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Now for an in-depth look into the various mechanics that make the Fapp

system function. Some parts of this section are repeated from other
sections, and are included here for the sake of completeness.
Advancement Points
Advancement Points (AP) are the points you use to build your character. They
can be used to increase Stats or Traits, which are detailed further below.
Beginning characters typically start with 10 AP. AP is acquired through
training, combat, and bettering yourself. You may spend AP during any period
of rest, to improve Stats or Traits. Acquiring a new Trait requires GM
approval, as some new arts may require training, or may be unavailable to
certain characters. Purchasing the first rank of an Trait costs 1 AP. Each
additional rank thereafter costs an additional 1 AP, cumulatively. The total
cost for maxing out an Trait is 15 AP. You may not use a Trait that you do
not have ranks in.
Stats
There are three primary stats that determine how a character functions.
Each Stat starts at 0, and may be improved to a maximum of 5. Rank 1 of a
Stat costs 1 AP to acquire, and each subsequent Rank requires 1 more AP than
the previous (for a total of 15 AP to unlock all 5 Ranks).
Stamina: How physically fit and hardy a character is. You gain 5 SP per Rank
of Stamina.
Willpower: How mentally fit and willful a character is. You gain 5 WP per
Rank of Willpower.
Speed: How quick a character is on their feet (or other locomotive
appendages). You gain 1 Movement per Speed, and your Speed also determines
Initiative order, and ability to dodge Ranged Attacks.
Stamina and Willpower
Each character has an amount of Stamina Points and Willpower points that
measure the wellbeing of their character. Suffering damage in combat
reduces these points, causing them to become more fatigued and eventually
submit to their other party. If either SP or WP is reduced to or below 0,
that character is defeated. SP and WP are fully restored to a character
when not in combat after a brief rest. A character that is defeated can be
roused by an ally and continue to function, but a defeated character that
is not roused may remain powerless or even unconscious for longer periods
of time. Major NPC characters and monsters will often have much more
Stamina and Willpower than players are capable of amassing.
Fetishes
Fetishes are weaknesses to specifics Traits or forms of attack that are
truly devastating to a specific character. Each Fetish a character selects
at creation grants them +1 bonus AP to spend (up to a maximum of +5). Your
GM may mandate that you have one or more fetishes for your character. If
you are attacked by a Trait you have a Fetish for, the attacker rolls
damage twice, and the duration of the attack's secondary effect is doubled.
Because taking advantage of fetishes is so powerful, it is often wise to keep
your fetishes a secret from others, less they be exploited.
Status
Status is a term for lasting states that affect your character in certain
ways. There are three types of conditions
Boons: Your character is somehow enhanced for a duration, granting bonuses
Fapp
Primer
Greetings and welcome, to a world where erotic fantasies come true; or at least a very specific subset of
them, anyhow. This book serves as a free introduction to the Fapp system, detailing the core
mechanics, but not spoiling any of the fun characters, monsters, or adventures from our other books. If
you like what you see, help us make more of this crazy shit by buying some of our other books!

Designed and Written by


Kah

Art Design by
Min Minnigan
Uniparasite Vincent

Special thanks to Playtesters

AshtonHunter Domiinick DragonFlayer Genn Greymane Gideon Kalve Jarvis

Inverted Jim "Narsy" Shepherd KZ Lugus Magnus Maysin Min

Minsc Mylittleghirahim Nikolai "Panda" Pankratos Ren Armany Skye

Snowdrift Talonious Teryan The Ripped Zaine Otter


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
find something they don't like. Keep in mind that when playing Fapp, it's easy to ban certain content to
tailor the game to something you and the 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
Introduction
So this is the part where we explain the basics. If you're a veteran of tabletop roleplaying games, you
may just want to briefly skim this section before moving on to the nitty gritty in the later chapters, but
if you're an rpg-virgin, you may want to start here before moving on to all the crunch later in the book.

What you Need


Access to the Fapp rules. That may include the Core Rulebook, the Primer, or other sources. Feel free
to copy the Primer and share with your friends, but we ask that you don't do the same with any of the
published sourcebooks for sale, as we need the returns from those to keep making more books!
Next, you'll need a group! Fapp can be played in-person at your gaming table, or over the net using
messaging clients, voice calls, or even full tabletop applications like Roll20 and MapTool. Fapp
supports any number of players, but the ideal group size is recommended to be between 3 and 6
players. If you don't know other folks who want to play, take a look on your friendly local message
board or chat client, I'm sure you can rustle a few folks up without too much difficulty.
Once you have your group locked down, one of these players will become the GM, or GameMaster.
It's as cool as it sounds, but also a lot of work. The GM will be responsible for setting up the world,
monsters, and non-player-characters that the rest of the group interacts with, and may also be
responsible for scheduling game sessions. Now you're almost ready to begin your Campaign!

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 this campaign.
If you're the GM for this campaign, you get to read the next chapter on GM Preparation instead, you
poor, poor bastard.

3
GM PReparation
Okay, GM's only in this section, got it? Whew. So, I don't know if you're a masochist or just drew the
short straw here, but GMing is pretty freakin' difficult. Here's the basic rundown of what you need to
have prepared before your Campaign's first session. We'll go over each one in depth afterwords.
• Player Preferences
• Setting
• Storyline
• Maps (Optional)
• NPCs and Enemies
• Optional Rulesets

Player Preferences
Because of the broad range of options included in the Fapp: Core Rulebook, there's invariably going to
be some stuff your players aren't into. Before you go any further in your planning, it's important to sit
down with your players (all together or one-on-one) and go over what they do and don't want included
in the campaign. You may want to present the list of Traits to each of them, and have them select a few
to ban from play. You don't want folks uncomfortable with the content, since the whole point of the
game is arousal! You may also ask which Traits or other kinks are their favorites, and make note of
those as points to work around when you're preparing the rest of the campaign.

Setting
The setting of your Fapp adventure is quite important. The setting determines what the world your
players explore will be like, including what period or cultural era it takes place in, what level of magic
and/or technology is present (if any), and what sort of characters inhabit the realm (be they humans,
monsters, or something else entirely). The Fapp: Core Rulebook contains information on Jizzral, a
fantasy setting designed for use with the Fapp setting, but you may want to design a setting of your
own, or adapt one from an outside form of media that your group enjoys. Future books in the Fapp
series will also include other campaign settings.

Storyline
Your next step is to determine the specific plotlines surrounding this particular campaign. This
includes any ongoing conflicts in the area of relevance for the campaign, as well as major events like
invasions, natural disasters, demonic uprisings, etc. You'll give some of this information out to your
players ahead of time, so they can tailor their characters to the campaign they'll be playing in, allowing
them the option to build their backstories and traits to fit in with the situations at hand. The rest of this
information will be kept to yourself, as secrets to reveal during the course of the campaign, based on
the players actions. One common tricks for GMs to employ is a Plot Hook, an introductory event that
gathers the players together and unites them towards a common cause.
4
Maps
The Fapp system is tailored for play with a square-grid map. If you're playing in-person, you may wish
to use a special board or table for this purpose, but can just as easily use grid paper, or draw lines of
your own with a steady-enough hand. If you're playing over the web, you can use a tabletop client like
Roll20 or MapTool to simulate a tabletop with your friends, or use a shared spreadsheet through
GoogleDoc or similar to battle on. For online play, it's reccommended to make sure ahead of time that
all of your players can run and connect whatever software you're using. Some of these clients also
have built-in chat services, so you can roll dice and roleplay all in one place, but you may prefer to
separate in-character roleplay and out-of-character chatter to external messenger clients or voice calls.

When preparing your maps for your campaign, brainstorm what areas of your setting your players may
end up going to (either of their own volition, or if taken there by force), and map those out. It's
important to detail major obstructions like walls, and hazards like water or lava that may impede
character movement. You can add as little or as much detail as you like, optionally including
decorations, textures, and even dynamic elements like movable doors and walls for netplay or in-person
maps that make use of props. You may also want to create overworld region maps to mark players'
progress as they move from place to place.

