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Monster Girl Adventures1

By ​Notepad Anon

1
Or “Monster Girl Waifu Dice Edition
This game as made by ​Notepad Anon​ and is currently not slated to be released
commercially.
If you paid for this game, then you’ve been bamboozled.
Feel free to remix, edit, or change anything. All I ask is that you cite me as your
inspiration or baseline. I also ask that you change things significantly if you do plan on
releasing something commercially if you do not and simply change names or such
around, I’ll just give this out for free to your potential buyers.

The “Don’t be a Dick” Page.


Preface 5

Playing the Game 6

Character Creation 7
Attributes 7
Skills 9
Personal Skills 10
Broken Pelvis: Health 11
Keeping Your Cool: Willpower 12

The Inhabitants of the World: Races 13


The Uncorrupted Races 13
The Corrupted Races 17

Magic and Corruption 32


Magic 32
Large Scale and Long Term Spells 33
Corruption 36

Conflict 39
Physical Combat 39
Actions 39
Space Distance 40
Social Combat 42
Status Ailments and Buffs 43
Ailments 43
Buffs 45
Enemies, Foes, and Threats most Foul 48
Minions and Swarms 49
Mega Monsters 51

Equipment 53
Melee Weapons 53
Ranged Weapons 54
Tags 55
Armor 56
Shields 56
Advancement 57
Monsterization 58

Narrator Notes and Other Things 60


Love, Sex, and Fucking 61
Love: The Sweetest Poison 62
Order Campaigns 63
Senpai, Love Me! 65
The Eras of Monster Girls 66
Industrial Monstergirls 66
Modern Monster Girls 68
Space Monster Girls 70
The Great Equalizers: Firearms 71
New Tags 72
Corruption Effects 73
Rise above the Rest: Heroes 76
One on One Games: One Hero, Ultimate Destiny 86
Sexual Encounters of the Combative Kind 87
Sexual Cumbat 87
Relationship Strings 89
Things and Notes about Running a Game 90
Fire the Canon, no, no, the OTHER CANON! 90
A Well Balanced Diet 91
Gather Your Party before Continuing 92
Consistently Consistent Constantly 93
Touch Fluffy Tail 94
The Elephant in the Room 95
Forbidden Love (!) 96
The Sliding Scale of Hope and Hopelessness 97

What Now? 98

Character Sheet
Preface
Monster Girl Adventure is my foray into two things: Dice Pool systems and the
mysterious world of Monster Girl Encyclopaedia. I won't say that it's a game designed
for anyone except myself, it's my game about monster girls, nothing more, nothing less.
It's an exploration into something I enjoy, and that's all I really need to say to justify its
existence. It will also be a jumping-off point for another project if I enjoy the key
mechanics enough, so consider this the start of Notepad Anon's "Dice Pool Strain" of
games. If it works, I'll adapt it further, if it doesn't it'll probably be this product alone.
Playing the Game
Monster Girl Adventure is played with a series of six-sided dice (D6), three to five
players, a Narrator, and little to no shame.
When a Character attempts an action with a chance of failure, a Check is called.
The Character rolls their Attribute + Skill + Modifier in D6's and attempts to score
successes by rolling above a 4. The number of successes needed is called a Target
Number (TN) set by the Narrator.

Target Numbers
● Easy 1
● Average 2
● Hard 3
● Very Hard 4
● Incredibly Hard 5

If a Character's combined successes are equal to or greater than the TN, they
succeed at the action and clear the situation. If they roll less than the TN, they fail and
suffer the consequences.
Character Creation
Attributes
Attributes represent the Character's innate talents and abilities, these range from
0 to 5, with 0 being Poor and a 5 being Peak Human Performance2. A new Uncorrupted
Character has 10 Attribute Points to distribute, while a Corrupted Character has 14 to
distribute.

Body (BOD)
The Character's physical condition and fitness. A Character with a high Body is
physically fit and can take more hits before going down. A Character with a low Body is
sickly or has a weak frame, unable to take sustain strain without risk to their health.
● Strength of Body
● Skill with Melee Weapons
● Ability to survive harsh conditions

Bravado (BRV)
The Character's brute force
charisma and daring personality. A
Character with high Bravado is confident
and a leader, able to convince others of
just about anything. A Character with low
Bravado is a push-over, able to be
manipulated by any force.
● Skill with words
● Investigative ability
● How attractive the Character is.

