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While Fantastic Dungeon Grappling presents a way for large monsters to swallow creatures
whole, it isn’t entirely suited for the needs of vore-themed tabletop gaming. This system
grants more detail and granularity to the ability to swallow foes whole, as well as changing
assumptions to suit the genre conventions of the vore fetish. Three alternate rules sets for
swallowing and the penalties to swallowed prey are given to allow use with each of the
grappling systems presented in Basic Set, Martial Arts: Technical Grappling or Fantastic
Dungeon Grappling.
You may make a swallowing roll once you have applied at least 12 points of active control to
your opponent for a -6 to DX and ST. All control points a prey had inflicted on a predator are
lost after a successful swallow. Every turn after they swallow the prey, the predator gets a
free attack, which inflicts half the base CP of a bite attack. CP may be spent normally to
attempt to deal crushing damage to prey even if the predator has no actual internal attacks.
The prey may escape by using the Break Free technique as normal, but the inside of the
predator is treated as having Control Resistance equal to the predator’s ST/5.
You may attempt to swallow a foe once applied control reaches your opponent’s
Control Maximum. All control points a prey had inflicted on a predator are lost after a
successful swallow. Every turn after they swallow the prey, the predator gets a free attack,
which inflicts half the base CP of a bite attack. Normal penalties for applied CP continue to
apply. CP can be spent to inflict crushing damage on prey at the normal rate. If the predator
has any internal Innate Attacks, CP may also be spent to “boost” their damage at 3 CP/extra
die of damage. The prey may roll against a grappling skill to counter-grapple to escape, but
the predator’s interior is treated as having Control DR equal to the predator’s ST/5.
In some cases, a pred’s Capacity is larger than their extra-heavy encumbrance. If the
total weight of all swallowed prey exceeds the maximum amount a predator can carry, the
predator cannot move from the spot they’re in, and, unless their prey is at least 2 SM larger
than them, cannot take a standing posture at all. If the prey is at least the same SM as the
predator, the predator cannot move while prone; if the prey is larger than the predator, the
predator cannot take a crawling posture at all; both these limitations apply regardless of
whether or not the predator can move with the prey’s weight.
In addition to any grappling inflicted on swallowed prey, a predator may target their
prey with any internal attacks they have. Internal Innate Attacks with Aura hit all prey in the
stomach or equivalent organs automatically as long as they are on. Generally, internal
attacks inflict large-area injury on prey - the predator’s body surrounds them.
A prey can attack the creature that swallowed them, subject to the same restrictions on
Attack or All-Out Attack maneuvers as when grappling. Attacks made from the stomach or
equivalent organ are generally limited to targeting the Vitals, with a few exceptions based
on vore type used to swallow the prey. Attacks by swallowed prey may target the vitals
regardless of damage type, but crushing attacks halve penetrating damage.
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If the prey manages to deal injury to the predator from inside equal to 1/2 the
predator’s hit points, the predator becomes Nauseated, and must make an immediate HT
roll to prevent Retching. If the damage from inside reaches the predator’s full hit points,
they automatically start Retching. Retching disgorges any prey in the predator’s stomach or
equivalent organs on the predator’s next turn and continues for 2d rounds afterwards. In
the case of non-oral vore, this may not necessarily be actual nausea or vomiting, but an
equivalent condition appropriate to the part of the body used to swallow the prey. GMs
interested in more detailed bookkeeping may choose to track internal damage separately for
each organ containing prey.
When a prey is killed in the stomach, it is not yet fully digested. For predators that have
automatic internal attacks, these continue to work until the prey reaches -10xHP, at which
point it is reduced to chyme. For predators only capable of dealing internal damage via
actively attacking, they may either choose to continue to do so in this manner, until the prey
reaches -10xHP (for that matter, preds with internal attacks can also do this to speed things
up), but at GM option once the prey is dead,they may gain the ability to passively deal thrust
crushing damage to the corpse once per hour.
How long after the corpse reaches -10xHP it takes to fully absorb the prey generally has
no effect on game mechanics, but the predator gains nourishment from the prey for a
number of meals equal to the prey’s weight divided by the prey’s SM+5 (minimum 1). Thus,
assuming no traits modifying how much food a character needs, a 150 pound man would be
equivalent to 30 meals, or 10 days of food. This assumes a SM+0 predator. For larger or
smaller preds, multiply the number of meals provided by the square of two yards divided by
the linear measurement for the pred’s SM. So, a SM-2 pred would multiply 30 by 4 to get
120 meals out of that same man, while a SM+1 predator would multiply 30 by 4/9 for
roughly 13 meals.