Feel free to only start with a small number of maps for your first few sessions, and then branch out into
designing more when you have a better idea of where your players want to go, or where you want them
to go. If your players really want to explore an area you don't have a map prepared for, you can always
fall back on descriptions alone (especially if you don't expect combat to occur), or pull out a blank grid
when needed.

NPCs and Enemies


Next, you'll need to prepare the non-player-characters and enemies you anticipate your players will be
interacting with. This includes friendly and neutral folks you don't anticipate the players to struggle
against, and enemies they might clash head-on with. Like with maps, feel free to only prepare NPCs
and enemies you forsee will be relevant in the immediate future.

If you anticipate your players will end up combatting an NPC or Enemy, you'll need to have their Stats,
Traits, Drawbacks, and Fetishes prepared. You can prepare these on notecards, spreadsheets, or even
natively in netplay clients. If your players end up fighting someone you didn't expect them to, you can
always figure out builds for them on the fly, but doing so too frequently may slow the game down.

Optional Rulesets
Finally, decide which optional rulesets you want to use for your campaign. This book contains a
number of optional rulesets in the later chapters that you may choose to use fully or in part in your
campaign. Let your players know which ones you're including before hand (or in some cases keep that
secret to surprise them).

Once you have all of that taken care of, it's time for your players to make their characters. Determine
how much AP you want them to start with (default 10), and double-check their builds before you begin.
5
Character Creation
When you first create your character, you are given a certain allotment of AP to spend upon them (10
by default). AP can be used to purchase various Stats and Traits to enhance your character's
effectiveness both in and out of combat.

Stats
There are three primary stats that determine how a character functions. Each Stat starts at 0, and may be
improved to a maximum of 5. Rank 1 of a Stat costs 1 AP to acquire, and each subsequent Rank
requires 1 more AP than the previous (for a total of 15 AP to unlock all 5 Ranks).
• Stamina: How physically fit and hardy a character is. You gain 5 SP per Rank of Stamina.
• SP: Determines how much physical damage you can take. Characters start with 5 SP.
• Willpower: How mentally fit and willful a character is. You gain 5 WP per Rank of Willpower.
• WP: Determines how much physical damage you can take. Characters start with 5 WP.
• Speed: How quick and ready to react a character is. You gain 1 extra Move per Speed, and your
Speed also determines Initiative order, and ability to dodge Ranged Attacks.
• Move: Determines how many squares you can move. Characters start with 5 Move.

Traits
Traits are abilities your character possesses to a greater degree than their peers. Traits are ranked from 0
to 5, and have the same cost per Rank to acquire as Stats. Each Trait has two uses, whose effects vary.
• Attack: Utilize the trait to directly damage an opponent.
• Physical Trait Attacks reduce enemy SP.
• Mental Trait Attacks reduce enemy WP.
• Boost: Utilize the trait to provide healing or some other benefit to yourself or an ally.
In addition to the normal bonus ranks in traits provide, each rank in a Physical Trait grants you +1 Max
SP, and each rank in a Mental Trait grants you +1 WP.

Drawbacks
Each Trait also has an optional Drawback associated with it, a negative downside to the Trait that you
may choose to take upon yourself to gain greater mastery over that Trait. Any time you place a rank
into a Trait, you may choose to acquire or dismiss the Drawback associated with it. Possessing this
Drawback inflicts a penalty upon you that differs for each Trait, but grants you a +1 bonus to that Trait.

Fetishes
Fetishes are weaknesses to specifics Traits or forms of attack that are truly devastating to a specific
character. Each Fetish a character selects at creation grants them +1 bonus AP to spend (up to a
maximum of +5). Your GM may mandate that you have one or more fetishes for your character. If you
are attacked by a Trait you have a Fetish for, the attacker rolls twice and adds the results together to
determine damage. Because taking advantage of fetishes is so powerful, it is often wise to keep your
fetishes a secret from others, less they be exploited.
6
Character Advancement
Often times in the course of adventuring, characters will grow stronger and better able to use their
abilities, or even developing entirely new ones. Your GM will award AP periodically throughout your
adventures. When you gain new AP, you may spend it in one of three ways.
• Advancing Stats or Traits: You may increase the rank of a Stat, or a Trait you already possess,
up to a maximum rank of 5. Rank costs are shown on the accompanying table.
• New Traits: You may acquire a new Trait by spending 1 AP to acquire its first rank. Your GM
may not allow certain traits to be taken by certain characters, or by anyone at all.
• Drawbacks: If you spend AP to increase the rank of a Trait, you may opt to take that Trait's
Drawback, or remove it if you already have it
If your GM allows, you may also overcome one of your Fetishes, or even develop a new one, as the
course of your adventures exposes you to new and exotic kinks that stick with you in a lasting way.

7
Traits
Traits represent various facets of your character than can be utilized in
erotic endeavors. Traits
Trait Type Range
Acquiring Traits Absorption Physical Melee
Whenever you rest, you may acquire new traits by spending AP you have Ass Physical Melee
accrued. Each trait starts at Rank 0 (unusable) and can be increased up to Bloating Physical Melee
rank 5, representing unparalleled mastery. Each rank costs one more AP Bondage Physical Melee
than the rank before it to obtain (starting at 1 AP for Rank 1). Most new Bukkake Physical Ranged
characters begin play with 10 AP to spend. Carnage Physical Melee
Charm Mental Ranged
Cold Mental Ranged
Using Traits Corruption Mental Melee
Each Trait can be used in combat for two purposes: Deception Mental Ranged
Diapering Mental Melee
• Attack: Deal direct damage to a foe by pleasuring them, bringing Dicking Physical Melee
them closer to sexual exhaustion. Each Trait has a unique Domination Mental Ranged
secondary effect that triggers on an attack, often enhancing it or Fat Physical Melee
debilitating the targeted foe in some way. Fear Mental Ranged
• Boost: Enhance or rejuvenate yourself or an ally in combat. Filth Physical Melee
Fleshcraft Physical Melee
Force Mental Ranged
Type Grappling Physical Melee
There are two types of traits, Physical and Mental. Growth Physical Melee
Hardening Mental Ranged
• Physical: These traits assault the body, pleasuring the flesh. Heat Mental Ranged
Physical Attacks reduce an enemy's Stamina (SP). Hyper Physical Melee
Impregnation Physical Melee
Each rank purchased in a Physical Trait grants a character +1 Intoxication Mental Melee
Maximum SP. Lust Mental Ranged
• Mental: These traits assault the psyche, pleasuring the mind. Milk Mental Melee
Musk Mental Melee
Mental Attacks reduce an enemy's Willpower (WP)
Noise Mental Ranged
Each rank purchased in a Mental Trait grants a character +1 Oral Physical Melee
Maximum WP. Pain Mental Ranged
Paws Physical Melee
Physique Physical Melee
Possession Mental Melee
Scent Physical Melee
Shock Mental Ranged
Size Physical Melee
Tentacles Physical Ranged
Tits Physical Melee
Vore Physical Melee

8
Range
A trait's Range determines the distance at which it can be used.
• Self: This trait can only be used on the user. This range only occurs on the Boost portion of some Traits.
• Melee: This trait can only be used on targets directly adjacent to the user.
• Ranged: This trait can be used from afar, up to 2 squares away per rank. Unlike Melee Attacks, Ranged
attacks can be avoided by characters with high Speed. If the number rolled on the die for a Ranged
Attack is equal to or lower than the target's Speed, they may choose to avoid the attack, ignoring both its
damage and secondary effect.