2
Yes, this does mean that Monster Girls are able to exceed the 5 human limits.
Scholarship (SCH)
The Character's educational history and learned knowledge. A Character with
high Scholarship is well trained in the arts of science and magic, able to answer any
questions. A Character with low Scholarship is one of weak intellect and brutish ideals.
● Academic success
● Learned skills and knowledge
● Magical Knowledge and Ability

Reflexes (REF)
The Character's agility, dexterity, and hand-eye coordination. A Character with
high Reflexes can react to danger in a flash or sprint away from danger. A Character
with low Reflexes is sluggish and is often caught unawares by those of a quicker nature.
● Reaction speed
● Gunfighting ability
● Running speed

Corruption (COR)
The Character's immortal soul being tampered with by Demonic forces. A
Character with high Corruption is a living sex machine, able to use their newfound
powers for their own perverted ends. A Character with low Corruption is a pure and
noble individual, untouched by the vile darkness.
● Using special abilities
● Augmenting Skills
● Making Magics deadlier

An Uncorrupted3 Character cannot have any points into Corruption. If the Player
wishes to play a Monstergirl immediately, they must invest at least one point into
Corruption. Corruption cannot fall below one for monsters, but it can rise dramatically for
the "Mortal" races. Corruption is primarily rolled as an aid to other Attributes, described
in the individual Monster's sections or power lists, but can also be rolled independently
for their unique powers or magic.

3
900+ IQ Deduction there Notepad
Skills
Skills represent the Character's acquired abilities and talents over the years of
their life, these range from 0 to 10, with 0 being untrained and 10 being a paragon in the
skill. Skills are determined by assigning 15 Skill Points for an Uncorrupted Character.
But a Corrupted Character only has 10. All Skills have a cap of (Attribute x 2) and
cannot exceed4 it unless otherwise noted.

Scholarship
● Academics (ACD) - The Character's scholarly education
● Mechanics (MEC) - The Character’s mechanical and handiwork training.

Bravado
● Investigation (INV) - The Character's observational skills.
● Words (WRD) - The Character's ability to convince, deceive, and bargain with
others
● Networking (NET) - The Character's skill of knowing the right people or where to
find them

Body
● Melee (MEL) - The Character's training with an assortment of hand-to-hand
fighting
● Outdoorsman (OUT) - The Character's skill at surviving hostile climates or
navigating terrain
● Athletics (ATH) - The Character's innate athleticism.

Reflexes
● Ranged Weapons (RNG) - The Character’s training with ranged weapons.
● Stealth (SNK) - The Character's ability to hide and be stealthy

Side Note: ​No Corruption Skills?


As noted above Corruption's skill sets are primarily based on the powers
bestowed upon the character from being corrupted. Monster Girls develop new
abilities to seduce, capture, screw, and completely sexually annihilate their prey, while
Incubus become harder, faster, stronger, and more handsome.

4
“Notepad! Notepad! What happens if I lose an attribute when I have a skill up to cap!” You just can’t add
any more, but the Skill stays as it is.
Personal Skills
The Skills above are what is expected of most individuals to have a basic
understanding of, the ability to swing a stick, know a person, or even hide, but few
individuals know the very specific bits of information or have the skills necessary to save
the day. That's where Unique Skills (US) come in. Uncorrupted Characters start with
two Personal Skills and Corrupted Characters start with one Personal Skill.

These Skills fall into two categories


● Unique Powers or Interesting Abilities - Unique abilities, special talents, and
interesting powers.
○ Flight (FLY) - The Character's ability to soar through the air. (BOD)
○ Psi Power (PSI) - The Character's ability to manipulate psychic energy.
(SCH)
○ Leadership (LDS) - The Character's ability to inspire and lead troops and
ships into battle (BRV)
○ Prehensile Tail (PTL) - The Character's ability to manipulate their tail
(COR/BOD)
● Specialties - Specific subsets of a basic Skill, their cap is the Skill in question,
meaning they cannot exceed it.
○ Academics: Monsterology - The Character's study of Monsters and
Demon anatomy.
○ Magic: Healing - The
Character's knowledge
and ability to cast Healing
Magic
○ Networking: Criminals -
The Character's
connections to the
criminal elements of
society.
○ Outdoorsman: Desert -
The Character's ability to
survive in hostile desert
conditions.
Broken Pelvis: Health
Even the Characters aren't immortal, taking too much damage is a sure-fire way
to become something’s lunch (for better or for worse). A Character's health is measured
in six tiers, with each tier being equal to the Character's BOD Score +1. Each tier
decreases the overall dice rolled by the Character.

● No Wounds - The Character isn't wounded or isn't feeling it.


