Advanced Fapp
Advanced Fapp
Kah
Rabbit Character
Database
Valley Sheet
1
Warning!
This Book is Gross!
This book contains explicit and super weird adult content that is not suitable for most folks. This book
provides rules for nearly every form of bizarre and impossible fetish, so even the truly adventurous will
likely find something that they don’t like. Keep in mind that when playing Fapp it’s easy to ban certain
content in order to tailor the game to be something you and other players are into. Trying to play with
everything on at once, though it makes for a pretty sweet clusterfuck, may not be everyone’s cup of tea.
Steel yourself, unzip, and read on.
2
Version 27 Patch notes
Artifacts Fleshcrafter
• Clarified that Artifacts cannot be broken by • Fleshcraft now has a limit on how valuable an
normal means. item it can create, up to a value equal to your
AP.
Equipment • Incorporate can now also be used on a
• Added Boots. creature voring you.
• Added Cocksock. • Meat Tornado now clarifies that it does not
• Added Instrument. damage the primary target.
• Reduction now also allows you to un-equip
Kinks equipment worn by or blocking the target
• Added Tailchaser. Asset.
• Added Taurfan. • Supersize now also allows you to destroy
equipment worn by or blocking the target
Mutations
Asset.
• Floaty reworked to allow 3 squares of
movement in any direction regardless of Matron
Speed/Assets. • Forcefeed now also allows you to destroy Body
• Living Suit now clarifies that the suit is worn and Waist equipment worn by the target.
as Body Equipment. Also clarified that the
suit’s Size is used by both parties. Rektyl
• Bloat now also allows you to destroy Body and
Natures Waist equipment worn by the target.
• Fire Nature now only inflicts Tired on a melee • Churn can now also be used with Tendril.
attacker that fails to deal damage to you. • Containment can now be used while already
possessed, and now also requires a successful
Beguiler
opposed Will check.
• Added Sway.
• Growth now also allows you to destroy
Cumslinger equipment worn by the target.
• Deluge now also allows you to destroy Body • Inflate now also allows you to destroy Body
and Waist equipment worn by the target. and Waist equipment worn by the target.
• Intercept Meal now also works on Vices.
Fiend
• Added Brain Drain. Stud
• Hell’s Home Delivery now has a limit on how • Cumflation now also allows you to destroy
valuable an item it can create, up to a value Body and Waist equipment worn by the
equal to your AP. target.
• Shrinking now also allows you to un-equip
Twink
equipment worn by the target.
• Added Feeding.
• Added Knead.
• Added Massage.
3
Chapter I: Fapp Harder
In its current Incarnation, Fapp provides What you Need
provides a way to explore wild and chaotic erotic Access to the Fapp rules. That may include this
adventures behind the comfort of dice and text. rulebook or other sources. Feel free to copy the
this book and share with your friends, but we
One of the main focuses for Fapp is providing ask that you don’t do the same with any of the
venues for lasting change. A character’s body and published sourcebooks for sale, as we need the
mind can both undergo permanent changes at the returns from those to keep making more books!
behest of their enemies as well as from friendly
forces, reshaping them over the course of an Next, you’ll need a group! Fapp can be played
adventure, perhaps even leaving them completely in-person at your gaming table, or over the net
unrecognizable as their former selves. using messaging clients, voice calls, or even full
tabletop applications like Roll20 and MapTool.
Because Fapp focuses on deep horizontal
progression, a plethora of options are available Fapp supports any number of players, but the
at your fingertimes for crafting the perfect build ideal group size is recommended to be between
to fit any niche or fetish. By focusing on one or 3 and 6 players. If you don’t know other folks
two key Stats, a character can easily plateau in who want to play, take a look on your friendly
effective power right from creation, and from local message board or chat client. The Fapp
there expand not in strength, but in the overall Discord server is a great place to check.
number of tools available to them. Because
of that, it may require time to look over all Once you have your group locked down,
the options available to you as a player during one of these players will become the GM, or
character creation. GameMaster. It’s as cool as it sounds, but
also a lot of work. The GM will be responsible
If you’re a fan of analyzing rulesets, constructing for setting up the world, monsters, and non-
niche playstyles, and dealing with permanent player-characters that the rest of the group
consequences of battle (including permanent interacts with, and may also be responsible for
alterations to your character’s mind and body), scheduling game sessions. Now you’re almost
then Fapp offers a wealth of options for just that ready to begin your Campaign!
kind of play. So read on an enjoy!
Next Steps
If you’re a player in a Fapp game, your next step
is to move on to the Character Creation chapter,
after your GM informs you about the limitations
and special quirks of their campaign.
4
GM Preparation Setting
Okay, GM’s only in this section, got it? Whew. So, The setting of your Fapp adventure is quite
I don’t know if you’re a masochist or just drew important. The setting determines what the
the short straw here, but GMing is pretty freakin’ world your players explore will be like, including
difficult. Here’s the basic rundown of what you what period or cultural era it takes place in, what
need to have prepared before your Campaign’s level of magic and/or technology is present (if
first session. We’ll go over each one in depth any), and what sort of characters inhabit the
afterwords. realm (be they humans, monsters, or something
else entirely). This book contains some basic
• Player Preferences information on Jizzral, a fantasy setting designed
• Setting for use with the Fapp setting, but you may want
• Storyline to design a setting of your own, or adapt one from
• Maps (Optional) an outside form of media that your group enjoys.
• NPCs and Enemies Other books in this series contain other settings
• Player Preferences you can explore as well.
Storyline
Because of the broad range of options included
Your next step is to determine the specific
in Fapp there’s invariably going to be some
plotlines surrounding this particular campaign.
stuff your players aren’t into. Before you go
This includes any ongoing conflicts in the
any further in your planning, it’s important to
sit down with your players (all together or one- area of relevance for the campaign, as well as
on-one) and go over what they do and don’t major events like invasions, natural disasters,
want included in the campaign. You may want demonic uprisings, etc. You’ll give some of this
to present the list of Actions, Mutations, and information out to your players ahead of time, so
Kinks to each of them, and have them select they can tailor their characters to the campaign
a few to ban from play. You don’t want folks they’ll be playing in, allowing them the option to
uncomfortable with the content, since the whole build their backstories and traits to fit in with the
point of the game is arousal! You may also ask situations at hand. The rest of this information
which ones are their favorites, and make note will be kept to yourself, as secrets to reveal during
of those as points to work around when you’re the course of the campaign, based on the players
preparing the rest of the campaign. It’s important actions. One common tricks for GMs to employ
to dicuss consent and whether your group wants is a Plot Hook, an introductory event that gathers
to include encounters of nonconsent or dubious the players together and unites them towards a
consent. Make sure all players are comfortable common cause.
with what’s likely to appear in your session before
you begin.
5
Maps NPCs and Enemies
The Fapp system is tailored for play with a Next, you’ll need to prepare the non-player-
square-grid map. If you’re playing in-person, characters and enemies you anticipate your
you may wish to use a special board or table for players will be interacting with. This includes
this purpose, but can just as easily use grid paper, friendly and neutral folks you don’t anticipate
or draw lines of your own with a steady-enough the players to struggle against, and enemies they
hand. If you’re playing over the web, you can might clash head-on with. Like with maps, feel
use a tabletop client like Roll20 or MapTool to free to only prepare NPCs and enemies you forsee
simulate a tabletop with your friends, or use a will be relevant in the immediate future.
shared spreadsheet through GoogleDoc or similar
to battle on. For online play, it’s reccommended If you anticipate your players will end up
to make sure ahead of time that all of your players combatting an NPC or Enemy, you’ll need to have
can run and connect to whatever software you’re their Character Sheets prepared. You can prepare
using. Some of these clients also have built-in these on notecards, spreadsheets, or even natively
chat services, so you can roll dice and roleplay all in netplay clients. If your players end up fighting
in one place, but you may prefer to separate in- someone you didn’t expect them to, you can
character roleplay and out-of-character chatter to always figure out builds for them on the fly, but
external messenger clients or voice calls. doing so too frequently may slow the game down.
6
Chapter II: Character Creation
The first step in character creation should be AP
to visualize what sort of character you want to Short for ‘Advancement Points’, AP are a measure
make before you start translating their abilities, of a character’s overall strengths. Each Stat
features, and personality into game mechanics. Rank and Action costs 1 AP, so a character’s AP
The rules for Fapp support a wide variety of Total should equal the sum of their stats plus
playstyles, but if there’s something core to your the number of Actions they know, unless they’re
character concept that isn’t represented, discuss holding onto some unspent AP for later. Most
with your GM the possibility of adding that new characters start with 20 AP, but your GM
feature as a Boon for your character. may increase the limit for high-end adventures
featuring veteran characters.
Character creation follows the following simple
steps. Each is described in its own section later. Advancement
• Determine how much AP you have to spend. When you gain enough experience through your
• Select your Nature. adventures to become stronger, as determined by
• Select an Age. your GM, you gain an additional +1 AP.
• Select a Size. You can spend AP while Resting to learn new
• Select any number of Assets. Actions or increase your Stats.
• Select any number of Kinks
• Select any number of Mutations AP may also be refunded if your Actions are
• Spend AP on Stats and Actions. forgotten or your Stat total is reduced. This
• Flesh out roleplay characteristics, like typically requires special Actions to perform,
appearance, gender, personality, and history. but your GM might allow you to retrain away
unwanted Stats and Actions during downtime.
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Nature
A character’s Nature determines what they’re made out of. Most characters have no Nature, but some
rare varieties have one or more Natures that describe the special properties of their composition.
Botanical
You’re infused with arboreal plant or fungal matter. You gain Advantage on checks to remain Hidden
in natural environment. Fire and Ice attacks gain Advantage against you. Fluid and Electric attacks
suffer Disadvantage against you.
Demon
You’re a foul demon attuned to Hell itself. You are immune to Shame and are always Corrupt. Corrupt
doesn’t hurt you, but instead gives you Primed when you attack an ally. You can choose to deal Dark
damage instead of Physical. Holy attacks gain Advantage against you.
Digital
You’re composed of digital information
made manifest. You can enter into digital
systems you touch, and exit from them
into real-world terminals connected to
them as an Action.
Earth
You’re infused with earthen materials like
stone or crystal. Electric, Fire, Pain, and
Physical Attacks suffer Disadvantage against
you. You sink in water and suffer Disadvantage
on all Speed checks.
Electric
You’re infused with electricity or similar energy. You
inflict Stun on Soaked enemies that deal damage to
you in melee. You can choose to deal Electric damage
instead of Physical.
Fabric
You’re composed of some type of clothing
material like rubber, lycra, latex, etc. Fire
and Ice attacks gain Advantage against you.
Electric, Fluid, and Pain attacks suffer
Disadvantage against you.
Fire
You’re infused with flaming
embers. You inflict Tired
on any target that deals
no damage against you
with a melee attack.
You can choose to deal
Fire damage instead of
Physical. Fluid attacks gain Advantage
against you.
Fluid
You’re composed of water, spunk or some
other fluid. You can fit through tight
spaces, suffer Disadvantage to resist
Vore, always have Soak, and you
inflict Soak on any target that
damages you in melee. You
can choose to deal Fluid damage
with your Physical attacks. Electric and
Ice attacks gain Advantage against you. Fire
and Pain attacks suffer Disadvantage against you.
8
Food Swarm
Your body is made out of an delicious edible Your body is composed of countless smaller
substance. You restore SP equal to your Stamina creatures. You can pass through tight spaces, but
to a target that applies Vore to you, gain Area Attacks gain Advantage against you.
Advantage on attacks against Hungry targets, and
checks made to Vore you gain Advantage. Undead
You’re composed of rotting flesh and/or
Holy hardened bone. You are immune to Shame, and
You’re a celestial creature infused with divine always Nasty and Corrupt. Corrupt does not
power. You regain an additional +1 SP whenever hurt you, but instead blocks all SP recovery from
you regain SP. You can choose to deal Holy Matron and Tantrist Actions. You can choose
damage instead of Physical. Dark attacks gain to deal Dark damage instead of Physical. Holy
Advantage against you. attacks gain Advantage against you. Dark attacks
suffer Disadvantage against you.
Ice
You’re infused with freezing ice. You inflict Stuck
on any target that damages you in melee. You can
choose to deal Ice damage instead of Physical.
Fire attacks gain Advantage against you. Fluid
and Pain attacks suffer Disadvantage against you.
Metal
You’re composed of hard and unforgiving metal.
Electric attacks gain Advantage against you.
Physical and Pain Attacks suffer Disadvantage
against you.
Spectral
You’re made up of insubstantial matter. You
can pass through obstructions, and suffer
Disadvantage on Pain and Physical attacks. You
can choose to deal Mental damage instead of
Physical if this is your only Nature. Pain and
Physical attacks suffer Disadvantage against you.
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Age
A character’s age has no direct effect on their gameplay mechanics, but certain age groups can benefit
from (or be trageted by) certain special effects that deal with age difference and alteration.
Young Young adults still naive and fresh to new experiences
Adult Experienced adults familiar with the ins and outs.
Old Older MILFs and DILFs with plenty of experience.
10
Size
A character’s size is quite influential over their combat capabilities. Characters add their Size to their
SP total, but subtract it from the number of Dice they roll for stealth checks. Characters stuck in a
space too small for them (including when sharing a square with a larger creature) suffer Disadvantage
on all rolls, but may choose to cling to and move with that larger character whose space they occupy.
Characters of Large size or larger take up more squares than normal.
-4 Fine So small you’re hard to see!
-3 Miniscule Small enough to fit in a normal person’s hand.
-2 Tiny As small as a mere infant.
-1 Small As small as a young teen or child.
+0 Medium As large as a typical adult.
+1 Large (2x2 Squares) A hulking size that makes some doors difficult.
+2 Huge (3x3 Squares) Building-sized behemoths that pretty much need to stick to the outdoors.
+3 Gigantic (4x4 Squares) Towering titans that can usually be seen coming from quite a distance.
+4 Macro (5x5 Squares) Truly massive creatures that shake the very earth where they tread.
11
Assets
Assets are physical features characters have that each grant an Action that can be used in combat.
Additional Actions you learn can also make use of your Assets. Characters can choose as many Assets
as they like during character creation, but be aware that some effects can easily exploit those with an
abundance of Assets. Most characters have Ass, Feet, Hands, and Maw at the very least, plus some
genitals. Some Actions can add or remove Assets, and some Actions target specific Assets.
Ass Deal physical damage to adjacent target. Gains Advantage if target has Hard.
Belly Deal physical damage to adjacent target. Gains Advantage if you have more Stamina than your target.
Cock Deal physical damage to adjacent target. Gains Advantage if target Asset has Gaping.
Feet Deal physical damage to adjacent target, or move a number of squares equal to your Speed + 3 while not Prone.
Hands Deal physical damage to adjacent target. If you deal damage, you may instead forgo it to Grapple them or Steal an item.
Maw Deal physical damage to adjacent target. Gains Advantage if target has Soak.
Muff Deal physical damage to adjacent target. Gains Advantage if target has Virile.
Sack Deal physical damage to adjacent target. Gains Advantage if target has Prone.
Tail Prevent your Ass from being targeted until your next turn.
Tendril Deal physical damage to adjacent target. Gains Advantage if target has Stuck or Bound.
Tits Deal physical damage to adjacent target. Gains Advantage if target has Hungry
Wings Move a number of squares up to your Speed in any direction, even vertically.
12
Kinks
Kinks are mental aspects of your character that provide passives bonuses and/or penalties. They
provide personality and flavor, but can easily be exploited and turned against you.
Addict Caretaker
You gain Tired at the beginning of each Increase the final amount of SP you restore
encounter, but you can use a Vice as a Swift to allies other than yourself by +1 (+2 if they
Action. are your Minion). You suffer Disadvantage on
damaging Attack rolls against targets who have
Aficionado not damaged your allies.
Whenever you gain Disgust, gain Hard and
Primed instead. Carpetmuncher
Attacking a Muff with your Maw, or having your
Avarice Maw attacked by a Muff makes you Hungry and
If you are not in possession of an Item you have Primed, and you gain the benefits of consuming a
Stolen during this encounter, you must spend at Vice.
least one Action attempting to Steal an item each
round. You gain Advantage on all rolls made to Chastity
Steal items. Your maximum SP increases by +1 for each of
your Assets that is rendered inaccessible by an
Awareness Item you are equipped with. You take 1 Mental
You suffer no penalty for being Blind. Your damage each time one is removed.
psychic sensitivity also makes you Hard whenever
you suffer Mental Damage. Chickenhawk
You gain Advantage against Young targets, and
Beefeater they gain Advantage against you.
You gain Advantage against targets with more
Power than you, and they gain Advantage against Chubby Chaser
you. You gain Advantage against targets with Belly
that have more Stamina than you, and they gain
Breeder Advantage against you.
You gain Primed and Hard whenever you cause
or gain Preggers. Connoisseur
You gain Advantage against targets of the Food
Nature, and they gain Advantage against you.
