Lancer RPG - Homebrew Vore Tech and Pred/Prey options

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Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Fri Nov 25, 2022 4:59 am

Note this is me making homebrew for a tabletop rpg. The lancer rpg and content are owned by Massif Press, and this is being made using the open game license. This is primarily homebrew ideas and some loose mechanics. Any helpful suggestions offered will be considered.

So… for those unfamiliar with lancer, go look the game up on itch.io and maybe 11dragonkids videos for a primer. Love me some mech games but… was wondering, since this game is set in the future…could there be vore, and also…could we get vore mechs as well…

So here we have this little experiment with the lancer rpg system, trying to take the existing systems for mech combat and adjust them so we might get not only the option for vore, but also some potential for fun vore mechs, systems, and skills.

Now to clarify the current status of this. The current mechs present are for HOP, a subsidiary splinter faction with ties to HORUS that is in pursuit of their own goals and agendas that are tied in with enabling and expanding vore within society for their own gain. These frames are categorised by their naming conventions running similar to HORUS Mechs.

DUSA-a Serpentine frame that acts as a striker/support frame that employs royal privilege and presence to support their allies and ruthless hunger and intimidation against their enemies.

KRAKEN- a big tentacle using striker/artillery mech that can grapple its enemies at a distance and employ extradimensional movement and abilities for defensive and offensive purposes.

SPRIGGAN- a small sized support/controller mech that can employ gravity manipulation and the adjusting of size for its own benefit and the benefit of others.

DRIDER- a large partial spider like defender/controller frame that uses webs for traps and defences that deals a lot of damage through damage over time.

SUCCUBUS- a close range controller/striker mech that isolates its prey with hacking, and focuses on bringing their enemies to their knees with attacks that quickly overwhelm their heat cap before going in for the kill.

SPHINX- a massive Defender frame that couples defensive power with a data-analysis suite that lets it draw on information of those consumed to help improve their chances through careful predictions.

STIRGE- a smaller parasitic controller that makes up for its frail form with attaching or entering into their enemies to employ their abilities against them and claim their frame by consuming their pilot or target from within.

TANUKI- a illusionist Trickster controller/striker that uses ambush tactics and shapeshifting to mess with their enemies and strike when they least expect it.

OROCHI(dragon)- a prideful and very aggressive Striker that is focused on one thing above all. Dominating and destroying anything that gets close with overwhelming power. Though don’t put 2 too close or you they will just fight each other.
Last edited by Alice3hoping on Fri Dec 01, 2023 2:40 pm, edited 8 times in total.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby PokoTheGobbo » Fri Nov 25, 2022 12:17 pm

This sounds very interesting
Never heard of lancer before, but i will look into it now
I love making homebrew for TTRPGs, both normal and vore based
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby sivrel » Fri Nov 25, 2022 5:43 pm

Somehow I expect vore mechs to happen from HORUS shenanigans...
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Houyo » Fri Nov 25, 2022 6:33 pm

Vore robots table top RPG?!?

YOU, individual, have my attention.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby zarpaulus » Fri Nov 25, 2022 9:34 pm

Biofuel reactors?

I'd also note that HORUS doesn't actually name their mechs from the Monster Manual, Union does after encountering them. The mech licenses have no names in any human language.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Fri Nov 25, 2022 10:10 pm

zarpaulus wrote:Biofuel reactors?

I'd also note that HORUS doesn't actually name their mechs from the Monster Manual, Union does after encountering them. The mech licenses have no names in any human language.


My thought is some mixture of biofuel reactors, biomechanical parts, and some paracausal magic to enable for it to not only digest people and creatures, but also mechs through some method of deconstruction and absorbtion. Probably have some special modifications and plugs so the nutrients and appropriate sensations and euphoria can be transmitted from the mech’s ‘stomach’ to the pilots own. Though for some of the smaller mechs, they might have the mechs bioreactor tapped into the pilots stomach rather than the other way around.

Also did not know that detail that union basically is guessing what the Horus mechs are called based on their abilities and look arbitrarily.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sat Nov 26, 2022 12:31 am

Okay. have some thoughts for some of the mech names, abilities, and rough design ideas that i think they would fit into. note size 1/2 is around the same size as the human/alien/android pilot(2-4 meters), size 1 is 5-7m, size 2 is 8-14m, and size 3 is 15-21m.

