successes the first day of constructing the spell, rolling 3 successes the next, and 7 successes the last day. The entire project takes 3 days of time to link the two locations together and now she is able to hop back and forth between them with ease.

Notepad Note: The Example is the obvious answer for what the picture would look like. It would have to be, and I quote, kawaii as fuck.

63

Side Note: Magic and Hard Numbers When a Character is casting magic if they don't have a Specialty they are dealing with SCH in Dam- age or Healing SCH amount. While possessing a specialty they would add their Specialty to the damage or healing dealt. So a magical blast without Combat magic is doing 1 to 5 SCH in Damage, but with the spe- cialty, it may be 1 to 5 + the Specialty (with 4 SCH and 5 Specialty, it's dealing 9 Damage). Magical Range is equal to 1/2 the Character SCH rounded up in SD.

Side Note: Determining Large Spell Numbers Difficulty - The Difficulty of the Spell should be the complexity and what the "goal" is. Using the Ex- ample above, the Short-Term Personal Invisibility is pretty easy as it is "Make myself invisible," while "Opening a permanent portal between two locations" is fairly complex. Things such as blind teleports, Op- posite-Element effects (Freezing Fire for example), or any number of other things that "go against the nat- ural order" should increase the difficulty by a step or two. As for the multiplier, for time it's pretty simple as it is the time (shocker), if it's distance x2 to x10 should be a good range depending on the size of the travel. A few miles or a few kilometers should be around x5, hundreds of miles should be around x7, thou- sands of miles are x10.

Time Frame - The time frame of a spell should be within reason, but always noted to keep the pace going. Keeping things equal isn't the worst idea, so a few minutes to take a few minutes, a few hours take a few hours, saving a day or two's travel should take a day or two to do. If we use the Order Magus example above, that was a "few minutes to bless the door for a few hours," outside being a rela- tively simple spell request, it's also pretty easy to understand why. However if the Sabbath Witch wanted her portal in a few hours, she would have had to increase the difficulty by one to two notches (requiring her to have an insane amount of successes over a few hours to be successful).

Side Note: Small Spells There are a few times where casting a spell won't necessarily be "to attack or to heal" but rather a deliberate attempt to do something else (such as a short blink to dodge a strike or turning a coin purse invisible to thwart a would-be thief), in situa- tions like these, go off of the above ideas, but ignore the multiplier. So for example, I as a mage wanted to do a quick teleport across a gap, it's about five feet across and my BOD score is not something to be de- sired. The Narrator says I need five successes, so I roll my SCH + Magical Ability and score five success- es or more, I'll clear it with no problem, if I fail how- ever I may Wile E. Coyote.

64

Elemental Abilities and Attacks Some Abilities, Equipment, or Races may have a unique Element associated with them. The Element, outside of their innate properties, also counter another Element. If attacking an opponent with an Element they are weak against, the attacker gains one success immediately, but if attacking an opponent with an element they are strong against, the attacker loses one success. Normal Characters do not start with an Element, but certain Races may start with an Element tied to their person, any Armor Element Effects always take priority however

Notepad Note: My friend made this dia- gram in effectively Paint. A cleaner and much prettier version would be nice. No smug anime girl dabbing on this one though.

65

Corruption Corruption is a kind of magic that affects the entire world, it creeps into Heroes and Monsters alike, slowly turning noble individuals into depraved beasts and forcing normally docile creatures to go berserk with lust. The dread process of monsterization also occurs when a member of the Uncorrupted Race embraces too much Demonic Energy, twisting their bodies into a suitable vessel. Characters gain Corruption by performing actions considered "Sinful.” Demonic Influence - Listening to, being in service to, or even being in contact with especially powerful demons latently builds up Corruption.

Demonic Couplings - Laying with Monsters (willingly or not) is the fastest method to gain Demonic Energy flowing into the system. Consumption of Spirit Energy - Consuming raw spirit energy, either directly from the source or that has already been corrupted slowly builds Corruption if consumed with a less than noble purpose. Handling Demonic Artifacts - The Demon Realms of the world produce some of the finest equipment and the relics of the old wars still litter ancient ruins and monuments, handling these artifacts may bring victory today, but damnation tomorrow. Attending Black Mass - A particular "Benefit" of attending the Sabbath's dreadful ritual called Black Mass, with so much Demonic Energy focused in a single area it's almost impossible to avoid building it up in the system.