Such sudden influxes of nutrition can be handled a couple of ways. One is having
predators gain weight after eating large prey. However, players less fond of weight gain can
have the meals count as stocking up, or “gorging”, with the pred not having to eat again until
they run out of accumulated meals. In games where this is not the norm, the ability to do so
may count as perk. Predators that need to eat large prey more often than the meal count
would suggest should take levels of Increased Consumption.
Advantages
This document includes a few new advantages for vore-centric games. Additionally, a
number of existing advantages are listed due to special considerations that should be made
towards them in vorish games, such as suggested uses or modifiers that should apply.
Affliction
see p. B35
3
Predators with “aphrodisiac digestive juices” or similar abilities may take Internal
Afflictions. Aphrodisiac digestive juices can be represented by Ecstasy, Euphoria and/or
Disadvantage (Lecherousness). Conversely, prey that causes some sort of effect on a
predator after being eaten may take an Affliction with the new Digestive Agent modifier. As
with Innate Attacks, both these types of Affliction should usually have Aura, and the latter
may also have Reversed Blood Agent.
Constriction Attack
see p. B43
With the Internal modifier, this can represent crushing and/or suffocating tight
stomachs.
Create
see p. P92
Characters that can use Breast Vore to change prey into milk, Cock Vore to turn prey
into semen, or Unbirth to transform prey into vaginal fluid all have a form of Create with
Transmutation. Any of those three substances counts as a specific item, and the nature of
the transmutation is Flesh to (substance in question). As living targets cannot be
transmuted, this should be linked with a corrosive attack to indicate that the flesh is
transmuted as it dissolves off the prey’s body. Since meat is generally more valuable than
milk, semen or vaginal fluid, the transformation is stable. Transmutation only may or may
not apply.
Damage Resistance
see p. B46
Predators with tough-to-hurt innards generally have some level of Damage Resistance with
the Internal modifier. This makes it harder for prey to harm the predator from the inside,
but has no effect on how difficult it is for the prey to escape by non-damaging means.
Damage Resistance bought without the Internal modifier does not add to inside DR, they are
completely separate. Internal DR is sometimes bought with other modifiers, especially
Flexible or Tough Skin.
Another common application of DR in vore games is on hard-to-digest or indigestible prey.
Such DR typically has Limited, Acid or Limited, Digestion, both considered Common
Categories. The difference between the two is that while Limited, Acid protects against
corrosive digestive juices as well as all other acidic threats, but does not protect against non-
corrosive internal attacks such as Constriction Attack and Afflictions with the internal
modifier. On the other hand, Limited, Digestion defends against all attacks that a part of a
predator’s digestive tract, but it does not prevent damage from acid outside the body of a
predator. In either case of prey DR, a new enhancement, Covers Eyes, is commonly
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applicable, and corrosion attacks still degrade the DR unless the character also has a
modified version of Sealed.
Extra Chamber
4 points/level
Each level of this advantage gives you an extra, deeper chamber to your digestive tract.
This does not grant you additional Capacity, but it makes it harder for prey to escape from
your gut. Moving a prey into a deeper chamber requires a grappling roll, but for every
chamber between the prey and the outside world, they take an extra -2 to rolls to break free
or otherwise escape. Each level of this advantage only applies to one route which prey can
take to enter your body, but if you have it for one form of vore, you can buy an equal or
lesser number of levels for other forms of vore at 1/5 cost for being a redundant advantage.
Realistically, this should probably be limited to three levels maximum, as for the four-
chambered stomachs of ruminants, but alien species could possibly have higher levels.
Healing
see p. B59
Occasionally predators appear in vore media that are able to heal people in their
stomachs or other organs. This should be represented as Healing with Internal. The whole
range of standard Healing modifiers are possible for such characters, and Healing of this sort
often has some level of Takes Extra Time or Preparation Required.
Increased Capacity
1 point/level
The capacity of one or more of your prey storage organs is greater than average for
someone with your strength and swallowing ability. For each level, double your capacity for
the applicable vore types. This does stack with the boost to capacity from Swallower. You
must choose one of the following options indicating what types of vore can use the
increased capacity:
Increased Capacity (Breasts): This capacity applies only to prey eaten with Breast Vore.