13
Cumslut Incestuous
When you are dealt Fluid damage, you gain Soak Your Attacks gain Advantage against direct
and Primed. Attacking or being attacked by a relatives, and their Attacks gain Advantage
Cock gives you the benefits of consuming a Vice. against you.
Diablophile Inquisitive
You gain Advantage against targets of the Demon You gain Advantage against creatures you have
Nature, and they gain Advantage against you. never attacked before, and they gain Advantage
against you.
Dominant
You gain Advantage against targets with less Ego Macrophile
than you, and they gain Advantage against you. You gain Advantage against targets of a larger
Size category than you, and they gain Advantage
Exhibitionist against you.
Your Max SP increases by the number of
strangers observing you in combat (up to double Masochist
your normal SP), but you suffer Disadvantage When you take Pain Damage, you gain Primed
on all Attacks if there are no strangers observing and Hard.
you.
Microphile
Fabric Fetish You gain Advantage against targets of a smaller
You gain Advantage against targets of the Fabric Size category than you, and they gain Advantage
Nature, and they gain Advantage against you. against you.
Filthmonger Metaphile
While you have Nasty, gain Advantage against When another character alters your Boon, Assets,
foes that have Disgust. Mutations, Nature, Age, Size, or Physical Stats,
you gain Hard and Primed.
Hedonist
Your Attacks gain Advantage against targets with Necrophile
fewer Kinks than you. Attacks made by targets You gain Advantage against targets of the Undead
with more Kinks than you gain Advantage against Nature, and they gain Advantage against you.
you.
Nevernude
Your maximum SP increases by +1 while you are
wearing equipment. You suffer Shame for as long
as you have no equipment on.
Nudist
You can move one square further than normal
while not wearing Equipment. You gain Shame
for as long as you have equipment on.
Oedipus Complex
You gain Advantage against Old targets, and they
gain Advantage against you.
Oblivious
You neither gain nor inflict Charm, Corrupt, or
Fixation, and you suffer Disadvantage on Insight
rolls.
Overwhelming
Charms and Fixations towards you cannot be
overwritten by other Charms and Fixations, and
your Thralls cannot be made Thralls to others.
Pawslut
Attacks made with Feet gain Advantage against
you. You gain Hard when attacked with Feet, and
Advantage when you attack Feet.
14
Possessed Submissive
You are being possessed by another creature. You You gain Advantage against targets with more Ego
share a Location without being Disadvantaged than you, and they gain Advantage against you.
by sharing a space, and effects from a third party
affect both of you. The possessor can make an Tailchaser
opposed Will check against you on their turn each You gain Advantage against targets with the Naga
round to use your Actions, Mutations, Physical Mutation, and they gain Advantage against you.
Stats, Size, Nature, and Age, and may chose
to exit you to an adjacent square as an Action, Taurfan
removing this Kink. You gain Advantage against targets with the Taur
Mutation, and they gain Advantage against you.
Prey
You suffer Disadvantage on checks to resist and Technophile
escape Vore, and gain Hard and Primed each turn You gain Advantage against targets of the Digital or
you start Vored. Metal Nature, and they gain Advantage against you.
Pride Thrall
Gain Advantage on all attacks while your SP is You are the loyal Minion of another character.
full, and Disadvantage when it is not. You must always act in their interest.
Sadistic Treehugger
When you deal Pain Damage, you gain Primed You gain Advantage against targets of the
and Hard. Botanical Nature, and they gain Advantage
against you.
Sapiosexual
You gain Advantage against targets with more Voracious
Insight than you, and they gain Advantage You are always Hungry. Applying Vore to a target
against you. gives you the benefits of consuming a Vice.
Shameless Voyeur
Whenever you gain Shame, gain Hard instead. You gain Primed and Hard any time you witness a
target become Defeated, or end your turn Hidden.
Size Queen
You gain Advantage when attacking Hyper Zoophile
Assets, and Hyper Assets gain Advantage when You gain Advantage against Feral targets, and
attacking you. they gain Advantage against you.
Soulless
You are a Soulless husk devoid of the spark of life,
yet your body still moves. You automatically fail
all Ego, Will, and Insight checks, and can take
no actions unless commanded to verbally within
the past minute. If you are a Minion, you can still
be controlled as normal. This Kink can only be
gained if you are willing or defeated.
Stinkslut
You gain Advantage against targets that are
Nasty, and they gain Advantage against you.
Attacking or being attacked by a Nasty target
gives you the benefits of consuming a Vice.
Stubborn
Your Actions and Kinks cannot
be modified, except for this one,
which can only be removed with
your consent.
15
Mutations
Mutations are physical aspects of your character that provide passives bonuses and/or penalties. They
can easily be exploited and turned against you. Some Mutations apply to your entire Body, but others
only Apply to a certain Asset. Mutations that apply to a single Asset can be acquired multiple times for
different Assets. If you lose an Asset, you also lose any Mutations associated with it.
Absorbed Arboreal
Body Any Asset
You have been absorbed into the anatomy This Asset is composed of plant material of some
of another creature as one of their Assets, kind. It counts as Botantical Nature when it
occupying their space without either of you being attacks and is attacked. If all of your Assets gain
Disadvantaged by it. You cannot move, cannot this Mutation, it is removed and you gain the
use any other Assets, and your Host may choose Botantical Nature instead.
to deal damage to you equal to damage dealt
with that Asset. Both of you can use that Asset, Aquatic
and both are affected by any Actions or Attacks Body
that target it. This Asset is considered to have You can breathe and move normally in water, but
all Mutations both of you had for that Asset, and move one square slower than normal when not in
is considered to be of your Nature. When this water.
Mutation is removed, the host loses the affected
Asset. If the Asset is lost without transferring this Barbs
Mutation, you are freed. Cock
This Asset has sharpened nubs that make
Anal disengaging quite sensational. An adjacent foe
Belly, Cock, Hands, Maw, Muff, Tail, Tendril, Tits you attack with this Asset loses 1 SP if they move
This Asset has a rectal opening. It can be treated away from you on their next turn.
as an Ass.
Blinded
Body
You are always Blind, but immune to Charm and
Fixation.
Charged
Any Asset
This Asset is composed of electrified flesh of some
kind. It counts as Electric Nature when it attacks
and is attacked. If all of your Assets gain this
Mutation, it is removed and you gain the Electric
Nature instead.
Collective
Any Asset
This Asset is composed of a swarm of smaller
creatures of some kind. It counts as Swarm
Nature when it attacks and is attacked. If all of
your Assets gain this Mutation, it is removed and
you gain the Swarm Nature instead.
16
Cybernetic Floaty
Any Asset Body
This Asset is composed of robotic or metallic You can move up to 3 squares in any direction,
golem parts of some kind. It counts as Metal even vertically, as an Action without using an
Nature when it attacks and is attacked. If all of Asset . Push and Pull effects are also twice as
your Assets gain this Mutation, it is removed and effective on you.
you gain the Metal Nature instead.
Forsaken
Digitized Any Asset
Any Asset This Asset is composed of corrupt demonic flesh
This Asset is composed of digitized material of of some kind. It counts as Demon Nature when it
some kind. It counts as Digital Nature when it attacks and is attacked. If all of your Assets gain
attacks and is attacked. If all of your Assets gain this Mutation, it is removed and you gain the
this Mutation, it is removed and you gain the Demon Nature instead.
Digital Nature instead.
Frozen
Edible Any Asset
Any Asset This Asset is composed of frozen material of
This Asset is composed of delectable, some kind. It counts as Ice Nature when it attacks
regenerating foodstuffs of some kind. It counts as and is attacked. If all of your Assets gain this
Food Nature when it attacks and is attacked. If all Mutation, it is removed and you gain the Ice
of your Assets gain this Mutation, it is removed Nature instead.
and you gain the Food Nature instead.
Gaping
Elastic Ass, Cock, Maw, Muff
Body This Asset takes an additional 1 SP of damage
Attacks that roll any 6s against you inflict Gaping whenever it is attacked, regardless of how much
for that Asset, but you can choose to remove damage is dealt, and Cock attacks gain Advantage
Gaping when you rest, Pain attacks suffer against it.
Disadvantage against you, and you can Vore
creatures of any Size, but become Stuck while
Voring creatures above your normal capacity.
Feral
Body
Your Hands cannot be used to wield or
manipulate objects, but your physiology allows
you to move one square further than normal
when you move.
Flaming
Any Asset
This Asset is composed of blazing material of
some kind. It counts as Fire Nature when it
attacks and is attacked. If all of your Assets gain
this Mutation, it is removed and you gain the Fire
Nature instead.
Flared
Cock
This Asset has a flared head that grants
Advantage on Cock attacks when you’ve already
made one against the target, but Disadvantage
when you haven’t. This effect resets if the two of
you separate, or you switch which Asset or Target
you attack with that Cock.
Flesh Bud
Body
The Fleshcrafter that applied this Mutation to you
can use Fleshcrafter Actions on you as if you were
adjacent to them, from up to 5 squares away.
17
Handy Living Suit
Maw, Feet, Tail, Tendril, Wings Body
This Asset is shaped to resemble a hand. It can be You can be worn as Body Equipment by another
treated as Hands. character of your same Size or smaller. Either
of you can initiate this process as an Action, but
Hyper it requires a contested Power check if one party
Any Asset does not consent. The two of you share a Location
This Asset rolls another dice for each 6 it rolls without suffering Disadvantage for sharing the
when Attacking or being used to inflict Vore. You same space, and effects from a third party affect
can move one square fewer when you move for both of you. Either of you can use the better
each Hyper Asset you have. If an already-Hyper Physical Stats of either party, but both can only
asset is made Hyper again, you become Stuck. use the outer party’s Parts, Mutation, Nature,
Attempts to remove this Asset or grant it Micro and Age. Either of you can separate as an Action
instead remove this Mutation. (requires Contested Power check if one party does
not want to).
Integrated
Any Material
This Asset has a piece of Equipment that can be Any Asset
used by this Asset melded into its Flesh. It cannot This Asset is composed of inorganic material of
be disarmed, removed, or stolen, and no other some kind. It counts as Fabric Nature when it
items can be used in that Slot. attacks and is attacked. If all of your Assets gain
this Mutation, it is removed and you gain the
Knotted Fabric Nature instead.
Cock
This Asset has an enlarged knot that causes you Merged
to tie using it. When you roll a 6 with this Asset Body
against an adjacent foe’s Ass, Belly, Cock, Maw, You are Merged with another creature. You share
or Muff with this Asset, you both Grapple each a Location (without being Disadvantaged by
other. sharing a space) and Size (the larger of the two)
and effects from a third party affect both of you.
You can use one another’s Parts and Mutations.
Micro
Any Asset
This Asset suffers Disadvantage with all attacks
it makes, but all attacks targeting it also suffer
Disadvantage. It also moves one square fewer
than normal when used to move. Attempts to add
Hyper to this Asset instead remove this Mutation.
Modular
Any Asset
This Asset can easily be removed or re-attached
by you or someone adjacent to you. It can
be stolen or destroyed as if it were a piece of
equipment. When you attack with this Asset, you
can Detatch it as a Swift action, allowing you to
continue attacking that target with it even when
not adjacent, unless they spend an Action to
remove it. It can thereafter be used as a Held item
until it is re-attached as an Action. Additionally,
if the Modular Asset is re-attached to another
Asset instead of it’s usual spot, it can instead be
used as an Asset-mimicing Mutation of that Type
if the attached Asset is capable of supporting it. If
it is Attached to a character that already has that
Asset, they gain Multi for that Asset.
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Multi Oral
Any Asset Ass, Belly, Cock, Feet, Hands, Muff, Tail, Tendril, Tits
If you use this Asset multiple times during your This Asset has an oral opening. It can be treated
turn, the second and any subsequent uses gain as a Maw.
Advantage. If this Asset is attacked multiple times
in the same turn, the second and any subsequent Parasites
attacks gain Advantage. Attempts to remove this Body
Asset instead remove this Mutation. Your body is host to countless swarming
parasites. At the beginning of your turn, they
Multieye convert a random condition you have into Nasty.
Body
You gain Advantage on Insight checks made to Pawtastic
notice things visually when you are not Blind. Maw, Hands, Tail, Tendril
This Asset has been morphed to resemble a foot.
Multihead It can be treated as Feet.
Body
You enjoy Advantage on all Ego, Insight, and Will Phallic
rolls, unless you gained a Condition within the last Feet, Hands, Maw, Muff,,Tail, Tendril, Tits
round, which causes those rolls to suffer Disadvantage This Asset has been given a phallic shape. It can
instead. You also count as your own ally. be treated as a Cock.
Naga Petrified
Body Any Asset
Your Tail can instead be used to move up to This Asset is composed of solid stone of some
3+Speed Squares even while Prone, but no more kind. It counts as Earth Nature when it attacks
than one square in the same direction without and is attacked. If all of your Assets gain this
turning. Mutation, it is removed and you gain the Earth
Nature instead.
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Preggers Slippery
Body Body
You are pregnant, gaining +1 Max SP, but move one You gain Advantage to escape Grapple, but
square fewer when moving. When this Mutation is Disadvantage to maintain Grapple.
removed, you gain Tired and lose 1 SP as you give
birth / lay eggs. Preggers naturally ends after 9 Spurty
months, and your GM may rule it has a chance to
occur when dealing Cock damage to a Muff. If you Ass, Cock, Maw, Muff, Tits
gain Preggers while already Preggers, you become You suffer 1 SP of Fluid damage whenever
Stuck. you Attack with this Asset, even if you deal no
damage. Those who attack this Asset with their
Prehensile Maw regain SP equal to the damage rolled in
Cock, Feet, Hands, Maw, Muff, Tail addition to, or instead of dealing damage (their
This Asset has an elongated, prehensile nature. It choice) and remove this Mutation.
can be treated as a Tendril.
Stacked
Projection
Any Asset Ass, Belly, Cock, Sack, Tail
This Asset is composed of ectoplasmic energy of This Asset has its own mammaries. It can be
some kind. It counts as Spectral Nature when it treated as Tits.
attacks and is attacked. If all of your Assets gain
this Mutation, it is removed and you gain the Stench
Spectral Nature instead. Body
You always have Nasty.
Receptive Flesh
Body Sticky
Fleshcrafter Actions can be used on you as Swift Body
actions. You gain Advantage to maintain Grapple, but
Rotting Disadvantage to escape Grapple, and continue
Any Asset Grappling even when you cannot take Actions.
This Asset is composed of undead flesh or bone You can also climb walls and ceilings at your
of some kind. It counts as Undead Nature when it normal speed.
attacks and is attacked. If all of your Assets gain
this Mutation, it is removed and you gain the Sweaty
Undead Nature instead. Body
You always have Soak.
Sacred
Any Asset
This Asset is composed of sanctified flesh of some
kind. It counts as Holy Nature when it attacks
and is attacked. If all of your Assets gain this
Mutation, it is removed and you gain the Holy
Nature instead.
Sagsack
Sack
When you move, you gain Hard and Primed, and
gain Spurty for your Cock if you have one.
Scent
Body
You suffer no penalty for being Blind, and gain
advantage on Insight rolls to detect hidden
creatures and objects, but suffer Disgust if within
5 squares of a source of Nasty, instead of the
normal distance of 1 square.
Slime
Any Asset
This Asset is composed of regenerating fluid or
goo of some kind. It counts as Fluid Nature when
it attacks and is attacked. If all of your Assets
gain this Mutation, it is removed and you gain the
Fluid Nature instead.
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Taur Vaginal
Body Ass, Belly, Cock, Hands, Maw, Tail, Tendril, Tits
You have four (or more) feet in addition to a This Asset has an a vaginal opening. It can be
bipedal upper body. You can be comfortably treated as a Muff.
ridden by creatures of your Size or smaller,
and move +1 square further than normal when Weaponized
moving in a straight line, but 1 less than normal Any Asset
when not moving in a straight line. This Asset contains a natural weapon, like
oversized fangs, claws, or horns, which allows you
Testicular to deal Pain damage when attacking with it, even
Maw, Tail, Tits if the Asset cannot normally Attack. If you choose
This Asset has its own balls. It can be treated as a to deal Physical damage instead, the attack
Sack. suffers Disadvantage.
Unchanging Winged
Body Hands
Your Assets, Size, Nature, Age, Appearance, This Asset has a winged structure. It can be
and Mutations cannot be modified, except for treated as Wings.
this one, which can only be removed with your
consent.
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Boons
A Boon is a special Passive that cannot be obtained through normal means, with much more
siginficant impact on a character than Kinks or Mutations. They are often rewarded as a result of long
quests or as the divine blessing of a God. Some Boons also come with negative effects, that may make
them seem more like curses than boons. A character can only have a single Boon. A number of sample
Boons are listed below, but Boons should often be created to cater to a character’s specific personality
and circumstances, often a representation of their unique abilities or a reward for their conquests.
Abhoth’s Blessing Jack-Of-All-Trades
Increases your Range by 1. You can learn Actions from every Class.