● Light Wounds - The Character has a few flesh wounds (-1)
● Heavy Wounds - The Character has a few major wounds (-2)
● Serious Wounds - The Character's having difficulty standing from the wounds (-3)
● Critical Wounds - The Character's on their last legs, but a surge is keeping them
going (-4)
● Mortal Wounds - The Character is on the verge of death, but that won't stop
them. (-5)

When a Character reaches 0 Wounds, they are downed and will bleed out in
BOD turns5 unless they are stabilized with a Scholarship roll equal to (6 - Injured
Character’s BOD) Successes.
An Uncorrupted Character heals at a rate of 2 or 4 / Day6, while a Corrupted
Character heals at a rate of 3 or 5 / Day.

5
Yes, this does mean that the Character can die instantly at 0 BOD.
6
Whether resting on the road or in an actual hospital or inn.
Keeping Your Cool: Willpower
The world kind of sucks, which is to say it’s apocalyptically awful with dozens of
creatures fully willing and able to rape and kill the average person, or forcefully convert
them to monsters against their will. Sometimes it’s too much for the average person to
handle. This is where Willpower comes in.
Willpower is equal to SCH + BRV and reflects the Character’s force of personality
as well as mental wellbeing. If this ever falls to 0, the Character has become open to
manipulation and their mind is open to be influenced.
The Inhabitants of the World: Races
The Uncorrupted Races
Throughout the land there are a few races of individuals uncorrupted by the
touch of the Demon Lord, these races fight valiantly against the encroaching darkness
as a demonic influence, evil creatures, and their own wicked kin stalk the land.
However, the uncorrupted races are just that, uncorrupted; as brave heroes delve
deeper into the darkness of the world they themselves fall victim to the ever-present
taint of demonic energy.

Humans ​- The most plentiful of the Uncorrupted they are also the most likely to
fall to corruption in one way or another, humans are the primary adherents to the Chief
God, filling the ranks of the holy order's armies and kill squads.
● +5 Skill Points (Humans may not be strong or particularly wise, but short life
spans and dedication makes them apt to diversify their skill sets to the fullest.)

Dwarves ​- The poster children of why demonic corruption should be purged from
existence, short and stout the Dwarves have been rendered to but a shadow of their
former glory as many of their women have been turned into Succubi, leaving the few
remaining men a prized (if overworked) commodity.
● +1 BOD (Dwarven bodies are known to be strong as the stones they pick apart)
● +3 Skill Points (Dwarven craftsmen are noted to be some of the finest in the
world, but as more and more of their women are turned against them, the few
remaining dwarven families keep their crafting methods secret.)

Elves ​- The proud and dignified people of the wood, the Elves have been on the
decline far before the Demon Lord's monsterization, they have been ardent defenders of
the righteous and just, but are rather arrogant toward the other races.
● +1 BRV (Elves look good, and they know it.)
● +3 Skill Points (Elves are meticulous in their craft, honing their skills to the finest
point until they are ready, however with time and effort comes stagnation as they
refuse to split from their ancient histories.)
Giantkin ​- Young Giants are a constant fact of life among the Uncorrupted races,
often standing head and shoulders over most of the Corrupted, these fearsome warriors
and soldiers have only reached their first steps into adulthood. Earning their keep as the
shields of the Order and as traveling mercenaries, these naive soldiers-for-hire
sometimes fall to Corruption less out of desire, but more out of curiosity.
● +1 BOD (Built strong and powerful, their height not-with-standing)
● Specialization Skill: Melee: Weapon of Choice (Giantkin train from a young age in
the use of weapons and soldiers, if only for the sport of it.)

Halfies ​- Often joked7 that the Demon Lord stole her idea from Humanity, as
humans for as long as they've been around have attempted, and succeeded, in bedding
multiple races. The product of these unions are universally referred to as "Halfies" due
to their mixture of human traits and their non-human parentage, Halfies have rapidly
dwindled in the past years as the Demon Lord's influence has taken hold, leading to a
new movement of "Halfie Pride" to strike back against the demonic hordes.
● +1 SCH (Halfies are regarded as something of a mystery, and as such, most take
to books and knowledge to alleviate the most disastrous of their bloodline's
problems.)
● +3 Skill Points (Inheriting the drive of their Human parent and the skill of their
Non-Human one, Halfies, unfortunately, have neither of the resources available
for them to exploit those talents)

Side Note: ​But in my Setting . . ​.