Increased Capacity (Hair): This capacity applies only to prey eaten with Hair Vore.
Increased Capacity (Navel): This capacity applies only to prey eaten with Navel Vore.
Increased Capacity (Stomach): This capacity applies only to prey eaten with Oral Vore or
Anal Vore.
Increased Capacity (Tail): This capacity applies only to prey eaten with Tail Vore.
Increased Capacity (Testicles): This capacity only applies to prey eaten with Cock Vore.
Increased Capacity (Womb): This capacity only applies to prey eaten with Unbirth.
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Innate Attack
see p. B61
Stomach acid and enzymes (as well as digestive processes in most non-stomach organs
in vore media) are best represented by an Internal corrosive attack with the Aura
enhancement. To represent all but the fastest digestion, this attack should have some level
of Exposure Time. In most cases, this should be either the 1 minute or 1 hour version, or an
in-between value (but see Exposure Time, Lesser on p. 10). Typical damage ranges from 1d-2
to 1d+2. A predator that cannot turn off an internal attack has the -20% version of Always
On.
Rarely, non-corrosive internal innate attacks may be appropriate, such as a burning
attack for a dragon or fire elemental with a literal internal furnace.
On the other hand, some creatures have a negative effect on predators when
consumed. This is usually a toxic attack with Aura and the new Digestive Agent modifier,
though in some cases it might be an affliction with those modifiers. Some such abilities also
have Reversed Blood Agent.
Leech
see p. P96
Predators that can heal themselves by digesting prey can take Leech with Internal.
Optionally, Leech bought in this manner may be taken with No Wounding and a Link to
another attack, indicating that it heals the predator an amount based on the damage that
the other attack does to the prey, capped by the level of Leech.
Lifting ST
see p. B65
Lifting ST is very useful for predators. Not only does it increase Capacity, it also aids in
grappling (and thus swallowing) when using the Technical Grappling or Fantastic Dungeon
Grappling rule sets. If you only want to be able to carry heavier loads when said loads are in
your stomach, you can buy Lifting ST with the Internal modifier. With that modifier, you can
only lift more than usual once it’s inside you. This increases Capacity, and counts towards
your effective ST for preventing prey from escaping, but does not aid in any other grappling
rolls, including the act of swallowing. At GM option, Internal Lifting ST may also add to basic
lift for calculating Payload.
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Sealed
see p. B82
Sealed with the Acid-Resistant limitation from Sorcery: Protection and Warning Spells p.
9 is essential for truly indigestible prey.
Slippery
see p. B85
In games using Fantastic Dungeon Grappling, this can be bought with the Internal
modifier to make your stomach more difficult to escape, adding to your internal Control DR.
Striker
see p. B88
Some forms of vore can benefit from relevant bits of anatomy being bought as a striker.
Striker (Breasts) suits breast vore preds with enormous boobs, while cock vore preds with
massive penises may want to take Striker (Cock). Typical write-ups for each of these is as
below:
Striker (Breasts): Striker (Crushing; Clumsy, -1 to hit, -20%; Limited Arc, Front, -40%) [2]
Striker (Cock): Striker (Crushing; Limited Arc, Front, -40%) [3]
Either of these might also have a level, or possibly multiple levels, of Long in cases of
extreme hyper anatomy.
Born Biter and Swallower
Introduced in Martial Arts, Born Biter is a feature
Swallower that by default is available in up to three levels and
allows a character to bite larger targets at the cost
of their face being able to be targeted at a reduced
2 points/level penalty. In some vore games, at least some
predatory characters may have some level of RAW
Most creatures can only swallow prey up to a
Born Biter due to a protruding snout, but in other
SM 4 less than their own. However, some species or games, especially human-centric ones, this is not
individuals are better adapted for taking large prey. feasible. Despite this, most predators should be
For each level of Swallower, you can swallow prey 1 able to bite the torso of anything they can swallow
SM larger than normal. Additionally, when finding whole without any issue. For this reason, GMs may
maximum stomach capacity, multiply Basic Lift by rule that each level of the Swallower advantage
grants a Switchable level of Born Biter at no extra
(Swallower level 2 + 1).
cost. If so, a character with Swallower must take a
Ingesting large objects or targets should result
Ready maneuver in preparation to bite larger
in your stomach/torso (or other appropriate hit targets than they normally would be able to, and
after that their face (or jaw and nose if using Martial
Arts hit locations) may be targeted at a bonus equal
7 to their level of Swallower until the character takes
another Ready maneuver to change their mouth
back to normal.
location depending on vore type) getting a boost to relative SM to be at least as large as the
ingested targets, though any attacks that cause injury may also injure the targets inside.
