GM Guide

From Vixen Village

When you are doing something risky and interesting, roll 2d6+STAT. It is ultimately the GM's call what warrants a roll, but excessive rolls can be tedious and slow things down.
Rolls are not always necessary. Feel free to allow free damage dealt, skip Charm rolls if PCs are persuasive, so on.


Typical resolution of a roll...
On a 10+, full success, no complications.
On a 7-9, there’s some success but a caveat, or ideally you can offer the player a choice between two outcomes.
On a 6 or worse, no XP, make a hard move against the player.


Otherwise as the GM, feel free to make soft moves as you like. Whenever it’s your turn to reply, the players are waiting to see what happens, which warrants making any move of your own.

Moves are just general things. Inflict harm, reveal unwelcome truths, use up resources, ask questions, so on.

You don’t need to roll up Spout Lore or Discern. If a PC wants to know something, simply tell them or let them know how to find it out. If recall is needed, maybe roll+Wits.

Similarly, there is no ‘Parley’ move or other basics, use roleplay. If the NPC actually has to make a difficult choice, then try a Charm roll, but if they have no incentive (money, threats, actual violence) then there's no need to roll.

For attacking, 7-9 usually warrants the enemy’s counterattack. You try to inflict your own damage :broken_heart: when attacking.

When defending, you can roll+Stat to reduce or avoid harm. Alternatively, simply soak the harm (let it happen but take halved damage), or trade harm (you deal your damage and take the foe’s full damage). Both trade and soak require no roll.

If you're having trouble thinking up a complication for say, healing rolls or magic, you can try to offer a reduced/halved version of the intended effect, apply a cooldown period ('Use up resources') or have magic interact in an unforeseen way.


House-Rules #1 (Feel free to use as the GM)

Effects, Debuffs, and DEBILITIES - Effects purely apply to the fictional positioning, usually movement. A prime example would be knockback, or disarming a weapon, or being knocked prone. Because they resolve instantly and do not linger, they don't count as status effects. For the purposes of combat, treat them like less than 1 point of damage dealt (0.5).

Debuffs do linger, and DEBILITIES are their more severe cousin. The line between them is your call, though for the purposes of combat, treat Debuffs like 1 point of damage, and DEBILITIES like 2 points. You can figure out a given status effect's severity by using this criteria...

Duration - Temporary ones wear off on their own, sometimes even after just an action. Whereas indefinite ones require an ally's help, or a specific cure.
Harm - Less harmful ones offer a -1 penalty to rolls where they are relevant, whereas more harmful ones increase or decrease damage dealt, or cause automatic failure on rolls where they apply.

Enemies are also affected by these. It's up to you whether it purely applies to the fiction or it ALSO applies to the mechanics. Perhaps the player takes +1 to their roll if they take advantage of the enemy's debuff, or the enemy deals -1 damage. "+/- 1" will be used to indicate players take -1 to their roll/damage OR players get +1 to their roll/damage if abusing the enemy's debuff.

Debuffs
Weak/Slow/Dumb/Ugly - Take -1 to Might/Speed/Wits/Charm rolls respectively! Temporary.
Injured - +/-1 to rolls using said injured part (arm? dick?) Specify what's injured. Temp.
Busted - DEALS -1 damage due to pain or demoralization. Temporary. One or two actions.

DEBILITIES
STUN - Loss of next 'turn' or move. Temp.
HELLA HORNY - Take +1 damage from lewds. AKA, AHEGAO, HEAT, RUT, whatever.
REELING - Stun but lasts a long-while, unless helped/cured. However, victim can still squirm, struggle, so on.
CRIPPLED - AKA BLIND, BROKEN ARM, whatever. Can't use a certain limb or sense at all. Indefinite.
BREEDZERK - Can only use sexual attacks, and must keep attacking until battle's over! Temporary.


Consent Form

Players can fill it out? By accepting these terms, you agree to not hold us liable for any bodily harm that may result.