Uncorrupted Character's have a "limit" to their ability to deal with Corruption, after that limit has been broken they will experience monsterization, which may be instantaneous, or the feelings may slowly build over time. The rules for monsterization will be detailed in the "Advancement" section. Corruption can be vented from Uncorrupted Characters slowly with time, decreasing by 1 point every day for men, and 5 points every week for women. Corrupted Characters have a value for Corruption, notably they are able to "Corrupt" some of their abilities, adding their current Corruption to their dice pool to roll. However rolling Corruption increases it steadily, where as Uncorrupted Character undergoes monsterization, Corrupted Characters will be driven into madness, losing themselves to the lustful cloud in their minds. It increases by 1 Corruption for every use of "Corrupted" dice. If a Corrupted Character's Corruption ever raises above their highest attribute they have gone over the edge. A Corrupted Character may reduce their Corruption by being in a Relationship, effectively offsetting a part of their Corruption to their Partner.

66

Side Note: Hard Numbers on Gaining Corruption Side Note: Corruption Limits I've intentionally left it fairly vague to give Uncorrupted Races are roughly equal the Narrator a bit of leeway regarding how they regarding the amount of Corruption they can want to handle Corruption, but if the numbers take before they find themselves following are demanded here is my small set. Corrupted Character's rules, but the numbers Demonic Influence - Characters gain +1 can be up for debate. Corruption every Week/Day (A low ranking Suc- Equality for All - Both Men and Women cubus takes a week, but a higher ranking one have the limit of 10 Corruption, after which would take days, while exceedingly high level Monsterization occurs ones like a Lilim may corrupt in hours) they are We Want Monstergirls! - Men's limit is at in close proximity to a powerful demon or mon- 10, while Women's cap is lowered to 5 ster up to their Corruption Score. Corruption. Demonic Coupling - Characters gain Half Slow and Steady Now - Men's limit is at their Partners Corruption (to a minimum of 1 and 15, while Women's cap remains at 10 rounded up) every time they have sex. Consumption of Spirit Energy - Characters "But Notepad Anon, this sounds gain their Partner's Corruption (to a minimum of SeEeeXxXiSt?!" MGE is inherently not a great 1 and rounded down) every time they have sex. place to be if you are a woman to be honest, Handling Demonic Artifacts - Characters everything can (and will) try to convert you into a Corruption is increased by 1 every day as long monster. The lucky ones end up as Succubi with as they possess the Artifact that is un- others becoming slimes, beasts, or other cleansed. monstrous creatures. Men on the other hand Attending Black Mass - Character's have the advantage of being a food source for gain 2d6 Corruption for Attending, yes, it's half of the Monster Girls out there, as well as THAT fucking depraved. being the target for the desires for many of them. Now, being a terrifyingly powerful werewolf creature that can rip your enemies in half and keep a meek husband to pleasure you sounds a lot better than to be raped 24/7 by Monster Girls who want nothing more than to destroy your pelvis in terrifying displays of brutish strength. As for the drain limits, men have more efficient methods of replenishing and cycling out demonic energy, while women can simply "drop" a large chunk of it on a weekly basis. If men are subjected to a long term sustained growth in Corruption, they'll eventually turn, but women can be converted if they are quickly given a massive influx of Corruption over a short period.

67

Conflict

68

Physical Combat When Characters engage in physical combat the intent is to reduce the opponent's wounds to 0 or force the enemy to retreat. All Characters during this time can perform a series of actions that assist them in performing this goal. Each Character's "Turn" is 6 seconds in time, while every action committed is referred to as the "Round." To determine who goes first, the Character’s roll a 1d6 + REF and descend from there, this is referred to as the Character’s Initiative.

Actions A Character can use a single Action on their turn. • Ability or Tool - The Character uses an ability or tool in their possession on the battlefield. • Attack - The Character rolls against their Target and add up Successes, if the Attacker has more successes than their Target they deal [(Weapon Damage - Enemy Armor) x Successes] for Melee or [Weapon Damage - Enemy Armor] for Ranged. • Melee Strikes are Attacker's BOD vs Defender's REF. • Ranged Attacks are Attacker's REF vs Defender's REF. • Magic Attacks are Attacker’s SCH vs Defender’s REF. • Defend - The Character focuses exclusively on defense, they double the number of dice they roll from their Attribute for Defense. • Delay - The Character can reduce their Initiative to any value between their current Initiative and 0, they keep this Initiative until they Refocus. • Maneuver - A Character attempts to actively change their position by ducking, dodging, or shoving their way through a situation. • Other - The Character performs a complex action. • Refocus - The Character takes a breather and refocuses, they reroll their Initiative with an extra D6.