22
Chapter III: Mechanics
The real meat of the Fapp system lies under the hood in the mechanics, where all the facets of your characters
come together and interact in moment to moment gameplay. This section breaks down all the facets of a
character and how they interact with the system at large.
SP
Short for ‘Stamina Points’, SP determines how much damage a character can take in a battle.
Each character has SP equal to 10 + their Stamina Stat.
SP is reduced by being attacked, and also spent to fuel some Actions.
If a character drops to 0 SP, they are Defeated and can no longer lose or gain SP.
Any changes to the Stamina Stat affect both the character’s current and maximum SP.
Stats
Stats describe the basic capabilities of your character. Stats are ranked from 1 to 5.
Stats cannot fall below 1 or rise above 5 even when altered by external effects or equipment.
When making a Stat roll, roll one d6 dice per Rank you have in that Stat and compare the total against a
Difficulty Check (DC) set by the GM. When making an opposed Stat roll, instead compare the total against a
Stat roll made by another character. The defender wins in the case of a tie.
Power: Degree of toned muscle, used for Physical and Pain attacks, and check of athletics and strength.
Stamina: Overall constitution, negates Physical attack dice and increases SP. Also used for tests of fortitude.
Speed: Quickness and agility, used used to determine initiative, how far you move, and checks of dexterity.
Ego: Self-assuredness and focus, used for all other attacks, and for social checks.
Will: Strength of mental fortitude. Negates Non-Physical attack dice. Also used for tests of concentration.
Insight: Used for commanding minions, and tests of knowledge and perception.
Combat
During combat, each character makes a Speed roll to determine their place in the initiative order.
Each character gets a turn in order through the initiative, then a new round begins and it starts again from the
top. On your turn, you can take up to two Actions. You also get one Swift action, which can be used even when
it is not your turn, but only for Swift Actions. Your Swift action comes back at the start of your turn. Actions
are granted either by your Assets or by special Actions you learn from Classes.
The GM can also rule impromptu situational things as Actions, such as opening a door or pulling a lever.
When a character makes an attack, they roll first to determine the result with the following rules, then
roleplay out the specifics of attack. When you attack, you first designate a target for the attack, as well as
which Asset of theirs you are targeting. You can target their Body instead of a particular Asset if you wish.
Roll dice to determine the damage dealt. Roll Power dice for Physical and Pain Attacks, and Ego dice for all
other Attacks. The target of the attack does not roll. Instead, they discard dice you have rolled that are equal
to or lower than their defensive Stat; Stamina for Physical attacks, and Will for Mental Attacks. Your target
then takes 1 damage for each remaining dice that hasn’t been discarded, losing that amount of SP.
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Movement
Some Actions and Assets allow you to move around the area in combat. Unless otherwise stated, you
can move through allies, but not enemies or obstructions. If you move into another creature’s square,
you both suffer Disadvantage on all combat rolls. If one of you is of a larger Size, only the smaller one
suffers this penalty.
Damage
There are nine types of damage that can be dealt in combat.
Physical damage is dealt by directly stimulating someone via touch. It is by far the most common damage type.
Pain damage actually hurts. Even though flesh regenerates rapidly in Jizzral, pain can be pleasure to some.
Dark damage is often utilized by sinister forces, corrupting and twisting desires to bring about sinful pleasure.
Electric damage utilizes electrostimulation to force foes into an early climax.
Fire damage ignites a burning need in enemies, sending them into advanced heat.
Fluid damage bombards a foe with sexual fluids, driving them towards spilling their own.
Holy damage is extremely rare, allowing the blessed to send waves of rapture radiating through a foe.
Ice damage chills and abates foes’ movements, and can prove quite effective against sensitive areas.
Mental damage directly stimulates the pleasure center’s of an opponents mind, filling them with lustful urges.
Resting
Characters that are Defeated regain all SP when they Rest for about an hour. Parties of adventurers
that are not fully Defeated may engage in friendly combat to Defeat one another (or themselves) in
order to recover via Rest. Your group can either decide to roleplay this out round by round to show
off your prowess, or skip through it and rest more quickly. Any enemies that were defeated will also
recover while the party is Resting, so it may behoove you to dispose of them, restrain them, or move
away from them before resting.
Minions
Certain Actions allow you to acquire Minions, loyal followers that obey your authority and have the
Thrall Kink denoting you as their Master/Mistress. You can obtain any number of Minions, but no
one of them can have more AP than you. Your Minions act during your turn, and do not get turns of
their own. You gain a number of Actions to distribute between your Minions at the beginning of your
turn each round equal to your Insight, but no single Minion can preform more actions in a round than
a single character would normally be capable of. Inactive Minions can be given simple orders to carry
out on your behalf unattended, but will not engage in combat. A Minion may not control Minions
of its own, and immediately dismisses any it has control over when it becomes a Minion. Minions
can gain AP by accompanying you on your adventures, but not if it would cause them to exceed your
control limit. Minions that are dismissed may remain friendly depending on how well they were
treated, but are unlikely to aid you in battle unless they enter your employ as a Minion once more.
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Conditions
Conditions are temporary impairments or advantages that can occur during combat.
Characters recover from all Conditions immediately when combat ends.
Blind Corrupt
You suffer Disadvantage on all You lose 1 SP at the end of each turn
attacks, all attacks gain Advantage if you do not attempt to deal damage
against you, and automatically fail to an ally. Does not deal damage if
checks to notice things visually. You you have no allies present.
cannot gain Charm or Fixation.
Disgust
Bound You are distracted by an extremely
Cannot use Actions except attempting good or bad smell, taking
to break free, and Tendril attacks Disadvantage on all Attacks. Ends
gain Advantage against you. You or if you end your turn not adjacent to
an adjacent ally can use an Action anything Nasty.
to make a Power or Speed check to
break free if any 6s are rolled. Fixation
You lose 1 SP at the end of each
Charm turn you do not attack the target of
You lose 1 SP each time you attack your Fixation. A Fixation from a
the Charming target, until combat new target will override a previous
ends. A Charm from a new target will Fixation. Ends if the target of
override a previous Charm. Fixation is Defeated.
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Grapple Hidden
You cannot move into a square Enemies must roll Insight against
that is further away from the target your Speed to discern your location.
Grappling you than your current Ends if you use an Action on a target
square. You can spend an Action other than yourself.
to Escape by beating the grappler’s Power or
Stamina check (their choice) with your Power or Hungry
Speed check (your choice). The character of the You must spend at least one Action
larger Size gains Advantage on this check. Ends each round attempting to deal
if the Grappler moves away from you, if they’re damage with a Maw attack, Vore
Stunned, or either of you become Vored. a creature, or consume an Item.
Attempts at these actions enjoy
Hard Advantage. Completing any of these
You lose 1 SP each time you take an actions removes Hungry.
action that is not an Attack. Ends
when you Attack. Nasty
You’re emitting an extremely good
Haste or bad smell. Creatures that are
Gain an additional Action each turn. adjacent to you (including you) gain
Disgust. This includes creatures you
move past or who move past you. Requires an
Action spent grooming (by you or an Adjacent
ally) to cure. Some objects or areas can also be
Nasty. Resting in the presence of something Nasty
immunizes you to it’s Nasty until your next Rest.
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Primed Tired
Your next attack gains Advantage. While Tired, you can only use one
Ends after your next attack. Action per round (including Swift
Actions) and cannot benefit from
Haste.
Prone
You are on the ground, causing Virile
Disadvantage on your Physical Your Cock attacks apply the Preggers
attacks, Disadvantage on ranged Mutation when dealing damage.
attacks made against you, and Muff Attacks also gain Advantage
granting Advantage to Sack attacks made against against you.
you. While Prone, you can crawl 1 square as an
Action regardless of movement modifiers. You
can spend an Action or Swift Action to drop Prone
voluntarily. You can spend an Action to get up and
end this condition.
Shame
You suffer Disadvantage on all
attack rolls until the next time you
successfully deal damage.
Sleep
You cannot use any Actions and
automatically fail all checks except
Will. At the beginning of your turn
each round, and each time you are
attacked, you have a 50% chance to
awaken. When you gain Sleep, you
lose Tired.
Soak
You are covered head to toe, making
you extra tasty. Maw attacks gain
Advantage against you. Ends if you
spend an Action washing/shaking
off.
Stuck
You cannot move, and Tendril
attacks gain Advantage against you.
You or an adjacent ally can spend
an Action to make a Power or Speed
check to free you from this condition
if any 6s are rolled.
Stun
You cannot use any Actions for one
turn. You cannot be stunned two
turns in a row.
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Vore
You are trapped inside the target that Vored you. You are cured of Grapple, enter their
square, and move with them. You can only affect and be affected by yourself and others
Vored by the same target. Actions that explicitly affect Vored targets or Vorers bypass this
restriction. You can spend your Action trying to escape by rolling Power or Speed against
the Vorer’s Power to escape into any unoccupied, adjacent square of your choice. The Vorer can make
the same attempt to eject you as an Action using their Power against your Power or Speed. These checks
automatically succeed if both parties agree to it, or one is Stunned or Defeated. A creature can only
Vore a single other creature of their own size, and any number that are smaller. Exceeding this capacity
makes the creature Stuck.
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Chapter IV: Classes
Each Class in Fapp consists of a large group of Actions that can be learned, separated by theme. A
character can typically only learn Actions from up to two classes. This rule is largely in place to help
characters focus on a theme for their build, and can be bypassed with several Boons like Jack-Of-All-
Trades for characters who truly want to experiment with very ecclectic builds. Actions that can be
used on Adjacent targets can also be used on yourself instead.
Beguiler Rektyl
Beguilers use their natural magnetism and Practicioners of internal magic, Rektyls learn how
boundless ego to manipulate others into doing to manipulate their digestive tracts to allow them
exactly what they want them to. to devour and lay waste to their foes.
Cumslinger Stud
Cumslingers specialize in firing off volleys of Large and in charge, Stud’s get access to very
volatile seed from afar, peppering their foes with few exclusive abilities, but make up for that with
endless climaxes. unparalleled beef.
Fiend Tantrist
Damned practitioners of foul magics that tap into Mystic recluses skilled in the art of denial,
the fiendish might of the demon lords to grant Tantrists know how to wield restraint to make the
themselves unspeakable powers. eventual climax all the sweeter.
Fleshcrafter Technomancer
Fleshcrafters learn how to sculpt and manipulate Brilliant inventors and gadgeteers only
flesh, transforming themsleves and others into suitable for modern and futuristic settings,
whatever they desire. Technomancers exploit technological superiority
to best foes.
Matron
Matrons serve as doting caretakers that go Twink
through great efforts to recuperate their allies and Slinky, often submissive little toys that wield
spread their fertile blessing to others. what little they have with grace and skill.
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Beguiler
Sly and cunning as they come, Beguilers are unrivaled in their mastery of the mind, utilize both
natural charm and a plethora of magical tricks to charm, confuse, and dominate all who oppose them,
while also using those same gifts to reassure and guide their allies.
Astral Voyage Awaken Obsession
Gain the Spectral Nature and enter an adjacent Target within 5 squares has their sexual
square, leaving your body in the previous square preferences redirected to a particular ideal,
as an object. Cures Bound, Grapple, Stun, and gaining Avarice, Beefeater, Carpetmuncher,
Vore for your Spectral form. Can be used while Chickenhawk, Chubby Chaser, Connoisseur,
Bound. You can spend an Action when adjacent Diablophile, Fabric Fetish, Incestuous,
to your body to re-enter it and revert your Nature. Macrophile, Microphile, Necrophile, Oedipus
Complex, Sapiosexual, Technophile, Treehugger,
Awaken Deviance or Zoophile.
Target within 5 squares has their mind opened
to more expulsive and hedonistic desires, Awaken Submission
gaining Addict, Aficionado, Breeder, Cumslut, Target within 5 squares has their submissive
Exhibitionist, Filthmonger, Hedonist, Inquisitive, desires heightened, gaining Beefeater, Caretaker,
Nudist, Shameless, Stinkslut, Voracious, or Chubby Chaser, Macrophile, Masochist,
Voyeur. Metaphile, Nevernude, Oblivious, Oedipus
Complex, Pawslut, Prey, Size Queen, Stinkslut, or
Awaken Dominance Submissive.
Target within 5 squares has their dominant
tendencies bolstered, gaining Dominant, Bimboification
Microphile, Overwhelming, Pride, Sadist, or Adjacent target suffers -1 Insight.
Voracious.
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Blow Mind Ecstasy
Directly attack the mind of a target within 5 Overload a target within 5 squares with pleasure,
squares, dealing one die of Mental damage per dealing Mental damage. They may choose to gain
Kink they have, up to 5. Stun to negate this damage.
Bodyswap Embarrassment
Make an opposed Will check against an adjacent Target within 5 squares suffers Shame.
target to swap bodies with them; swapping
Physical Stats, Appearance, Position, Age, Assets, Encourage
Boons, Mutations, and Nature. If this results Target within 5 squares gains Fixation for a target
in Stats exceeding you must lower down your of your choice, or Primed if they already have
Physical Stats to match your actual AP during Fixation.
your next Rest.
Break Will
Adjacent target suffers -1 Will.
Charming Wink
Applies Charm to a foe within 5 squares. Can
instead be used as a Swift action immediately
after dealing Mental damage to that target.
Command
Swift: When a target Charmed by you or Fixated
on you takes their turn, you decide one of their
Actions.
Cryokinesis
Swift: When you attack with a beguiler action,
convert the damage to Ice. If any 6s are rolled,
inflict Stuck.
Cultivation
Adjacent target transfers one rank of Insight to
Will.
Dangerous Mind
Swift: When a creature reduces your Ego, Insight,
or Will, ignore the effect and cause it to reduce
theirs instead.
Devour Id
Swift: Adjacent target loses Assets with the
Projection Mutation, and you regain 1 SP for each
one lost.
Dream
Swift: While you are Sleeping, you can still use
Beguiler Actions this turn. In addition, your
Illusions persist even while you rest.
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Empathic Surge Erase Memory
Target within 5 spreads your choice of the Charm, Make an opposed Will check against an adjacent
Disgust, Fixation, Hard, Hungry, Primed, target to force them to forget an Action of your
or Shame Condition they are suffering to all choice. Out of combat, this can also be used on
creatures adjacent to them. a willing or Defeated target to erase memories
with an opposed Will check. Cannot be used on
Encore yourself.
Swift: Target’s current Action is cancelled and
they instead use the previous Action they used Euphoria
again, if possible. They can re-select targets and Swift: When a target within 5 squares suffers
other variables related to the Action. Mental damage, divert half of that damage to
yourself (round down). If you are the target,
Enthrall instead divert half to the attacker.
Make an opposed Will check against an adjacent,
defeated foe. If successful, they gain the Thrall Force of Personality
Kink and become your Minion. Swift: Substitute your Ego for any other Stat roll
while in combat.
Gaze
Forces target to lock eyes with you for one turn.
On your next turn, you can use Beguiler abilities
that require an adjacent target on them from any
range as long as you have eye contact. No effect
on Blind targets.
Galvokinesis
Swift: When you attack with a beguiler action,
convert the damage to Electric. If any 6s are
rolled and the target is Soaked, inflict Stun.
Humble
Adjacent target suffers -1 Ego.
Hydrokinesis
Swift: When you attack with a beguiler action,
convert the damage to Fluid. If any 6s are rolled,
inflict Soak.
Hypnosis
Target within 5 squares suffers Tired. If they
already have Tired they gain Sleep instead.
Illusion
Conjure an illusonary object or environment that
fills a number of squares up to your Ego within
5 squares. Characters interacting with the area/
object must make an Insight check against your
Ego to discover the illusion is not real. These
Illusions last until you rest.
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Inception Phantasm
Use two Beguiler actions (other than this one) on Swift: Cause your current Beguiler Action to
a Sleeping target. originate from another creature you can see
within 5 squares instead of from your square,
Incestion which can result in extended range. If you target
You cause a target within 5 squares to believe your Illusion, you can also cause it to move up to
they are a Relative to as many targets you know of 3 + Ego squares.
as you like.
Phantom Hands
Indoctrination Make a Hands attack (even if you don’t have
Copy one of your Kinks of your choice to a foe any) that deals Mental damage instead, from
within 5 squares. a distance up to your Ego. Gains Advantage if
target is Primed.
Levitation
Adjacent target gains the Floaty Mutation.
Liberate
Target within 5 squares is cured of Charm,
Fixation, and has the Thrall Kink removed.
Memetic Climax
Choose a Kink. Make a Mental attack against
everyone with this Kink within 5 squares of you
or a target affected by this attack, recursively.
Each target can only be affected once per attack.
Mind Tendrils
Make a Tendril attack (even if you don’t have
one) that deals Mental damage instead, from a
distance up to your Ego. If you roll any 6s, you
may push the target 1 square in any direction, or
Grapple them if they are Adjacent to you.
Obsession
Adjacent target transfers one rank of Will to
Insight.
Overconfidence
Adjacent target transfers one rank of Insight to
Ego.
