Pred Hunt | Vore Game Roleplay

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Pred Hunt | Vore Game Roleplay

Postby hiddenaccount1 » Fri Mar 20, 2020 7:59 am

So, to clarify, this is not my idea. I found this idea on Gurglr from the user “The Spider” (with some changes that I made)

Continuing, it’s a dice type game, and you roll dice to either attack or escape a predator. It’s a 4v1 Preys Vs Predator game. So, to start;

4-5 Classes of prey enter a preds cave or home, the prey win if they take away all of the pred’s hitpoints, and the predator wins if they take away all of the prey. (by eating them)

Prey don’t have hp, but they have dice they roll in order to not be eaten,
And if you spend too many rounds in a belly, you won’t be getting out

Each of the classes and the preds have unique abilities and traits.
Spoiler: show
The classes

Fighter

Escape Roll: 1d6
Speed: 3

Attack: A standard attack. Roll 1d6,  if you roll 3 or greater you deal a single damage to the predator.

Freedom Slash: The fighter may use their sword to free an ally from most constrictions. (Unless inside a predator)

Mighty Swing: The Fighter deals 2 damage per successful attack.

Fortitude: Once swallowed, the fighter may roll 1d6. On a 5 or 6 they will struggle free and be disgorged.


Mage

Escape Roll: 1d4
Speed: 4

Attack: A standard attack. Roll 1d6,  if you roll 3 or greater you deal a single damage to the predator.

Fire Ball: The mage may fire a flame spell to destroy webs or other flammable material.

Revealing Light: The mage may reveal if the predator is hidden in the shadows.

Squishy: If rammed by the predator, the mage may not act next turn.


Cleric

Escape Roll: 1d3
Speed: 1

Attack: A standard attack. Roll 1d6,  if you roll 5 or greater you deal a single damage to the predator.

Healing Aura: Cure one ally of all status ailments.

Defensive Ward: The target character may not be swallowed next turn.

Delicious Treat: The predator will often target you first, your escape roll is terrible, and if swallowed you are immediately digested with no chance of rescue.


Rogue

Escape Roll: 1d4
Speed: 2

Attack: A standard attack. Roll 1d6,  if you roll 3 or greater you deal a single damage to the predator.

Stealth: Until you take an action in a room, or by using a turn, you may not be targeted by the predator.

Backstab: When stealthed, your attacks do double damage.

Talk To The Ass: If your backstab misses, the predator will immediately attempt to anal vore you (or alternative) as a bonus action. If predator is successful, you are completely restrained for 1 extra round, then digestion starts.


Ranger
Escape roll 1d4
Speed 5

Bow and Arrow: Roll a 1d6, if above 5, it hits the target. The ranger makes a ranged attack to the target with an arrow.

Squishy: If rammed by the predator, the ranger may not act next turn.

Fearful: When any ally is swallowed, the ranger may not act next turn.

(For obvious reasons, I enjoy playing as rogue)


The preds also have their traits/abilities
Spoiler: show
The preds.
(If uncomfortable with digestion or scat, changes are available)

The Spider

Health: 20
Speed: N/A (If stealthed he always attacks first, if in the open he always attacks last.)

Stealth: When the party enters a room the spider is inside, or he enters a room they are in, he may choose a hiding place. He will remain stealthed until found, revealed with a skill, or he uses an open attack. If the only other character in the room is also hidden, the spider becomes impatient and emerges to find its meal.

Ram: Rams the opponent, sending them flying. They take the "fatigue" debuff, reducing their escape roll by half for the next 3 turns.

Web pull: Pulls a targeted enemy into the shadows using webbing. The Spider rolls 1d6 and if he rolls 4 or more, he is not unstealthed, and the victim is cocooned in silk.

Devour: The Spider attempts to swallow the victim. He rolls 1d10 and they roll their escape roll amount. The higher number wins. Once a character is swallowed, their allies may free them by dealing 3-5 damage to the spider. After three turns they will be digested and are out of the game. The spider regains 5 health.

Disposal: After successfully digesting the victim, the spider may choose to belch out bones. The other characters must roll 1d6 and achieve 4 or more, or lose their next turn in terror. If all other players are alright with scat, the spider will instead release a ton of scat and bones. Otherwise the effect is the same.

Web Nest: If no other characters are in the room, the spider may build a webnest. While inside it he can shrug off weak attacks. When choosing to attack him, he rolls 1d6. On a four or greater the attack fails.

Flee: Once the spider hits 5 health, he will begin to flee from the party. If he successfully escapes the cave, they lose the game. They must take him down in time. He may not stealth while fleeing.




The Snake: (Can be anthro or feral; ie. naga or snake)
Health: 20
Speed: N/A (Last if above 10 health, First if below 10)

Serpent wrapping: If close, roll 1d6, on above 3, can wrap target in its tail and restrain it. If nat 6, can use bonus action to either attempt to devour or to bite the target.

Snake bite: The serpent rolls a 1d8 and the target rolls a 1d6. The target must roll higher than the serpent otherwise they will be bitten and be given the poisoned debuff. Cutting both attack damage and escape chance in half.

Serpent Snack: The Serpent attempts to swallow the victim. It rolls 1d8 and they roll their escape roll amount. The higher number wins. Once a character is swallowed, their allies may free them by dealing 4 damage to the serpent. After four turns they will be digested and are out of the game. The serpent regains 4 health.