Succubus- size 1
the succubus frame utilises a potent mixture of paracausal specialised compound pheremones/nanomachines to induce a forced feeling of ephoria and endorphines within biological targets, while utilising more overt hacking methods to mess with target recognition software and threat designation. these abilities though potentially defensive in nature are coupled and contrasted with its key weapon, the Energy drainer, a melee weapon that acts as a parasitic power conduit and works to drain a mech or biological creatures power and strength to make them easy prey to its voracious appitites, be it through the succubi's mouth, its tail maw that can be modified in, or the bizzare 'sexual' modifications often present on the frame. even with union directly examining the frame, no clear purpose appears to verify why the frame would be designed in this manner, though it is clear many of these modifications are optional to the frame, including some elements of its design, leading to some to argue it could be called incubus instead. current union doctrine is to refer to it as succubi or incubi interchangeably.

Lamia- Size 2
The Lamia frame appears similarly highly customised though the modification variants appear mostly traversal oriented regarding its lower half, which always appears to be some kind of quadrapedal or serpentine body similar to an animal. the upper torso and disposition of the frame remains consistant. a humanoid looking upper half, normally female in appearance. these frames make use of their speed and lower half to attack with ferocious strikes and grappling motions. the strikes of the lamia are usually coupled with a burst of hacking to hinder and cripple mech systems, and induce a potent shock that can be used to hinder and stun most biologicals. after this the lamia goes in for a voracious kill, it's maw designed to distend and take in larger prey than its smaller head should allow, with the prey transfered into one of 2 stomach chambers, either above closer to the pilot or below closer to the biofuel reactor. it appears the NHP though for this mech is one of the more brutal ones, nearing cascade levels of intolerance towards greater paracausal entities like ra, making one question their relationship before their containment. regardless, its potent senses that it awakens are a vital asset to union...provided ra is not brought up in conversations where it is active.

Scylla -Size 3
The Tentacled Scylla mech possesses a humanoid upper body, then 2 seperate layers of tentacles below it, the middle layer of tentacles possessing voracious mechanical jaws where the predominant number of its attacks originate from. the large reach of these tentacles is coupled with its own varient of weaponised dimensional portal tech within each of the main maw tentacles that enable for each tentacle to attack at a longer reach, though limiting its bodies defences. to couteract this, the scylla can utilise the charybdis engine to create a temporary singularity wormhole that can suck those closest potentially toward their doom. the Scylla mech is still a large target and very slow, but the tentacle attacks have pretty solid reach.

Pixie- Size 1/2
The pixie frame appears small, even when compared to most other frames it size, but its small slight frame is hiding hidden potency. the frame is equipped with a potent system of paracausal nanites that can be applied directly or through its feyshot weapon, with these nanites being called 'pixie dust' as a nickname. the core ability this nanite possesses is being able to adjust the reletivistic size and mass of an affected target, enabling objects, mechs, and biologicals to be grown and shrank, or rendered heavier or lighter without compromising the core structure of the target(so it cannot be used to . in addition to this, the pixie's mouth area is equipped with miniature extradimensional funnel/portal that when a target affected by 'pixie dust' is within correct proximity, the portal/funnel can transport them into a extradimensional space before either releasing them back into real space or feeding them into a semi-extra dimensional digestive chamber that feeds material into the pilot and reactor's fuel tanks. damaging the inside of this chamber enough can force release for the consumed, but it does not permenantly damage the chamber. coupled with its 'sleep' hack (which can induced a forced shutdown and lockout state in a mech for a period of time or until damage is taken(where in emergency protocals usually purge the hack) if they fail a systems check), and 'prank' hack which can induce a random assortment of temporary glitches and malfunctions into a target mech, usually done by firing an volley of minor viral packages into the systems until hopefully 1 makes it through.

