Hi! I'm starting up a new game, where the players are dungeon crawlers who end up in a whole lot more danger than they expected when they set off to try to 'liberate' a legendary holy weapon from a dungeon. Turns out, though they don't know this until they're neck deep in it, it's a giant honeypot set up by an ambitious succubus to trap adventurers and steadily corrupt them into good little infernal soldiers for her. Or, you know, padding for her hips, same thing. We'll be using FATE Accelerated with a few tweaks to make it vore-friendly... and oh yeah, there'll be vore in this game, both NPCs on you players and the reverse. Reforming's not usually a Thing in the world, but inside the succubus's little pocket dimension it very much is. That's not to say it's going to be healthy to get eaten, since each time will pull you a little closer to full corruption, but that's a little wrinkle we'll develop in play.<br/><br/>If you don't know FATE Accelerated, no problem! It's a lightweight enough system that I can hopefully teach the basics and get it well enough across to play. We'll be tweaking things in play too. In fact, I'll have the rules in a giant spoiler under here! I would like to set a goal pace of a post a day most days, more if people are on. That's the goal (spoiler- we won't sustain that), and for post length think in terms of a paragraph or so. One liners probably are not ideal unless you're thick into bantering with someone. For vore preferences on my part, the only thing I'm going to completely rule anyone out from doing is anything even slightly underage, but put anything really explicit that other people may not like under spoilers and chide me if I forget to do the same! You are also likely to see a wide variety of NPCs inside the succubus's dungeon- I adore all types of monster boys/girls so there will be a significant number of them, more typical fantasy races like humans and elves, outright furries/scalies et cetera. Both genders, too, and if there's something you especially want I will try to have some of them in.<br/><br/>To play, post a character. Xarces helped hound me into actually doing this, so he has a spot reserved, but apart from him I only want to start with 3 players to keep things fast and I'll take the first three PCs I get that I really like. Fortunately, it's a setup where people can be added pretty easily, so if you aren't in after I pick, you may get in later so keep reading the thread.<br/><br/>Oh, and I would<span style="font-weight: bold">strongly, strongly suggest </span>everyone roll their own dice onm<a class="postlink" href="http://orokos.com/roll">http://orokos.com/roll</a>mso that you save time not having to post, wait for me to roll, and then post again with the result of an action.<br/><br/>So! FATE Accelerated rules in a big ol' spoiler, though I've probably forgotten some stuff that'll come out during the game:<br/><br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">FATE Accelerated Rules Slightly Rewritten</span><br/><br/>FATE is a game where you write your own major gameplay traits, and use them to help you do things. Characters have Aspects, which are short phrases describing things that are central to the character and who they are. They can spend consumable fate points to get bonuses when they do something that would be helped by that aspect, and they can also have their aspects used against them to get fate points back. There are also approaches, which are FATE Accelerated's simplification of skills- your bonus to rolls depends on *how* you're doing something, not *what* you're doing. All rolls are Fudge dice rolls: think of them as d6s where a 1 or a 2 is (-1), a 3 or a 4 is (0), and a 5 or a 6 is (+1). Roll 4 of those, and you get a result between -4 and +4 that tells you how you did on your roll. Further explanation will be easiest by talking about character creation and giving an example as we go along.<br/><br/><br/><span style="font-weight: bold">Character Creation: Aspects</span><br/><br/>First, think about what kind of character you want to make in broad, general terms. Who are they? What motivates them? What's their weakness? That kind of really broad stuff. You're going to be distilling that into, for now, four "Aspects" which are the core of your character. An Aspect is a word, phrase, or sentence that describes something centrally important to your character. It can be a motto your character lives by, a personality quirk, a description of a relationship, important possession... it's something that lets you change the story in a way that ties in with your character's tendencies, skills, or problems. You have two special ones- a High Concept and a Trouble. We'll do those first.