Add in any fantasy race you want to the uncorrupted batch, the key idea is that
Uncorrupted Races have four "Points" to be made.
1 for a Skill Point
2 for an Attribute
2 for a Custom Skill
So if you wanted to add in, say, Halflings to your Monster Girl World they may
look something like +2 Skill Points and Academics: Cooking. Feel free to edit as you
please, these are just mere suggestions.

7
Not among Order officials of course
Side Note: ​Son of Monsters, Man of Legend
Pardon the edge, but an Uncorrupted Character may opt to say five dangerous
little words to change themselves a distinct way: "My mother is a monster." A child
born of a Monster fall into three categories, Monsterized Girls, Incubi, or " Natural"
born children. These "Natural" children are far from normal, as their childhood is a
struggle for survival from overbearing mothers and (very) protective sisters. These
men turn out a bit different than the regular Incubus or Individual, as they are
tempered by their experiences. A Child of monsters may instead opt to forgo the extra
Skill Points and instead select the corresponding Attribute Bonus their Mother would
receive, the downside is (outside a traumatic childhood) is that the aspects of their
monstrous parent will bleed through occasionally. They're natural, but not "normal" by
any stretch of the imagination.
For example, The Character's mother is a Succubus, they take their +2 to BRV,
but their upbringing was equal parts casanova training, pick up artist how-to's, rape
guerilla training. Outside of having to fight off sisters who went through puberty and
convince their few male friends in school that they were secretly not a girl, these men
have turned into a charismatic force of nature. However, being raised by forceful
women and having "the talk" be less about what not to do, but which sections of the
Kama Sutra to read, the Character has developed an almost alien perspective of
relationships and what “love” is.
The Corrupted Races
By far the more numerous races of the world are also some of its most
dangerous, the demonically tainted Monster Girls are a byproduct of the nefarious
Demon Lord's plan to destroy the world, by turning all the monsters into horrifying rape
machines. While most Monster Girls are relatively passive, able to be controlled or even
corralled by daring individuals, it's the willful and promiscuous ones that terrorize the
countryside, kidnapping young men from the villages to serve as husbands or turning
young maidens into devious monsters themselves.
While a majority of these monsters are women, men who have surrendered their
souls to them find themselves turned into an Incubus, losing their humanity for
heightened strength and stamina, as well as adopting only a few of the traits8 of their
"wives."

8
See side note on the bottom on how to play Incubi.
Demonic ​(Succubi, Demons, and their Nefarious Kin) - Perhaps the best-known
Monsters in the modern era, Demonic Monsters feast directly upon a Man's Spiritual
Energy through never-ending sex and lustful adventures.
● +2 BRV or +2 COR
● Choose 1 Monstrous Feature
○ Transformation (BRV) - The Demon has an impressive ability to shift and
morph their shape to a more pleasing form, while they are able to change
shape, they usually can't manage "Drastic" changes.
○ Magic: Demonic Energy (SCH) - The Demon has fine control over the
various aspects of the often misunderstood Demonic Magic that infects
most monsters.
○ Flight (REF) - The Demon has a pair of powerful wings, able to let them
move freely in the air.
○ Spirit Energy Detection - The Demon has a nearly radar-like ability to
detect Spirit Energy in the area, allowing them to hone in on potential
targets.
○ Demon Hierarchy - The Demon has a certain level of respect over the
lesser species due to the current Demon Lord, they roll +2 Die in BRV
Checks against other Monsters.
○ Sex Symbol - The Demon has an almost supernatural power over Men,
they roll +2 Die in BRV Checks against Men.
○ Mindbreak Hentai Doujin - The Demon is depraved as all hell, they add an
extra Success during Social Combat rolls.
Low Undead ​(Zombies, Ghosts, etc) - An unfortunate, but often unavoidable, the
fact is that people die. While most pass on gracefully into the afterlife, some tend to
linger in this world for a bit too long. The Lesser Undead is the result.
● +2 BOD or +2 COR
● Choose 1 Monstrous Feature
○ Ethereal - The Lesser Undead is actually an ethereal creature, they
may temporarily "Phase Out" for a time to pass through walls or
avoid dangerous attacks. An Ethereal Character may phase for
COR x 5 Seconds or COR Rounds in Combat9.
○ Feel No Pain - The Lesser Undead literally doesn't feel pain, they
don't take any penalties when injured.
○ Berserker - The Lesser Undead has a bad tendency of launching
into a berserk fury against their enemies if they hit they treat it as
though they roll 1 additional success.
○ Retained Skills - The Lesser Undead can remember bits and pieces
of their former life, they have a Personal Skill of their choice
○ Horrible Laugh (COR) - The Lesser Undead can let out horrific
screeches that can distract, deafen, or even injure opponents10.