Jurogumo- Size 1
The Jurogumo appears like a humanoid with spiderlike legs protruding from its back or lower half depending on its configuration. both configurations employ the use of potent sticky compound structures to create traps, intercept attacks, and bind targets called 'webs'. this abilities is owed to the robust and potent onboard chemical synthesis and despenser suit built into the frame letting it not only produce a large volume of these webs, but also create potent acids and toxins which can be coupled with it, usually combined with the fang injectors to flood biologicals with a cocktail of paralytics and poison, or inject a integrated viral package into the target. the jurogumo's user is naturally primed with a relevent counter to be released into the pilot and frame if the need arises. the frame is also possessing of the arachne NHP, which enables a potent sensor suite to be primed alongside its webs, letting it utilise the vibrations to help guide it toward prey, while also helping it create more elaborate structures with its webs. no-one in union is sure exactly of how the Jurogumo came to be designed or made, but it is a potent asset where chemical compounds might need to be made, even if one might be wary of how it replenishes its supply of chemicals in the field(breaking down mechs and biological matter in its 'stomach' and converting some of the extracted materials into relevent chemical compounds for use within its synthesisers and deployers).
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby UnidentifiedTurian » Sat Nov 26, 2022 3:56 pm

This looks very neat. I didn't imagine someone would make a vore system for it. Count me interested.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sat Nov 26, 2022 7:56 pm

UnidentifiedTurian wrote:This looks very neat. I didn't imagine someone would make a vore system for it. Count me interested.

Glad this is getting some interest. going to need to likely need to make some drafts for the systems and mechs to play with and see if i can ensure they are not too powerful in relation to the original content. need to keep some of the power balance consistant. while i would love to make vore a solid option with some fun fluff alongside it, i do need to make sure it is not so overpowered that it invalidates other options and stratagies.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sat Nov 26, 2022 9:14 pm

Okay so current Idea for how Vore likely will work.

Vore will work in conjunction with the preset grapple rules for lancer which are...
"When you GRAPPLE, you try to grab hold of a target and overpower them – disarming, subduing, or damaging them so they can’t do the same to you.
To GRAPPLE, choose an adjacent character and make a melee attack. On a hit:
• both characters become ENGAGED;
• neither character can BOOST or take reactions for the duration of the grapple;
• the smaller character becomes IMMOBILIZED but moves when the larger party moves, mirroring their movement. If both parties are the same SIZE, either can make contested HULL checks at the start of their turn: the winner counts as larger than the loser until this contest is repeated.
A GRAPPLE ends when:
• either character breaks adjacency, such as if they
are knocked back by another effect;
• the attacker chooses to end the grapple as a free action;
• The defender breaks free by succeeding on a contested HULL check as a quick action.
If a GRAPPLE involves more than two characters, the same rules apply, but when counting SIZE, add together the SIZE of all characters on each side. For example, if two SIZE 1 allied characters are grappling
a single SIZE 2 enemy, the allied characters count as a combined SIZE 2 and can try to drag their foe around."
Adding on to these rules, current vore rules are...
"while the attacker is maintaining a grapple, as a quick action, the attacker can make a special melee attack. if it hits, the Defender becomes partially swallowed as the attacker attempts to ingest the defender. alternatively, as a full round action, while maintaining a grapple from the previous round, the attacker can make a special melee attack to completely swallow the defender. a partially swallowed character can be swallowed as a quick action on a successful melee attack roll. if 2 attackers are maintaining the grapple on a single target, 1 attacker can roll a special melee attack to either feed or eat the grappled defender, while the other can roll a special melee attack to swallow or feed the defender to the other attacker as the situation requires.

Swallowed characters share a space with the swallower(though are not on the battlefield directly), are only able to take 1 quick action a turn to either attempt escape with a hull check with disadvantage, attempt a special quick tech action with disadvantage on a mech to force them to be released involuntarily, or attack the swallower using a melee weapon with disadvantage to try and force release(the evasion target is 4 lower than the attackers current evasion, armor is ignored, and the stomach hp value is half the swallowers max hp+grit(people in the belly cannot kill their attacker from within and people outside the belly cannot target the person in the belly with attacks or effects that cause damage(teleportation does work to get in a belly or out, but requires the check for it to be made at disadvantage.), and are still treated as grappled for relevant effects, though no longer can the grapple end due to breaking adjacency due to knockback and the swallower is no longer immobilized or needs to maintain the grapple(the defender is after all already inside their stomach). the attacker can still chose to release the swallowed defender as a free action, but the defender will be returned to the battlefield prone adjacent to the attacker and are stunned for the round they are released.