Note that multiple targets of one SM can result in a total SM boost higher than the size of
the individual prey. Possession of this ability also justifies your body being elastic enough to
contain what you eat within your SM limits, but does not itself confer any other special
defenses.
This advantage does not allow you to carry more than normal; if you swallow more than
your maximum encumbrance, you are stuck in place. For this reason, this advantage is
frequently accompanied by some level of Lifting ST.
Special Enhancements
Hammerspace: Ingesting large objects or targets does not result in your torso or any
other hit location getting a boost in SM. For every level of this enhancement, anything you
swallow is effectively reduced by 1 SM only for the purposes of calculating any SM boost you
would get to the torso (or other hit location) due to swallowing them. This does not actually
reduce the size or weight of anything you swallow, and it grants you no extra capacity. GMs
may chose to cap this enhancement at levels equal to your swallower level, or another more
arbitrary limit, but in some vore media, there are predators incapable of swallowing an
individual creature much larger than themselves, but who hold entire worlds inside
themselves. This is best represented by a combination of high levels of Hammerspace, the
Increased Capacity advantage and Lifting ST and/or Payload. +25%/level.
Universal Digestion
see p. B95
If the GM wishes, this advantage might be necessary for a predator to digest clothes
and/or bones, as well as any other substances in or on prey that would be difficult to digest.
Preds that can process things like metal and digest toxic items without taking harm have the
Matter Eater enhancement from Powers.
Do note that even with the Matter Eater enhancement, living creatures swallowed
whole must die from actual internal attacks before they can be digested completely as
described by that enhancement. However, any and all equipment carried by a creature will
be instantly digested unless it was bought with points rather than cash. If desired, the GM
may also rule that once a target inside a predator with Matter Eater dies, their body is
instantly destroyed.
A new, lesser enhancement is also available in some vore games.
Special Enhancements
Inorganic: You can consume and gain nutrients from inorganic substances such as metal,
plastic and glass, though poisonous materials and other actively dangerous objects such as
live explosives are still harmful to you. +50%.
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Unkillable
see p. B95
Characters or species that can reform themselves after being eaten have either
Unkillable 2 or 3, possibly without having Unkillable 1. If they can only reform after
digestion, that is a limitation worth anywhere from -25% to -80% depending on how
common vore is in the setting. Reformation via a magical or technological device should be
handled with either Gadget limitations (if rare or unique) or as equipment (if relatively
commonplace). The ability to reform others is an Affliction that grants this advantage, and
usually also some level of Extended Duration and/or granted Regeneration so the target
returns to life within the duration of the Affliction. By default, this only allows targeting
individuals who have yet to die; to afflict someone dead, add Cosmic, Works on the Dead
(+50%) applied to Unkillable and/or Regeneration.
Unusual Background
see p. B96
In worlds where predators are particularly uncommon, the GM may wish to require an
Unusual Background for characters able to swallow large prey, beyond having to take the
Extra Option (Swallow Whole) perk. Some games that generally allow predators may require
an unusual background to be able to use certain vore techniques or to take certain vore-
related advantages.
Perks
A few new perks or specializations of perks are available in vore settings.
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This allows you to “store up” meals without gaining weight in settings where that is not
generally possible.
Gape
You’ve learned to catch attackers’ hands and feet with a wide-open maw. Once per
turn, you can attempt a standard unarmed parry against a punch or kick to your face, but
using your mouth instead of a limb. Success lets you use any follow-up technique capable of
trapping an attacker – e.g., Arm Lock or Leg Grapple – “hands free.”
Modifiers
A new modifier is known to occur in some vore settings.
Digestive Agent
-50%
Your attack must be swallowed to have any effect at all. DR always stops it, and if
someone doesn’t want to swallow, you must grapple him by the head or neck and maintain
your hold for 10 seconds to force him to swallow. This limitation is intended for Afflictions,
and for Innate Attacks that inflict fatigue or toxic damage.