Perversion Potential
Target within 5 squares that has a Kink gains 1d6
Kinks at random. Do not reroll invalid Kinks.
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Possession Project Id
Enter an adjacent target’s square and give them Adjacent target gains an Asset of your choice with
the Possessed Kink, or give yourself the Absorbed the Projection Mutation.
Mutation for one of their Assets of your choice.
Cures you of Bound, Grapple, Stuck, and Vore. Psychic Surge
Can be used on unoccupied bodies and objects. When you make an Ego roll while Primed and not
Can be used while Bound or when Vored by your Tired, maximize the roll and become Tired.
target. If the target is asleep or unconscious, you
may stay dormant within them to pass unnoticed. Psychic Thrust
Make a Cock attack (even if you don’t have
Probe one) that deals Mental damage instead, from a
Learn all Actions and Kinks of a target within 5 distance up to your Ego.
squares. Out of combat, this can also be used on
a willing or hepless target to read memories with Pyrokinesis
an opposed Will check. Swift: When you attack with a beguiler action,
convert the damage to fire. If any 6s are rolled,
inflict Tired.
Relapse
Swift: When a target within 5 squares loses a
Kink, cause it to reappear.
Rewrite
Target within 5 squares has their Charm or
Fixation target changed to another target of your
choice within 5 squares of them. Out of combat,
this can also be used on a willing or Defeated
target to rewrite memories.
Telepathy
Gain Awareness and send a mental message
to a target you can see or otherwise accurately
perceive. If they have Awareness or Telepathy,
they can send a mental response.
Sway
Target adjacent Thrall becomes your Thrall instead.
Switch
Target within 5 squares gains the Dominant and
Submissive Kinks, and loses either of those they
already had. If they are a Thrall to a creature
within 5 squares of you, that Kink is transferred
to their owner who now becomes their Thrall.
Wet Dreams
Send intensely pleasurable dreams to a Sleeping
target within 5 squares, dealing Mental Damage
with Advantage.
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Cumslinger
Unrivaled in their ability to quick draw, Cumslingers are rough and tumble ranged combatants that
utilize their bodies’ sticky and savory expulsions to splatter and batter their foes with uncanny speed
and accuracy.
Bombardment Field Strip
Swift: When you use a Cumslinger Attack, cause Gain Spurty and Primed. You may also remove a
it to strike in a 3x3 area. Increase the area’s size piece of Equipment of your choice as part of this
by +1 for every point of Size you have, and an action.
additional +1 if the attacking Asset is Hyper, and
if your Sack is Hyper when attacking with Cock.
Can’t Stop
Swift: When you use a Cumslinger Attack with a
Spurty Asset, use it again on both yourself and
your target.
Cement Spurt
Fire off a quick-drying cement spurt from a
Spurty Asset, dealing fluid damage to a foe within
5 squares and inflicting Bound if you roll any 6s.
Climax
While you are Primed and not Tired, use a Spurty
Asset to deal maximized Fluid damage to a foe
within 5 squares. You lose Spurty and become
Tired.
Cumshot
Fire off a quick spurt from a Spurty Asset, dealing
Fluid damage to a foe within 5 squares. You can
also use this as a Swift action during your turn.
Cursed Spurt
Fire off a cursed spurt from a Spurty Asset,
dealing Dark damage to a foe within 5 squares
and inflicting Corrupt if you roll any 6s.
Deluge
Swift: When you deal roll a 6 while dealing Fluid
damage to a foe’s Ass, Maw, or Muff, grant them
Belly, or add Hyper to their Belly if they already
have one. You may also choose to destroy their
Body and Waist Equipment.
Dive
Swift: When you gain Stun, gain Prone instead.
Only works if not already Prone.
35
Flame Spurt Holy Spurt
Fire off a flaming spurt from a Spurty Asset, Fire off an anointed spurt from a Spurty Asset,
dealing Fire damage to a foe within 5 squares and dealing Holy damage to a foe within 5 squares
inflicting Tired if you roll any 6s. and purging a Condition of your choice from
them if you roll any 6s.
Freezing Spurt
Fire off a chilled spurt from a Spurty Asset, Jizzbend
dealing Ice damage to a foe within 5 squares and Swift: When you or an ally within 5 squares is
inflicting Stuck if you roll any 6s. targeted by Cumslinger Action, redirect it to
another valid target of your choice within range.
Hair Trigger
Swift: When you are Attacked or gain a Love Puddle
Condition, may choose to gain Primed and Spurty Swift: If your Cumslinger Attack deals no
for an Asset of your choice. damage, cause it to create a puddle where it
landed, where it’s effects will strike the first
Heavy Spurt person to enter the puddle or start their turn in
Fire off a heavy spurt from a Spurty Asset, dealing it. Puddle is destroyed after triggering, when you
Fluid damage to a foe within 5 squares and rest, or being naturally drained/cleaned.
Pushing them 1 square per damage dealt if you
roll any 6s. If they are already Stuck, they become Macrocell
Prone instead of being pushed. Swift: When you roll a 6 on a Fluid Attack,
negate that dice to instead spawn a Small Young
Fluid Minion (7 AP) in an adjacent square with
1 in each Stat, a Prehensile Tail Asset, the Naga
Mutation, and the Infiltrate Action.
Nocturnal Emissions
Swift: For this turn only, you can use Cumslinger
Actions even while Asleep.
Poison Spurt
Fire off a toxic spurt from a Spurty Asset, dealing
Dark damage to a foe within 5 squares and
inflicting Nasty if you roll any 6s.
Power Shot
Swift: Use your Power instead of the normal Stat
to calculate damage for your Cumslinger Actions
this round.
Quick Draw
Swift: If it is the first round of combat, move
yourself to the top of the initiative order.
Rapid Fire
Swift: Use your Speed instead of the normal Stat
to calculate damage for your Cumslinger Actions
this round.
36
Recoil
Swift: After using a Cumslinger Attack, push Steady Aim
yourself up to 3 squares away from the direction Swift: Adjacent target with Spurty suffers no
you attacked in. Removes Prone. damage from Spurty until the end of their turn.
Spunk
Swift: When dealt damage by a foe with greater
Stamina and/or Size than you, reduce the
damage by 1.
37
Fiend
Heinous and heretical cultists and users of the dark arts, Fiends employ the blessings and curses of
the foul denizens of hell to exert their will on the world. While some throw themselves wholeheartedly
into the depraved worship of the Demon lords below, others only dabble with such foul powers,
carefully managing how much of that tainted energy they wield to ensure they do not lose themselves
to the foul temptations their arts bring about.
Abyssal Cloak Beckon
Swift: When you apply any Condition, you may Your Minion, or a target Charmed by you, within
pay 1 SP to apply Hidden instead. 10 squares is teleported to an empty square
of your choice adjacent to you, even if they
Agony are currently Vored or Grappled, curing those
Swift: When a target within 5 sacrifices SP, conditions.
double that amount.
Beguiling Gift
Amputate Give an item to an adjacent target. They must
Adjacent target gains the Modular Mutation Equip or Consume it on their next turn, as
for an Asset of your choice, and it immediately appropriate.
detaches.
Bend Fate
Swift: Roll a d6 and add or subtract the result
from a roll in progress.
Black Binding
Swift: When you apply any Condition, you may
pay 1 SP to apply Bound instead.
Black March
You become Tired, and grant Haste to all allies.
Blackfrost
Adjacent target gains the Frozen Mutation for an
Asset of your choice, or two Assets of your choice
instead if they have Soak.
Blasphemy
All adjacent targets with less Will than your Ego
become Corrupt.
Blood Drain
Make a Pain Attack against an adjacent target
with a Asset of your choice and steal a Condition
of your choice from them.
Bloodboil
Swift: When you apply any Condition, you may
pay 1 SP to apply Haste instead.
38
Bodymelt Debauchery
Adjacent target gains the Slime Mutation for an Adjacent target transfers one rank of Will to Ego.
Asset of your choice, or two Assets of your choice
instead if they have Disgust. Degradation
Swift: When you apply any Condition, you may
Brain drain pay 1 SP to apply Shame instead.
Adjacent target transfers one rank of Insight to you.
Demonsauce
Brains to Brawn Swift: When you apply any Condition, you may
Adjacent target transfers one rank of Insight to pay 1 SP to apply Soak instead.
Power.
Devil’s Due
Cackle Swift: When you apply any Condition, you may
Swift: When a target within 5 squares loses a pay 1 SP to apply Primed instead.
condition, cause them to regain that condition.
Devil’s Food
Chaos Bolt Adjacent target gains the Edible Mutation for an
Apply two random Conditions to a target within Asset of your choice, or two Assets of your choice
5. If you roll the same Condition twice, also deal 5 instead if they have Hungry.
dice of Dark Damage.
Diabolatry
Chaos Strike Make an opposed Will check against an adjacent
Deal Dark damage to an Adjacent target with a Demon. If successful, they gain the Thrall Kink
Asset of your choice and inflict a random Condition. and become your Minion.
Chaotic Warp
Select a direction and then move 1d6+Speed
squares in that direction. If you land in the same
square as a creature, the two of you become
Merged if the same Size, or else the smaller one
becomes Vored by the larger one. If you land in
an obstruction, you become Stuck on the nearest
edge. If you land on an object, you become
Integrated with it.
Corruption
Copy your Appearance, Age, Size, Nature, or one
of your Assets (or lack of Asset) or Mutations to
an adjacent foe at random. If this resulted in a
change, they become Corrupt.
Cursed Mark
Touched item applies another Action you can
normally use on others to its target, or user
(your choice) the next time it is used. Expires if
you Rest.
Death’s Embrace
Adjacent target gains the Rotting Mutation for
an Asset of your choice, or two Assets of your
choice instead if they have Nasty.
39
Drain Youth Eternal Slumber
Increases adjacent target’s Age increases one Swift: When you apply any Condition, you may
stage, and yours decreases one stage. If they are pay 1 SP to apply Sleep instead.
already Old, they gain Tired. If you are already
Young, you gain Haste. Exploit Weakness
Swift: When a target within 5 squares is attacked,
Embrace the Flame they use their lowest Stat to reducing incoming
Adjacent target gains the Flaming Mutation for damage instead of the normal stat for that
an Asset of your choice, or two Assets of your damage type.
choice instead if they have Primed.
Feed the Beast
Encase Swift: When you apply any Condition, you may
Adjacent target gains the Material Mutation for pay 1 SP to apply Hungry instead.
an Asset of your choice, or two Assets of your
choice instead if they have Bound. Out of combat, Fizzle
you can instead turn a willing or Defeated target Swift: When a target within 5 squares makes a
into an Item made of Fabric, or restore them from ranged Attack, minimize it’s roll.
this state. They can take no Actions in this state.
40
Foul Bargain Imposition
Swift: Sacrifice 1 SP and and force an effect that Adjacent older target becomes your Relative, and
has been determined by random chance to reroll. must choose an Asset, Item, or Mutation to give
You can use this Action multiple times as a single to you, removing it from them. If they give you an
Swift Action by paying the SP cost multiple times. Asset you already have, you may choose to gain
Hyper or Multi for that Asset.
Foul Fixation
Swift: When you apply any Condition, you may Infestation
pay 1 SP to apply Fixation instead. Adjacent target gains or loses the Parasites
Mutation.
Hell’s Home Delivery
Reduce your Stamina Rank by 1 to create Invite the Beast
standard piece of Equipment of your choice Adjacent target gains the Forsaken Mutation for
whose cost does not exceed your AP. You may an Asset of your choice, or two Assets of your
immediately equip the item or add it to your choice instead if they have Corrupt.
inventory. Requires at least 2 Stamina to use.
Most merchants and traders can easily discern Jynx
fiendish gear and won’t deal with it, both for its Swift: When a target within Ego squares
tainted nature and poor craftsmanship. rolls with Advantage, they instead roll with
Disadvantage.
Hellfire
Swift: When you apply any Condition, you may
pay 1 SP to apply Tired instead.
Hellgrasp
Swift: When you apply any Condition, you may
pay 1 SP to apply Stuck instead, or Grapple them
if they are Adjacent to you.
Hellseed
Swift: When you apply any Condition, you may
pay 1 SP to apply Virile instead.
Heresy
Swift: When you apply any Condition, you may
pay 1 SP to apply Corrupt instead.
Hivemeld
Adjacent target gains the Collective Mutation
for an Asset of your choice, or two Assets of your
choice instead if they have Virile, Parasites or
Preggers.
Horrid Stench
Swift: When you apply any Condition, you may
pay 1 SP to apply Nasty instead.
41
Massacre Petrification
Feast and revel in the blood and guts of an Adjacent target gains the Petrified Mutation for
adjacent Defeated character, gaining Soak and an Asset of your choice, or two Assets of your
regaining SP equal to their Power or Stamina, choice instead if they have Hard.
whichever is higher. Cannot be used on the same
Primal Power
target again until their next Rest.
Pay 5 SP to increase your Power, Stamina, and
Necromancy Speed by 1. Stats in excess of your AP total are
lost on your next Rest.
Make an opposed Will check against an adjacent
foe of the Undead nature. If successful, they gain Scapegoat
the Thrall Kink and become your Minion. Swift: When you lose SP, instead make one of
your Minions lose double that amount.
Nerdgasm
Adjacent target transfers one rank of Power to Shrinking
Insight. Reduces adjacent target’s Size by 1. You may also
choose to unequip the target’s worn equipment.
Netherpull
Swift: When you apply any Condition, you may Sin Sense
pay 1 SP to apply Prone instead. Swift: Discern the number of Kinks every target
within 5 squares has, revealing any Hidden
Offering creatures to you if they have at least one Kink.
You sacrifice SP to summon a Demon whose You also learn the specific Kinks of a single
name you know to your current location. The adjacent target if there are any.
SP Cost is equal to the max SP of the desired
summon. Multiple Fiends with this Action can
work together to summon stronger Demons,
splitting the cost between them.
42
Sin Thesis Temptation
Target within 5 squares gains a random sinful Swift: When you apply any Condition, you may
condition (Charm, Corrupt, Fixation, Hard, pay 1 SP to apply Charm instead.
Hungry, Tired), and then suffers one die of Dark
damage for each of those Conditions they’re Thunderform
currently suffering from. Adjacent target gains the Charged Mutation for
an Asset of your choice, or two Assets of your
Size Theft choice instead if they have Haste.
Reduces adjacent target’s Size and increases
yours if they were bigger than you, or Grant them Torment
Micr for an Asset and yourself Hyper for that Swift: When you apply any Condition, you may
same Asset. pay 1 SP to apply Stun to yourself and the target.
43
Fleshcrafter
Seeking to harness the essence of the Fappening itself, Fleshcrafters experiment tirelessly with the
arcane energies that suffuse Jizzral, learning how to bend them to warp the bodies of those affected by
the Fappening, allowing them to both greatly enhance themselves and their allies, while also reducing
the natural advantages of their enemies.
Absorption Chisel Physique
Target your Size or smaller that you are Adjacent target transfers one rank of Stamina to
Grappling or have Vored loses those conditions Power
and gains the Absorbed Mutation for an Asset of
your choice. If you do not have that Asset, you Chorus
gain it now. If you already had it, you may choose Adjacent target gains Maw, the Oral Mutation
to gain Hyper or Multi for it. for an Asset of your choice, or a Maw Mutation of
your choice.
Acclimate
Adjacent target gains the Aquatic Mutation. Clip Tail
Adjacent target loses Tail or a Tail Mutation of
Analyze your choice.
Adjacent target gains Ass, the Anal Mutation for
an Asset of your choice, or an Ass Mutation of
your choice.
Assimilate
Make an opposed Will check against a Defeated
or willing Target you are Absorbed by, have
Absorbed, or are Merged with to make them your
Thrall.
Atrophy
Adjacent target suffers -1 Stamina.
Awaken Flesh
Adjacent target gains the Receptive Flesh
Mutation.
Brew Potion
Imbue a potion with one of your Fleshcrafter
Actions. Anyone who drinks this potion will
trigger that Action on themselves. Can be used in
the place of a Vice. The potion grows inert if not
consumed before your next Rest.
Bustification
Adjacent target gains Tits, the Stacked Mutation
for an Asset of your choice, or a Tits Mutation of
your choice.
Castration
Adjacent target loses Sack, the Testicular
Mutation, or a Sack Mutation of your choice.
44
Clip Wings Embiggen
Adjacent target loses Wings, the Winged Adjacent target transfers one rank of Speed to
Mutation, or a Wings Mutation of your choice. Power.
Consolidate Extraction
Adjacent target loses Multi for an Asset of your Adjacent target loses the Absorbed or Merged
choice, Multieye, Multihead, or an Asset itself if Mutation.
Merged with another creature with that Asset,
and increases their Power, Speed, or Stamina Flattening
(your choice) by 1. Any Extra Stats exceeding Adjacent target loses Tits, the Stacked Mutation,
their AP total are lost on their next rest. or a Tits Mutation of your choice.
Fleshmeld
You Grapple an adjacent target and may transfer
a Condition of your choice between the two of
you.