Drawbacks
Each Trait also has an optional Drawback associated with it, a negative downside to the Trait that you
can take upon yourself to gain greater mastery over that Trait. Any time you place a rank into a Trait,
you may choose to acquire or dismiss the Drawback associated with that Trait. Possessing this
Drawback inflicts a penalty upon you that differs for each Trait, but grants you +1 Rank in that trait in
return.

Fetishes
In addition to traits, your character can acquire Fetishes for bonus AP. Fetish represent deep longings
for certain sexual depravities. If you are attacked by a trait for which you have a fetish, the attacker
rolls damage twice, and the duration of the attack's secondary effect is doubled. If they use a combo
attack that utilizes multiple traits for which you have fetishes, they roll each fetish trait again to add to
the total. You gain 1 bonus AP to spend for each Fetish you acquire (up to 5). At the GM's discretion,
you may later spend AP to overcome a Fetish, or acquire new ones as the game progresses. All
characters must have at least one Fetish.

9
Absorption
You are capable of merging your flesh with other creatures, stealing parts of their anatomy and even
joining yourself with them.
Attack: Melee, Physical
You forcibly merge with a foe, pleasuring them greatly from the force of two bodies becoming one,
before stealing part of their anatomy.

• Disables a random Trait the target possesses for a number of rounds equal to your Absorption
rank.
• You may use the disabled trait once. If you do, the effect ends immediately and the target
regains their stolen Trait.

Boost: Melee, Ally


You absorb a nearby ally into yourself, merging into a composite sexual deviant.

• You enter an ally's square and can use their Traits (and they can use yours) for a number of
rounds equal to your Absorption rank.
• Single-target Traits that effect either of you affect you both instead.
• If either of you becomes Defeated, the effect ends.
• When the effect ends, you emerge in an adjacent, unoccupied square (or the nearest unoccupied
square if none exist).
• You may end this effect on your turn without consuming your action for the round.

Drawback: Becoming
The longer you spend within someone, the more alike you become, even replicating their less desirable
traits as hard as you may try not to.

• Whenever you use Absorbtion, you gain all of your target's Drawbacks for the end of the
encounter.

10
Ass
You have a well-developed and well-used front and/or back door, which you can use to your advantage,
bottoming like a pro to milk the prostate of any who would penetrate you, or sit on the faces of those
who dare not enter you.
Attack: Melee, Physical
You press your ass against your foe, letting them feel the heat of your rump, the weight of your cheeks,
and or the squeezing grip of your rectum.

• Foe must stay adjacent to you and attack you next round.

Boost: Self
You waggle your bottom and prepare it for a pounding, inuring you to punishment for a brief period.

• You may choose to ignore the secondary effects of Melee Attacks used against you for a
number of rounds equal to your rank.

Drawback: Submissive
Your role as a bottom has left you with a deep desire to be dominated by others.

• When receiving Physical Damage, you receive half again as much Mental damage if your
attacker has more Stamina than you.
• When receiving Mental Damage, you receive half again as much Mental damage if your
attacker has more Willpower than you.

11
Bloating
You are capable of inflating yourself or others with air, fat, water, spoo, slime, eggs, or some other
substance that leaves them ready to burst!
Attack: Melee, Physical
You bloat all or part of a foe's body to directly pleasure them with the glorious sensation of
unrestricted expansion, while making it harder to move around.

• Reduces enemy Speed by an amount equal to your rank for a number of rounds equal to your
rank.

Boost: Melee, Self or Ally


You bloat up an ally to renew their vigor with a nice big belly.

• Restores Stamina equal to your Bloating Damage, but reduces Speed by an amount equal to
your rank for a number of rounds equal to your rank.

Drawback: Elasticity
Your constant bloating and shrinking has left you with an unusually elastic body that is surprisingly
easy to bend and contort.

• Halves Physical Damage you deal if you have taken Physical Damage since your last turn.

12
Bondage
You are capable of restraining a foe with chains, leather gear, rope, vines, or some other binding.
Attack: Melee, Physical
You bind a foe in difficult-to-escape bonds of some sort, restricting their movement and constricting in
all the right places.

• Immobilizes foe for a number of rounds equal to your rank.


• This effect ends if the foe is Attacked.

Boost: Melee, Ally or Self


You help an ally escape from whatever mess they've gotten themselves into.

• Cures an ally of one effect that reduces, forces, or disables Speed or Movement for each rank.
• Can spread cures out amongst multiple allies within range.

Drawback: Anchored
Your reliance upon binding others leaves you at a loss when trying to attack foes that are unburdened
by restraints.

• You deal half damage against foes that are not suffering from an effect that can be cured by
Bondage.

13
Bukkake
Bukkake typically refers to the generation and ejaculation of male seed onto others. Variants may
include alternate fluids and places of origin.
Attack: Ranged, Physical
You splash your foe with enough seed to soak them, arousing them with your virile display.

• Deals 50% extra damage as Mental Damage.

Boost: Self
Your sack swells with the burden of a tremendous load of seed in great need of release, eager to spray
anyone who sets you off.

• Triggers a Bukkake attack for half damage against anyone who damages you for rank rounds.

Drawback: Spurty
Your overproduction can have its downsides, as it causes you to spew forth your seed at the slightest
provocation.

• Anyone (yourself included) who Boosts you suffers half your Bukkake damage.

14
Carnage
You delight in playing rough - whether simply getting extra rowdy and wild while coupling, or outright
inflicting pain upon others with crushing blows, rending claws, and savage bites.
Attack: Melee, Physical
You rip into your foe, ridding
them of all that pesky blood
they've got built up and making
plenty of new holes to be filled.

• Enemy suffers double


Melee Damage for a
number of rounds equal to
your rank.

Boost: Melee, Ally or Self


You preform crude surgery to
revitalize an ally's flesh, but leave
them with a number of open,
exploitable wounds.

• Restores Stamina equal to


your Carnage Damage, but
Doubles the Physical
damage the target suffers
next round.

Drawback: Bloodlust
Your insatiable hunger for blood
and lust for carnal fury is difficult
to suppress, leading you to violent
outbursts amidst combat.

• If an enemy adjacent to
you suffers Physical
damage, you become
Frenzied, and must use
Carnage on your next turn.

15
Charm
You combine dashing wit, cunning, and a knowledge of how to say just the right thing to just the right
person, letting you manipulate others easily.
Attack: Ranged, Mental
You utilize your boundless charisma to manipulate a foe into showing mercy upon you.

• Enemy cannot attack you for a number of rounds equal to your rank.
• Charm's secondary effect can only affect each enemy once per encounter, and ends if you
attack them again.

Boost: Ranged, Ally


You work your charm and grace to restore confidence to an ally down on their luck.

• Restores Willpower equal to your Charm Damage to ally if they are below half Willpower.

Drawback: Flirt
Your charming nature gets you into trouble sometimes, attracting foes to rail your flirtatious ass.

• Enemies you have used Charm on this encounter deal double damage against you.

16
Cold
You are capable of lowering temperatures around you, chilling foes and even encasing them in ice.
Attack: Ranged, Mental
Your cold touch graces an enemy's most sensitive parts, or you just fuck them with an icicle, either
way they're left chilled and flaccid.

• Enemy deals half damage with Physical attacks for a number of rounds equal to your rank.

Boost: Ranged, Ally


You cool an ally down, letting them think out their actions more carefully.

• Cures an ally of one effect that forces them to take certain actions for each rank.
• Can spread cures out amongst multiple allies within range.

Drawback: Permafrost
Your chilly aura can spontaneously cause freezing in allies who lay hands upon you.

• Immobilizes anyone who Boosts you (yourself included) for one round.

17
Corruption
You are able to corrupt the bodies and minds of others, driving them towards hedonistic and
destructive passions as you warp their bodies beyond recognition. Often corruption serves as a method
of reproduction for fiendish creatures, allowing them to transform others into their twisted kin.
Attack: Melee, Mental
You warp an opponent's mind towards dark desires, and pollute their form to help them achieve these
desires.