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Exposure Time, Lesser
-20%
Normally, Exposure Time has a minimum period of 1 minute, due to being based on
Onset Time. However, for an attack, even an exposure time of as little as 10 seconds is
genuinely limiting. An exposure time of less than a minute but at least 10 seconds is worth -
20% as a limitation. There is no corresponding lesser version of Onset Time. In vore games,
this is well-suited to internal attacks for predators whose digestive tracts are unnaturally
quick, but do not work quite instantaneously.
Disadvantages
Special considerations should be made for several existing disadvantages in vore-centric
games, and a new form of one disadvantage is available.
Addiction
see p. B122
In some worlds the sensation of eating live people can be addictive. This is usually,
but not always, a psychological dependency. The cost and legality of this vary from one
setting to another, as does the degree of addictivity. If vore is legal, not too addictive, and
you can just grab anyone off the street to eat, this is a mere quirk.
For characters with access to some means of reformation or preventing digestion,
getting eaten may also prove addictive. This can also vary in most regards, but getting eaten
always counts as incapacitating for the purposes of this disadvantage, even if you aren’t
digested, since your actions become limited to a similar degree as some incapacitating
effects. Like eating people, this tends to be a psychological dependency.
Code of Honor
see p. B127
Some (but not all) predators that style themselves as “hunters” may have this new
Code of Honor.
Code of Honor (The Hunt): Never kill without eating, and kill no more than you need
to eat. Give prey a sporting chance. With sapient prey, this does not mean allowing them
weapons, but may merit forewarning and/or a short head start. If a prey escapes
boundaries set for a hunt, they must be allowed to go free. In a group hunt, never attack
your fellow hunters except in self defense, and if a fellow hunter is injured by their prey,
provide aid if possible. -10 points.
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Increased Consumption
see p. B139
The ravenous predators in many works of vore art and fiction that eat their own weight
or more every day without gaining much, if any, weight should be represented with
numerous levels of Increased Consumption. In vore games, the determining factor is the
amount of food you need to eat in a day, not how frequently you need to eat.
see p. B22
In many vore settings, “Eats sapient beings” does not qualify for a reaction penalty, or
at least only qualifies for a lesser one than the usual -3. However, being an overindulgent
predator might qualify as an Odious Personal Habit even if eating people normally does not,
and some other behaviors common to predators in some vore art and fiction, such as
frequent gas or constant vore innuendo, can also incur reaction penalties. Alternatively, if
predatory behavior tends to offend some but not all groups, the GM may choose to allow
the People Affected multiplier from Reputation to Odious Personal Habit. Prey characters
who are so eager many people find it offputting may have an Odious Personal Habit of “Gut
slut” or similar.
Pacifism
see p. B148
A new form of Pacifism is available in vore games.
Reluctant Predator: You act as if you have Cannot Kill only in regards to killing by eating.
You may fight, or even kill by other means such as firearms, and if you are able to swallow
someone without subjecting them to a damaging attack, you may also do that, but you may
never swallow someone with the intent to kill or if you know that it would expose them to
lethal attacks. You must do your best to keep your companions from killing by eating, too. If
you do kill someone by eating (or feel responsible for a death of this sort), you immediately
suffer a nervous breakdown. Roll 3d and be totally morose and useless (roleplay it!) for that
many days. During this time, you must make a Will roll to offer any sort of violence toward
anyone, for any reason. -5 points.
Uncontrollable Appetite
see p. B159
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This disadvantage can be used to represent predators that, while capable of surviving
on normal food, struggle with a constant craving for live and/or sapient prey.
Vow
see p. B160
“Only kill by eating” is a minor (-5 point) vow.
Quirks
Several variations on existing quirks may apply to some characters in vore games.
Predatory Incompetence
You’re inept at all means of eating prey. You can learn grappling skills normally, but all vore-
related grappling rolls are made at -4, and you can never improve any vore technique above
the default. You must be able to potentially swallow prey to take this quirk.
Preyish Incompetence
You’re inept at escaping predators. Though there aren’t any skills you are barred from
learning, all rolls to escape a grapple from a predatory creature or from inside a predator are
at -4, and you can never improve the Squirm Free technique above the default.
Techniques
The various types of vore count as new techniques. While a given vore campaign may
disallow any number of these techniques, a few are especially “cinematic” even by the
standards of vore media where eating prey with your genitals is common, and should have
their usage (not just improvement!) restricted in some form in most vore games, such as
either disallowing them completely or requiring an Unusual Background. These techniques
are noted with a *.