Footfall
Adjacent target gains Feet, the Pawtastic
Mutation for an Asset of your choice, or a Feet
Mutation of your choice.
Gripgrow
Adjacent target gains Hands, the Handy Mutation
for an Asset of your choice, or a Hands Mutation
of your choice.
45
Homunculus Muffbloom
Divest a portion of your Flesh with life and Adjacent target gains Muff, the Vaginal Mutation
autonomy to create a Minion. Give any portion for an Asset of your choice, or a Muff Mutation of
of your Power, Speed, and Stamina, and any your choice.
number of your Assets and Mutation to the
homunculus. The Homunculus has 1 in each Multiply
Stat, all of your Actions, Conditions, Kinks, and Adjacent target gains the Multi Mutation for a
Nature, and is any Size smaller than you. You can Asset of your choice, or Multieye or Multihead
re-absorb your Homunculus as an Action if it is
Adjacent to you. The Homunculus’s AP is equal to Mute
the total of Actions and Stats. This minion begins Adjacent target loses Maw, the Oral Mutation, or
play Stunned. a Maw Mutation of your choice.
Incorporate Normalize
Absorb yourself into an adjacent creature or your Adjacent target loses all Mutations for a specific
Vorer as an Asset of your choice, granting that Asset of your choice. Creatures Absorbed into
Asset if they do not already have it, or optionally that Asset lose that Absorbed Mutation.
granting them Hyper or Multi if they already do.
Nullification
If the target is asleep or unconscious, you may
Adjacent target loses Cock, the Phallic Mutation,
pose as an inanimate asset to pass unnoticed.
or a Cock Mutation of your choice.
Manifest Flesh
Occulus
Adjacent target loses the Arboreal, Collective,
Adjacent target gains or loses your choice of the
Cybernetic, Digitized, Edible, Frozen, Material,
Blinded or Multieye Mutation.
Petrified, Projected and Slime Mutations on as
many Assets as you wish. Plant Flesh
Adjacent target gains the Flesh Bud Mutation
Meat Tornado
towards you.
Select a target within 5 squares. Deal Physical
Damage using dice equal to the target’s number Progression
of Mutations (maximum 5) to all creatures Adjacent target’s Age
adjacent to the target, but not the primary target. raises one stage, and they
transfer one rank of
Meld
Speed to Stamina.
Hide any number of your Assets or Mutations
from view by melding them into your body. You
can expose them without using an action, and
they are automatically exposed when used
Merging
Enter an adjacent target’s square or pull
them into your square. You gain the Merged
Mutation together.
Mimic
Transform yourself to perfectly mimic the
appearance, Assets, Physical Stats, and Mutations
of another target you can see. Any extra Stats
exceeding your AP are lost when you rest.
46
Pruning Regression
Adjacent target loses Tendril, the Prehensile Adjacent target’s Age lowers one stage, and they
Mutation, or a Tendril Mutation of your choice. transfer one rank of Power to Speed.
Rearrange Repurpose
You adjust your physical build, transferring one Adjacent target loses an Asset-based Mutation,
rank from any of your Physical Stats (Power, and gains another Asset-based Mutation of your
Stamina, or Speed) to another Physical stat. choice for the same asset.
Recurrence Reshape
Swift: When a target within 5 squares loses an Adjacent target gains or loses either the Feral,
Asset or Mutation, cause it to reappear Naga, or Taur Mutation, your choice.
Redistribute Reversion
Transfer one of your Asset-Based Mutations Swift: When a target within 5 squares gains an
to another Asset of yours that can support that Asset or Mutation, cause it to disappear.
Mutation.
Sack Up
Reduction Adjacent target gains Sack, the Testicular
Adjacent target gains the Micro Mutation for an Mutation for an Asset of your choice, or a Sack
Asset of your choice. You may choose to un-equip Mutation of your choice.
equipment worn by or blocking that Asset.
Sculpt Flesh
Refocus Adjacent target’s appearance, including species,
Swift: When a target within 5 squares loses an Asset proportions, voice, and fine details, change as
or Mutation, restore 1 SP to them. you desire. This can be used to duplicate another
character’s appearance if you are familiar with
them.
47
Seal Hole Tail Raiser
Adjacent target loses Ass, the Anal Mutation, or Adjacent target gains Tail, or gains a Tail
an Ass Mutation of your choice. Mutation of your choice.
Secretion Tendrilize
Adjacent target gains the Slippery, Sticky, Stench, Adjacent target gains Tendril, the Prehensile
or Sweaty Mutation. Mutation for an Asset of your choice, or a Tendril
Mutation of your choice.
Shapeshift
Remove one of your Assets of your choice, and Torpor
gain a different Asset of your choice, transferring Adjacent target suffers -1 Speed.
any valid Mutations. If you already have that Asset,
you may choose to gain Hyper or Multi instead. Unzip
Target gains the Living Suit Mutation.
Sharpen
Adjacent target gains or loses the Weaponized Weaken
Mutation for an Asset of your choice. Adjacent target suffers -1 Power.
Swap Meat
Swift: When you remove an Asset from an
adjacent enemy, you gain that Asset and its
Mutations. If you already have it, gain Multi for
that Asset.
Tabula Rasa
Adjacent target loses an asset of their choice.
48
Matron
Matrons utilize their natural assets to nurture others and spurn the growth of new life. They tend
to take a supportive role in parties, able to deliver healing right when it’s needed most, but can also
prove to be devastating adversaries when wielding the full might of their impregnating capabilities.
More masculine Matrons are often called Patrons.
Adoption Dote
Make an opposed Will check against an adjacent Swift: Apply Primed or Shame to a younger
target. If you succeed, they become your relative, and relative within 5 squares. .
you may choose to lower their Age or Size by one
step, or alter their appearance to resemble yours.
Dressup
Another Round in the Oven Force an Adjacent target to equip an item in your
Swift: Apply Preggers to a target within 5 when inventory. If that slot is already occupied, you
their Pregnancy end. take the existing item first.
Curve
Adjacent target transfers one rank of Power to
Stamina and optionally grant the Belly Asset.
Dairy Fountain
Adjacent target gains or loses the Spurty
Mutation for their Tits.
Delay Maternity
Revert the pregnancy of a target within 5 squares
to an earlier state, removing the Preggers
Mutation until their next rest.
Dinner Bell
Apply Hungry to as many targets as you like that
can currently see or hear you
49
Earthmeld Lullaby
Gain Hard and and the Earth Nature. All adjacent targets, except for yourself, lose all
Conditions and regain +1 SP per Condition lost,
Estrus Surge then gain Sleep.
Select a target with Muff within 5 squares. Each
target adjacent to them gains your choice of Mother’s Embrace
Hard, Primed, or Virile. Adjacent target gains the Arboreal Mutation for
an Asset of your choice, or two Assets of your
Feeding Frenzy choice instead if they have Bound, Stuck, or
Restore 1 SP to two adjacent allies. If you have Virile.
Multi Tits or Stacked, you can instead target up to
four adjacent allies. Nature’s Grasp
Cause a target within 5 squares to become Stuck
Gender Swap if there is natural plant growth in their square. If
Adjacent target gains Cock, Muff, Sack, and Tits - they are adjacent to you, you may inflict Grapple
but loses any of those they already had. Any Cock, instead.
Muff, or Sack Mutations that are lost are copied
to Cock, Muff, and Sack if they are added from Nurture
this and compatible. Make an Attack roll with a Asset of your choice
to an adjacent target that heals SP instead of
Gravid Swell damaging it.
Swift: While you are Preggers, gain Advantage on
Belly attacks until the end of your turn.
Grounded
Younger target within 5 squares becomes Stuck
and falls to the ground if airborne.
Harvest
Make an opposed Will check against a creature
with the Botanical Nature within 5 squares. If you
succeed, they become your Minion.
Hermification
Adjacent target gains your choice of Sack, Cock,
Muff, or Tits.
Impregnate
Adjacent target gains Preggers.
Inheritance
Copy an Asset, Kink,
Mutation, or Nature
of your choice
from yourself to a
younger relative within 5
squares.
50
Oviposition Rebirth
Preggers target within 5 squares finishes their Eject a target you have Vored into an adjacent
pregnancy immediately. square trapped in an egg, leaving them Bound
and Stuck.
Parental Bond
Swift: Gain Advantage when attacking a younger Refreshment
relative. Swift: When you restore SP to a creature, remove
a condition of your choice from them.
Parental Guardian
Swift: Minimize an attack roll made against an Rutting Season
adjacent, younger relative. Grant Virile to all targets within 5 squares of you.
Present Sacrament
Transfer an item from your possession to an Swift: Consume a Vice. You gain Advantage on
adjacent younger relative and grant them Haste, rolls to restore SP until the end of your turn.
Primed, or Virile.
Saturation
Punishment Make a Tits attack against an adjacent target that
Adjacent foe forgets the last action they used. also causes Soak, even if it deals no damage.
51
Slenderize Udder Delight
Adjacent target transfers one rank of Power to Adjacent target gains the Stacked Mutation for
Speed. either their Sack or Belly, your choice.
Stimulation Unbirth
Adjacent target is cured of Tired or Sleep. Make a Power check against an adjacent target to
Vore them with your Muff. You gain Advantage if
Surrogate they of a younger Age category than you.
Swap Preggers and Vored targets between
yourself and a target of your choice within 5 Virility
squares. Adjacent target gains Primed and Virile.
TLC
Swift: When you use an Action on an ally,
overwrite their current Charm with a Charm
towards you.
52
Rektyl
Followers of Malkei the traveler, Rektyl are a sect of nomadic wanderers that employ their own
bodies’ natural processes to emulate powerful magical spells. Sharing in their patron’s hunger, the
rotund and ravenous Rektyl are also quite skilled at Vore, able to consume enemies whole to further
fuel their abilities. Rektyl often look like meager or weathered travelers, most venturing the world
alone, though some are known to take on apprentices or travel with adventuring parties from time to
time. The typical Rektyl is oddly pear-shaped, their art slowly warping their body to display a more
pronounced midsection, wider hips, and oversized rump, causing them to look strangely-pudgy, even
when running on empty.
Adhesion Appropriate
Swift: When you use a Cone or Burst Rektyl Grant yourself an Asset, Mutation, or Nature of
Action, affected targets also become Stuck. your choice belonging to a creature you currently
have Vored. If you already have all of their Assets,
Appetite for Destruction Mutations, and Natures, you instead gain their
Swift: You gain Advantage on an Attack roll made Appearance. You are what you eat. If they are
while Hungry. willing or defeated, you may also absorb them,
curing Vore and granting them the Absorbed
Appetite for Vengeance Mutation for an Asset of your choice. If you
Swift: When you lose SP, you may choose to do not have that Asset, you gain it now. If you
become Hungry. already had it, you may choose to gain Hyper or
Multi for it.
Bloat
Adjacent target transfers one rank of Speed to
Stamina and gains Belly. You may also choose to
destroy their Body and Waist Equipment.
53
Blowhard Containment
Use your Ass, Maw, or Muff to push away all Swift: Make an opposed Will check against a
creatures in a 5-Square Cone or Burst centered creature Possessing you. If you succeed, you are
on you (your choice) to the first square outside of cured of Possession and they become Vored by you.
that area.
Devour Taint
Use your Maw to remove Nasty from an adjacent
Bury
creature. You regain +1 SP and may choose to
Use your Ass to apply Nasty and Stuck to an become Nasty if you are not already.
adjacent prone foe.
Digestion
Chomp Swift: Deal one die of Fluid or Pain damage to all
Use your Maw to inflict Grapple and Soak on an targets you have Vored, and regain SP equal to
adjacent target. the final damage dealt.
Churn Downpour
Use your Cock or Muff to inflict Soak in a
Massage your swollen bounty, making a Physical
5-Square Cone or Burst centered on you.
Attack with your Hands or Tendril against a
creature currently Vored by you. Dream Feast
Cure an adjacent target of Sleep. If you
Clench successfully remove Sleep, you regain SP equal to
Apply Bound to all targets you currently have their Ego and are cured of Hungry.
Vored.
Expulsion
Comfort Food Adjacent target gains your choice of Soak or
Roll a Physical attack using your Stamina instead Nasty. If they have equipment in their Lower slot,
of Power against all targets you have Vored which they also gain Shame.
restores SP instead of dealing damage.
Compression
Reduce the Size of all creatures you
currently have Vored by 1.
Consumption
Consume a Vice. You gain +1 SP
and Primed.
54
Filthfeast Fulltour
Swift: Adjacent target loses all Assets with the Expel a target you have Vored into a square up to
Edible or Slime Mutations, and you regain 1 SP a number of squares away equal to your Power,
for each one lost. Gain +1 extra SP if they have and apply either Soak or Primed to them, your
the Fluid or Food Nature, even if they have no choice.
valid Mutations.
Gaslight
Filthform Grant an adjacent target Nasty without ending
Change your Nature to Fluid, gain the Stench Hidden on yourself.
Mutation, and inflict Disgust on all creatures
within 3 squares. Gastroplane
Swift: When you Vore a creature or object, send
Flop it a special demiplane that exists inside of you,
Adjacent target you of your Size or smaller which has infinite capacity.
becomes Stuck, and you both become Prone.
Growth
Food Coma Adjacent target gains +1 Size. You may also
If you are asleep, regain SP equal to your Stamina choose to destroy the target’s worn equipment.
plus the number of targets currently Vored by
you. You can use this action while asleep. Gulp
Make an opposed Power check against your target
Food Prep to Vore them with an Asset of your choice.
Make an opposed Stamina roll against an
adjacent target. If you succeed, they gain the
Food Nature. Otherwise, only one of their Assets
of your choice becomes Edible. This roll gains
Advantage if you are Hungry. If used on a piece of
Equipment worth at least 1gp, it becomes a Vice.
Foul Wind
Swift: When you apply Push, apply Digust to all
enemies you Push with that Action.
55
Hard Vore Seconds
Swift: When you make a Power roll to Vore a Swift: When you Vore a target that is grappling or
target, use the resulting dice to deal Pain damage being grappled by an adjacent target, Vore them
to them, even if you fail to Vore them. too. Their Grapple is not broken.
Itis
You, targets Vored by you, and anyone you are
Vored by are all inflicted with Sleep.
Keen Scent
Adjacent target gains or loses the Scent Mutation.
Pandemic
Swift: All targets within 5 squares that have
Disgust gain Nasty.
Processing
Grant a target you have Vored Stench, and either
the Fluid or Spectral Nature. Also make them
your Minion if they are Defeated.
Purge
You use your Ass or Maw to remove all
Conditions from yourself.
Rollout
Swift: Move a distance up to your Stamina in a
straight line, and apply Prone to any targets you
pass through. You cannot pass through targets of
a bigger Size.
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Thundercrack Wandering Gut
Use your Ass or Muff to deal Electric damage Touch an Adjacent target. Until combat ends, you
using your Stamina instead of Ego in a 5-square can cause your Burst and Cone Rektyl abilities to
Cone adjacent to you. If you roll any 6s, both you originate from them instead.
and affected targets are Stunned.
Weight of the World
Unload Swift: When you make a Stamina roll while
Use your Ass or Maw to create a 5-Square Cone Primed and not Tired, maximize the roll and
or Burst of Nasty Terrain centered on you (your become Tired.
choice).
Wideload
Unquenchable Swift: Negate an attempt to forcibly move you.
Swift: Substitute your Stamina for any other Stat
roll while in combat.
Vile Vault
Gain Nasty and use your Ass or Muff to propel
yourself up to 5 squares away in a straight line,
passing over obstructions.
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Stud
Champions of the physical form, Studs make up the most steadfast and hardened of adventurers,
capable of withstanding considerable punishment, and dishing out just as much when they manage to
pin enemies down in close combat. More feminine Studs are often called Amazons.
Bottoms Up
Adjacent target is forced to consume a Vice
(provided by you). They must make an opposed
Stamina roll against you. They gain Primed if
they win, or Disgust and Tired if they lose.
Break Free
Adjacent target is cured of Bound, Prone, Stuck,
Grapple, and Vore. They also gain Primed if
they successfully recovered from one of these
conditions. Can be used while Bound.
Brute Force
Swift: Substitute your Power for any other Stat
roll while in combat.
Bully
Swift: Apply Shame to an adjacent foe if you have
more Power than them, are of a larger Size, have
an Asset that is larger than theirs, or immediately
after they lose an Asset.
Chokehold
Make a Pain Attack with your Hands against a
target you are Grappling and inflict Tired.
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Cumflation Fearsome Display
Make a Cock Attack against an Adjacent target’s Unleash a terrifying roar, howl, or stomp that
Ass, Maw, or Muff. If you deal damage, grant pushes all other creatures out of your square and
them Belly, or Hyper Belly if they already have applies Hard and Prone to adjacent creatures
one. You may also choose to destroy their Body whose Size or Will is lower than yours.
and Waist Equipment.