• Deals an equal amount of damage as Physical Damage.


• Foe may instead choose to be controlled by you for 1 round to negate both types of damage
dealt by Corruption.

Boost: Melee, Ally or Self


You drive yourself or an ally mad with delusions of grandeur, warping their spirit and flesh towards
sin.

• Target deals double damage, but deals half their normal Attack damage to their own Willpower,
for a number of rounds equal to your rank.

Drawback: Crazed
Your corrupted nature makes you not quite right in the head, driven insane by corruption, urging you to
corrupt even your own allies in the heat of combat.

• If an enemy Attacks you, you must attempt to Attack them with Corruption until such an attack
succeeds.
• If an ally (including yourself) whose Willpower is below half Boosts you with a Trait other
than Corruption, you must attempt to Boost them with Corruption until such a boost succeeds.

18
Deception
Your cunning nature allows you to deceive others with tall tales, bold-faced lies, and distraction tactics
in the heat of battle. Some even utilize magical illusions to aid in their deceptions.
Attack: Ranged, Mental
You deceive a foe with erotic embellishments, titillating and confusing them briefly.

• Foe cannot use the same trait two rounds in a row for a number of rounds equal to your rank.

Boost: Ranged, Ally


You concoct a secret agenda and share it with a nearby ally, through whispers or body language so that
it remains a secret to others.

• Target ally deals double damage against targets you have attacked this encounter, for a number
of rounds equal to your rank.

Drawback: Mendicant
Your habit of lying evolves into a pathological necessity, causing foes familiar with your habits to be
wary of your advances.

• Enemies you have already attacked once this encounter may choose to ignore the Secondary
Effects of your Attacks.

19
Diapering
You are an expert at swiftly getting folks into and out of diapers. Where you seem to keep all these
diapers is a mystery.
Attack: Melee, Mental
You force a nearby foe into diapers, quickly changing them into thick padding, embarrassing them
greatly.

• Foe becomes Diapered and suffers Physical damage equal to half the Mental damage they
suffer for the rest of the Encounter. You may forgo damage if using this on an Ally.

Boost: Melee, Ally


You quickly change an ally into a new diaper, refreshing and cleaning them up in the process.

• Restores Stamina and Willpower equal to your Diapering Damage to a Diapered ally.

Drawback: Incontinent
You have trouble holding everything in during the excitement of combat.

• At the beginning of each turn, you lose SP or WP (your choice) equal to your Diapering Rank.

20
Dicking
Regardless of size, you are capable of working your shaft in just the right way to make those laid
before you howl in delight.
Attack: Melee, Physical
You dick your foe rigorously, pounding them with intensity and great accuracy.

• After seeing the result, you may choose to reroll this Attack by dealing half the original damage
to yourself, and taking the higher of the two results.

Boost: Self
You prime your shaft for showtime, lubing up and getting ready to go all the way.

• Allows you to reroll attacks that deal maximum damage, adding the results together for a
number of rounds equal to your rank.

Drawback: Horny
Your excitable nature makes you long for pleasure to the point of growing extra sensitive when you are
not focused in combat.

• You take double damage if you have not dealt or received damage since your last turn.

21
Domination
You possess an imposing, authoritative aura and demeanor that lets you take control of and command
others, especially effective against submissive types.
Attack: Ranged, Mental
You intimidate, hypnotize, or otherwise dominate a foe into serving you.

• Enemy's next turn is controlled by you if their Willpower is lower than yours (before this attack
resolves).

Boost: Ranged, Ally


You dominate an ally, coordinating their actions and informing them of the price of failure.

• Cures an ally of one effect that prohibits the use of certain actions for each rank.
• Can spread cures out amongst multiple allies within range.

Drawback: Dominant
Your dominant nature makes it difficult to find enough fuel to fulfill your tremendous ego.

• Effects that restore WP to you are half as effective as normal.

22
Fat
You are blessed with layer upon layer of luxurious, tubby goodness.

Attack: Melee, Physical


You press an adjacent foe into your big
old belly or flabby folds, letting them
experience your soft, fattened assets.

• Deals double damage if your


Stamina rank is higher than theirs.

Boost: Self
You rearrange your blubber into a
comfortable position that serves as
insulation against pleasurable attacks.

• You reduce incoming physical


damage by half for a number of
rounds equal to your rank.

Drawback: Wideload
Your fat-ass self has trouble getting
around. You should lose some weight.

• Your Movement is halved. You


cannot gain additional movement
by sacrificing your actions.

23
Fear
You are capable of invoking crippling fear in others, either with fearsome presence or appearance, or
sheer ability to intimidate others.
Attack: Ranged, Mental
You strike fear into the heart of a foe, shaking them to the bone and causing them to flee.

• Foe must move as far away from you as possible next round, but can still use actions normally.

Boost: Ranged, Ally


You strike fear into an ally's heart, encouraging them to move like a bat out of hell.

• You double the target's speed for a number of rounds equal to your rank.

Drawback: Horrid
Your fearsome nature makes is quite off-putting, and hinders your teamwork with allies.

• Boosts you give to or receive from others are half as effective as normal (reducing Healing and
Duration by half, round down).

24
Filth
You are a truly filthy bastard, able to utilize your own taint, or bring out the filth in others to pleasure
them through sheer nastiness, utilizing slime, goo, or other bodily products.
Attack: Melee, Physical
You let a foe experience your filth first hand, pressing your dirty self against all their most sensitive
areas.

• Foe cannot be targeted by Boosts for a number of rounds equal to your rank.

Boost: Self
You purge yourself of whatever ails you, freshening up to keep fighting the good fight.

• Cures one effect you current suffer from, and restores Willpower equal to your Filth Damage.

Drawback: Nasty
Your excessive filth is troublesome to your allies, either nauseating them, or distracting them with how
much they enjoy it.

• Allies (including yourself) that Boost you become distracted for one round, disabling them
from using Actions other than movement.

25
Fleshcraft
You are capable of warping the flesh of friend and foe alike, sculpting their body to meet your every
whim.
Attack: Melee, Physical
You reach into your foe and warp their flesh in the most sensual way - pleasuring them thoroughly and
altering their anatomy.

• Foe gains a Drawback of your choice for a number of rounds equal to your Rank.

Boost: Melee, Ally or Self


You sculpt your ally to enhance their sexual characteristics.

• Grants ally a rank in a Physical Melee trait of your choice for the rest of the Encounter. This
cannot raise their Rank above your Fleshcraft rank.

Drawback: Shifter
You are never satisfied with what your corporeal shell, always desiring some new form to assume,
augmenting it constantly.

• You deal half damage when you are not under the effects of Fleshcraft.

26
Force
Manipulating others from afar with physical manifestations of wind, magic, or even telekinetic force,
you tantalize your foes while tossing them about.
Attack: Ranged, Mental
You grab, grope and squeeze your opponent with force from afar, aimed to please as well as reposition.

• Forcibly move foe up to 1 square per rank away from you in a straight line.

Boost: Self or Ally


You manipulate force to give yourself an extra boost of movement or reposition an ally.

• Move yourself or a willing target up to 1 square per rank away from you in a straight line.

Drawback: Lightweight
Relying upon a small and nimble form to propel yourself by force, you're left vulnerable when others
attempt the same.

• Attack secondary effects that force or forbid your movement are twice as strong.

27
Grappling
You grab hold of and restrain a foe with powerful hugs, a thick tail, or tightening coils.

Attack: Melee, Physical


You embrace tightly around and grapple a foe, taking
extra care to grope and squeeze their sensitive bits.

• Foe cannot enter squares not adjacent to you for


a number of rounds equal to your rank.
• You cannot enter squares not adjacent to the
target for a number of rounds equal to you rank.
• You may only Grapple one target at a time. You
may end this effect freely on your turn without
consuming an action.