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Anal Vore
Hard
Default: Judo-4 or Wrestling-4.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite.
The act of sucking someone up your rear end. Your foe must be behind you and may
not be standing. First, initiate a grapple with your hands, then roll against Anal Vore to
swallow them with your butt.
Breast Vore
Hard
Default: Judo-3, Sumo Wrestling-3 or Wrestling-3.
Prerequisites: Judo, Sumo Wrestling or Wrestling; cannot exceed prerequisite.
The act of engulfing someone with your breasts. First, initiate a grapple with your
hands and/or a Breasts Striker, then roll against Breast Vore to swallow them with your
boobs. At GM option, buying Breasts Striker as an advantage might be required to perform
this kind of vore. If so, it is also reasonable to require the set-up grapple to use the Breast
Striker. If treating a Breasts Striker as a hit location different from the torso, the prey ends
up there and attacks by prey swallowed target that location instead of the vitals.
Cock Vore
Hard
Default: Judo-3 or Wrestling-3.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite.
The trick of slurping someone down your cock. First, initiate a grapple with your hands
and/or a Cock Striker, then roll against Cock Vore to swallow them with your penis. At GM
option, buying Cock Striker as an advantage might be required to perform this kind of vore.
If so, it also reasonable to require the set-up grapple to use the Cock Striker. At the option
of the predator, prey eaten in this manner may end up in the testicles rather than the torso.
If so, any size increase to body parts from prey swallowed this way applies to the groin, and
attacks made by a prey eaten in this manner target the groin, not the vitals.
Hair Vore*
Hard
Default: Judo-3 or Wrestling-3.
Prerequisites: Judo or Wrestling; cannot exceed prerequisite.
14
The skill of devouring prey by cocooning them in your hair. First, initiate a grapple with
your hands, then roll against Hair Vore to engulf them in your locks. In some games, this
may require you to buy your hair as a Striker (or a Natural Weapon from Pyramid 3/65). In
those games, you must initiate the grapple with your hair Striker, but if the reach for your
Striker is greater than C, this can be performed at full reach for the striker.
Navel Vore*
Hard
Default: Judo-2, Sumo Wrestling-2, or Wrestling-2.
Prerequisites: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite.
The act of swallowing someone with your belly button. First, initiate a grapple with
your hands, then roll against Navel Vore to engulf them in your navel.
Oral Vore
Hard
Default: prerequisite skill.
Prerequisite: Judo, Sumo Wrestling, or Wrestling; cannot exceed prerequisite skill+3.
The typical method of swallowing a foe, Oral Vore can substitute the typical grappling
roll needed to swallow an opponent after a grapple.
Squirm Free
Hard
Default: ST for Basic Set rules, otherwise DX, Judo, Sumo Wrestling, or Wrestling; cannot
exceed ST+4, DX+4, or prerequisite skill+4.
For Basic set rules, this simply replaces ST in the Quick Contest to escape after being
swallowed. For Technical Grappling, treat as Break Free technique, but only for after being
swallowed. For Dungeon Fantastic Grappling rules, roll against this technique to
countergrapple after being swallowed. If based on DX, the CP roll is modified as for Sumo
Wrestling.
Tail Vore*
Hard
Default: Judo-2, or Wrestling-2.
Prerequisites: Extra Arm (Prehensile Tail) or Striker (Tail); Judo or Wrestling; cannot exceed
prerequisite.
15
The ability to eat someone with your tail. First, initiate a grapple with your hands or legs and
your tail, then roll against Tail Vore to swallow them with
your tail. Using Your Legs in Vore
You may learn versions of several vore
types that use grapples guided by the legs
rather than the hands. For more details about
Unbirth using your legs, see p. MA79.
Hands-Free Anal Vore: As Anal Vore, but
defaults to Judo-6 or Wrestling-6.
Hard Lower-Body Tail Vore: As Tail Vore, but
Default: Judo-1 or Wrestling-1. defaults to Judo-4 or Wrestling-4.
Prerequisites: Judo or Wrestling; cannot exceed Triangle Unbirth: As Unbirth, but defaults
prerequisite. to Judo-3 or Wrestling-3.
The ability to swallow someone in your vagina. First,
initiate a grapple with your hands, then roll against Unbirth engulf them in your uterus.