Notepad Note: The Example is the obvious answer for what the picture would look like. It would have to be, and I quote, kawaii as fuck.

69

Space Distance There will be times where Characters are fighting in close quarter knife fights and others where they are dealing with titanic threats. To combine the distances together and keep a universal system, move distances are considered in Space Distance (SD). SD is the space between two actors in a scene.

0 SD - Face to Face 1 SD - Melee Range 2 SD - Short Range 3 SD - Long Range 4 SD - Far Away

A Character can always move 1 SD in any direction if they are not engaged or currently being attacked by enemies. A Character who uses a Maneuver can move 1 additional SD as well. The Character is considered Engaged if an opponent attacked them and is still able to attack the Character the next turn. An Engaged Character can retaliate with an attack with a similar range. If the Character attempts to move away, use a ranged weapon in melee, or use magic in melee, they are required to make an Opposed REF (Character Moving Away) vs BOD (Character stopping the escaping Character) check to escape or take a free attack.

Side Note: Active Movement Side Note: Space Distance? Really? One of the key ideas behind Maneuvering Yes really, the main goal is to keep the com- is that it is not simply an "I move there," it's a far bat system in place for a majority of "Me Versus more dramatic and intense move to their desti- Them" situations, so whether you're stomping nation. A Maneuver would be shoulder bashing a around as a giant monster or vaulting sandbags as door open and jump kicking the guard on the you fight against an unending horde of the dead, the other side. When Heroes decide they want to systems in place need to compensate. So rather move somewhere in a non-active way, they are than slapping extra 0's on ranges, SD is there to rep- allowed to "Within Reason" for free. Jogging over resent a "relative" closeness to the characters. Two to a piece of rubble to pick up the McGuffin is giants may be 1 SD from each other, but to the free, but making a full-on sprint, vaulting the grunts on the ground, they'll have to cover almost a sandbags, and rolling into cover with the McGuf- mile. While 1 SD between fighting on the ground is fin in hand is a Maneuver. the size of the giant’s foot.

70

Social Combat Words are powerful, mostly sexy words spoken by attractive people. When two Characters engage in a verbal sparring match, they will attempt to influence the other to follow their way of thinking. Character with the most Willpower starts the "round" by choosing what attributes they will be rolling and what they will be targeting, forcing their "opponent" to contest against it. The Number of Success the Attacker has over the Defender's Successes is dealt to Willpower. Uncorrupted Characters may add a second Attribute for Counter Arguments (Defense) while a Corrupted Character may add Corruption to their Arguments (Attacks). When a Character's Willpower is reduced to 0, the loser is at the victors mercy. The victor determines the outcome based on their Objective, the loser may choose to resist the outcome, but suffers a negative effect in their Strings. A Character who loses an engagement and chooses to resist, loses a String with the Character trying to influence them, as well as gaining one Corruption.

Relationship Strings People form relationships with one another at a deep and personal level. Whether through the bonds of friendship, comradery, workplace rivalries, or sex Characters will inevitably have pull and sway over one another in a variety of ways. Some adventuring groups dissolve quickly due to petty infighting, while others become stronger through the ties that bind them. Strings are the representation of the relationship the Character's possesses with one another and important Characters. Characters can "pull" these strings to manipulate the individuals around them. "Pulling" a string reduces the Target's Willpower by the String's value, but lowers it by one each time.

Event Additional Permanent Strings Characters have had Sex +1 String Character’s are Married +3 String Character’s have a battle +1 String with one another Characters are pursuing +1 String the same target romanti- cally Characters is in a Harem +1 String with Target Character has defeated an +2 Strings opponent Character is a former Lover -1 String Character has been cheat- -2 Strings ed on by the Target Character is an Incubus of +1 String a Similar Species.

71

Status Ailments and Buffs Some Abilities, Benefits, and Equipment may inflict a “Status Ailment” upon a Character, these Status Ailments reduce the effectiveness of the Character in combat or hampers their ability to be effective. Removing these Ailments should be a priority in some cases, but sometimes fighting till the bitter end is the only way.