<br/><br/>A High Concept is a single phrase or sentence that neatly sums up your character, saying who you are, what you do, what your deal is. Try to come up with a high concept that can help you and can also hinder you in different situations. A Trouble is an aspect that, well, usually gets you into trouble. It can be a personal weakness, important obligation, something that makes your life complicated. <br/><br/><span style="font-style: italic">Let's go through these rules and make someone so you see better what I mean. I'll make Silia, a beefy lizardwoman mercenary who's a legendary party animal but has also killed off most of their brain cells due to overindulgence in anything put in front of her face. For a High Concept, I'd like to wrap in her species since it'll actually matter in both ways; she'll be happier dealing with heat and sadder dealing with cold things than other people, and maybe her scaly hide's tough enough that I can use that to help in fights. I'd also like to bring in her job- mercenary and fighter. Try to wrap one to three of the most important things into her high concept. I'll call her High Concept "Lizardwoman Sword-for-hire", and decide that probably is good enough. If in play I see how things work and I want to tweak it, there'll be chances for that. Now, for a trouble, the big problem is that she's not smart. She'll routinely blunder into bad situations and not realize it until it's too late, and she often makes Poor Life Decisions like challenging a naga to an eating competition. So let's call that "Prone to Stupid, Hasty Decisions". Between the two of those, that's the core essence of who she is; a scaly lady who's good at fighting, but needs to be kept out of the trouble her mind leads her into.</span><br/><br/>We'll make two other Aspects aside from those. For the first, think about your character's first formative Adventure- the assumption in FATE is that everyone is pretty competent at what they do, so you're probably at least a little experienced. What kind of thing did you do for your entry into being an adventurer? Mine something useful and important out of that and that's your third Aspect. Again, remember, the very best aspects are one that can be good or bad depending on the situation. For a fourth Aspect, you're free to do whatever you want! Come up with a final important piece of your character. Once you've got that, you're *mostly* done... early in play you'll come up with a 5th and final aspect, but since that's going to be related to preexisting connections to another PC, you can't do that yet. <img alt=":)" src="./images/smilies/smile.gif" title="Smile"/><br/><br/><span style="font-style: italic">So, when Silia was new at being a mercenary- and probably not quite as thickheaded- she got involved with a group of other heroes as they broke apart a scheme to summon a horde of demons into a major city. Only problem was, they did this by summoning an angel to help them, and the angel not only fought the demons, but the heroes... they weren't very purehearted, and the summoner got an angel that actually cares about the technicalities like that. After a vicious brawl, Silia ended up full of angel and claimed his flaming sword as spoils. That's a major enough thing that she'll take "Stolen Angelic Flaming Sword" as her third aspect. She could use it to add oomph to her attacks, light it up to push back darkness... but if anyone particularly good-religious sees it, they may recognize it and become very, very upset. For her fourth aspect, I'd like to tie in her massive alcohol tolerance with something like "Iron Stomach". That'd also be able to be used to help keep food in, and maybe even resist poison. That's a fine aspect on its own, and we'll go with that, but be careful because that's an aspect it'd be hard to use against her. Something like "Glutton and Gourmand" may be a better way to phrase it; she'd still be able to claim to use it for alcohol tolerance, but she'd also be able to use it to recognize... flavors... and it could be used against her if there's food (or, you know, appetizing people) who she really, really shouldn't be eating. So we'll switch to that as her aspect, making the full set:<br/>High Concept: "Lizardwoman Sword-for-hire"<br/>Trouble: "Prone to Stupid, Hasty Decisions"<br/>Aspect: "Stolen Angelic Flaming Sword"<br/>Aspect: "Glutton and Gourmand"<br/>See how just reading those four gives you a fairly broad view of who the character is and what they'll be like in the game? That's what makes it a workable set of aspects, and that's a goal you should aim for. I also like putting in explanations after each aspect of why a character has it and some situations it could be invoked in, but since I kind of did that while discussing each of them I won't again here.</span><br/><br/>So now that you have your aspects, it's time to move on to the next part of character creation.<br/><br/><br/><span style="font-weight: bold">Character Creation: Approaches and Stunts-</span><br/><br/>This is where you start to get into what stuff you do better than other thigns. FATE Accelerated's equivalent of skills are 'approaches'. They deal with *how* you do things, not *what* you do. All actions fall, at least to some extent, into six categories or approaches.<br/><br/>~Careful: You pay close attention to detail, take your time, and do it right. Lining up a long range arrow show, or attentively standing watch are examples.<br/>~Clever: You think fast, solve problems, and account for complex variables. Finding (but maybe not exploiting) a swordsman's style's weaknesses, finding the weak point in a wall, winning a trivia competition...<br/>~Flashy: You draw attention to yourself, and are full of style and panache. Delivering an inspiring speech to an army, embarrassing your opponent in a duel...<br/>~Forceful: You use brute strength. Wrestling a bear, punching someone in the face, etc.<br/>~Quick: You move quickly and dextrously, dodging an arrow, or disarming a trap that's about to crush a teammate.<br/>~Sneaky: You work with an emphasis on stealth, misdirection, or deceit. Talking your way out of getting arrested, picking a pocket...