Though the prey ends up in the torso as per normal, from inside the uterus they may target
either the vitals or the groin with their attacks.
For those who have GURPS Martial Arts and would like to include it in vorish campaigns, I’ve
created a handful of relatively setting-agnostic styles for predators and prey. Traits marked
by a * only apply when using Technical Grappling rules.
Anti-Predator Defense
5 points
In societies where predation is a frequent risk, many prey cultures have developed a body of
skills to evade predators and escape from inside them. The goal of Anti-Predator Defense is
primarily to get away from a more powerful opponent, as opposed to killing. It focuses
largely on strikes that are temporarily disabling.
Practitioners of Anti-Predator Defense have a reputation of being either convinced that
everyone is a predator out to devour them specifically, or having a dangerously overinflated
opinion of their ability to escape stomachs. This reputation is not always undeserved.
Skills: Escape; Judo; Karate; Knife.
Techniques: Breakfall; Break Free*; Counterattack (Karate or Knife); Ear Clap; Elbow Strike;
Evade; Eye-Gouging; Eye-Rake; Feint (Judo or Karate); Knee Strike; Retain Weapon (Knife);
Squirm Free; Sweep (Judo or Karate)
Cinematic Skills: Invisibility Art; Mental Strength
Cinematic Techniques: Roll With Blow.
Perks: Chi Resistance (Hypnotic Hands or Pressure Points); Improvised Weapons (Knife);
Vore Escape Artist; Technique Mastery (Break Free* or Squirm Free).
16
Optional Traits
Secondary Characteristics: Improved Will and Basic Speed.
Advantages: Danger Sense; Enhanced Dodge.
Disadvantages: Paranoia; Overconfidence.
Skills: Acrobatics.
Techniques: Acrobatic Stand.
6 points
Many people whisper tales of the feared Flying Unbirth Ninja in awe. These all-female
shadow warriors, identifiable by their crotchless shinobi shozoku, have perfected the art of
dropping on assassination targets from above to envelop them in their nether regions, never
to be seen again.
This attack is a special case of the Combinations rules; even if a game featuring this
martial art doesn’t usually allow Combinations, it should allow the Flying Unbirth
Combination. A Flying Unbirth Ninja starts the attack by targeting their foe’s head with
either a drop kick or jump kick, which immediately leads into a grapple of the head using the
legs, which, if successful, is followed by swallowing the foe head first with her vagina. Since
vore attacks like unbirth don’t target a specific location, usually they would be illegal for
Combinations. For this reason, a Unique Technique perk is necessary to learn it.
While best known for their iconic method of devouring opponents, Flying Unbirth Ninja
also learn many of the feats, and sometimes weapons, ascribed to more traditional ninja.
(A tribute to the classic vore game Flying Unbirth Ninja.)
Skills: Acrobatics; Judo; Jumping; Karate; Savoir-Faire (Dojo).
Techniques: Acrobatic Stand; Attack From Above (Judo or Karate); Breakfall (Acrobatics or
Judo); Choke Hold; Disarming (Karate); Drop Kick (Karate); Evade (Acrobatics or Judo); Exotic
Hand Strike; Feint (Karate); Flying Unbirth Combination (Karate Drop Kick or Karate Jump
Kick/Head+Lower Body Judo Grapple/Head+Triangle Unbirth); Jump Kick; Kicking; Knee
Strike; Lower-Body Head Lock; Targeted Attack (Karate Exotic Hand Strike/Neck); Targeted
Attack (Karate Kick/Skull); Targeted Attack (Karate Punch/Neck); Triangle Choke; Triangle
Unbirth; Unbirth.
Cinematic Skills: Blind Fighting; Body Control; Breaking Blow; Flying Leap; Hypnotic Hands;
Invisibility Art; Light Walk; Lizard Climb; Mental Strength; Power Blow; Pressure Points;
Pressure Secrets; Sensitivity; Throwing Art.
Cinematic Techniques: Hand-Clap Parry; Lethal Kick; Lethal Strike; Pressure-Point Strike; Roll
With Blow; Timed Defense.
Perks: Acrobatic Feints; Improvised Weapons (Any); Skill Adaptation (Drop Kick to Karate);
Technique Adaptation (Feint); Technique Mastery (Triangle Unbirth or Unbirth); Unique
Technique (Flying Unbirth Combination).