Status Ailments

Status Effect Cure Magical? Ailment

The Character is Poisoned and takes -Poison Poison Medicine N Value HP until it’s cured. The Character is Bleeding and takes -Bleeding Bleeding Bandages N Value HP until it is cured. The Character is Burning and takes - Value Burning Water Y/N HP until they are put out. The Character is Stunned and loses half of their Stun None N dice to defend themselves. The Character has been put magically to Sleep, Sleep they cannot act until they are acted against or Violent Shaking Y make a TN 2 BOD Roll.

The Character has been silenced, they cannot Silenced Herbal Tea Y recite magic incantations until it has been cured

The Character has been rendered Blind, they Blind Eyedrops Y/N have a -5 to strike opponents. The Character has been thrown into a wild fury, they attack a random Character within 1 SD of Getting hit with a large, Berserk Y them every turn. They cannot defend themselves blunt, object. during this time.

The Character is dazed and Confused. They ran- Confused Being snapped out of it Y/N domly move toward or away from a Character.

The Character has been frozen stiff. They cannot Frozen Fire Y move or act for Freeze Value in turns.

The Character’s actions have been Slowed sig- Slow nificantly. The Character dedicates the next two Haste Y Actions to a single one for Slow Value turns.

The Character has been Transformed into some- Transform thing harmless. They cannot Act except for mov- Dispel Y ing for Transform Value turns The Character has been Cursed with bad luck, Curse they add -1 to all their actions for Curse Value Bless Y turns. 72

Status Buffs

Status Effect Cure Magical? Buff One of the Character’s Attributes has been in- Attribute creased for a time. They increase the Chosen Dispel Y Up Attribute for Attribute Up Turns by Attribute Up Value. The Character Reflects the Reflect Value against Reflect the enemy if struck. This lasts for only one at- Dispel Y tack. The Character is naturally Regenerating. They Regen restore 1d3 Health a turn, until they take dam- Harm Y age. The Character has a Protective barrier. This rais- Protect es their Armor value by the Protect Value for the Dispel Y Protect Value turns. The Character has been Blessed with good luck, Bless they add +1 to all their actions for Bless Value Curse Y turns. The Character is undergoing Haste, they can Haste perform two actions a round for Haste Value Slow Y turns

Side Note: What is a Value? Side Note: Things to Consider When Buffing/ You caught me. Values for Status Effects are Debuffing Opponents. a fairly nebulous term as they mostly refer to the Only one buff and one debuff spell may be Caster's Spellcasting ability as well as whatever the active at a time, meaning that you cannot Regen / Narrator really wants them to be. Bless endlessly as the first Spell has to run its Refer to this note for casting, the Magician is course before another takes its place. able to cast Status Ailments on opponents, the Ma- There are Status Effects that do not have gician’s MAG Skill is the direct value. The value for Values that reflect turns, these last until they dissi- success is equal to the Target’s Attribute being tar- pate through the cure or the caster willingly shuts geted. So if a magic user is attempting to light a them off, for an action. Character on Fire, they need to beat their Oppo- If you want to cast spells on more than a nent's REF score. handful of individuals, you'll have to split your suc- If a Character is attempting to impart a buff cesses among them. on an ally, the Value is the number of Successes the MG's can, and will, automatically add their Character scored on their roll. So a Character may Corruption to their Dice Pool to avoid the effects of attempt to cast Bless on the party, and rolls five suc- spells. cesses. They have to now split those successes There are Status Effects not listed here, feel among the Party members to determine their value free to wing it. as well as duration. Those five successes can be Casting is also loud, bear that in mind for split up between three party members for 2/2/1 stealth missions. turns. Meaning that some Characters will only re- ceive their both for only a few turns.

73

Side Note: +1 Sword of Throbbing Magical weapons and tools sometimes have Status Effects tied to them, when this is that case the piece of Equipment is assumed to have the bare minimum for the magical attribute, unless other- wise stated. So a Magic set of Armor that heals the wearer has Regen on it, and it heals them 1d3 Health a turn. On the flip side, when pieces of equipment fall into one of the "Value" sections, the Value is deter- mined by the potency of the weapon in question. A piece of Armor may have Reflect 3, in which case it's Value is permanently 3. To counteract the rampant abuse of magic weapons, remember this, Demon Energy corrupts any and everything. Magical weapons and armor are no exception, that Sword that has BOD Attribute Up 2 is pretty damn nice, but is it worth the 2 Corruption every day? That magic wand that has Freeze 4 on it that you can shoot all the damn time is awesome, until the 4 daily corruption turns you into a loli wizard with a brother complex. Friends don't let friends OD on magic.