9
This doesn’t affect equipment worn by the undead, so have fun with losing all your armor, you damn
nudist.
10
Refer to the Corruption value for damage.
High Undead ​(Lich, Wights, Dullahan, etc) - While most undead creatures end
up as shambling, sex-obsessed, corpses, the High Undead maintains a degree of their
mind in their pursuit, making them exceptionally dangerous to encounter.
● +2 SCH, +2 BRV, or +2 BOD
● Choose 1 Monstrous Feature
○ Feel No Pain - The High Undead literally doesn't feel pain, they don't take
any penalties when injured.
○ Retained Skills - The High Undead can remember bits and pieces of their
former life, they have a Personal Skill of their choice. It can be taken
multiple times.
○ Detachable - The High Undead can freely remove body parts at their
convenience, these body parts are able to act independently until they are
destroyed. If the head is injured, the Character begins to take damage.
○ Magic: Necromancy (SCH) - The High Undead has an ability to control
their lesser brethren through the use of foul magics.
○ Rejuvenation - The High Undead has the ability to heal their own wounds
given time, they recover +1 Health every Round.
○ Phylactery - The High Undead has a Phylactery available to them, if they
were to "die," they would resurrect with Light Wounds. However the
Phylactery would be destroyed at this time. It can be taken multiple times.
Vampiric ​(Vampires and Dhampir) - Noble, haughty, and just as perverted as the
rest of them, a Vampire is a solitary creature that would like nothing more than to have a
harem of lovely men attend her every need, until her Dhampir11 daughter tries to kill her
. . . again.

● +2 BRV, +2 BOD, or +2 SCH


● Weakness: Sunlight - The Vampire is notoriously weak in Sunlight, they roll -2
Dice whenever they are in direct sunlight.
● Choose 2 Monstrous Features
○ Vampire's Fangs (BOD)- The Vampire may leap at a target and attempt to
bite down on the exposed section of flesh if it makes a connection, the
Vampire restores 2x the Successes in Health as well as deal BOD
Damage to their opponent.
○ Cloak of Shadows - The Vampire can manipulate their demonic energy to
form an impromptu cape to ward off the worst aspects of the Sun's rays,
they can maintain the cape for COR Hours.
○ Castlevania - The Vampire has made it their mission to kill their fellows
and other undead monstrosities, they roll +3 Die when fighting Undead
Monsters.
○ Vamp - The Vampire's aura
exudes a dark, dangerous, and
incredibly sexy sensation they
roll +2 BRV towards
uncorrupted men and women.
○ (Dhampir Only) Sunlight
Resistance - The Vampire has
fully freed themselves of the
shackles of the darkness, they
do not take the Sunlight
Penalty.
○ (Vampire Only) VILF - The
Vampire has certain . . . assets
that allow them to add +1
Successes to any Social
Combat Check.

11
A unique aspect of Dhampir is that, by technicality, half their father's race rather than being primarily of
their mother's race.
Orcoid ​(Orcs, High Orcs, Ogres, etc) - Brutish and violent, the various races of
Orcs are less an organized threat and more a roving horde of destruction, wishing
nothing more than to pillage and rape across the countryside.

● +2 BOD
● Choose 1 Monstrous Feature
○ Rejuvenation - The Orcs have a minor ability to heal their own wounds
given time, they recover +1 Health every Round
○ Melee: Weapon Skill (BOD) - The Orcs often find tools they enjoy using in
their conquests, they gain a Specialization in their preferred class of melee
weapon.
○ Buff and Terrifying - The Orc is a powerful creature, with very large, uh,
muscles. +1 BOD.
○ Invigorate - The Orc exudes a powerful aura, inspiring allies to fight harder
and stronger, granting all Corrupted Races a +1 Die to Combat Actions.
○ Feel No Pain - The Orc ignores most of the pain thrown at them, they don't
take any penalties when injured.
○ Berserker Dance - The Orc can enter a frenzied assault on their enemies,
they can attack two targets within range with separate attacks.
Goblinoid ​(Goblin, Hobgoblin, Redcap, etc) - Numerous as they are
promiscuous, the Goblinoids are the smaller and far weaker cousins of the brutish Orc,
they often form tiny villages and seek coexistence, but often their lusts get the best of
them, releasing a horde into the countryside.
● +2 BRV or +2 REF
● Choose 1 Monstrous Feature
○ Mercantile Predisposition - The Goblins add +2 Die to BRV checks when
dealing with Merchants or Traders
○ Freak Strength - Add +2 BOD, but -1 SCH
○ Overwhelming Number - The Goblin adds an extra Success if they strike
an enemy that's currently engaged with another ally.
○ Commerce (BRV) - The
Goblin's ability to shift
trade negotiations, set
prices, and sell goods to
others is a valuable tool for
impoverished villages.
○ Blood Boil - The Goblin
gets hyped up the longer
their not indulging in their
instincts, they roll +1 die to
Combat Actions every
other combat round12.