<br/><br/>Everyone has a +3 bonus to ONE of these approaches, a +2 bonus to two, a +1 bonus to two, and a +0 bonus to one. Basically everything you roll is going to fit inside one of these. That doesn't mean you should come up with convoluted ways to fit everything into your +3 category; it's okay and encouraged to not roll maximum dice for everything!<br/><br/>Stunts are your opportunity to get bonuses on specific things that are your PC's specialty. Two types are available. The first is one that gives you a +2 in a particular situation; when you use one of the six approaches, one of the four types of roll (we'll go over this in a bit), and one situation. It helps to use this template to be sure you have everything you need to make a correct stunt: <br/><br/><blockquote class="uncited"><div>Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily]  [pick one: attack, defend, create advantages, overcome] when [describe a circumstance].</div></blockquote><br/><br/>The second is a lot more general, and should probably not be used until you're familiar with the rules, but it's the ability to make something true, do something cool, or otherwise bend the rules somehow once per "session" (I will be saying when we session break). Stuff like being able to go first no matter how Quick you are, or being able to declare you can find an ally, et cetera. <br/><br/>Believe it or not, you're... pretty much done for our purposes at this point! You all have 3 stress boxes (more on that in combat), and start with 3 fate points. After continuing the character creation, I'll go over the basics of combat. <br/><br/><span style="font-style: italic">First, we want to pick Silia's approaches. We already know she's intended to be built like a brick house and have a mind like a... brick house. It's pretty easy to say she gets +3 to all Forceful actions due to her raw strength, and +0 to Careful actions that require sustained deep thought. For the others, Flashy is an obvious +2 pick because a party animal like her has to be pretty stylish, so I just have to decide if she's more Quick, Sneaky, or Clever. Continuing with the theme of physical power, I'll give her Quick as her last +2.<br/>+3: Forceful<br/>+2: Quick, Flashy<br/>+1: Clever, Sneaky<br/>+0: Careful<br/><br/>For stunts, I'll pick two specific situations I want her to be really good at. First, she's had lots- lots- of practice holding food down, whether it's trying to upset her stomach from being poison or squirmy. She'll be using her powerful stomach muscles to keep things down, so that's forcefully, and it'll be defend actions to keep enemies from coming back up, so: "Because I have very experienced, strong stomach muscles, I get a +2 when I forcefully defend when keeping someone in my stomach." For the second, her particular airheadedness doesn't become apparent for some time, so... "Because I'm a natural charmer, I get a +2 when I flashily create advantages when making a first impression on someone." That seems like a good pair. It'll be possible to add and alter stunts in game later at milestones, so let's see what Silia's at right now...<br/><br/>Character: Silia<br/>High Concept: Lizardwoman Sword-For-Hire<br/>Trouble: Prone to Stupid, Hasty Decisions<br/>Aspect: Stolen Flaming Angelic Sword <br/>Aspect: Glutton and Gourmand<br/><br/>Approaches: +3 Forecful, +2 Quick and Flashy, +1 Clever and Sneaky, +0 Careful<br/><br/>Stunt: Because I have very experienced, strong stomach muscles, I get a +2 when I forcefully defend when keeping someone in my stomach.<br/>Stunt: Because I'm a natural charmer, I get a +2 when I flashily create advantages when making a first impression on someone.<br/><br/>Fate points: 3/3<br/><br/>And that's my character!</span><br/><br/><span style="font-weight: bold">Action and Combats</span><br/><br/>Combat is just a subsection of Actions. Everything you do in FATE is one of four things. You can <span style="font-weight: bold">Attack</span> when you are trying to hurt someone physically or mentally, you can <span style="font-weight: bold">Defend</span> when trying to not get hurt by something, you can <span style="font-weight: bold">Create Advantage</span> to help yourself or your friends by either creating an aspect of the situation you can invoke or discovering an existing aspect to be invoked, and you can <span style="font-weight: bold">Overcome</span> to get past something that's hindering you. <br/><br/>On an Attack, you roll plus your approach, and your target rolls a defense plus their relevant approach. If you fail, nothing happens to you directly. If you tie, you don't hurt them, but you gain a Boost (note: a Boost is a one-time-use only Aspect). If you succeed, your attack hits and you do damage, and if you succed With Style (by 3 or more) you do damage and can opt to reduce your damage by 1 to gain a Boost. <br/><br/>On a Defense, if you fail you take damage. If you succeed, you don't for some reason you narrate, and if you succeed with style by 3 or more you not only don't take damage but you also gain a Boost for evading so well.<br/><br/>On an Overcome roll, you're rolling either against someone or a flat target I as the GM sent. If you fail, you *either* just don't manage to overcome the thing you were trying to overcome *or* you succeed at serious cost; you drop something, someone you care for gets hurt, et cetera. The GM will help figure out what. If you tie, you overcome the obstacle at some minor cost; you get a tough choice, or you encounter an unexpected complication. If you succeed, whatever you were trying to do gets done, and if you succeed with style you also get a Boost.