Flex
Cumming Through All adjacent enemies with less Power than you
Make a Cock Attack against an Adjacent target’s gain Fixation against you. If they also have
Ass or Maw. Each 6 you roll for that attack deals Beefeater, their Cock(s) and Muff(s) gain Spurty.
an additional dice of Fluid damage to them and a
second target directly behind them. Gangbang
Swift: Gain Advantage on an attack made against
Deep Fisting a target being Grappled by your ally.
You ram your fist up an adjacent foe’s Ass or
Muff, Attacking them with Hands and leaving Glutton for Punishment
that Asset Gaping. Swift: When an ally is attacked within a distance
you could move to in one action, move adjacent
Dildozer to them, switch places with them and suffer the
Swift: When you Attack with a Dildo, you can attack on their behalf.
choose to apply Gaping to that Asset or affix the
Dildo as a Buttplug.
Drag
Swift: When you move away from a target you’re
Grappling, bring them along without breaking Grapple.
Endure
Swift: Cause an Attack that strikes you with
Disadvantage to deal no damage.
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Hand-Me-Down Overpower
Remove a piece of clothing you’re wearing and Swift: When you make an opposed Stamina or
forcibly Equip it on an adjacent creature as a Power roll against a creature of a smaller Size,
makeshift Ballgag or Blindfold that also inflicts inflict Disadvantage on their roll.
Disgust.
Parental Guidance
Herculean Effort Swift: Inflict Disadvantage on an Attack a
Swift: When you make a Power roll while Primed Younger Relative makes against you, or on
and not Tired, maximize the roll and become an Attack made against an adjacent Younger
Tired. Relative.
Heroic Leap
Move a number of squares equal to your Power
+ 3, ignoring terrain effects and passing over
obstructions.
Hyper Thrust
Swift: When you deal damage with your Cock
while it has Hyper, apply Gaping to the target
Asset.
Impale
Make a Cock attack against an adjacent target’s
Ass or Maw. If you deal damage, make a second
cock attack with Disadvantage against a second
target directly behind them.
Iron Body
Swift: Negate an Action that would reduce one of
your Physical Stats.
Lasso
Use Tendril or equipped Rope or Chain to pull
a foe or object within 5 squares to an adjacent
square.
Low Blow
Use your Hands or Feet to deal Pain Damage to
an adjacent target’s Sack and inflict Disgust.
Manhandle
Forcibly move an Adjacent target into any square
adjacent to you and Grapple them.
Not So Fast
Swift: When a target with Tail moves away from
you, Grapple them.
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Pawsmoosh Roughhousing
Make a Physical Feet attack against an adjacent Swift: When you Attack an adjacent target, you
Prone target and inflict Disgust. Gains Advantage can decrease your roll by one die in order to Push
if target is of a smaller Size them 1 square in any direction.
Pin Sleeper
Adjacent target you are Grappling gains Prone. Make a Pain Attack with your Hands against an
adjacent Tired target that inflicts Sleep.
Pit Stop
Forcibly shoves an adjacent target into your Spitroast
danger zone, attacking with Hands and inflicting Make a Cock attack with Advantage against an
Disgust if it deals damage. adjacent target that has already been attacked
with Cock by another character since your last
Reversal turn.
Swift: When you Attack a foe that is Grappling
you, you can reverse the Grapple before or after Submission Hold
your Attack resolves. Make an opposed Power check against a target
you are Grappling. If they succeed, they may
choose either their Stamina or Willpower to
reduce by 1. If you succeed, they reduce both.
Sure Grip
Swift: Negate an attempt to Steal from you or
Escape from your Grapple.
Tame Beast
Make an opposed Will check against a Feral
creature with 1 Insight. If successful, they become
your Minion.
Upheaval
Swift: When you Grapple an adjacent target,
apply Grapple to an additional adjacent target.
If you have Multi with the Grappling Asset, this
instead applies to all adjacent targets.
Wardrobe Malfunction
Adjacent target wearing Pants or Undies
Equipment gains Shame and Stuck.
Work Up
You gain Hard and Primed. If you have a Cock,
you may also choose to gain Virile.
Workout
Swift: When you gain Tired, gain Sweaty instead,
even if you are already Sweaty.
Wrecker
Destroy a piece of Equipment Held or Worn by an
adjacent enemy.
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Tantrist
Master of both mind and matter, the Tantrist walks the tranquil road towards enlightenment,
controlling their mind, body, and soul alike to resist temptations, while mastering the arts of martial
combat and unlocking the mysteries of the cosmos to wield against those who would threaten to
disrupt the world’s tranquility.
Awaken Senses Cleanse Mind
You gain the Awareness Kink. Remove a Kink of your choice from an adjacent
target.
Balance Strike
Attack an adjacent foe with an Asset of your Cobra Grasp
choice. This attack gains Advantage if they have Swift: Grapple a target that attacks you in melee.
more SP than you, and Disadvantage if they have If they rolled any 1s, their Attack is negated.
less.
Consecrate
Banish Adjacent target gains the Sacred Mutation for an
Adjacent target is teleported to a square of your Asset of your choice, or two Assets of your choice
choice up to 5 squares away to a square with no instead if they have no Conditions.
hazards in it. If the target has the Demon Nature.
you may make an opposed Will check to send Contemplation
them to Hell instead. Adjacent target transfers one rank of Ego to
Insight.
Chakra Burst
Swift: When you make a Will roll while Primed Denial
and not Tired, maximize the roll and become Swift: When you Attack an enemy, remove
Tired. Primed from them.
Chastise
Target within 5 squares gains the Chastity Kink.
Cleanse Body
Remove a Mutation of your choice from an
adjacent target.
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Detoxify Hallowed Strike
Removes Nasty from all adjacent creatures, Make an attack with an Asset of your choice
objects, and squares. against an Adjacent target that deals Holy
damage. If it deals damage, the target gains
Edge Shame if they are not of the Holy Nature.
Swift: If an attack deals less damage than your
Will and reduces you to 0 SP, it reduces you to 1 Harmony
SP instead and grants you Haste and Primed. If you have Haste or Primed, spread those
Conditions you have to all adjacent creatures.
Eject Soul
Adjacent target gains the Spectral Nature and Humiliation
is pushed up to 3 squares away, curing their Swift: When you fully negate an attack, inflict
Spectral Form of Bound, Grapple, Stuck, and Shame on your attacker.
Vore, and leaving their body behind as an object.
They can spend an Action to re-enter their body Iron Mind
when adjacent to it and regain its Nature. Swift: Negate an Action that would reduce one of
your Mental Stats.
Elemental Body
Gain the Earth, Electric, Fire, Fluid, Ice, or Metal Kata
Nature. If you already have one of these Natures, You gain Primed, and adjacent targets whose Will
you may lose it to make this Action Swift. is lower than your Speed become Fixated towards
you.
Exorcism
Adjacent target loses a Nature of your choice and Meditation
the Possessed Kink. If target has an abandoned You gain the Sleep condition and regain half of
body, they are sent back into it. your missing SP.
Pauper Strike
Adjacent foe drops all worn and equipped items
and belongings into adjacent squares.
Penance
Causes a foe within 5 squares to submit to their
inner demons, dealing Mental damage equal to
the damage they did on their last turn.
Punishing Strike
Make an attack with an Asset of your choice
against an Adjacent target that deals one die of
damage per Condition they are have.
Pure Strike
Make an Attack with any Asset you have. You
gain Advantage if the target has more Mutations
or Kinks than you, and Disadvantage if they have
less.
Purification
Remove a Condition of your choice from yourself.
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Remove Temptation Trance
Adjacent target loses Tendril, Sack, Muff, Cock, or Swift: Cause an Attack that strikes you to deal no
Tits, your choice. damage if you have not dealt damage since your
last turn.
Sanctify Body
Adjacent target gains the Unchanging Mutation. Tranquility
Swift: Substitute your Will for any other Stat roll
Sanctify Mind while in combat.
Adjacent target gains the Stubborn Kink.
Transcend Space
Sevenfold Strike Use your Feet to move a number of squares up
Teleport to a different square adjacent to an to your Speed + 3. You teleport to the chosen
adjacent target and attack them with an Asset of location without traveling the space between.
your choice that only deals one die of damage. Cures Grapple and Vore.
You can repeat this attack as many times as
you like against the same target for 1 SP per Transcend Time
additional Attack, but must teleport to a different You end your turn and gain Haste.
square each time, which cannot include your
starting square. True Strike
Make an attack with an Asset of your choice
Shared Suffering against an Adjacent target that deals damage that
Swift: When a target within 5 squares suffers Pain their Nature is weak against, if any. If multiple,
damage, divert half of that damage to yourself you may choose which.
(round down). If you are the target, instead divert
half to the attacker.
Shining Finger
Make a Hands attack against an Adjacent target
that deals Holy damage. If the target is of the
Demon or Undead Nature, they suffer Blind.
Skidoosh
Push an Adjacent target a number of squares
away from you of your choice, up to your Will
Rank.
Somnambulism
Swift: Take any other Action you know while you
are asleep.
Synchronize
Raise an ally’s initiative roll to match your own, if
yours is higher.
Tantric Finale
Swift: Gain Primed at the start of your turn if you
did no damage last turn.
Temperance
Adjacent target transfers one rank of Ego to Will.
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Technomancer
Only found in more modern and futuristic settings, the Technomancer is a specialist that utilizes
hyper-advanced technology to augment and enhance their sexual capabilities. From gadgets and
gizmos to digital transmission and nanomachines, these learned technicians know their trade inside
and out.
Analog Conversion Capture
Adjacent target loses the Digital Nature and all Make a Will check against an Adjacent Digital
Digitized Mutations. creature’s highest Stat. They add their current SP
as a bonus to their roll. If you succeed, it becomes
Black Hat Hacking your Minion.
Digital or Metal target within 5 squares gains a Digitize
Condition of your choice. Adjacent target gains the Digitized Mutation for
an Asset of your choice, or two Assets of your
Brain Blast choice instead if they have Bound or Grapple.
Pay 5 SP to increase your Ego, Willpower, and
Insight by 1. Stats in excess of your AP total are Digivolve
lost on your next Rest. Your digital minion within 5 squares evolves,
gaining +1 rank to each physical stat, and
optionally +1 Size until the end of the encounter.
If you stack this Action multiple times on the
same minion, they drop to 1 in all physical stats
after the encounter ends and cannot benefit from
this action further until their next rest.
Erectile Malfunction
Swift: Target Digital or Metal Creature within
5 squares making a Cock attack suffers
Disadvantage on it. If they deal no damage, you
may remove a Mutation of your choice from their
Cock, or their Cock itself if it has no Mutations.
Eureka!
Swift: Substitute your Insight for any other Stat
roll while in combat.
Evolution Protocol
Swift: When you are attacked by an enemy, grant
yourself one of their Kinks or Mutations chosen
at random.
Git Clone
Summon a Minion in an adjacent square identical
to a creature you saved via Git Stash. This minion
begins play Stunned.
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Git Commit Git Push
Select a copy of a Digital creature within Select a copy of a Digital creature within
5 squares that you saved via Git Stash and 5 squares that you saved via Git Stash and
overwrite that creature’s current Size, Age, Stats, overwrite one of that creature’s current Size, Age,
Mutations, Kinks, or Conditions (your choice) Assets, Stats, Mutations, or Kinks with that of any
with those of the saved copy. other creature you have saved via Git Stash.
Git Fetch Git Stash
Pull a Digital creature within 5 squares that you Save a copy of a Digital creature within 5 squares.
have a copy of saved via Git Stash any number If this creature is your Minion, you can store
of squares closer to you. If they are your Minion, them in a digital device or on the cloud if you
this can be done from any distance, even without have a connection available.
line of sight, but inflicts Stun if the Minion is
fetched from more than 5 squares away. Integrate
Touch a piece of Equipment or Artifact held
Git Merge by you or an adjacent creature. They gain the
Select two Digital creatures within 5 squares that Integrated Mutation for that Equipment as it
you have copies of saved via Git Stash and are fuses to their body. You can also use this Action
adjacent to each other, and apply the Merged to remove an Integrated Mutation.
Mutation to them with each other. You can decide
which square they occupy. Liquid Cooling
Deals Ice damage to a target within 5 squares. If
they are Digital or Metal, they also gain Stuck.
Master Plan
Swift: When you make a Insight roll while Primed
and not Tired, maximize the roll and become
Tired.
Nanotech Augment
Swift: When you attack an enemy whose Nature
is weak against a damage Type, change your
attack to that Type.
Reforge
Transform a piece of Equipment of your choice
into another piece of equal or lesser value.
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Overclock Repair
All adjacent Digital and Metal targets gain Haste. Make an Insight attack against an adjacent Metal
creature’s Stamina and restore SP equal to the
Overheat result. If you roll any 6s, they gain Primed.
Deals Heat damage to a target within 5 squares. If
they are Digital or Metal, they also gain Tired. Size Ray
Choose a target within 5 squares and increase or
Regulatory Capture decrease their Size by one step, or instead choose
Swift: When a Digital or Metal creature you are to add Hyper or Micro to an Asset of theirs
Vored by takes their turn, you decide one of their of your choice. Roll a d6. On a result of 1 you
Actions. accidentally apply the opposite effect instead.
Time Dial
Choose a target within 5 squares increase or
decrease their Age. Roll a d6. On a result of 1 you
accidentally apply the opposite effect instead.
Trojan
Adjacent, willing Digital target is teleported to
and becomes Vored by a second Digital target
within 5 squares.
Upgrade
Adjacent target gains the Cybernetic or
Weaponized Mutation for an Asset of your choice,
and either Hard or Primed. If they are Bound or
Stuck, you may choose to apply both Mutations
or one Mutation to two Assets of your choice.
67
Twink
Twinks are slender and nimble little sluts that know how to work their bodies to drive others crazy.
Whether simply feigning submissiveness to lure their foes into a trap, or truly the ultimate bottoms
that they seem, their uncanny speed and finesse allow them to beat off the competition single-
handedly. Feminine twinks are often called Mynxes instead.
Ace in the Hole Embrace
Throw a Dildo you’re holding to make a Cock Make an Attack with any Asset you have using the
attack using it at a target up to 5 squares away. target’s Power instead of your own. If they deal
no damage, you may grapple them. If they roll
Affectations any 6s, they may Grapple you.
Swift: Apply Charm to an adjacent foe when they
Attack you, after the Attack resolves. Feeding
Feed an adjacent target other than yourself a Vice
Attention Whore and give them the Belly
Swift: When you are attacked more than once in Asset, or Hyper Belly if
the same round, you gain Primed. they already have it. If they
have any Conditions,
Backdoor
you may choose one to
Make a Cock, Hands, Maw, or Tendril attack with remove.
Advantage against a target’s Ass or Muff while
you are Hidden. Flexibility
Swift: Substitute
Bottom Out your Speed for any
Make an Ass, Maw, or Muff attack against an other Stat roll while in
adjacent target’s Cock or Tendril. If the target combat.
Asset is Hyper and yours is Gaping or you have
Elastic, this attack rolls an additional die for
every six it rolls.
Cheer Up
Convert a Condition of your choice on a target
within 5 squares into Charm directed at you.
Cumguzzler
Swift: When you are hit with a Fluid attack,
regain 1 SP for each die you negate.
Drink Deep
Make a Maw attack against an adjacent target’s
Cock, Muff, or Tits, and regain 1 SP even if you
deal no damage.
Elastic Enticement
Swift: When a foe Attacks your Asset that has
Gaping, they gain Hard.
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Grind Idolatry
Make an Attack with your Ass, Cock, or Muff Charm yourself to a target of your choice. If
against an adjacent foe, even if it is bound by an you already have Charm, instead restore 1 SP to
item. If you roll any 6s, both of you gain Primed. yourself and the focus of your Charm.
Heel Infiltrate
Move a number of squares equal to your Speed. Make an attack against an adjacent target with
If you have a leashed Collar equipped, the leash an Asset of your choice against an adjacent target
holder can move with you to a square of their and become Vored by them. Target must be of the
choice adjacent to your destination. correct Size to be able to Vore you. Cannot use on
yourself.
Hot Swap
Make a Speed check opposed by an adjacent Jailbreak
target’s Speed or Insight (their choice). If you Break any piece of equipment worn by an
succeed, you can swap a piece of Equipment they adjacent creature that blocks access to Cock.
are holding with one you are holding.
Knead
Huff Musk Knead the swollen burden an adjacent target
Swift: Gain Primed and Fixation against an other than yourself, restoring 1 SP to them, plus
Adjacent target with Nasty, Sweaty, or more one per target they have Vored. Deal a die of
Power than you. damage to each target Vored by them for each SP
that is restored.
Lariat
Use Tendril or equipped Rope or Chain to pull
yourself to a foe or object within 5 squares.
Massage
Massage an adjacent target other than yourself
to restore 1 SP to them. You may also choose to
inflict or remove Tired, or make an already-Tired
target go to Sleep.
Nimble Git
Swift: Roll to escape Grapple, Bound, Stuck, or
Vore. Can be used while Bound.
Opportunity
Swift: When an adjacent target attacks somebody
other than you, attack them with a Asset of your
choice.