12
Round 2 +1, Round 4 +2, Round 6 +3, etc
Beastwomen ​(Werewolves, Werecats, Centaurs, etc) - Perhaps one of the most
diverse sets of Monsters, the Beastwomen come in all shapes and sizes, often taken
qualities of the non-corrupted versions of their "base" form, combining it with insane
power of demonic energy flowing through them.
● +2 to Any Attribute
● Animalistic Drive - Something deep inside Beastwomen taps into a primal,
instinctual, urge to follow their original way of doing things. All Beastwomen gain
a +1 to their initial Initiative value, whether to flee in terror or strike before their
prey know what's happening.
● Diversification - The Beastwoman are nearly impossible to fully categorize and
organize their abilities, they instead can take a Benefit which acts as a custom
ability, to reflect their monstrous nature. They may take as many of them as they
wish, but they start with one at Character Creation.
Harpy ​- The bane of every sword and shield warrior and the constant worry of
the Order's archers, Harpy's descend from the skies on their powerfully built wings to
attack caravans, snatch men during mating seasons, and terrorize the skies. Some
Harpy subspecies are some of the more diverse bunch, carving out individual niches for
themselves.

● +2 SCH, +2 BRV, or +2 REF


● Flight (REF) - The Harpy has the ability to finely control their movements in the
air as well as fly.
● Wings - The Harpy's arms act as their wings as well, making fine manipulation
tasks incredibly difficult, if not impossible, depending on the situation, the
Successes needed for Fine Manipulation tasks are increased by 4.
● Choose 1 Monstrous Feature
○ Talons - The Harpy's talons are especially sharp and dangerous, they
have a BOD + 1 Natural Weapon with the Free Hand Tag.
○ Hollow Bones - The Harpy's light frame and eager disposition makes them
shoot forward with incredible speed, they add +1 to their Initiative
○ Siren - The Harpy's voice is melodic, enrapturing those who listen to them,
+1 BRV
○ Owl - The Harpy's wisdom is without question and their ability without
issue, +1 SCH
○ Tracking (SCH) - The Harpy has uncanny tracking ability, able to hunt
down and discover enemies with ease.
Fairy ​- Argued to be one of the Uncorrupted Races depending on how deeply
one goes into the Woods toward the mystical Fairy Kingdoms, most fairy's encountered
in our world have been touched by demonic energy, most fear that their world will soon
fall to demonic corruption, resulting in thousands, if not millions of fairies becoming
monsterized.
● +2 REF or +2 BRV
● Tiny - An average Fairy can fit in
the palm of a hand, while this may
seem beneficial at first, most things
in our world were not built to scale.
○ Fairy Characters can't use
conventional weapons or
tools designed for "Normal"
people unless it's small
enough (making it about their
size).
○ Fairy Characters have BOD
-1 in Wounds instead of BOD
+113.
○ Fairy Characters require their
REF in Successes to be
struck in combat14.
● Flight (REF) - The Fairy has the
ability to finely control their
movements in the air as well as fly.

