VoreD6


What's this?

Vore D6 is not a vore game in and of itself. But, rather, it is a frame work in which to construct vore games from. Think of it something like the 'd20 system' used as a framework to make many tabletops. Because of this, it may take different shapes and forms depending on the demands of the game being made. Currently, the game that uses the rules outlined in the profile below closest to how they are written here, is Vore n' Vanquish.

Core Mechanics

Typical Stats:

  • Hit Points: typically you do not die at zero hp like in other games. However, the lower your HP, the harder it is to devour others (if capable) and the harder it is to resist being devoured yourself.

    Monsters often die at 0hp, while players die at -5 hp. Each negative hitpoint makes you weaker, raising target numbers for all rolls by 1.

  • Fight: Your ability to hit, and not be hit by others.
  • Size: Your overall size. Humans are around size '4'.

    If a larger creature applies a 'pin' to a smaller one, it also does damage in relation to the difference in size. (treat difference in size as level, see Damage below).

  • Move: Your overall movement speed. Humans are around move '4'. This helps you 'get away' in most systems. In hex crawl games, it also controls how many hexes you can move per day.
  • Level: Games often have a 'level up' system. When they do, your level will effect the damage you do, as well as a number of other misc things.
  • Player Facing:

    The VoreD6 system is designed to be almost entirely player facing. GMs never, or atleast rarely ever will need to roll, focusing more on stuff like book keeping, narration, or generating random events.
  • Combat Rolls

    Most rolls done by players is a !2d6. Typically, players will be rolling !2d6 2 times. One time for their action (attacking), and another time to prevent others from acting upon them (defending). Each roll will have a target number needed for success.
  • x-in-6 rolls

    While most rolls are 2d6, many other simpler rolls will be a 1d6 roll. On these, for the thing to succeed, one must roll low. For example, a 2-in-6 means you must roll a 1 or a 2 on a 1d6.
  • Roll Table
    Under 2D6 Over
    Rating Comparison -3-2 -1 Equal +1 +2+3
    Target Number 5* 5* 6 7 8 9* 9*
    * 5's always miss. 9's always hit.

    Ratings

    To determine the target number one needs to roll to 'pass' a check, one has to compare the 'rating' of the relevant combat stat to the rating of the relevant combat stat of the enemy. Determine how much 'over' or 'under' and add or subtract that roll from 7.

    • Attack/Defend: Fight vs Fight to do damage/ not take damage.
    • Vore Check: Current HP versus Current HP to pin/remove pin.
  • Damage

    Damage dealt is determined by the level of the attacker.

    Level 1-21 Damage
    Level 3-42 Damage
    Level 5-63 Damage
    Level 7-84 Damage
  • Safe or in danger

    Players or Monsters not being attacked can't take damage, so don't need to make a defensive roll. They also cannot be pinned. The GM will apply 'common sense' to determine who is safe, and who is in danger.

  • Fleeing/Evading Combat

    Use move as raiting. If fail, you will still take damage as if attacked. If you are in a pin you can not flee. If you are pinning somone, you must surrender your pins to flee.

  • Pins and Vore

    1 pin
    2 pins (consumed)

    'Pins' are a representation of how far along one character is from completely devouring another. This is done by 'adding pins' until a certain amount of then accumulated against a character, inwhich they are considered devoured. If a character has pins already applied to them from another character, they must remove all pins first before being able to apply pins to that target. Making the act of having pins applied to you and the target as something like a tug of war. For the sake of simplcity, both adding pins and removing pins are refered to 'applying pins'.

    Pins needed to consume

    It always takes 2 pins to completely consume prey. If the predator is larger than the prey, the prey will take damage equal to the difference in size.

    Auto-Vore

    During any combat action you have the chance to apply pins, or have pins applied to you. If the player rolls double evens, they apply 1 pin to opponent. If the player rolls double odd numbers, the enemy applies 1 pin toward the player. Snake eyes or boxcars (rolls double 'ones' or double 'sixes') will apply 2 pins instead. These conditions apply to both the attack roll, and the defending roll the players make.

    Snake Eyes
    Enemy applies 2 pins to you.
    Double Odds
    Enemy applies 1 pin to you.
    Double Evens
    You apply 1 pin to enemy.
    Box Cars
    You apply 2 pins to enemy.


    * Gm Note: If you roll double evens, or double odds (vore happens) the total will always be an even number. If you roll an odd and an even (no vore) the total will always be an odd number. There for, check all totals and note any totals that are even numbers, then see if you need to apply vore to the player or the monster for each.
  • Manual-Vore (Vore Check)

    To preform vore as an action, compare your current HP to the current HP of the target and treat them as ratings to determine the target number. On a success, apply an additional pin to the target. On a fail, the monster hurts you as per normal.
  • Escaping digestion

    The consumed character takes damage from the predator at the beginning of the round (see damage for amount). The consumed prey can not act, nor can they be acted upon. Instead, they must preform a vore check to attempt escape.

    The GM may choose weather or not prey non-player characters will require the player to make vore checks to 'keep them down' or if they are just doomed outright.

  • Combat round

    1. Phase 1: Telegraph phase: The gm posts a small post telegraphing what the enemies of the players might do next, baring in mind to describe who is in 'danger' and who is 'safe' based on the circumstances of what is happening.
    2. Phase 2: Declaration phase: Everyone declares what action they wish to take.
    3. Phase 3: Roll phase:Players make rolls for combat. Typically, this means rolling 2d6 2 times, the first 2d6 rolled is there attack, the second is their defense of any attacks aimed at them.
    4. Phase 4: Roleplay Phase: All players post their RP posts, starting with the gm, who uses the results of the rolls to set a scene for the players to bounce off from.
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