Disposal: After successfully digesting the victim, the serpent may choose to belch out bones. The other characters must roll 1d6 and achieve 3 or more, or lose their next turn in terror. Hidden characters that are scared are revealed. If all other players are alright with scat, the spider will instead release a ton of scat and bones. Otherwise the effect is the same.

Slippery: If a target has previously escaped from inside the predator, they are forever twice as hard to serpent wrap (does not stack.)

Ram: Rams the opponent, sending them flying. They take the "fatigue" debuff, reducing their escape roll by half for the next turn.

Slithering Sendoff: When the serpent reaches 8 health, it can send out a regular sized snake buddy. The smaller snake has 2 health, can only attempt to eat a prey with 1d8 getting a perfect 8, (mostly used as a distraction.)



The bear:
25 health
Speed: Always last (Unless enraged. Then first)

Ram: Rams the opponent, sending them flying. They take the "fatigue" debuff, reducing their escape roll by half for the next 3 turns.

Claw: The bear swipes with its claw causing the target to be hit and sent flying, causing one round of the fatigued debuff.

Hibernate: The bear falls asleep for three turns, healing 1d4 per turn. If awoken, the attack that woke it deals 2x damage, and the bear becomes enraged at the prey that woke it up.

Enraged: The bear is enraged for 2 rounds, going first every time while enraged. Targeting the prey that woke the bear, it has advantage on all rolls it makes, but all prey deal advantage on attacks. After 2 rounds, the bear goes normal again.
(Op if used skillfully)

Devour: The Bear attempts to swallow the victim. It rolls 1d10 and they roll their escape roll amount. The higher number wins. Once a character is swallowed, their allies may free them by dealing 5 damage to the bear. After 3 turns they will be digested and are out of the game. The bear regains 3 health.

Disposal: After successfully digesting the victim, the predator may choose to belch out bones. The other characters must roll 1d7 and achieve 4 or more, or lose their next turn in terror. Hidden characters are revealed on below 2. If all other players are alright with scat, the predator will instead release a ton of scat and bones. Otherwise the effect is the same.



Neko: (Catgirl/Catboy)
Health 12
Speed: 6

Counter: Neko can choose to roll a d8 when taking damage. The cat girl/boy can drop down on top of the prey and counter, and eat the prey anyway they’d like on a perfect 8, but anything lower and they take double damage from the attack.

Cat slash: Can swipe at a target, causing them to fly back and have the fatigued debuff, lowering their escape chance by half for one round.

Flash: The neko can flash the target, and has to roll 1d6 if above three, the target is affected in a manner that they become willing to the pred, which doesn't let them escape or be freed from the pred for 3 rounds.

Climb walls: The neko climbs a nearby wall, and is immune to melee attacks until its next turn.

Wall leap: The neko can attempt to leap from the wall towards a prey, and prey roll escape at a disadvantage. Pred rolls a 1d6 eat dice. If prey wins, they avoid being eaten, and cause 2 damage to the pred.

Small body: For every prey eaten, it’s speed goes down 1.

Devour: The Neko attempts to swallow the victim. It rolls 1d8 and they roll their escape roll amount. The higher number wins. Once a character is swallowed, their allies may free them by dealing 3 damage to the neko. After 4 turns they will be digested and are out of the game. The neko regains 4 health.

Disposal: After successfully digesting the victim, the predator may choose to belch out bones. The other characters must roll 1d7 and achieve 4 or more, or lose their next turn in terror. Hidden characters are revealed on a roll below 2. If all other players are alright with scat, the predator will instead release a ton of scat and bones. Otherwise the effect is the same.


Cow: (Bovine with udders,)
Bull(?): (Could work)
Health: 25
Speed: N/A (Always attacks last)

Moo: The cow moos and does nothing, this doesn’t take a full turn

Headbutt: The cow charges for a turn, taking half damage (rounds down), and then on the second turn, rams a prey, rolling a d4. 1 and 2 miss, 3 causes the targeted prey to be stunned for that turn. And 4 stuns them for 2 turns. (Prey’s escape roll is cut in half)

Grass: The cow searches for some grass to eat, rolling 1d4 to heal.

Fat cow: For each prey digested, the cow gains mass, causing 1 defense.

Devour: The cow attempts to swallow the victim. It rolls 1d4 and they roll their escape roll amount. The higher number wins. Once a character is swallowed, their allies may free them by dealing 4 damage to the cow. After 4 turns they will be digested and are out of the game. The cow regains 4 health.

Disposal: After successfully digesting the victim, the predator may choose to belch out bones. The other characters must roll 1d7 and achieve 4 or more, or lose their next turn in terror. Hidden characters are revealed on a roll below 2. If all other players are alright with scat, the predator will instead release a ton of scat and bones. Otherwise the effect is the same.


Preds can eat their prey almost any way that the rest of the players are comfortable with.

If you need a map, it’s usually a 3 by 6 area, your party entering in the bottom middle, and the pred can start wherever they’d like.
Feel free to take creative liberty while writing with this or playing this, they can be pretty fun.
Have fun, Nom and/or Get nommed.
Feel free to pm for a discord friend!

Comment below if you have any suggestions!
Last edited by hiddenaccount1 on Thu Mar 09, 2023 2:57 am, edited 13 times in total.
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Re: Spider Hunt

Postby Jon111 » Tue Mar 24, 2020 1:04 am

Seems interesting
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