As a special quick action once at the start of their turn, and once on the turn they completed the swallowing attack, the swallower can chose to inflict 2d3 point of AP energy and Kinetic damage to swallowed enemies in their stomach, divided between the 2 types however the attacker wishes. this damage is increased to 2d6 for attackers of 2-3 size. enemies that would be destroyed or killed as a result of this damage within the stomach do not explode, but instead are dissolved into nutrients and compounds along with their gear and any other passengers they had aboard over the course of the next 1d3 x size rounds, though lingering mass will completely digest and be absorbed over the course of several hours or days(gm decision). they might be alive through the process but cannot take any actions and are functionally dead unless gm decides otherwise if released. while the swallowed defender is digesting, their nutrients and compounds are filtered into the pilot and the mech. both recover hull points and reduce their built up heat by 2d3 divided however the pilot wishes, minimum 0. while the majority of the swallowed remains in the belly of the swallower, if they are , the swallower suffers a penalty to their move speed equal to the cumulative size of the swallowed prey that exceeds their own size until they are finished digesting.

if a swallower is swallowed themselves, the initial swallowed will need to escape the first swallower before they can escape the second."

hope all of this make sense
Last edited by Alice3hoping on Sun Nov 27, 2022 3:04 pm, edited 2 times in total.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby chris9774 » Sat Nov 26, 2022 10:56 pm

I'm not well versed in this games mechanics, but i'd love to read them, do you know a place i could read them readily? I'm a sucker for TTRPG's, and would love to have more reason to learn more.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sat Nov 26, 2022 11:22 pm

chris9774 wrote:I'm not well versed in this games mechanics, but i'd love to read them, do you know a place i could read them readily? I'm a sucker for TTRPG's, and would love to have more reason to learn more.


Well the main game books can be bought on itch.io from the link, and there is a free pdf of the rules for players to get started out. to help with understanding some of the rules and systems and what some of the mechs do easier, 11dragonkid's youtube channel has a lot of the stuff for the rules, mechanics, and mechs.
massif press game link = https://massif-press.itch.io/
11dragonkid's youtube channel = https://www.youtube.com/channel/UCkiJiC ... cmNUUhWLRg

the game and setting itself does not incorperate vore inately, so this is why i decided to have a crack at it.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby GeisKhan » Sun Nov 27, 2022 3:09 am

Alice3hoping wrote:My thought is some mixture of biofuel reactors, biomechanical parts, and some paracausal magic to enable for it to not only digest people and creatures, but also mechs through some method of deconstruction and absorbtion. Probably have some special modifications and plugs so the nutrients and appropriate sensations and euphoria can be transmitted from the mech’s ‘stomach’ to the pilots own. Though for some of the smaller mechs, they might have the mechs bioreactor tapped into the pilots stomach rather than the other way around.

Also did not know that detail that union basically is guessing what the Horus mechs are called based on their abilities and look arbitrarily.

Oh man I forgot about the paracausal stuff with Horus. One of the mechs should totally have a Hammerspace.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sun Nov 27, 2022 3:15 am

GeisKhan wrote:
Alice3hoping wrote:My thought is some mixture of biofuel reactors, biomechanical parts, and some paracausal magic to enable for it to not only digest people and creatures, but also mechs through some method of deconstruction and absorbtion. Probably have some special modifications and plugs so the nutrients and appropriate sensations and euphoria can be transmitted from the mech’s ‘stomach’ to the pilots own. Though for some of the smaller mechs, they might have the mechs bioreactor tapped into the pilots stomach rather than the other way around.

Also did not know that detail that union basically is guessing what the Horus mechs are called based on their abilities and look arbitrarily.

Oh man I forgot about the paracausal stuff with Horus. One of the mechs should totally have a Hammerspace.

i mean 1 does, being pixie, but certainly might have some other mechs later employing some form of hammerspace.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sun Nov 27, 2022 5:42 am

Okay so working on the mech frames, but it might be fun to have some general custom systems and gear for vore also, and maybe a couple vore affiliated corporations or groups that might build or utilise vore tech or mechs.