13
This does mean that a Fairy can have 0 Health, meaning any damage is fatal
14
If a Fairy has REF 4, they require an opponent to roll 4 or more successes in addition to the Fairy's
successes to dodge, possibly resulting in a Character being forced to roll upwards of Eight to Nine
Successes to deal a single point of Damage.
Insectoids ​(Arachne, Honey Bees, Oomukade, etc) - Insectoids are one of the
most inhuman monsters to stalk the land, while the monsterization of the Demon Lord
gave them relatively human looks, their soul and thinking is still wholly alien and
predatory focusing on survival and acquisition, they are efficient and driven to an
unnatural degree.
● +2 to Any Attribute
● Alien Thinking - Something is always "off" about Insectoids, they never quite
seem like they're fully understanding what others would consider normal. This
mimicry of social norms and lack of understanding reduces all Opposing Social
Combat Successes by 1.
● Diversification - The Insectoids are nearly impossible to fully categorize and
organize their abilities, they instead can take a Benefit which acts as a custom
ability, to reflect their monstrous nature. They may take as many of them as they
wish, but they start with one at Character Creation.
Majin ​(Dark Mages and Witches) - Women who have delved deep into the
mysterious world of magic are naturally drawn to Demonic Energy and the power that it
brings by embracing it. A majority of the Majin were members of the Uncorrupted Races
(or even possibly various Corrupted Races) who have dedicated themselves to the
pursuit of dangerous magics and pushing the limits of acceptability.
● +2 SCH or +2 COR
● Magic: Offensive (SCH) - The Majin are trained thoroughly in the arts of combat
magic, dangerous if used in the wrong hands, combat magic ranges from simple
bolts of energy to titanic blasts of horrific energy that decimate the countryside.
● Choose 1
○ Sabbath Witch - The Character is a Sabbath Witch, an adherent of the
mysterious and corrupting Loli focused Pagan Religion that turns those
pursuing Magical Knowledge into the unaging loli's sworn to Baphomet
overlords. This is mutually exclusive with Dark Mage.
■ Loli - The Character looks incredibly young, estimating anywhere
from the range of late single digits to low teens, most are
particularly underdeveloped in certain areas as well. While this
does have its benefits, the fact that the Character does look like a
child does have its drawbacks.
■ Sabbath - The Character has connections to the Sabbath, while
their research may be the cause for outright hostilities, their united
religious indoctrination does allow a certain kinship among fellow
Witches.
■ Magic: Charms (SCH) - Witches specialize primarily in Charms and
Bewitchments, able to enthrall and control men to do their bidding.
The most powerful spells in this category are the binding spells of
"Onii-Chan."
○ Dark Mage - The Character is a Dark Mage, rather than strike a contract
with a being for power, latently absorbed magical energy infused with
demonic energy to strengthen their power, and ultimately monsterize
themselves with time. This is mutually exclusive with Sabbath Witch.
■ Magic: Any - The Dark Mage specializes in crafting their own
devious spells, while the Witches of Sabbath find themselves
unable to perform most magics given time, a Dark Mage is able to
perform the most devastating magics at any point.
■ Enthrall - The Dark Mage can magically bind a man to their service
as a thrall, these thralls are forced to obey their new leader to the
end, the favored of them frequently becoming the primary husband.
Plantoids ​(Alraune, Myconid, Dryads, etc) - Plantoids are the unfortunate result
of the Demon Lord's energy seeping into the world itself, corrupting the plants and their
unfortunate victims. Possessing the body of women, these Monsters are little more than
hunters and trappers, entrapping their victims with entangling vines or deviously laid
traps. While most of these monsters are rooted or can only move a small distance at a
time, some can cover quite a bit of distance if permitted to in their natural habitat.
● +2 to Any Attribute
● Natural Growth - A Plantoid's body, being wholly inhuman except for looks, often
rely less on traditional food and rest, and more on getting plenty of sun and
nutrients. This physiological difference allows the Plantoid to heal at a rate of 6 /
Day while in the sun or natural habitat.
● Diversification - The Plantoids are nearly impossible to fully categorize and
organize their abilities, they instead can take a Benefit which acts as a custom
ability, to reflect their monstrous nature. They may take as many of them as they
wish, but they start with one at Character Creation.
Slime ​(Slimes and their Offshoots) - One of the more prevalent species of
Monsters, slimes at one point were a young adventurers starting point in their heroic
career, but now they have become just as sex-obsessed fiends as the rest of them.
Slimes reproduce quickly and often find themselves producing plenty of offspring from
one captured "husband," their liquified body being able to shift and change to their
desired form with ease.
● +2 REF or +2 BOD
● Slime Body - The Slime has a semiliquid body that can shift and change form as
they need, while they are able to maneuver with relative ease, their body is also
incredibly easy to be sliced apart.
○ Slimes cannot use Weapons or Armor as they fall through their body
○ Slimes do not feel the effects of injuries, as they can easily be placed back
together if split apart15.
○ Slimes are freely able to change the shape and look of their bodies.
● Diversification - The Slime Family is nearly impossible to fully categorize and
organize their abilities, they instead can take a Benefit which acts as a custom
ability, to reflect their monstrous nature. They may take as many of them as they
wish, but they start with one at Character Creation.

15
This is not to say a slime cannot "die" if they are split apart, burnt apart, or spread out enough the
slimes sense of "Self" quickly deteriorates.
Artificial ​(Automaton, Golem, Living Dolls, etc) - Created from scratch, these
"monsters" are more apt to be called living tools that require energy to function properly.
With the rise of the Demon Lord and the subsequent influx of Demonic Energy, the once
powerful tools of man and monster has taken on their own desires, often striving to
indulge in their own energy gathering practices.