74

Notepad Note: I Have no bloody idea what to put here.

So here’s a dick C===3 Ha ha, look it’s a dick, I’m an alcoholic. Help.

75

Enemies and Foes Enemies encountered by the Heroes come in a few varieties, from titanic monstrous threats to mass swarms of disposable fodder. The Characters will need to manage their resources and fight back against the encroaching darkness that seeks to destroy them.

Major Enemies Major Enemies encountered in the world should be built similarly to Characters, often with more Experience or unique abilities to force the Character's to work together to overcome the enemy. On average, Major Enemies fall into three tiers for the average Adventure.

Brutes Foes who are equal to the Characters in terms of skill and ability are considered brutes, alone they pose little threat to a group of Characters, but they are often supported by loyal minions, devious tricks, or nefarious tools. Brutes have 0 to 5 Additional Experience. Brutes have only Minions to work with. Examples • Uncorrupted: Town Guard Captain, Haughty Wizard, or Barbarian Chieftain • Corrupted: Gremlin Engineer, Werewolf Pack Leader, or Owl Magician Villains Villains are a major obstacle to Characters, needing teamwork and effort to successfully overcome, being able to defeat any specific Character alone with ease. A Villain has powerful abilities, unique tools, or a horde of disposable fodder ready to die for them. Villains have 10 to 15 Additional Experience Villains may be working with a Brute or a large group of Minions. Examples • Uncorrupted: Mad Wizard, Order Inquisitor, or Experienced Adventurer. • Corrupted: Hellhound, Orc Chieftainess, or Arachne Assassin Overlords The most powerful of threats are Overlords, difficult even for well-equipped and well-trained Characters, an Overlord has access to vast resources, numerous allies, and devastating abilities. Overlords have 20 to 25 Additional Experience Overlords may be working with a Villain as well as multiple Brutes in addition to an army of Minions. Examples • Uncorrupted: Order Hospitaller General, Veteran Monster Hunter, or Mad Scientists. • Corrupted: Lilim General, Man-Eating Kitsune, or a Murderous Atlach-Nacha

There should only be one Overlord in general, if an encounter or scenario is calling for two enemies, consider using two Villains instead.

76

Minions and Swarms There will be some monsters the Characters encounter that are small or numerous, and rather than managing each one individually, a Narrator can instead use Minions and Swarms.

Minions Minions are disposable and quick opponents that go down after a single strike from any weapon, meant to pad out battles and force Characters to react. They roll only a set amount of dice for their attacks or defense, but they are numerous and can still quickly overwhelm a Character if left unchecked. • Commoners - 5 • Militia / Independent Corrupted - 6 • Common Soldiers / Corrupted Conscripts - 7 • Trained Soldiers / Corrupted Irregulars - 8 • Veteran Soldiers / Corrupted Soldiers - 9 • Elite Soldiers / Corrupted Veterans - 10 • Special Forces / Corrupted Elite - 11

Side Note: How this Works Let's say Hero Man and his Harpy Waifu are fighting a group of Lamia. Each Lamia is considered a Corrupted Irregular and are rolling 8 Dice. The Nar- rator has declared that the lamias are rolling 6 for Offence and only 2 for Defense, as they are aggres- sive creatures at heart. Hero Man and his Harpy Waifu now have to roll against up to six successes for the Lamia, while each lamia only requires a sin- gle strike to knock them out of the fight. Outside of this, they are treated as Normal Enemies, meaning that you can't walk through them or ignore them.

Side Note: Spirit and Application The "Purpose" of this is to fill out encounters and not just make 1v1 duels king, in Solo games or something similar, then minimize Minions, however for groups having melee guys cut through minions or rangers pick them off is a valuable strategy to allow big damage dealers to deal with the Villains.