Considering what some modifications could potentially be, along with the kind of personality some of these vore corps might have, along with their agendas and relevant ties with union that they might either fight alongside or against them.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Maboi000 » Sun Nov 27, 2022 3:27 pm

This thread is so cursed my god.
Also this totally sound like a horus mech line like fr fr

Hopefully this becomes something interesting and even a homebrew LCP, through it likely won't happen unless we have a madlad who knows how to code do it all XD
Through i'm not gonna leave y'all without a piece of my nugget as a DM for lancer with homebrew;
It would be better for the vore to be a system or trait. Traits are easier and have less cost then a system, so a vore system would be a Full Action or Quick Action to do the vore while also giving disadvantages such as Heat or statues (Impaired is a good shot)

Best course to have would be to make 1 mech to test the ideas, a good shot would be the Lamia Striker as it is a fairly unique mech type in Lancer. (i believe only 1 mech is a Lamia in the homebrew side, being hack and heat related) I might check another time to see how this thread evolves, maybe even a discord server could be made to test those ideas.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Sun Nov 27, 2022 5:11 pm

Maboi000 wrote:This thread is so cursed my god.
Also this totally sound like a horus mech line like fr fr

Hopefully this becomes something interesting and even a homebrew LCP, through it likely won't happen unless we have a madlad who knows how to code do it all XD
Through i'm not gonna leave y'all without a piece of my nugget as a DM for lancer with homebrew;
It would be better for the vore to be a system or trait. Traits are easier and have less cost then a system, so a vore system would be a Full Action or Quick Action to do the vore while also giving disadvantages such as Heat or statues (Impaired is a good shot)

Best course to have would be to make 1 mech to test the ideas, a good shot would be the Lamia Striker as it is a fairly unique mech type in Lancer. (i believe only 1 mech is a Lamia in the homebrew side, being hack and heat related) I might check another time to see how this thread evolves, maybe even a discord server could be made to test those ideas.


thanks for the heads up. i kind of am putting together a discord server for testing purposes. also with your suggestions i will see if i can make the vore system more optional through trait or a system. maybe start with the initial system form being the Parallel Reactor Extension Design Combat Suite, or P.R.E.D Combat Suite for short, which is a baseline system used to modify mechs to become pred mechs.

https://discord.gg/SvxYpNfeQE
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Starduster » Mon Nov 28, 2022 4:48 pm

Don't really have anything meaningful to say, other than I'm (pleasently) surprised to see a Lancer vore homebrew. If there were a playtest I'd love to play.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Mon Dec 05, 2022 6:52 pm

To avoid confusion with the pre-existing scylla NHP, the scylla frame is being renamed to kraken.

Also figured out it’s core traits.

Also I have decided the basic pred modifications will be a variant chassis mod that enables the mech affected to vore, but with some appropriate downsides to compensate for their potential power. Also making a pred pilot talent that will get greater bonuses for performing vore actions, as well as being able to use the pred suite ability while not in the mech on biological enemies and 1/2 size npc mechs and vehicles.will increase with size of pilot and/or mech.
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Re: Lancer RPG - Homebrew Vore Tech and Pred/Prey options

Postby Alice3hoping » Thu Dec 08, 2022 4:47 pm

New lancer action for the vore homebrew lancer stuff. Thank you Maboi000 in the discord server who has been helping me out a lot.

**Swallow Action**
You attempt to 'swallow' an adjacent character, as a Quick Action you become SLOWED as you are attempting to 'eat' them whole. The swallowed opponent may contest your Quick Action with a Hull Contest, both parties rolling against eachother until one's roll is higher.
- If the swallowed wins, they immediately may choose to Swallow you as a Reaction, following the order of actions up above.
- If you win, the swallowed character become IMMOBILIZED and his token is removed from the table as they are now VORED.
- If the swallowed is IMMOBILIZED already, they are automatically VORED with no saves.

VORED characters :
- Cannot move, do not take normal Actions and occupy the same space as their Predator (or Holder).
- At the start of their turn they take 3 Variable Damage. (choosen by Predator upon dealing the damage)
- On their turn, they may spend a Quick Action to either Roll a Hull save against the Predator, Roll a Agility save to escape, or Make a System save to escape.
On a success they reappear 2 space away from the Predator, on a Failure they take 3 Variable Damage.

The PREDATOR :
- Can spend a Protocol to release the VORED character.
- Are SLOWED while they have at least 1 character inside of them.
- Can inflict VORED onto X*Size characters. (Size 1 = 1 character, Size 2 = 2 chr, etc...)
- Heals 1dX damage dealt to the VORED characters within.

If a VORED character is destroyed while within the Predator, they do not explode but instead the Predator clears all statues and heals to full HP.
Once at least 1 VORED character has been destroyed within a Predator, they cannot inflict VORED for 1dX rounds, with X being the size of the destroyed VORED character.
_ _

Kraken will be the first frame completed to point of being able to be tested.
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