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.
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.
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).
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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.
Damage dealt is determined by the level of the attacker.
Level 1-2 | 1 Damage |
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Level 3-4 | 2 Damage |
Level 5-6 | 3 Damage |
Level 7-8 | 4 Damage |
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.
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.
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'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'.
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.
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. |
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.