Boost: Melee, Ally


With a reassuring squeeze, you hug the confidence
right back into an ally.

• Restores Willpower equal to your Grappling


Damage, but you two cannot move away from
each other for one round.

Drawback: Eager
When in combat, you can't help but get right into the
fray, making you anxious and unfocused on the back
lines.

• You deal half damage and your Attacks do not


trigger secondary effects when you are not
adjacent to at least one enemy.

28
Growth
You are a master of size manipulation, able to swell the forms of yourself and others as need
Attack: Melee, Physical
You embiggen a foe's most sensitive parts, greatly pleasuring them and making them easier to hit from
afar.

• Foe suffers double damage from Ranged attacks for a number of rounds equal to your rank.

Boost: Melee, Ally or Self


You cause an ally to explode with sudden growth, enlarging their sexual features or entire body to aid
them in combat.

• Ally deals double physical damage for a number of rounds equal to your rank.

Drawback: Size Queen


Whether you're smitten by the biggest of the big, or just plain jealous of folks bigger than you, you're
less effective against larger foes.

• You deal half damage against foes with more Maximum SP than you.

29
Hardening
You are capable of turning parts of others' anatomy hard as stone.
Attack: Ranged, Mental
You harden a foe's entire body, making it extra sensitive and quite receptive to touch.

• Foe suffers double damage from Physical attacks for a number of rounds equal to your rank.

Boost: Ranged, Ally or Self


You harden an ally's body to resist incoming pleasure, rather than making them more sensitive to it.

• Ally suffers half damage from Physical attacks for a number of rounds equal to your rank.

Drawback: Hardened
Your own natural hardness makes your entire body as sensitive as your most erogenous zones.

• Physical damage you suffer cannot be reduced by Boosts.

30
Heat
You are capable of increases temperatures around you dramatically, and even manipulate fire itself.

Attack: Ranged, Mental


You turn up the heat, bathing a foe in the
flames of passion and exhausting them with
intense heat.

• Foe cannot use Extra Effort for a


number of rounds equal to your rank.

Boost: Melee, Ally or Self


You inspire heated passion in an ally's soul,
getting them hot and sweaty and ready to
tackle any challenge.

• Ally deals double damage with Melee


Traits for a number of rounds equal to
your rank.

Drawback: Flaming
Your flaming aura extends to overheat and
fatigue allies around you, getting them hot and
sweaty.

• Allies (including yourself) that Boost


you cannot use Extra Effort on their
following turn.

31
Hyper
Your dick is big. Real big. Big enough it shouldn't fit inside others. But it's going to anyway.
Attack: Melee, Physical
You pound an opponent with your humongous tool, stretching them open or grinding lewdly against
them..

• After rolling, you may choose to resolve this attack as if having rolled half its maximum
damage.

Boost: Self
You focus all your efforts into bigger dickings, causing your junk to swell and grow massively.

• Doubles Physical damage you deal and the increases the Range of your Traits by 1 for a
number of rounds equal to your rank.

Drawback: Overwang
Your oversized goods are so heavy that it's sometimes difficult to get around, especially when you're
fully hard.

• Dealing or receiving damage Immobilizes you for one round.

32
Impregnation
You are extremely fertile, and can get foes pregnant extra quickly, perhaps even with just a touch!
Attack: Melee, Physical
You impregnate a foe and watch them bloat out instantaneously with your young.

• Foe becomes Preggers, and must roll 1d6 at the beginning of each turn.
• On a result of 1, they lose that turn and the Preggers effect ends.

Boost: Melee, Ally or Self


You imbue an ally with glorious fertility, allowing them to swell and bask in the glory of motherhood.

• Restores Stamina equal to Impregnation Damage, but causes ally to become Preggers.
• Ally must roll 1d6 at the beginning of each turn, on a result of 1, they lose that turn and the
Preggers effect ends.

Drawback: Broodmother
Your dabbling with fertility leaves you yourself in a constant state of pregnancy.

• You must roll 1d6 at the beginning of each turn. On a result of 1, you lose your turn.

33
Intoxication
You are able to get folks drunk and stoopid with alcohol, poison, smoke, or some other means.
Attack: Melee, Mental
You get a foe completely inebriated on your drug of choice, making their actions unpredictable and
ineffective.

• Enemy attacks nearest target with a Trait of their choice for a number of rounds equal to your
rank.
• If more than one target is equidistant, they may choose a target to attack.
• If no targets are within range, they must approach the nearest target, but may use Actions
normally.

Boost: Melee, Ally or Self


You or an ally get a dose of the good stuff, taking the edge off and dulling their sense of pleasure so
they can last longer.

• Cures an ally of one effect that causes them to take increased damage for each rank.
• Can spread cures out amongst multiple allies within range.

Drawback: Withdrawl
Even you are not above addiction to your own vice, needing a good dose yourself now and then.

• You deal half damage if you have not yet used Intoxication on yourself this encounter, or if you
are suffering from an effect Intoxication could remove.

34
Lust
You weave together potent forces of eroticism and rapture, able to reach directly into others' minds
(and loins) to stimulate them without a single touch.
Attack: Ranged, Mental
You directly stimulate a foe to pleasure them thoroughly, attempting to exhaust them with unrivaled
ecstasy.

• Enemy suffers double Mental Damage for a number of rounds equal to your rank.

Boost: Ranged, Ally or Self


You inspire an ally with intense, lustful desires, ensuring they'll preform at the peak of their ability.

• Cures an ally of one effect that causes them to deal reduced damage for each rank.
• Can spread cures out amongst multiple allies within range.

Drawback: Slut
Your manipulation of lust is addicting, and you seek out pleasure at every opportunity, growing needy
and vulnerable when you are not the center of attention.

• You take double damage if you have not been Attacked or Boosted since your last turn.

35
Milk
You produce a revitalizing milk or other substance from your body that invigorates allies, and tempts
foes to take a drink.
Attack: Melee, Mental
You sway or milk your leaky assets before a foe, tantalizing them and enticing them to come take a
drink.

• If enemy Stamina is not full, they must follow you and can take no other actions on their next
turn, but regains Stamina at the end of their turn equal to your Milk Damage.

Boost: Melee, Ally or Self


You guide an ally to drink deep from your supply, invigorating them in the heat of battle.

• Restores Stamina equal to your Milk Damage.

Drawback: Overflowing
Your lactating assets are prone to swelling when not in use, putting them in great need of milking.

• You suffer double physical damage if have not used Milk in your last two turns.

36
Musk
You are capable of producing an aroma of natural or unnatural musk, via sweat, stench, or
overwhelming pheromones, which only grows stronger as combat persists.
Attack: Melee, Mental
You grind your musky self, especially the more heavily scented erogenous zones over your foe as you
attack, enthralling them with your musk allure.

• Enemy must attack you for a number of rounds equal to your rank.

Boost: Melee, Ally or Self


You work up an increasingly exotic and erotic musk, slathering it over yourself or an ally to enhance
their own scent.

• Foes that begin their turn in or enter a square adjacent to the target must Attack them if they are
able to, for a number of rounds equal to your rank.

Drawback: Stench
Your musky form has developed a lingering stench, with persists even through cleansing, causing both
yourself and others to obsess over your odor.

• Allies that begin their turn or end their movement adjacent to you must Boost you if they are
able to, and do not already have a boost affecting you.
• You must Boost yourself if you have no active Boosts.

37
Oral
You kiss, lick, and suck your way to victory, pleasing your foes with your dextrous tongue as you
sample their delicious bits.
Attack: Melee, Physical
You orally pleasure a foe to the best of your ability, finding just the right place to suck until they blow.

• Enemy suffers double damage from the next few attacks they receive. This number is equal to
your rank, and expires after a number of rounds equal to your rank.