Notepad Note: Wiiiiiiiiiiiidddddeeeee

77

Mega Monsters Some Monsters apply the term to their size as well as their demeanor, a truly monstrous beast may be able to crush castle walls or cover vast distances in a single bound, confronting these beasts are very different from encountering other monsters of more manageable size. But some Heroes must confront something larger than themselves, and the best way to do it is to get climbing. A Mega Monster is an enemy that is far larger than average, not allowing conventional weapons to be used against them with ease, often requiring siege equipment or powerful magic to successfully stop the goliath in its tracks. A Mega Monster does not traditionally attack, they instead go on a Rampage. The Rampage is movement, beatings, or simply stretching to throw the Heroes off their back or crush them into the dirt. When a Mega Monster goes on their Rampage, all the Heroes are forced to roll a check to determine if they are affected by it. As more parts are destroyed, the more ferocious the rampages become.

• 0 to 1 Parts - Easy to Average Difficulty • 2 to 3 Parts - Average to Hard Difficulty • 3 to 4 Parts - Hard to Very Hard Difficulty • 4 to 5 Parts - Very Hard to Incredibly Hard

A Rampage can be stopped by destroying a sensitive part on the Mega Monster, avoiding the section it is targeting, or sacrificing a turn to hold on for dear life. Rather than define the entity as a whole, there are "Sensitive Parts" of the opponent that can be damaged to reduce the "overall" health of the creature. These parts are often exposed armor plating, eyes, or the belly of the beast to expose a weakness in them. Each "Sensitive Part" has a target number to beat to "ruin" the section. Once ruined the beast is crippled and can't defend itself against Anti-Mega Monster equipment, delay their rampage, and Reduce the Health of the Creature in total. Characters can continue to attack sections that are already Ruined, but the effects of Anti-Mega Monster equipment and stopping their rampage will not happen again.

78

An Example: Mothrana (Insectoid Kaiju) Mothrana has a total of 200 Health with four sensitive parts (the base of both wings, the eyes, and antenna). The wings are 30 (60 in total), the eyes are 20, and the antenna is 20, making her sensitive parts a total of 100 Health. As the Order desperately begins to set up its ballista's to deal with the monster, the Heroes are tasked with climbing onto the thing’s back and delaying it long enough for it to not destroy the nearby city. After some assistance and a hot drop from a band of harpies, the Characters manage to destroy one of the bases of the wings, sending Mothrana plummeting to the ground, while stunned, they manage to relocate to the second wing. After the creature gets back up, the Heroes are forced to hold onto dear life as they struggle to stay on the back of the beast.

Side Note: No Attacks? Mega Monsters are kind of like a set-piece rather than an actual "enemy." The goal to defeat a Mega-Monster involves dozens of rolls to avoid falling, getting crushed, avoiding sloshing acid in the gul- let, and other nastiness rather than directly saying "Your turn is done, now it's their turn." The Rampage is kind of its ability to actually influence you, it's flapping of its wings, the slap of its oversized hand, or its power bombing the ground to kill you all. It's the act of moving and influencing its surroundings. Larger creatures may not even notice the characters until they ruin a section of their body, but they'll still take time to investigate the section, which would allow smart characters to reposition themselves.

79

Equipment No one rushes into battle with fists and skivvies (mostly), they rush in with the best arms and armor money can buy to survive terrifying battles against powerful foes. The Equipment listed here is the bare essentials, basic arms, and armor for the aspiring adventurer, but as Characters grow in strength and plunge into forgotten dungeons, there may be even more exotic and dangerous weapons and armor for them to wield against their foes. Melee Weapons

Weapon Name Damage Weapon Type Tags

Axe BOD + 2 Axe Pierce 1

Unwieldy, Obvious, Two- Ball and Chain BOD + 2 Mace Hand, Stun 2

Switch (One-Hand or Bastard Sword BOD + 3 / BOD + 4 Sword Two-Hand)

Battle Axe BOD + 4 Axe Pierce 2, Two-Handed,

Boar Spear BOD + 1 Spear Ubiquitous, Gory

Club BOD Mace Ubiquitous

Crowbill BOD + 1 Mace Pierce 1, Stun 1

Unwieldy, Obvious, Stun Flail BOD + 2 Mace 2,

Frog Spear BOD Spear Ubiquitous

Gauntlet BOD Gauntlet Free Hand

Greatsword BOD + 5 Sword Two-Handed

Guard Dagger BOD Thin Blade Dual-Wield,

Obvious, Unwieldy, Two- Handed, Switch (Long Halberd BOD + 2 / BOD + 3 Spear/Axe Distance Melee, Pierce 1 OR Pierce 3)

Handaxe BOD + 1 Axe Ubiquitous,

Knife BOD + 1 Sword Concealable,

80

Weapon Name Damage Weapon Type Tags

Obvious, Unwieldy, Two- Long Axe BOD + 2 Axe Handed, Long Distance Melee, Pierce 2