Pack Tactics
Swift: When an adjacent target is attacked by one
of your allies, attack them with an Asset of your
choice.
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Pick and Choose Sneak
Swift: When an enemy attacks you, choose which Gain Hidden if you are not within Line of Sight of
Asset they Attack. If they use an Action that lets any enemies.
them choose which Asset to Attack with, you
choose instead. Spring Leak
Swift: When a foe rolls a 6 on a Cock attack made
Praise
All allies currently Charmed by you regain 1 SP. against you, add the Spurty Mutation to their
Cock.
Quick Change
Swift: Swap one of your pieces of Equipment. Squirm
Swift: Negates the penalties you normally suffer
Rabbit Thrust for sharing a square with a larger creature until
Make a Cock attack against an Adjacent creature the end of your turn. Can only be used during
using your Speed instead of Power. Gain your turn.
Advantage if the target is of a larger Size than you.
Submission
Rough Rider
Swift: Gain Primed when if you are Charmed,
Swift: When you are Attacked with Cock, you
may choose to shift your attacker into any other Fixated, Grappled, Stunned, or Vored.
unoccupied square adjacent to you.
Sweet Sensation
Rump Dump Swift: When a target Charmed by you uses an
You make an Ass or Muff Attack against an Action, spread the Charm to the target of their
adjacent foe, and they gain Fixation against you. Action.
Sandman
Swift: When you attack a Sleeping target, apply
Disadvantage on their roll to wake up.
Scramble
Move a number of squares equal to your
Speed, ignoring terrain effects and
passing through enemies.
Shadow Step
Swift: Teleport up to a number of
Squares equal to your Speed, if you
are Hidden.
Snatch
Swift: Adjacent target loses an
Equipped item of your choice.
You may either wield it yourself
or drop it on the ground in the
target’s square. If you are
Hidden or out of combat,
you can make a Speed check
against the target’s Insight check
to execute this action without
them noticing.
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Switcheroo Twincest
Swift: When you or an adjacent ally is attacked, You and adjacent Twin each regain 1 SP, and
switch places and cause the opposite person to be apply Fixation to all enemies adjacent to either of
targetted by the attack. you.
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Chapter V: Booty
Unlike the core edition of Fapp that didn’t give hard rules for handling equipment and treasure,
Advanced Fapp offers a few more options for acquiring wealth.
Loot
While adventuring, characters will be able to take the loot from their fallen enemies, as well as raid
special dungeons and other areas where high-value items are kept, and may also be given treasure as
reward for any heroic exploits they happen to accomplish. It’s up to the GM how much loot to dole
out. Consider how much your characters use and want to improve their equipment in the first place,
as some may not be advancing in that direction at all much to begin with.
Crafting
Characters can craft items during their downtime, converting gp into raw ingredients needed to
manufacture equipment. This requires access to a large enough population center to reasonably trade
for raw ingredients, or requires the chcaracter to have already acquired these ingredients before hand.
While crafting, a character can spend an hour’s time crafting, making an Insight check (their choice)
to create Equipment whose GP value is equal to or less than the result. A character can instead choose
to work for a number of consecutive hours up to their Will score, rolling Insight dice each hour to add
to the total. Upon success, the raw materils equal to the item’s GP value are consumed and the item
is created. Upon failure, the item is not created, but the raw materials can still be used for subsequent
attempts.
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Equipment
Character can acquire a number of items on their adventures that can aid them in battle. Each type of
Equipment requires a specific Slot to be equipped or worn in. A character can Equip no more than one
piece of Equipment in each Slot, unless they have the appropriate Multi Mutation. Held items can be
wielded in a Hand or Tendril, but do not take up those Slots. You cannot wield more Held items than
you have Hands/Tendrils. A character can equip or unequip a piece of Equipment (or both for the
same slot) as an Action on their turn.
Anal Beads Boxers
Ass or Muff – 5 GP Undies – 5 GP
Equipped Asset cannot be used, but is also Prevents you from using your Ass, Cock, Muff,
protected from attack. You lose 1 SP when this and Sack but also protects them from Attack.
Equipment is removed. Better than Briefs.
Armor - Mail Bra
Body – 20 GP Tits – 5 GP
Use your Power instead of your Stamina to Equipped Tits Asset cannot be used, but is also
determine max SP. You move one square slower protected from attack.
than normal.
Armor - Fancy Attire
Body – 20 GP
Use your Ego instead of your Stamina to
determine max SP. You move one square slower
than normal.
Armor - Leather
Body – 20 GP
Use your Speed instead of your
Stamina to determine max SP.
You move one square slower than
normal.
Armor - Monastic Garb
Body – 20 GP
Use your Will instead of your Stamina to
determine max SP. You move one square
slower than normal.
Armor - Scholar’s Regalia
Body – 20 GP
Use your Insight instead of your Stamina to
determine max SP. You move one square slower
than normal.
Ballgag
Maw – 5 GP
Equipped Maw Asset cannot be used, but is also
protected from abilities that require you to have it.
Blindfold
Eyes – 5 GP
If all of your eyes are covered, you become Blind.
Boots
Feet - 10 GP
Prevents your Feet from being used for Physical
Attacks but also protects them from Attack. You
gain Nasty when your Boots are removed if they
were worn for at least an hour.
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Briefs Cock Ring
Undies – 5 GP Cock – 10 GP
Prevents you from using your Ass, Cock, Muff, Equipped Cock gains Hard and Primed each
and Sack but also protects them from Attack. time it deals or receives damage, and ignores
Better than Boxers. the effects of the Spurty Mutation until this
equipment is removed.
Buttplug
Cocksock
Ass – 5 GP Cock - 5 GP
Equipped Ass cannot be used, but is also Equipped Cock Asset cannot be used, but is also
protected from attack. protected from attack.
Chain Collar
Held – 10 GP Neck – 5 GP
Can be consumed as an Action to apply Bound or If attached to a Leash, you may substitute the
Stuck against an adjacent foe with an opposed Leash holder’s Ego and Willpower for your own,
Power/Speed check. DC 15 Power or Speed check with their permission.
to escape afterwords.
Condom
Held – 1 GP
Chastity Belt
Equipped Cock fails to trigger Cumslinger
Undies – 10 GP Attacks, Disgust, Nasty, Parasites, and Preggers
Prevents you from using your Ass, Cock, Muff, when used or targeted. The condom is filled after
and Sack but also protects them from attack. DC the equipped Cock attacks with or is attacked by
15 Power or Speed check to remove without key. a roll of 6. A Spurty cock instead fills the condom
with any roll. A full condom can be tied off when
Chewtoy removed and saved for later to be used as a Vice
Maw – 5 GP by a Cumslut. Filling an already-full condom
Prevents you from using your Maw. As a Swift again causes it to burst and be destroyed.
action, you can chew on it to ignore the Hungry
condition until your next turn, even if you are
Voracious.
Cock Cage
Undies – 10 GP
Prevents you from using your Cock and Sack but
also protects them from attack. DC 15 Power or
Speed check to remove without key.
74
Diaper Instrument
Undies – 5 GP Held - 30 GP
Prevents you from using your Ass, Cock, Muff, This portable instrument can be played as a
and Sack but also protects them from attack. flourish to enhance your presence. When you
You do not suffer Disgust from your own Nasty. inflict Charm, Fixation, or Shame on a single
Nasty, Shame, and Soak Conditions you suffer do creature, you may instead choose to inflict that
not expire normally. condition on all characters within 5 squares of
you that can see and hear you. Characters that
Dildo have seen your performances regularly may
Held – 5 GP choose to ignore this effect.
Substitutes for a Cock Asset.
Jockstrap
Eyepatch Undies – 5 GP
Eyes – 1 GP Prevents you from using your Cock, Muff, and
Removing this Equipment, or switching which Sack but also protects them from attack.
Eye it’s on as an Action, removes Blind.
75
Leash Piercings
Held – 5 GP Any Asset – 5 GP
Can be attached to an adjacent target’s Collar as Physical and Pain attacks gain Advantage against
an Action with an opposed Power or Speed check. this Asset, and you gain Primed after you attack
Grants the leash holder Advantage on all checks with it.
made against the collared target, and Grapples
the leashed target. Breaking this Grapple either Rope
disarms the leash or detatches it from the Collar, Held – 1 GP
breaker’s choice. Can be consumed to apply Bound or Stuck
against an adjacent foe with an opposed Power/
Manacles Speed check. DC 10 Power or Speed check to
Feet, Hands, Tail, Tendril, or Wings – 1 GP escape afterwords.
Equipped Asset cannot be used. DC 15 Power or
Speed check to remove. Saddle
Back – 10 GP
Mask Smaller creatures suffer no penalties for sharing
Maw – 10 GP your space, unless they are Grappled or Vored by
Equipped Maw Asset cannot be used, but is also you.
protected from attack. If all of your Maws are
Masked, you do not gain Disgust from being in Strapon
the vicinity of Nasty. Pants – 5 GP
Substitutes for a Cock Asset.
Panties
Undies – 5 GP Vice
Prevents you from using your Ass and Muff but Held – 1 GP
also protects them from Attack. A consumable substance that can be used to fuel
special abilities that cause intoxication and/or
Pants relieve stress. Consuming it as an Action cures
Lower – 10 GP the Tired condition.
Prevents you from using your Ass, Cock, Muff,
and Sack but also protects them from Attack. Weapon
Held – 15 GP
Can be used as an Action to deal Pain damage to
an adjacent enemy.
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Artifacts
Artifacts are extremely rare and valuable pieces of Equipment that boast amazing special effects and cannot
be destroyed by normal means. Artifacts are not listed with a GP value, since they should be rare and exotic
enough not to be commonly traded. Artifacts can be crafted like players like equipment even without a listed
GP value, but the GM should mandate that creating an Artifact requires a rare component, rtiual, and/or
place of power to create so it cannot easily be achieved. Doing so could make the basis for entire adventures.
77
The Demonjock (Undies) Dildouble (Muff)
This wicked undergarment is shaped to resemble This double-ended dildo sports an engraved
the face of some heinous demon. When worn golden ring in its middle. Made of a strange,
over one’s loins, it locks into place, preventing flesh-like material, the true purpose of this
it from being disrobed, as a long tongue unfurls sexual aid is left a mystery until it is inserted
from its maw - which begins to spout all manner into a vagina, at which point it immediately
of unsavory advice amidst bouts of cursing warms and begins to bond with its host -
and innuendo. The wearer of the Demonjock transforming itself into a flesh and blood cock
gains the cursed garment’s fixation for tasting and balls matching the host’s species and
others, but may rein in its power to use that long coloration, with that telltale golden band at its
tongue to their advantage, or transform it into base. Only through vaginal intercourse with
an extension of their own genitalia in the heat of another creature, or defeat of its wearer, can the
combat. dildouble be removed, transferring ownership
While wearing this Artifact, you gain the Cock to the new host it is inserted into, whose new
Asset and the Oral Mutation for Cock. Your masculine bits then exit the original host’s
Ass, Muff, and Sack Assets cannot be used, but returning netherlips.
are also protected from attack. The Demonjock Once inserted into a host, the Dildouble grants
may only be removed forcibly by tricking it into the host the Cock and Sack Assets, and removes
consuming holy water. It may also detach of their Muff Asset. If the host uses uses their Cock
its own accord if it grows extremely bored from to attack another target’s Muff, the Dildouble
a long dry streak without combat, if its wearer is immediately transferred. Hosts who wish to
is defeated, or if gods forbid its wearer actually hang on to the artifact often refrain from vaginal
manages to reason with it, a feat none have intercourse to ensure they keep their treasure to
managed in the cursed relic’s many centuries themselves.
hopping from crotch to crotch.
78
Headband of Empathic Masturbation (Forehead) Rumpring of Holding (Ass)
This frilly pink headband allows the wearer This gold, embossed ring appears to have no
access to newfound empathic abilities, allowing effect when worn on one’s finger, but when
them to share their self-inflicted pleasure with carefully placed in the anus, it affixes itself and
others. stretches with anything that is then inserted into
Any time you make an attack roll agianst yourself, the wearer’s behind. This stretchiness extends
you can select a target you can accurately percieve to the wearer, allowing them to fit practically
to also suffer Mental damage equal to the amount anything within themselves, up to twice their
of damage you take. If used out of combat, your own size.
GM may allow opposed Stat checks to allow you While wearing the Rumpring of Holding, the
to do so without arousing others suspicions, wearer gains the Elastic Mutation for their Ass
effectively allowing you to stealth-masturbate and automatically triggers the Gastroplane Action
people into submission without them even for anything inserted into their Ass, without
realizing you’re the culprit. having to spend a Swift Action. While this is
espeically useful for characters with access to
Hirsute Harness (Body)
Vore actions, even those who don’t can still engulf
This black leather harness, when worn, causes Defeated foes with a little bit of time and effort.
the wearer to grow a tremendous amount of The wearer can feel objects or creatures inserted
body hair (and sometimes facial hair as well), inside of them through the rumpring, and may
regardless of species or gender, spreading from retrieve any one object or creature they wish as
both pubic and other pituitary areas, allowing an Action, ejecting them into an empty adjacent
them to work up a tremendous musk, while also square or into their Held slot if a wieldable object.
insulating them from the cold. If the Rumpring of Holding is removed, all of its
You gain the Stench and Sweaty Mutations, and contents are immediately ejected.
Cold attacks suffer Disadvantage against you.
79
Sacksplit Sash (Sack) Siegecock Brace (Cock)
This fine leather belt causes the wearer’s ballsack This studded leather harness is made to support
to split into four plump, overactive orbs (causing genitals of truly immense size, combining
them to grow one if they do not already possess an array of straps and harnesses to support
one). mobility with even the most massive of siege
The wearer gains the Sack Asset and the Multi cocks. Further enhancing the siege, the brace
Mutation for Sack. enhances the wearer’s size to its maximum
carrying potential, and imbues their seed with
staggering potency.
Removes the movement penalty for the Hyper
(Cock) Mutation. You are always Virile.
80
Tentacle on a Stick (Held) Trickster’s Cloak (Body)
This oaken wand contains on one end a long, This rugged, worn cloak, torn at its fringe,
slimy tentacle that likes to grip and molest allows for dastardly escapes and getaways
anything it can manage to reach. Be careful when its wearer is in a pinch, allowing them to
about working it up, because it could very well zip away in the blink of an eye, often leaving
turn on you after! behind a log or some other cheap decoy in the
You can use this Artifact like a Tendril Asset that wearer’s place.
can reach targets up to one extra square further You can use Transcend Space. If you already
away than normal. Any time you end your turn know this Action, it becomes a Swift Action.
with this Artifact equipped and have not used
it that turn, it will attack you at the end of your
turn.
81
Vincentine Spectacles (Eyes) Vivacious Vest of Venting (Body)
These blackened spectacles are said to have a life This vivid velvet vest, when worn, causes the
of their own - a vincentine spirit living within wearer to develop an oversized and overactive
them that calls to nearby creatures, convincing pussy between their legs, enhancing and
them to try them on. Doing so rapidly blesses pumping up an existing orifice, or tucking one
the wearer with added belly and rump, away behind the junk of a wearer that was
expanding their asshole to epic proportions, previously without one. This bulbous mound
and instilling within them a tremendous hunger vents a considerable amount of sexual fluids
to consume other creatures, often through at the wearer’s slightest arousal, diverting the
unconventional orifices. strain of their body, even if only slightly.
Grants the wearer the Voracious Kink. While You gain the Muff Asset, or Hyper Muff if you
equipped, the wearer can use Gulp and gains the already had one. Any time you suffer more than 1
Elastic Mutation for the associated Asset when Damage from an attack, reduce that number by 1
doing so. and use your Muff to deal 1 die of Fluid damage to
an adjacent foe of your choice.
82
Chapter VI: Sample Characters
On the following pages, you’ll find some sample starter characters built with 20 AP that make for
great well-rounded adventuring builds for new players. Feel free to take those characters for a spin, or
use them as a basis for your own desidigns after a few modifications!
