Ambrose, to answer your question, I have no specific scenario planned. However, any should work. The system isn't made for vore specifically, but should work equally well with it involved. I'm quite open to any and all suggested ideas, however vague or specific they may be.<br/><br/>Sorry for my slowness, been kind of distracted. Also, I took some time to type out a long-winded explanation, and then realized it was a bit confusing and unnecessary. Banking on the hope that most people here are familiar with the d20 systems used in DnD and the like (not that I'm an expert on those myself), I'm just going to point out the main differences (provided my knowledge of the latest editions isn't absolute garbage anyway).<br/><br/>First of all, I prefer a more controlled character creation, myself. So core parameters are not decided by dice. Instead, they are based on race, ethnicity and profession (all picked at start), and how you use the allotted 4 "creation points" on core parameters, skills or talents (those cost 2 each).<br/><br/>"Success checks" will use one or two core parameters, one skill (the most relevant one), and a 6-sided die.<br/><span style="text-decoration: underline">Example A:</span>Hitting a small target at high distance. Your score for it would be equal to [agility + perception + skill_level + 1d6]. If it beats the "difficulty rating", you succeed. Otherwise, you fail.<br/>Critical success/failure will not be possible in all situations, and will happen based on how your score compares to the difficulty rating. It will not happen upon rolling a 1 or a 6 (at least by default).<br/>If a challenge requires specific skills and/or level of those, you will suffer a 2 point penalty for each skill-level below requirements.<br/>Also, since I intend to GM this, you are encouraged to use available abilities to creatively solve challenges (or at least alter the odds in your favor).<br/><br/>Combat is where it could get a little complicated. It will still be round-based, but turn order is decided by agility first, perception second, dice rolls third (if both parameters are equal). Of course, circumstances will also be taken into account, but those will depend on specific situations.<br/>Your main resources in combat are actions points (AP) and Stamina. You get 2 AP per round, and they are used to perform most actions (movement, attacking, abilities).<br/>Stamina is used for most actions, as well, except normal movement. Normally, you start combat with Stamina = Physique, and recover 1 point per round, +1 for every two points of Physique.<br/><br/>Hitting things is where it gets a bit complex. I always found the basic hit/miss mechanic of DnD a bit silly, so here's my alternative.<br/>All attacks have an Accuracy (ACC). For melee, it's Agility + skill_level + 1d6. For ranged, Perception + skill_level + 1d6. For most magic, Mind + Perception + skill_level + 1d6. Abilities can have their own ACC modifiers.<br/>ACC is compared to a character's Passive Dodge, which equals Agility + Perception. If ACC is below that, then the defending characters avoids the attack for free. Otherwise, other actions must be taken to avoid damage.<br/>Damage and armor depend mostly on the equipment and/or abilities used. Armor is fully effective against physical damage, but only 50% effective against magic (and ineffective against status effects, like poison).<br/>Additionally, critical failure attacks always miss and put the attacker at a disadvantage, while critical success attacks always hit and can deal critical wounds.<br/><br/>A character's max health is normally 2x Physique. Dropping to 0 means passing out, dropping to negative Physique means death. However, how damage is taken is also a bit different from usual. There are three types of damage you can take.<br/>Fatigue. When you are hit, but your armor absorbs all damage, you take fatigue damage. This depends on the attacker's weapon and physique. It takes away your stamina, and if you hit 0 stamina, it damages your health. However, fatigue damage heals up on its own after combat.<br/>Wound. If your armor can't absorb the full force of the attack, you take the excess damage to your health. It can be healed by resting or using healing abilities and items.<br/>Cripple. If you take a critical success hit and your armor doesn't negate the damage, you take crippling damage instead of wounds. This reduces your maximum health until healed by surgery or special abilities and items. Crippling damage also has a chance to reduce your core parameters until healed.<br/><br/>I will gradually add this information (as well as basic information about types of equipment) to the opening post, as well.<br/>But as I was typing this up, I realized a serious oversight on my part. That is, I'm not sure how to implement the dice rolls, since I don't believe Eka's has such a function.