Believe it or not, I had not planned on making the group predominantly women, they were just the characters that I thought fit best in the story I'm planning to tell.
Now for a few moves specifically made for games like this one. At least one of these will likely come up quite often, so if you ever find yourselves on the bad end of one be sure to thank Aphroditus Dionysus, he/she was the one who cooked them up for the game I'm currently playing in.
Down the hatch:
When you ingest or apply a transformative roll+con: On a 10+ choose two physical features this transformative is capable of bestowing. On a 7-9 You choose one and the GM chooses one. On a 6- either nothing happens or the GM narrates the outcome.
Do Your Worst:
When an aroused opponent defeats you, roll+nothing (You already screwed the pooch on this one) On a 10+ You can choose to turn the tables and narrate the following scene. On a 7-9 choose 1:
- It's actually more enjoyable than you expected
- You don't wince, cry out, or show weakness during
- You don't receive any permanent damage from the encounter
- You don't have to worry about being inseminated
- On a 6- you are ravaged and submit, the GM narrates the outcome (possible bad-end)
Mad Science: When you attempt to create some concoction of alchemical elixirs roll+int. On a 10+ choose 3 of the following, on a 7-9 choose two, on a 6- the brew is made but could be dangerously unstable.
- The full potential of both elixirs is perfectly distilled into one
- The concoction is more potent than before and you take +1 when it goes Down The Hatch
- The elixir is perfectly safe and your sure there will be no complications
- The elixir is somehow more than the sum of its parts and becomes something different all-together
Bun in the oven: When you suspect an encounter may have resulted in insemination roll+con: On a 10+ choose any of the following. On a 7-9 Choose one of the following:
- You/they are with child, you can just feel it
- You don't think it will come to bear
- The offspring will take after you
- The offspring will take after them
- On a 6- the GM chooses any of the above.
Oh, and Woider, instead of an animal companion how about this. Friend of beasts: Creatures with animal-like intellects are naturally well disposed toward you, and will not attack you unless provoked. If some form of communication can be established, you can even parley with them for aid.
If any of you have any other thoughts or ideas, please let me know. With that, I believe most of the prep work for the game is done, so I'll try and have the first post of the official game up by tomorrow.