Re: Alterations and additional game rules
5) Actions:
Casting a spell, attacking, and grappling take 10 action points, so characters may get additional attacks or attempts to escape grapples per round. Attacks can be used while grappled at a penalty.
Penetration takes all available action points, and requires at least 15, as does escaping penetration. Attacks and spells cannot be used while penetrated.
Movement is 2 action points for moving 5 feet.
Left over action points are added to armor.
6) Neutral players choose which side they are going to be on when the game starts, and cannot change teams until after the end of the game.
7) Grappling:
Attempts are made as Dexterity of attacker+d50 vs targets Armor Count+d50.
To maintain or escape from a grapple, it's Strength+d50 vs Strength+d50 or Strength+d50 vs Dexterity+d50, whichever assists the one trying to escape the most.
Grapple Points: Represent how strong a creatures hold on a PC is, if a creature succeeds in grappling a character the difference between the two numbers becomes that instances grapple points. A character attempting to escape a grapple must succeed by an amount greater than the current grapple points in order to break free, if they succeed by an amount less than the current grapple points, that amount is only subtracted from the characters GP.
Penetration attempts work more or less the same way, only the system works in the rapists favor instead of the victims. When penetrated, the only available actions are escaping and giving in.
Grappled creatures can attack each other unarmed with a -10 to hit.
8) Attacking:
Attackers Dex+Finesse+d50 vs targets Armor+d50 to determine hits.
Damage is d6 + whatever you get from weapons or techniques.
This increases as levels go up, to 2d6 at level two and so forth.
Note: Monsters may try to club/choke your character into unconsciousness rather than rape them until they pass out. They do less damage though, only (1+d4) x Monster Level. Some monsters can deal lethal damage, but most will prefer not to do so unless they have absolutely no other choice.
9) Pleasure and Orgasm:
Monsters do d3 x their Monster Level in pleasure points to a character for each round of penetration. When the number of PP dealt exceeds a characters PP, they orgasm, and suffer -10 to any rolls for that round. In addition, this puts them a step closer to entering sexual frenzy.
Monsters always have their PP set to 25, regardless of stats or level, and each turn of stimulating a character, they take d10 PP.
Some creatures, such as those with tentacles, can penetrate a character in multiple places, and each tentacle deals its owner pleasure damage and gets its own PP counter and rolls.
Each round of sex causes d8 fatigue point damage, and orgasm causes 2d8.
10) Sexual Frenzy:
Occurs when the number of orgasms a character receives in a particular encounter surpasses their mentality score. Lasts for 5 rounds. Pleasure checks are made unopposed while under this effect.
Note: characters cannot normally force each other into sexual frenzy, as they rarely rape each other.
11) Pregnancy:
I'm leaving this largely as Silth said at some point, which was rolling a d30, adding the characters bonuses, and if it's 28 or higher, the character gets knocked up by whatever raped her. This means different things for different monsters, though most will simply try to drag to their lair and use you as a baby machine. Pregnancy length is also determined by creature, I'm going to say creature level for now: pregnancy time = creature level x 4 hours. Most monsters try to keep their offspring once they're born.
12) Heat:
If you're playing a furry/anthro character, once this condition comes up you are unable to move in any way that does not get you closer to whichever condition satisfies your characters requirements. In other words, when your character encounters something that looks like it might have a penis, she strips naked, gets on her knees, and begs for it. Before you ask, characters can't help each other with this unless one or both have the Futa spell from the love school.
13) Unbalanced Spells:
I'm talking about you, first level Earth spells. As the game progresses, some spells may prove useless or overpowered, these are going to be altered to better balance the game.
The two first level Earth spells are reduced from adding 25 armor, down to giving 5 armor per level in the Earth school. So, at level 1, you'd get +5 to armor, at level 2 +10, and so on.