Mace BOD + 1 Mace Stun 1

Obvious, Unwieldy, Two- Pike BOD + 3 Spear Handed, Long Distance

Obvious, Unwieldy Poleaxe BOD + 2 Axe/Mace Stun 2

Rapier BOD + 1 Thin Blade Graceful

Concealable Sabre BOD + 2 Thin Blade Dual Wield

Short Sword BOD + 1 Sword Cancelable

Spear BOD + 1 Spear Long Distance Melee

Staff BOD Spear Ubiquitous

Graceful, Dual Wield, Stiletto BOD Thin Blade Concealable

Sword BOD + 3 Sword

Warhammer BOD + 4 Mace Stun 2, Two-Handed

81

Ranged Weapons

Weapon Name Damage Weapon Type Tags (1), Pierce 1, Crossbow 1d10 Crossbow Two-Handed, Ammunition Reload (2), Pierce 2, Crossbow, Heavy 2d8 Crossbow Two-Handed, Ammunition

Ammunition, Crossbow, Light 1d6 Crossbow Concealable, Pierce 1

Reload (1), Pierce 2, Crossbow, Mechanical 2d10 Crossbow Two-Handed, Ammunition

Javelin 1d4 + BOD Thrown Thrown

Ammunition, Longbow 1d8 Bow Two-Handed

82

Weapon Tag

Tag Name Tag Effect Tag Name Tag Effect

The weapon is a melee The weapon allows the Long Distance Melee tool that can be used to Free Hand Character to use their attack at SD 1 or 0. hand while it is on.

The weapon is rigged The weapon is a natural Natural Trap and can be used to part of the user. booby trap an object. The weapon can be The number of turns Concealable hidden with a Sneak Reload required to reload the Check weapon to fire again.

The weapon can be The weapon can be found just about Ubiquitous Graceful used with REF instead anywhere and costs of BOD. nothing.

The weapon is awkward The weapon can be and clumsy to use, it used in two separate Switch Unwieldy takes an additional -2d ways, allowing the to Hit while in tight Character to switch to it. spaces.

The weapon is a The Weapon adds a weapon and there is no Obvious Gory bonus Success to a chance of hiding it at any successful attack. point

The weapon is thrown, The weapon requires Thrown and once it leaves the Two-Handed two hands to use Character, it’s gone. effectively. The weapon knocks the The weapon cleaves wind out of opponents, through armor, it Piercing Stun they roll half die to bypasses AV by the Defend themselves for value. the value. The Character can The weapon requires Ammunition Dual Wield attack with the weapon if ammunition. it is in their off-hand.

83

Armor No one rushes into battle with fists and skivvies (mostly), they rush in with the best arms and ar- mor money can buy to survive terrifying battles against powerful foes. The Equipment listed here is the bare essentials, basic arms, and armor for the aspiring adventur- er, but as Characters grow in strength and plunge into forgotten dungeons, there may be even more exot- ic and dangerous weapons and armor for them to wield against their foes.

Armor Type Armor Value (AV) Armor Penalty Examples

No Armor 0 0 Clothes, Robes

Basic Armor 2 0 Padded, Leather

Light Armor 3 -1 Studded Leather, Hided

Medium Armor 4 -2 Chain and Ring

Heavy Armor 5 -3 Plate and Breastplates Shields

Shield Type Armor Value (AV) Armor Penalty Shield Strike

No Shield 0 0 No

Buckler 1 0 No

Light, Shield 2 -1 BOD - 2

Medium, Shield 3 -2 BOD - 1, Stun 1

Heavy, Shield 4 -3 BOD, Stun 2

Side Note: On Monstrous Weapons Some Monsters will have terrifying Natural Weapons that can shred apart enemies with ease, de- pending on the weapon in choice, apply one of the Weapons here as a base then add the "Natural" Tag. If there are unique properties to the weapon add them of course, but don't make monstrous weapons something horrifically powerful, not being able to get easily disarmed is already a pretty big bonus.

84

85

Advancement and Monsterization

86

Advancement Characters are rarely static as they grow and develop (sometimes quite literally) their repertoire of skills and abilities through their adventures. As the Characters grow in power, so does their ability. Characters gain EXP by completing major milestones, slaying powerful foes, and completing dangerous quests. Uncorrupted and Corrupted Characters increase in strength differently due to the limitations of their bodies and minds.