Boost: Melee, Ally or Self


You worship an ally's goods with your maw, boosting their confidence greatly, but bringing them close
to climax.

• Restores Willpower equal to your Oral Damage, but deals half Oral damage as well.

Drawback: Fixation
You are cursed with an oral fixation, always wanting to put something in your mouth first before you
can get a good idea of how to handle it.

• Your damage with Traits other than Oral is halved against foes you have not used Oral on
during this encounter.

38
Pain
You are capable of causing direct pain in your foes, whether by mental link, the manipulation of their
blood, or some other measure.
Attack: Ranged, Mental
You deliver pain directly to your foe's mind, warping them towards masochism and getting them off
from that torturous sensation, while causing them to shun healing.

• Foe cannot be Healed for a number of rounds equal to your rank.

Boost: Ranged, Ally or Self


You cause an ally to embrace pain, revitalizing their mind with the suffering their body endures.

• Restores Willpower equal to Stamina damage taken for a number of rounds equal to your rank.

Drawback: Masochist
You crave pain at all times, shirking the restorative touch of others, and recklessly submitting yourself
to lamentation at any opportunity.

• Effects that restore SP to you are half as effective as normal.

39
Paws
You are an expert at working both your hand- and footpaws, fingering, fisting, and pawwing your way
to victory.
Attack: Melee, Physical
You fist, finger, or paw at a foe with your hand- or
footpaws, directly pleasuring them.

• You may instead make two Paws attacks at


half damage, and may strike different targets
with them.

Boost: Melee, Ally or Self


You expertly tweak and tease your own or another's
erogenous zones to prepare them for an attack.

• Ally may reroll an attack roll and take the


higher of the two rolls. This reroll is lost
after a number of turns equal to your rank.

Drawback: Pawslut
Your paws, despite being a successful offensive
feature, are surprisingly sensitive, and serve as a
potent erogenous zone.

• Enemies who have seen you use Paws


during this encounter deal double Physical
Damage against you.

40
Physique
You have a sculpted, impressive musculature that you can use to entice foes or enhance your own
physical might.
Attack: Melee, Physical
You press against a foe with your sculpted, immaculate body, arousing them with your muscled build

• Enemy deals half damage against you for a number of rounds equal to your rank.

Boost: Self
Your flex your rugged, muscled body, beefing up and allowing you to shrug off many advances.

• You may choose to ignore the secondary effects of Physical attacks used against you for a
number of rounds equal to your rank.

Drawback: Meathead
Your musculature has granted you quite the ego, making you easy to exploit.

• You take double Mental damage if your Willpower is above half.

41
Possession
You are capable of entering other creatures and taking direct control of them.
Attack: Melee, Mental
You forcibly enter a foe, forcibly taking control of them for a time.

• You disappear and enter the target, controlling them for a number of rounds equal to your rank.
• On your turn, you may use your Mental Traits, the and the foe's Physical Traits and Speed.
• The foe may act normally on their turn.
• Physical damage dealt strikes the target, but Mental damage dealt strikes you instead.
• If either of you becomes Defeated, the effect ends.
• When the effect ends, you emerge in the nearest unoccupied square.
• You may end this effect on your turn without consuming your action for the round.

Boost: Melee, Ally


Your send your consciousness into an ally to share their form for a short time.

• You enter the target, sharing their body for a number of rounds equal to your rank.
• On your turn, you may use only the Target's Physical and your Mental Traits, and can't Move.
• Physical damage dealt strikes the target, but Mental damage dealt strikes both of you instead.
• If either of you becomes Defeated, the effect ends.
• When the effect ends, you emerge in the nearest unoccupied square.
• You may end this effect on your turn without consuming your action for the round.

Drawback: Exposed
Your habit of tagging along within others makes you vulnerable when on your own.

• You take double damage when not possessing another creature.

42
Scent
Your keen sense of smell helps you in sniffing foes weaknesses, and lets you nose at sensitive areas.
Attack: Melee, Physical
You nuzzle and sniff at a foe's sensitive areas, thoroughly enjoying their scent and devising their most
vulnerable areas.

• Your next Attack against this foe deals double damage. This effect expires if not used after a
number of rounds equal to your rank.
• Also informs you of all the foe's Fetishes and Drawbacks.

Boost: Melee, Ally


You clue your allies in to the secrets you've gleaned from your olfactory pursuits, allowing them to
exploit enemy weaknesses as well.

• All allies within range deal double damage with their next attack against foes you have used
Scent on this encounter.
• This effect expires if not used after a number of rounds equal to your rank.

Drawback: Sensitive
Your profound sense of smell leaves you with a deep desire to follow and stick your nose into every
last thing that comes your way.

• Each turn, you must move adjacent to one enemy that attacked you with a Melee trait since
your last turn, if you are able to.
• If multiple enemies qualify, you may choose which one to follow.

43
Shock
Your are capable of manipulating electrical currents, utilizing them to inflict shock and awe upon
others.
Attack: Ranged, Mental
You create a current between you and a foe, shocking them with a tremendous amount of electricity to
force them into climax, while scrambling their marbles.

• Enemy deals half Mental Damage for a number of rounds equal to your rank.

Boost: Ranged, Ally or Self


You rub together a static charge that discharges violently into the next foe to strike you or one of your
allies.

• Deals your Shock Damage to the next enemy to attack the target with a Melee Attack within a
number of rounds equal to your rank.
• This effect expires if not used after a number of rounds equal to your rank.

Drawback: Charged
Your electric mastery has left you with a a vicious electric current that sometimes results in quite the
feedback loop when you complete a circuit.

• You deal half your Shock Damage to yourself whenever you receive a boost.

44
Size
Your tremendous size allows you to stomp upon smaller foes with the weight of your feet, rump, or
some other asset.
Attack: Melee, Physical
You squish a foe with all your might, directly pleasuring them under your weight and trapping them
beneath you.

• Foe is Immobilized for one round if your Size rank is greater than theirs. This effect ends if
you move to a square not adjacent to them.

Boost: Self, Passive


Your downright massive size permits you a larger reach than others.

• Passively increases the number of squares your character occupies by a diameter of 1 per rank.
• Passively increases the range of all your Traits by a number of squares equal to your rank for a
number of rounds equal to your rank.

Drawback: Oversized
Your tremendous size makes it difficult for you to fit into small places, and lets enemies surround you
easily.

• You deal half damage and receive double damage if you occupy a space too small for you to fit
in.

45
Sound
You unleash a sound of some sort that impairs your foes, be it a deafening roar, painful screech, the
strum of an instrument, delightful moans, or even infectious laughter.
Attack: Ranged, Mental
You unleash a startling, distracting, or arousing sound that further excites enemies around you.

• Strikes all enemies within range for half damage. You may exclude yourself and allies from this
effect.

Boost: Ranged, Ally or Self


You utter an inspiring warcry or other chant that drives your allies onward to victory.

• A number of allies within range up to your rank deal double damage on their next turn. You
may include yourself as a target for this effect.

Drawback: Boisterous
Your loud nature makes it difficult for you to hear the advice or commands of your allies, and makes
stealth near impossible.

• Allies may only boost you if they are adjacent to you.


• You must use Sound if you end your turn with your action still remaining.

46
Tentacles
You possess a number of long, prehensile appendages used for binding and buttraping your foes.
Attack: Ranged, Physical
You violate a foe with your tentacles from a safe range, prodding, binding, and exploiting every
opening you come across.

• Reduces Movement by an amount equal to your Rank for a number of rounds equal to your
Rank.
• Deals double damage against targets that are immobilized or have their Movement reduced to
0.

Boost: Ranged, Ally


You tug at an ally with your long, winding tendrils, bringing them closer to you.

• You may move an ally closer towards you up to a number of squares equal to your rank.

Drawback: Tangled
Your many tendrils can be difficult to keep track of, and are easy to get tangled up in when pursuing
agile prey.