83
20
AP
Alistair the Freakshow
3 3 3 3 2 2
Power Stamina Speed Ego Willpower Insight
13 Medium Adult
SP Size Age Nature
Assets Ass, Feet, Hands, Maw, Muff, Tail
Kinks Inquisitive
Mutations Phallic (Hands), Prehensile (Hands, Maw),
Receptive Flesh
Actions Corruption, Dickening,
Meat Tornado, Tendrillize
84
20
AP
Dierdre the Herald
4 3 4 2 3 2
Power Stamina Speed Ego Willpower Insight
13 Medium Adult
SP Size Age Nature
Assets Ass, Cock, Feet, Hands, Maw, Muff, Sack,
Tail, Tits
Kinks Inquisitive
Mutations Scent, Taur
Actions Heroic Leap, Rutting Season
85
20
AP Esme the matron
2 4 2 1 4 3
Power Stamina Speed Ego Willpower Insight
15 Medium Adult
SP Size Age Nature
Assets Ass, Belly, Feet, Hands, Maw, Muff, Sack,
Tail, Tits
Mutations Pregnant, Stacked (Sack)
Actions Dairy Fountain, Gravid Swell, Nurture,
Udder Delight
86
20
AP
Nico & Pip the Rascals
3 3 4 1 3 3
Power Stamina Speed Ego Willpower Insight
13 Medium Adult
SP Size Age Nature
Assets Ass, Belly, Cock, Feet, Hands, Maw, Sack,
Tail
Mutations Prehensile (Cock), Oral (Cock)
Actions Backdoor, Coiling, Sneak
Equipment Leather Armor
87
20
AP
Rolf the Powertop
4 3 3 3 3 2
Power Stamina Speed Ego Willpower Insight
13 Medium Adult
SP Size Age Nature
Assets Ass, Cock, Feet, Hands, Maw, Sack, Tail
Kinks Dominant
Mutations Knotted
Actions Endure, Iron Body
Equipment Dildo
88
20
AP
Xilean the Anatomancer
3 2 1 1 3 4
Power Stamina Speed Ego Willpower Insight
14 Medium Adult
SP Size Age Nature
Assets Ass, Cock, Feet, Hands, Maw, Muff, Sack,
Tail, Tits
Kinks Inquisitive
Mutations Diablophile, Hedonist, Shameless
Actions Absorption, Awaken Flesh, Bustification,
Dickening, Meld, Sack Up
Equipment Scholar’s Attire
89
20
AP Zoe the Mynx Minuscule, merry, and trained in the ways of
2 2 3 3 2 2 breaking others into submission, the Mynx’s
Power Stamina Speed Ego Willpower Insight
small size belie her impressive intellect and
11 Small Adult arousal, allowing her to brandish an arsenal of
SP Size Age Nature
Assets Ass, Cock, Feet, Hands, Maw, Sack, Tail, Tits wily tricks that allow her to catch enemies off
Kinks Dominant guard with surprising frequency. It’s hard to
Actions Affectations, Backdoor, Embrace, resist that cute little smile, or the not-so-little
Opportunity, Sneak, Tease package that comes along with it.
Equipment Weapon (Riding Crop)
90
Chapter VII: Transformation
Frequent, unpredictable transformation is just a fact of life in Jizzral. Sometimes you drink the wrong
potion, sometimes you bump into the wrong fleshcrafter, and sometimes the demon lord Cheeky
permanently alters your body while you sleep just to fuck with you.
Residents of Jizzral undestand that their bodies are mutable and subject to change. While many will
embrace these changes and see them as opportunities to expand their horizons or explore different
sides of themselves, others will seek fleshcrafters or tantrists to help them change their bodies back.
Newcomers to Jizzral that first experience the Fappening when sucked into the realm often undergo
a number of transformations as well, which can be determined randomly with the following tables
rather than having them pick Mutations normally. These changes can be applied either before or after
character creation, and will be rendered permanent, or at least as permanent as any changes to the
flesh can be in a realm where such transformations are fairly commonplace.
Finally, use the rarity tables on the following pages to determine the exact Transformation that occurs
in the appropriate category.
91
Common Transformations 1d100
Change Species to a new species determined by your GM 1 - 3
Gain Cock and Balls. If you already have them, gain Multi for both 4 - 6
Gain Cock, Muff, Sack, and Tits 7 - 9
Gain the Diigtal Nature and change your appearance to a monster of the GM's choosing 10 - 12
Gain Hyper for your Ass 13 - 15
Gain Hyper for your Belly if you have one 16 - 18
Gain Hyper for your Cock and Sack if you have them 19 - 21
Gain Hyper for your Cock if you have one 22 - 24
Gain Hyper for your Muff if you have one 25 - 27
Gain Hyper for your Sack if you have one 28 - 30
Gain Hyper for your Tits if you have them 31 - 33
Gain Knotted for your Cock if you have one 34 - 36
Gain Muff. If you already have one, gain Multi for Muff 37 - 39
Gain Multi for your Tendril if you have one 40 - 42
Gain Oral for your Tail if you have one 43 - 45
Gain Phallic for your Tendril if you have one 46 - 48
Gain Scent 49 - 51
Gain Tail. If you already have one, gain Multi for Tail 52 - 54
Gain Taur 55 - 57
Gain Tits. If you aready have them, gain Multi for Tits 58 - 60
Increase your Size 61 - 63
Lose Cock and Sack, gain Muff and Tits 64 - 66
Lose Muff and Tits, gain Cock and Sack 67 - 69
Reduce your Size 70 - 72
Shift one Rank of Power to Speed 73 - 75
Shift one Rank of Power to Stamina and gain Belly 76 - 78
Shift one Rank of Speed to Power 79 - 81
Shift one Rank of Speed to Stamina and gain Belly 82 - 84
Shift one Rank of Stamina to Power and lose Belly 85 - 87
Shift one Rank of Stamina to Speed and lose Belly 88 - 90
Roll two more common changes. 91 - 100
92
1d100 Uncommon Transformations 1d00
1 Gain Anal for your Belly if you have one Gain Receptive Flesh 37
2 Gain Anal for your Cock if you have one Gain Slime for your Cock and Sack if you have them 38
3 Gain Anal for your Maw Gain Slime for your Cock if you have one 39
4 Gain Anal for your Muff if you have one Gain Slime for your Feet. this includes your entire legs 40
5 Gain Anal for your Tail if you have one Gain Slime for your Maw. this includes your entire head 41
6 Gain Anal for your Tendril if you have one Gain Slime for your Muff if you have one 42
7 Gain Anal for your Tits if you have them Gain Slime for your Hands. this includes your entire arms 43
8 Gain Aquatic Gain Slime for your Sack if you have one 44
10 Gain Gaping for your Cock if you have one Gain Slime for your Tendril if you have one 46
11 Gain Hyper for your Maw Gain Slime for your Wings if you have them 47
13 Gain Micro for your Ass Gain Testicular for your Tits if you have them 49
14 Gain Modular for your Cock and Sack if you have them Gain the Botanical Nature 50
15 Gain Modular for your Cock if you have one Gain the Earth Nature 51
16 Gain Modular for your Feet. this includes your entire legs Gain the Electric Nature 52
17 Gain Modular for your Maw. this includes your entire head Gain the Flame Nature 53
18 Gain Modular for your Muff if you have one Gain the Fluid Nature 54
19 Gain Modular for your Hands. this includes your entire arms Gain the Food Nature 55
20 Gain Modular for your Sack if you have one Gain the Ice Nature 56
22 Gain Modular for your Tendril if you have one Gain the Spectral Nature 58
23 Gain Modular for your Wings if you have them Gain the Swarm Nature 59
24 Gain Oral for your Feet Gain Vaginal for your Ass 60
25 Gain Parasites Gain Vaginal for your Belly if you have one 61
26 Gain Phallic for your Feet Gain Vaginal for your Cock if you have one 62
27 Gain Projection for your Cock and Sack if you have them Gain Vaginal for your Maw 63
28 Gain Projection for your Cock if you have one Gain Vaginal for your Hands 64
29 Gain Projection for your Feet. this includes your entire legs Gain Vaginal for your Tail if you have one 65
30 Gain Projection for your Maw. this includes your entire head Gain Vaginal for your Tendril if you have one 66
31 Gain Projection for your Muff if you have one Gain Vaginal for your Tits if you have them 67
32 Gain Projection for your Hands. this includes your entire arms Gain Winged for your Hands 68
33 Gain Projection for your Sack if you have one Lose Cock, Muff, and Sack 69-70
34 Gain Projection for your Tail Roll two more common changes instead 71-80
35 Gain Projection for your Tendril if you have one Roll two more uncommon changes 81-90
36 Gain Projection for your Wings if you have them Roll a rare change instead 91-100
93
Rare Transformations 1d100
Decrease your Age 1 - 2
Gain Barbs for your Cock if you have one 3 - 4
Gain Blinded and Awareness 5 - 6
Gain Elastic 7 - 8
Gain Feral 9 - 10
Gain Gaping for your Ass 11 - 12
Gain Gaping for your Muff if you have one 13 - 14
Gain Handy for your Feet 15 - 16
Gain Handy for your Tail 17 - 18
Gain Hyper for your Feet 19 - 20
Gain Hyper for your Hands 21 - 22
Gain Hyper for your Tail if you have one 23 - 24
Gain Hyper for your Tendril if you have one 25 - 26
Gain Hyper for your Wings if you have them 27 - 28
Gain Integrated with a nearby/held/equipped object chosen by the GM 29 - 30
Gain Merged with a nearby other character chosen by the GM 31 - 32
Gain Micro for your Cock and Sack if you have them 33 - 34
Gain Micro for your Cock if you have one 35 - 36
Gain Micro for your Sack if you have one 37 - 38
Gain Micro for your Tits if you have them 39 - 40
Gain Multeye 41 - 42
Gain Multihead 43 - 44
Gain Multi for your Ass 45 - 46
Gain Multi for your Legs 47 - 48
Gain Multi for your Maw 49 - 50
Gain Multi for your Hands 51 - 52
Gain Naga 53 - 54
Gain Oral for your Cock if you have one 55 - 56
Gain Oral for your Ass 57 - 58
Gain Oral for your Belly if you have one 59 - 60
Gain Oral for your Muff if you have one 61 - 62
Gain Oral for your Tendril if you have one 63 - 64
Gain Oral for your Tits if you have them 65 - 66
Gain Pawtastic for your Hands 67 - 68
Gain Phallic for your Maw 69 - 70
Gain Phallic for your Muff 71 - 72
Gain Phallic for your Hands 73 - 74
Gain Phallic for your Tail if you have one 75 - 76
Gain Phallic for your Tits if you have them 77 - 78
Gain Preggers 79 - 80
Gain Sagsack 81 - 82
Gain Slippery 83 - 84
Gain Stench 85 - 86
Gain Sticky 87 - 88
Gain Tendril 89 - 90
Gain the Demon Nature 91 - 92
Gain the Fabric Nature 93 - 94
Gain the Holy Nature 95 - 96
Gain the Undead Nature 97 - 98
Increase your Age 99 - 100
94
Chapter VIII: Netplay Guide
This section will show you how to get Fapp up and running in online. While there’s numerous
frameworks available to play on, this guide will focus on Maptool, and will explain the various macros,
tokens, and other mechanics for the Fapp campaign framework.
95
Tokens GM Setup
Each character, NPC, and monster is represented If you’re hosting a game, your first priority will
by a token that appears on the map. If your GM be making sure you can run the Maptool Server.
has granted you access to a token, you’ll be able While it is possible to have one of your players
to hover over it to see its brief stats, double click run it instead, the host must load the campaign
file themselves, meaning you must share it with
for an in-depth look at additional stats, move them, running the risk of accidentally revealing
it around, and access its macros through the spoilers!
Selected window. Tokens can also be used to
represent objects or locations on a world map, Setting Up the Server
but you typically won’t be granted access to To start a server, go to File > Start Server. From
control those. here you can select your Username, the name
of the server, it’s port, the password for players
Stats to use, and the password for others GMs to use
If you have access to a token, you can see its (useful if you’re collaborating with others on
Current and Total SP values, along with its maps or tokens). If you select a non-standard
Movement, Stamina, Will, etc. Double-clicking port for your server, make sure to share it with
your players along with the player password.
a token and viewing the Properties tab will show
you the full stats for the token. These properties From the options list, you can select a number
are used by macros to keep track of your of self-explanatory options. It is strongly
character’s stats. reccommended to turn on Strict Token
Ownership, so that players cannot see the stats
Movement and macros of NPC and Monster tokens.
You can move tokens you have access to across
the map, which will show how many squares If you receive an error when launching your
each movement takes as you drag your token. server, or players cannot connect to it, you are
You can press spacebar to pivot in the middle likely experiencing a network configuration
of a movement, allowing you to move around problem rather common to MapTool. Try
enabling/disabling the Use UpnP option in the
obstacles without dropping your token. You can Start Server menu and forwarding the port you’re
also lasso-select multiple tokens you have access using to run the server for your computer’s IP
to in order to move them all at once as a group. address. If you’re still having problems, consult
the MapTool forums for more help.
Macros
These are the bread and butter of your token, Once you manage to connect, open the default
all the different actions you can take in combat. Fapp campaign file using File > Open Campaign.
When you click on your token, the Selected Once you have one of your own, you can open
window will be populated with all of your that instead. This will load a number of macros,
token’s macros. These include your Assets, tokens, maps, and campaign properties that are
Actions, Mutations, Kinks, Boon, Equipment, used for Fapp.
etc. Clicking on one of the macro buttons in this
window will activate that , sending a message to
the chat window with the result.
96
Token Config The GM’s Toolbox
You can drag tokens directly from your All of the special macros made specifically for
computer’s file browser into Maptool, just drag the Fapp System are housed in the Campaign
it onto the Map and it will appear for you to use window.
immediately (though there’s a slight delay if you
drop a bunch at once). Vitals
The first group of macros in the campaign
Double clicking on a token will open the Edit window are the most vital button’s you’ll be
Token window, from here you have access to using while running the game. The Damage
many tabs. button reduces the selected token’s SP by 1. If
a token reaches 0 SP it’s automatically assigned
Above the tabs you can modify a token’s name, the Defeated status. The Heal button similarly
GM name (which only Gms can see), and Label, Restores 1 SP, and has no effect if the target’s SP
as well as it’s token image, and toggle it between is already full. The Restore button fully restores
PC/NPC. SP, and removes all Statuses from the token. This
makes a good ‘undo’ button if you accidentallty
From the Notes tab, you can record notes about KO a token and need to fix it quickly.
the token, which is useful if you want to keep your
notes consolidated in maptool instead of spread Statuses
out elswhere. You can add and removes Statuses from a token
by right-clicking it ans electing the appropriate
From the Properties tab, you can set a character’s Status. This includes Conditions, a small number
stats. of Mutations that are important to track, and the
Defeated state.
From the State tab, you can modify a token’s
status. Everything Else
The remainder of the Macros in the Campaign
From the Ownership tab you can grant players Window are the Macros used to build a Character
access to tokens. It’s recommended to use All token. You can simply drag and drop them into
Players, so that they can move as a group and see the appopriate section on a Character token to
each others’ stats. build it out. You can right click and delete un-
needed macros that don’t belong any more.
Finally, from the Config tab, you can change a
GM Shortcuts
token’s Shape, Portrait Image, and whether it
snaps to grid, or is visible to players (or only its While this isn’t directly related to the tools
owner). Snap to Grid and Visibility can also be found in the GM’s campaign window, these little
quickly accessed from the right-click menu on a shortcuts are handy for a GM to keep in mind.
token. CTRL+F, CTRL+E: Drags all players to view the
same map, and then the same coordinates as you.
CTRL+W: Toggle the fog of war. You can use the
Fog tool to determine areas the players can’t see.
CTRL+G: Toggle grid lines. This command is
local, so players will need to do it too to see the
grid.
CTRL+T: Toggle names on/off. This can be
useful if you tend to lose sight of tokens.
97
Building Tokens Building Maps
All of the special macros made specifically for At last, the most time-consuming part of the process,
map-making. There are three main styles of map-making
the Fapp System are housed in the Campaign in Maptool, all of which can be hybridized to some degree
window. depending on how you prefer to arrange your workflow,
and what other programs you have access to.
What you need
Layers
A picture: Pictures with transparent backgrounds Before you start building your map, it’s important to
work best, but aren’t required of course. understand the four layers Maptool uses.
Stats: Figure out how you want to build a token Token: The uppermost layer, and the only one players
can manipulate. Files dragged here form your computer
on paper before you head into MapTool. automatically become tokens.
Blank Token: This example token has all its
properties filled out, and has sections set up for Hidden: Below the token layer, files dragged here also
work as tokens, but can’t be seen by players. This layer
all the buttons it will need to be populated with. is useful for staging hidden tokens, or writing notes /
The Campaign Window: You can drag and drop specifying areas of effect that you don’t want your players to
macros from here onto the Token to populate it see.
with Assets, Mutations, Kinks, etc.
Object: Below the hidden layer, files dragged here do not
snap to grid by default, and can be rotated. If a player
Adding a Library enables grid lines, objects on this layer will appear above
One tricky subject for new folks learning Maptool the grid lines. Decorations and environmental objects
is the need to add a Library. Rather than simply typically go here, as they can’t be interacted with by the
player.
browsing your folder structure for Assets (like
pictures and tokens), Maptool needs to first be Background: The lowermost layer (other than the map’s
told what directories it can look in, which can hard map/background), this layer works the same as the
Object layer, except tokens will appear behind the gridlines,
include remote depositires in addition to your making this a good place to position ground and building
computer. tiles/textures.
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Chapter IX: Buy my Shit
Like what you read? Ready to hop in and play? Well buy some books, why don’t ya!
The Fapp Modules below contain new characters, monsters, items and adventures to discover!
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Chapter X: Free Shit
Made it all the way to the end? Well good on you, mate.
Here’s some other free Fapp materials if you’re still hungry for more.
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