Uncorrupted Characters • 4 EXP for a +1 Attribute • 2 EXP for a New Personal Skill • 1 EXP for a +1 to a Skill

Corrupted Characters • 2 EXP for a +1 Attribute • 2 EXP for a Monstrous Feature • 3 EXP for a New Personal Skill • 4 EXP for a +1 to a Skill

Milestone Experience Gains • Minor- 1 EXP • Notable - 2 EXP • Major - 3 EXP • Critical - 5 EXP

Side Note: On Adventure Creation On average, try to award around 8 to 10 Experience in a couple session long adventure, parceling it out to Characters along the way with minor and notable goals, capping it off with a Major. A Critical Milestone should be used as a significant turning point in the Campaign or when the endgame is rapidly approaching. Feel free to adjust the EXP require- ments by +2 if you want to deal out a bit more gradual Experience, that's not my particular style, so do your own method which works best for your table.

87

Monsterization There will come a point where the corruption boiling inside a Character will burst, where the soul of the Character is torn asunder and replaced with the depraved monster that will stop at nothing to slake its lusts upon the uncorrupted races. When a Character reaches their limit of Corruption they Monsterize, they take all the Corruption they have built up, to a minimum of 1, and convert it into EXP to spend on Corrupted Character Advancements. If a Character exceeds their limit, the excess is converted into a new personal Skill called Instinct (COR). Instinct is the cloud of monstrous intent that corrupts the Character's thinking process and allows them to act in accordance with their new monstrous nature. For example, a Slime's Instinct is to "Capture and Multiply" while a Low Undead's Instinct may be "Feed Upon Energy." When a Female Character Monsterizes they apply the "Template" of the Corrupted Race to themselves (excluding Monstrous Features) including their Bonus Corruption Experience. Incubus have their Corrupted Race's Attribute Bonus.

88

Side Note: On Incubi Men are unfortunately not the priority of the Monster Girl Encyclopaedia-verse, as they are used more for their disco sticks than being actual characters. While we've read plenty of information on what an Incubus IS, there hasn't been much information on their nature outside what their doting wives tell us. So, as a compromise, an Incubus reflects whatever monsterized them to a point. This reflection is the ability for the Incubus to take a single Monstrous Feature from their "Wife's" Race, this is a SINGLE fea- ture, while women are able to take all of them, if they so please. This also applies to features not part of the "Choose 1/2" feature list, such as my example below. So if the Character's Corruption limit is reached and he Monsterizes into an Incubus by his Harpy Waifu. He decides to purchase for 2 EXP wings sprouting painfully from his back, then spending 3 EXP to gain a new Personal Skill of Flight. The new Harpy Incubus could not gain the Monstrous Features of Tal- ons, Hollow Bones, Siren, Owl, or Tracking (But he's allowed to purchase Tracking as a Personal Skill), However, if a Female Character's Corruption limit is reached by a Harpy, she can use 6 EXP to Pur- chase Talons, Hollow Bones, and Siren, in addition to immediately gaining Flight and Wings. Then aren't Incubus incredibly weak? No, as they receive 9 EXP to burn exclusively on Attributes, Skills, and Personal Skills. They become masters at their own craft, while the Female Monster is allowed to diversify themselves more

Side Note: Corruption Numbers Monsterization is really based on the limit set by the Narrator or specified in the "Corruption Lim- its" side note. Going off this convenient note was where a lot of these rules were spawned from. So if you're changing the numbers drastically or how you want to handle corruption in general, feel free to ig- nore the section on Instinct and Corruption into EXP. If you want to completely scrap this system, consider giving a freshly Monsterized Character a number of freebies to work with, but not quite enough to assemble a full repertoire of abilities, they should be about average from a starting Corrupted Character. While they have the skills and knowledge from their pre-corrupted phase, post Corruption shouldn't be much better. Instinct is there to reward and punish characters for going a bit overboard with Corruption, it's saving them from getting completely bro- ken from overspending their newfound "Free EXP," but still give them something to compensate: a lim- ited, but useful, skill. "But Notepad! My COR lowered and my Skills are higher!" Your Skills stay what you have them, you can't increase them though. This goes for other Attributes as well (for curses or age or your Narrator fuck- ing hates you).

89

Notepad Note: Uh ok.jpg we done here.

90