<br/><br/>On a Create Advantage roll, a failure means either you don't discover/create an advantage, or you do but your opponent gets to invoke it once for free! A tie means you get a one-time Boost instead of a real aspect. Success means you create/discover an aspect, and you or an ally can invoke it once for free; if you succeed with style, you do the same only you or an ally can invoke twice for free. This is the only time you can invoke a single aspect twice on one roll for a huge +4 bonus! <br/><br/>You can, after you roll your dice, choose to invoke a relevant aspect. You spend a fate point, narrate how the aspect is useful, and get +2 on that action. NOTE THAT FOR PLAY BY POST, YOU DON'T GET TO SEE MY ROLL BEFORE CHOOSING. This is the Big Difference and one we'll see how much of a huge effect it makes. The GM- or, technically, another player- can invoke one of your aspects against you. If that happens, you get a -2 penalty on the roll, and gain a fate point.<br/><br/>So let's now get into damage. Every successful attack deals a number of 'shifts' of damage, equal to how much your modified attack roll beat your target's modified defense roll. You have two ways to absorb those shifts; stress and consequences. Everyone has stress boxes, with a value of 1, 2, 3, or 4. PCs have 3 stress boxes, with value 1, 2, and 3. Each stress box can absorb as many shifts as its value, so your 3 stress box can absorb 3 shifts of damage without anything else happening. Stress is meant to be minor scrapes and injuries that you can recovery basically right at the end of a combat. You can only use a stress box once a fight; if you take 1 shift and use it to burn your stress-3 box, that entire box is gone even though it coulda absorbed 3 shifts in one hit. Consequences are more serious. PCs can take a 2-shift Mild Consequence, a 4-shift Moderate Consequence, and a 6-shift Severe Consequence. Each consequence is its own aspect (think 'sprained ankle', or 'mostly hypnotized', or 'half-digested') that the creature that dealt it can invoke for free once. You can use a stress and a consequence at the same time on the same attack.<br/><br/><span style="font-style: italic">Let's say Silia gets surprised and walloped with 5 shifts of damage, a catastrophic hit. She can only use one of her stress boxes on this attack, so she's going to have to take a consequence. She can either take a moderate 4-shift consequence and fill in her 1-stress box, or a mild 2-shift consequence and fill in her 3-stress box. Or, if she wants to save her stress entirely, she can just fill in her severe 6-shift consequence.</span><br/><br/>If you can't, or for some reason choose not to, put all the shifts you've taken into a stress and/or consequence, you become Taken Out. This means 'out of the fight' and whoever took you out narrates what happens to you, with obvious implications for a vorish game. You can also Give In, but you have to say you're doing it before your opponent rolls dice on a round. If you do this, you get a say in what happens to you. Your opponent gets Something out of it, and you definitely lose, but you at least get to keep some say in what happens. You also get 1 fate point for conceding and 1 additional one for every consequence you took before you gave in.<br/><br/><br/><span style="font-weight: bold">So how does Vore work?</span><br/><br/>This is the hesitant part, and we'll have to refine it in play. How I think it'll work is, during a combat, you can try to Create Advantage on someone and say you're trying to eat them. If you succeed with style, instead of the two free invocations of the created aspect, you can give them a Devoured Aspect with 1 free invoke- "Inside a tight belly", for instance. The swallowed creature can roll overcome attempts on their turn, but the predator automatically gets a boost to defend against them to try to avoid the pingponging in and out of bellies problem that could otherwise arise. A predator can on their turn make an attack against their devoured enemy as their usual turn or can just hold their meal there and do something else, like try to escape, or knock out other enemies. You can't concede once you're devoured, except in unusual circumstances (do you have something they'd want more than a filling meal they can't get if they digest you?) and if you get taken out inside a predator, you're lunch. If you get Taken Out in a fight, it'll also be pretty easy to be eaten, also!<br/><br/>For other stuff and things I've missed, I'll be gentle as everyone eases into the game!</div></div></div><br/><br/>There! Now that the refresher rules for anyone unfamiliar are done, post with a sheet and a little bit about your character. Hopefully this will be a fun way to have a vore game where both preding and preying are viable and not character-enders! Don't worry too much about the setting; it's fairly generic fantasy and you as players have a lot of power to worldbuild as much as you want. Besides, the vast majority of the game will be spent inside a pocket dimension anyway~<img alt="8)" src="./images/smilies/icon_cool.gif" title="Cool"/><br/><br/>Once the game starts I'll have a post with everyone's sheets, a link to where we start in character, and so on. Ask questions if you've got 'em, either here or if you catch me in the chat room (sansuki)!