Optional Traits
Advantages: Enhanced Dodge; Increased Capacity (Womb); Language (Japanese); Swallower.
Disadvantages: Lecherousness; Overconfidence; Reputation (Signature Move; Flying
Unbirth).
Skills: Axe/Mace; Broadsword; Climbing; Flail; Jitte/Sai; Karate Art; Knife; Kusari; Polearm;
Shortsword; Shuriken; Spear; Staff; Tonfa; Two-Handed Axe/Mace; Two-Handed Sword;
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Gulper
4 points
Gulper is a martial art practiced by many predators that focuses on subdueing and
devouring one’s foes. All schools teach a few common kinds of vore; some schools also
teach less common varieties like Tail Vore and Breast Vore.
Gulper practitioners tend towards extremes of weight; either they’re draped with fat
from all the prey they eat, or their metabolism races so fast they go through calories like a
fire goes through kindling.
Skills: Brawling; Judo; Wrestling.
Techniques: Anal Vore; Arm Lock; Biting; Change Position*; Cock Vore; Disarming (Brawling,
Judo, or Wrestling); Forced Posture Change*; Ground Fighting (Brawling, Judo, or Wrestling);
Head Lock; Oral Vore (Judo or Wrestling); Targeted Attack (Brawling Bite/Skull); Unbirth.
Cinematic Skills: Body Control; Hypnotic Hands; Immovable Stance; Kiai; Pressure Points.
Cinematic Techniques: Grand Disarm (Brawling, Judo, or Wrestling); Pressure Point Strike;
Roll With Blow.
Perks: Combat Shtick (Belch); Extra Option (Swallow Whole); Gape; Ground Guard; Power
Grappling; Rapid Retraction (Bites); Technique Mastery (Biting).
Optional Traits
Advantages: Combat Reflexes; Increased Capacity (Any); Swallower.
Disadvantages: Fat, Very Fat or Skinny; Gluttony; Increased Consumption.
Techniques: Breast Vore; Tail Vore.
Manhunting
6 points
Manhunting is a more refined martial art used by predators hunting “the most
dangerous game”. Unlike most predatory martial arts, it makes good use of weapons,
favoring those capable of entangling or disabling foes without killing them. The bolas are
the most iconic weapon of manhunters, but stylists also learn weapons such as the blowpipe,
net, man catcher, and whip, and as well as the use of traps. Some schools teach other
weapons that are traditional for hunting, if not necessarily manhunting, such as the bow and
spear, or the use of weapons that double as survival tools like the knife or machete.
Manhunting as a game takes two forms, the one-on-one hunt, or the competitive hunt.
The one-on-one hunt features one hunter and one prey, with a defined field of hunt. In that
version, if a prey makes it off the field of hunt alive, they win and they’re free. If the prey is
captured before then, the predator wins and eats the prey. In a competitive hunt, there are
multiple hunters and an equal or greater number of prey. The field of hunt is still limited,
but designed so that the prey cannot escape the field, and the predator that takes down and
eats the most prey wins, with the predators having to return to a checkpoint after each prey
for the score to count. In competitive manhunting, it is against the rules to attack or eat a
fellow hunter.
Skills: Bolas; Games (Manhunting); Judo; Karate; and at least one of Blowpipe, Net, Staff,
Traps, and Whip.
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Techniques: Biting (Karate); Change Position*; Crack; Disarming (Judo, Karate or Whip);
Entangle (Whip); Forced Posture Change*; Handcuffing; Hook (Staff); Neck Snap; Oral Vore
(Judo); Sweep (Karate); Targeted Attack (Karate Bite/Neck); Trip (Judo).
Cinematic Skills: Blind Fighting; Body Control; Invisibility Art; Light Walk; Mental Strength;
Pressure Points.
Cinematic Techniques: Grand Disarm (Judo, Karate or Whip); Pressure Point Strike.
Perks: Biting Mastery; Extra Option (Swallow Whole); Sure-Footed (Uneven); Technique
Mastery (Biting); Weapon Bond.
Optional Traits
Secondary Characteristics: Improved Per.
Advantages: Combat Reflexes; Fit or Very Fit; Swallower.
Disadvantages: Code of Honor (The Hunt); Increased Consumption.
Skills: Bow; Knife; Shortsword; Spear; Stealth; Survival (Any); Thown Weapon (Spear).
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