• You can only move at half speed during rounds in which you use Tentacles.
• You deal half damage with Tentacles during rounds in which you Move.

47
Tits
You are in possession of a sizable pair (or several pairs) of tits, an udder, or other sloshing milk-
producer.

Attack: Melee, Physical


You rub your sizable sweater muffins against
a foe, titillating them, to say the least.

• Deals double damage if your


Willpower Rank is higher than theirs.

Boost: Melee, Ally


You allow an ally to bask in the warmth of
your bosom, rejuvinating them to fight on.

• Restores Stamina and Willpower


equal to half of your Tits Damage.

Drawback: Topheavy
The weight of your tits can make it difficult
to maneuver rapidly in combat.

• You may only move in straight lines.

48
Vore
You have a voracious appetite for swallowing other combatants whole!
Attack: Melee, Physical
You gobble up an adversary right on the spot, sending them down into your belly.

• Enemy enters you and cannot be targeted, may only target you or themself.
• Deals half your Vore Damage each round at beginning of victim's turn.
• You may only maintain this effect one one target at a time, expelling previous if used again.
• You may only maintain this effect on a target your Size or smaller.
• Maintaining this effect on a target the same size as you halves your Movement.
• Ends if either you become Defeated.
• When the effect ends, the target emerges in the nearest unoccupied square.
• You may end this effect on your turn without consuming your action for the round.

Boost: Self
You siphon nutrients and vitality from those you've consumed.

• Restores Stamina and Willpower equal to your Vore Damage.


• Requires a Defeated enemy to be Vored inside of you, and can only be used once per enemy
defeated in this way.

Drawback: Gluttony
Your hunger is particularly insatiable, requiring constant feeding to keep your appetite in check

• If an adjacent foe Attacks you or is Attacked by you, you must use Vore on them on your next
turn if you are able to.

49
Mechanics
Now for an in-depth look into the various mechanics that make the Fapp system function. Some parts
of this section are repeated from other sections, and are included here for the sake of completeness.

Advancement Points
Advancement Points (AP) are the points you use to build your character. They can be used to increase
Stats or Traits, which are detailed further below. Beginning characters typically start with 10 AP. AP is
acquired through training, combat, and bettering yourself. You may spend AP during any period of rest,
to improve Stats or Traits. Acquiring a new Trait requires GM approval, as some new arts may require
training, or may be unavailable to certain characters. Purchasing the first rank of an Trait costs 1 AP.
Each additional rank thereafter costs an additional 1 AP, cumulatively. The total cost for maxing out
an Trait is 15 AP. You may not use a Trait that you do not have ranks in.

Stats
There are three primary stats that determine how a character functions. Each Stat starts at 0, and may be
improved to a maximum of 5. Rank 1 of a Stat costs 1 AP to acquire, and each subsequent Rank
requires 1 more AP than the previous (for a total of 15 AP to unlock all 5 Ranks).
• Stamina: How physically fit and hardy a character is. You gain 5 SP per Rank of Stamina.
• Willpower: How mentally fit and willful a character is. You gain 5 WP per Rank of Willpower.
• Speed: How quick a character is on their feet (or other locomotive appendages). You gain 1
Movement per Speed, and your Speed also determines Initiative order, and ability to dodge
Ranged Attacks.

Stamina and Willpower


Each character has an amount of Stamina Points and Willpower points that measure the wellbeing of
their character. Suffering damage in combat reduces these points, causing them to become more
fatigued and eventually submit to their other party. If either SP or WP is reduced to or below 0, that
character is defeated. SP and WP are fully restored to a character when not in combat after a brief rest.
A character that is defeated can be roused by an ally and continue to function, but a defeated character
that is not roused may remain powerless or even unconscious for longer periods of time. Major NPC
characters and monsters will often have much more Stamina and Willpower than players are capable of
amassing.

50
Traits
Traits are abilities your character possesses to
a greater degree than their peers. Traits are
ranked from 0 to 5, and have the same cost
per Rank to acquire as Stats. Each Trait has
two uses, whose exact effects vary from trait
to trait.
• Attack: Utilize the trait to directly
damage an opponent.
• Physical Trait Attacks reduce enemy SP.
• Mental Trait Attacks reduce enemy WP.
• Boost: Utilize the trait to provide healing or some other benefit to yourself or an ally.
In addition to the normal bonus ranks in traits provide, each rank in a Physical Trait grants you +1 Max
SP, and each rank in a Mental Trait grants you +1 WP.

Type
There are two types of traits, Physical and Mental.
• Physical: These traits assault the body, pleasuring the flesh. Physical Attacks reduce an
enemy's Stamina (SP).
• Mental: These traits assault the psyche, pleasuring the mind. Mental Attacks reduce an enemy's
Willpower (WP).

Range
A trait's Range determines the distance at which it can be used.
• Self: This trait can only be used on the user. This range only occurs on the Boost portion of
some Traits.
• Melee: This trait can only be used on targets directly adjacent to the user.
• Ranged: This trait can be used from afar, up to 2 squares away per rank. Unlike Melee Attacks,
Ranged attacks can be avoided by characters with high Speed. If the number rolled on the die
for a Ranged Attack is equal to or lower than the target's Speed, they may choose to avoid the
attack, ignoring both its damage and secondary effect.

Drawbacks
Each Trait also has an optional Drawback associated with it, a negative downside to the Trait that you
can take upon yourself to gain greater mastery over that Trait. Any time you place a rank into a Trait,
you may choose to acquire or dismiss the Drawback associated with that Trait. Possessing this
Drawback inflicts a penalty upon you that differs for each Trait, but grants you a +1 bonus to that Trait.

51
Fetishes
Fetishes are weaknesses to specifics Traits or forms of attack that are truly devastating to a specific
character. Each Fetish a character selects at creation grants them +1 bonus AP to spend (up to a
maximum of +5). Your GM may mandate that you have one or more fetishes for your character. If you
are attacked by a Trait you have a Fetish for, the attacker rolls damage twice, and the duration of the
attack's secondary effect is doubled. Because taking advantage of fetishes is so powerful, it is often
wise to keep your fetishes a secret from others, less they be exploited.

Status
Status is a term for lasting states that affect your character in certain ways. There are three types of
conditions
• Boons: Your character is somehow enhanced for a duration, granting bonuses to certain actions.
These effects are caused by the Boost action.
• Conditions: Your character is somehow inhibited for a duration, applying penalties to certain
actions, preventing, or forcing certain actions. These effects are caused by the secondary effects
of Attacks, and by Drawbacks.
• Many Conditions can be removed by certain Boosts.
• If more than one Condition forces you to take conflicting actions, you must adhere to the
most recent one.
• Unconsciousness: Your character has been reduced to 0 SP or WP and cannot act. They can be
roused by an ally once combat ends.
Boons and Conditions of the same kind do not stack. Duration is extended to that of the longest lasting
version. Damage cannot be modified below 50% or above 200% of normal amount by Boons or
Conditions.

Encounters
When one character turns hostile against another character, an Encounter begins. An encounter lasts
until no active characters in the vicinity are hostile towards one another. Characters are rendered
inactive if they become Unconscious. When an encounter begins, all participating characters roll
Initiative (1d100+(Speed*100)) to determine the order in which they act. Reroll in the event of ties.
The GM may rules that circumstances allow for certain parties to gain a surprise round, in which only
they can act. During each character's turn, they can preform an action.

Flavor Text
Before taking an action in combat, each character first describes their action in detail (keeping in mind
what action they intend to use).
Alternatively, the GM may have combat proceed without depiction until the end of combat, where the
entirety of the encounter is then summarized through roleplay.