Which of these are acceptable?
[ ] Consensual - You can pursue 'relations' with friendly NPCs
[ ] Nonconsenual - You can dominate unwilling enemies
[ ] Dubcon - After some struggle or coaxing, monsters or NPCs consent

Bad Endings?
You agree that one of these is OK: Imprisonment, mind loss, body loss, transformation, mind control, enslavement. If a Bad End is achieved, it's customary to play it out as a scene. If either party cannot (player or GM), just give said player XP/rewards as usual.
[ ] Yes
[ ] No

Kinks? (Bad Ending related)
[ ] Transformation [ ] Bondage [ ] Hypnotism/Mind Control [ ] Memory Loss [ ] Soul Loss [ ] Death [ ] Vore [ ] Absorption [ ] Maiming [ ] Intense Humiliation [ ] Enslavement [ ] Pregnancy [ ] Insanity [ ] Sporks [ ] Other

Violence Level?
[ ] Gentle
[ ] Pain
[ ] Abuse
[ ] Blood
[ ] Torture
[ ] Gore
[ ] Death

Which enemies are acceptable?
[ ] Humans [ ] Demons [ ] Angels [ ] Elves, dwarves, etc. [ ] Orcs, goblins, etc.
[ ] Scalies [ ] Furries [ ] Ferals [ ] Taurs [ ] Monsters
[ ] Tentacles [ ] Plants [ ] Machines [ ] Inanimate [ ] Spirits
[ ] Giants [ ] Micros [ ] Eldritch [ ] Goos [ ] Aliens
[ ] Insects [ ] Parasites [ ] Vermin [ ] Aberrations [ ] Undead

Any gender prefs below...
Quest Listing
Quest Title:
Brief Overview:
Expected Duration:
Expected Smut Content:

Other things of import: Difficulty level? Stakes? So on!


House-Rules #2

Regeneration

Rest - You can offer players a short rest, maybe 30 minutes to an hour, which lets them recover HP and MP. Each player restores half of their HP and half of their MP, rounded down. A debility may be removed during this period unless indefinite.

Long rest can be a few hours to a whole sleep. Fully restore HP and MP, remove an indefinite ability especially if there's access to a kind of healer. Armor (:yellow_heart:) is restored.

Healing magic/abilities - Some abilities have no stipulation as to a cooldown or any limitation to how many times it can be rolled to heal. Generally any form of magic healing takes some time or risks a roll to pull off, but time is a perfectly fine resource to use up so if it makes sense, allowing healing breaks is fine.

You cannot sleep when there are enemies nearby

Some debuffs/debilities may disable this method of regeneration. Additionally if you try resting in the middle of a warzone, you risk waking up to a dagger (or dick) in your gut. Rest carefully!


House-Rules #3

STRUGGLE AS ONE

When a calamity befalls the entire party, everyone roll+STAT
On a 10+, you are fine and may save another party member from trouble
On a 7-9, you're just fine
On a miss, you are in trouble and must be saved by another party member!

AID

When you're coordinating with an ally, you two may opt to let one make the roll, and the other will provide the former with +1 to said roll. As an example, you're doing a team lift of a heavy object. In battle, this tends to be harder to pull off, but you can usually forfeit your own action/turn to do it, and also grant +1 damage to the ally in addition to +1 to the roll.

House-Rules #4

PAY A PRICE & 7-9 OUTCOMES

You may be at a loss for a 7-9 outcomes, or other consequences for players. Besides of course offering a worse outcome or less damage, you can try options from the chart below. Alternatively, you may ask that the player pick their own price to pay and let them determine the details.

Physical
- You lose something: your footing, position, grip, etc.
- Something on your person breaks.
- You’re out of it for a moment.
Magical
- The spell has an unintended consequence.
- The spell ripples out of control.
- The spell is less effective than intended.
Universal
- You draw unwanted attention.
- You expose yourself to retaliation.
- Take an appropriate debuff, describe it.
- Take -1 to this roll or the next.

As examples