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Actions in Combat
A character can preform one of the following actions during their turn in combat. In addition, as part of
their turn, a character may Move a number of squares up to their Speed Stat plus 5. This movement
must be contiguous, and may not be split before and after their action. Characters may move through
allied units as long as they do not end their movement within an allied unit's square, but may not pass
through enemy units at all.
• Delay: The character delays their turn until a trigger they specify occurs (such as a foe
advancing, or help arriving). If the trigger occurs, the player takes their action at that point in
time, then their Initiative order changes to reflect the delay. If the character's turn comes around
again without the trigger occurring, the turn is lost.
• Attack: You use an offensive trait to attack a foe. You roll damage based on the Trait's rank.
The Defender loses SP or WP equal to the damage rolled. Certain effects may raise, lower, or
even negate this damage.
• Boost: You use one of your traits to boost yourself or an ally. The target, range, and effect of the
boost are listed in each Trait's description.
• Rush: Sacrifice your action for the round to instead move at double normal speed. If your
movement is in a straight line, you may instead move at triple normal speed.
• Item: You can use a consumable item such as a potion, or a piece of equipment that consumes
your turn (such as a weapon). Each item has its own effects. This Action may not be used to
switch between equipped Artifacts, as that can only be done when not in battle.

Extra Effort
When push comes to shove,
sometimes you need an extra edge to
pull a victory out of assured defeat.
That's where extra effort comes in.
By sacrificing a portion of your SP
or WP, you can execute a maneuver
that pushes you beyond your normal
capabilities briefly, allowing you to
beat the odds and scrape out a close
victory. You may declare use of extra effort only on your turn, but it does not consume your action.
Extra effort that applies to a roll may be applied before or after seeing its result. Extra effort consumes
a portion of your maximum SP and/or WP. You may not use extra effort if you lack the requisite SP or
WP to do so. Use of Extra Effort cannot reduce you below 1 SP or WP.

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Optional Rules: Skills
Skills are an optional system that allows GMs to challenge
players with tasks other than combat. Each skill represents
an area of expertise a character can be proficient in, some
requiring rigorous study, while others rely upon practice
and natural talent.

Starting Skills
Unlike Traits, characters start with one Rank in every
General Skill, since everybody has at least some
proficiency with these areas of expertise. Characters then
gain an additional rank for every 5 AP they possess.

Fantasy and Future Skills


These special skills are in rare supply, and can only be
acquired in the appropriate settings. You begin with 0 ranks
in these skills, since they require appropriate training to
even begin to understand.

Skill Checks
In order to use a Skill, you make a check by rolling dice
according to your rank in that skill, similar to rolling the
damage of a trait of that Rank. If you meet or beat the
Difficulty Check (DC) set by your DM for that particular
check, you succeed. GMs decide when skill checks are
required, and what the exact outcome of each check is,
based upon success or failure.
• A DC 5 Task is simple enough that most can grasp.
• A DC 10 Task is advanced, and hard for novices.
• A DC 15 Task is complex and requires great skill.
• A DC 20 Task is nearly impossible even for the well-trained.

Stat Checks
In addition to skill checks, your GM may also impose checks for your Stamina, Willpower, and Speed
under certain circumstances that might measure those factors, letting you to roll them like a skill check.
• Stamina: Measured when holding breath, resisting poison or disease, or dealing with fatigue.
• Willpower: Measured when impaired by intoxication, eldritch horror, and mental magic.
• Speed: Measured when escaping from battle, chasing foes, and avoiding hazards and traps.
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Optional Rules: Boons
In the course of your adventures, you may gain benefits outside the normal scope of Traits and Skills.
These benefits are known as boons, and are both much more specialized than Traits, and much less
rigid in their design and acquisition. Boons are specific benefits relevant to your character, based on
events that have transpired in the course of the game. They often represent a unique ability, a blessing
(or curse) that lingers upon your character, or even the service of a loyal ally.
Boons are awarded, and may be modified or removed by your GM, in order to further specialize your
character to reflect their adventurers. It is suggested that each character have only a single Boon at any
given time, as a Boon represents a major, defining facet of their character. Because of this boons,
should be bombastic and apparent. Often multiple smaller effects can be thematically merged into a
single boon. The exact nature and effects of the boon are determined by your GM, but a number of
examples are given below.

Companion
You gain the aid of a companion, either one designed by you and befriended during your character's
backstory, or met during the course of your adventures. This often takes the form of a fearsome animal
friend, a loyal follower, or even the spawn of your own loins. This companion has AP equal to half of
your total (round down), and is extremely loyal. You can command your companion in combat, but
your GM may cause them to misbehave or ignore orders if repeatedly mistreated. Your GM may also
put narrow restrictions on which Traits and/or Skills your Companion is capable of using.

Curse-Eater
You are able to lift curses by consuming them, allowing you to cleanse both items and creatures of the
taint of foul magics, but in doing so you take the curses you cleanse upon yourself, slowly digesting
and purifying them over time. Your GM decides what magical effects qualify to be consumed in this
way (typically long-lasting ones, and not the effects of Traits), and how long it takes you to purify the
curse before you're hungry for another one.

Demonic Possession
You harbor a demonic spirit locked deep within you, which is only given opportunity to rise and take
over when you begin to falter. If at any time you fall below half SP or WP, your demonic side takes
over, increasing your Corruption Rank by +1, but also bestowing the Crazed drawback upon you.

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Optional Rules: Conversion
Defeat need not be the end. Many creatures that are introduced in the Fapp system procreate through
corrupting other species, transforming them into either loyal thralls or creatures identical to themselves.
This presents the opportunity for GMs to salvage failed campaigns by converting players into the very
monsters that did them in.
Conversion works especially well if your players enjoy the idea of being trnasformed and/or made
subservient to those who defeat them in battle. This can even turn the tide of a campaign as players are
allowed to turn upon their former faction and fight against them.
When converting players after their defeat, first decide the level of subservience their conversion will
cause. In some cases, players may still retain their free will partially or fully, and may even seek out
cures to their condition in secret while serving their new masters, or instead be fully dominated and
bent to their captors' every whim and desire.
Next, determine if nay physical transformation will take place, and what effects it will have on the
players. This may raise, lower, or even ban the progression of certain Traits. If Traits or lowered, you
may wish to refund the lost AP back to players to compensate. Make sure to leave the players some
degree of individuality even after their transformation, as few players want to play as complete clones
of each other.
The combined effects of the players transformation can be easily summarized into a boon once you
have them all figured out, then you can begin figuring out ways for the players to interact with the
world in their newly-acquired forms.

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Optional Rules: Rows
Okay, I'm going to level with you here. Maps fucking suck. Not playing with them, that's great. Some
maps are amazingly well-thought out and full of detail that can really set the mood for a campaign,
expecially if they bear some exotic and memorable landmarks that really help give the area a sense of
place when you're roleplaying. The part that sucks is making them.
So if you want to play entirely without maps, there are a few quick changes you can make to the Fapp
ruleset to fascilitate this. The alternate, mapless system for combat is known as Rows.

The Rows System


When out of combat, position and space are not explicitly defined, you simply describe the area to the
players, and they decide where to go within it, without direct representation on a map.
When entering combat, the combatants are separated into four rows. You can either shift their
representative tokens or minitatures into these rows, or simply assign each combatant an indicator of
which row they occupy.
The four rows are:
• Enemy Rear
• Enemy Front
• Party Front
• Party Rear

Rows and Range


One of the primary effects of the Rows
system is that it changes how Range
works in combat.
Melee Traits can only target adjacent
rows. If a row is empty, the row behind it
is considered adjacent.
Ranged Traits can be used from any Row
and can be used on targets in any row.

Rows and Movement


Characters can switch between their Front
and Rear when they Move.
Characters can attempt to flee combat
using the Rush action if in their Rear row. If their side still has characters in Front, this escape is
covered and thus successful. If not, then the GM may require a Speed check or some other test to
Escape, or may forbid Escape entirely if characters are deemed surrounded.
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