● +2 to Any Attribute
● Artificial Body - Crafted instead of born, the Artificial often find themselves unable
to naturally repair themselves with simple time and effort. Their Health does not
automatically restore with rests or conventional healing magic, they instead
require to be repaired using resources or available tools. However, as most
Artificial creations are made to last, their bodies are far hardier than most.
○ Choose 1 Body Composition
■ Clay/Wood - +2 Health per Tier, Target Number 116 to Repair
■ Stone - +3 Health per Tier, Target Number 2 to Repair
■ Mechanical - +4 Health per Tier, Target Number 2 to Repair
■ Exotic - +5 Health per Tier, Target Number 3 to Repair
● Diversification - The artificial creations
are nearly impossible to fully
categorize and organize their abilities,
they instead can take a Benefit which
acts as a custom ability, to reflect their
monstrous nature. They may take as
many of them as they wish, but they
start with one at Character Creation.

16
What success is needed to restore 1 Health, the Body Composition material is also needed to repair it
(thus Stone and Mechanical being the same, as Stone is easier to get than Mechanical bits).
Magic and Corruption
Magic
Magic is an ever-present part of the world, whether it's noble healers to dreadful
black magicians, magic can be felt in every facet of society one way or another. The
actual practitioners of magic are tightly controlled by the Order, as those who pursue
magical power frequently come into contact with the dreadful Demonic Energy that turns
all it touches into lewd monsters.
When a Character possesses the "Magic"
skill or any of its specialties, they are able to cast
and manipulate the magical currents in the world to
a limited degree. A Character has to roll their
Scholar plus their Magic Skill to determine their full
dice pool, trying to hit the Narrator's target number
of successes for their action. Characters who have
"Refinements" of magic, such as Charms, Healing,
or Combat magics can specifically hone their skills
to perform these abilities efficiently.
Magic is a fairly complex task at the best of
times, so casting does take a turn, which allows
others to seize advantage of the Character’s
distraction. Casting inside the threat range will invite
a free attack if in melee (0-1 SD) range.

Side Note: ​Magic and Hard Numbers


When a Character is casting magic if
they don't have a Speciality they are dealing
with SCH in Damage or Healing SCH amount.
While possessing a specialty they would add
their Speciality to the damage or healing dealt.
So a magical blast would without Combat
magic is doing 1 to 5 SCH in Damage, but with
the specialty, it may be 1 to 5 + the Speciality
(with 4 SCH and 5 Speciality, it's dealing 9
Damage).
Magical Range is equal to 1/2 the
Character SCH rounded up in SD.
Large Scale and Long Term Spells
Some spells aren't easy to cast in a few seconds, let alone a few hours. These
spells are massive and impressive, able to perform feats beyond the wildest of
imagination. However they are also incredibly dangerous if they are miscalculated or
mistimed. A majority of these spells are then forced to be drawn out to slowly and
steadily, taking hours, days, even weeks of the magician making every aspect perfect
so that the spell goes off without a hitch.
When the Character attempts to cast a "large scale" spell the Narrator must
determine how far or long the spell will be lasting and assign a number of successes to
pull it off and what the time frame looks like.

For Example
A Sabbath Witch is attempting to use magic to open a teleportation portal
between her tower-fortress and her research lab a few miles away. The Narrator
determines it will require 15 (Hard Difficulty x 5) successes in total to successfully link
the two locations together. The Narrator also says that the time frame is in Days. The
Witch rolls 5 successes the first day of constructing the spell, rolling 3 successes the
next, and 7 successes the last day. The entire project takes 3 days of time to link the
two locations together and now she is able to hop back and forth between them with
ease.

Another Example
An Order Magus is blessing
the doors of a castle during a siege
by the Demon Realm forces, this
spell will need to hold for a few
hours to at least allow a team of
Heroes to break the siege. The
Narrator determines it will require
10 Successes (Normal Difficulty x
5) to hold the door for five hours.
The Narrator assigns the effort will
take minutes to do, as the Magus
starts rolling. They score 2, 5, 2,
and 1 successes, taking four
minutes they manage to bless the
door for a while.
A Final Example
A magically inclined Alp is attempting to sneak into their lover's quarters to free
him while he's being "Interrogated" by Demon Realm Soldiers. They opt to cast an
invisibility spell on themselves to sneak in. They think they'll only need around ten
minutes to get in and out with their lover in tow, so the Narrator says they'll need to roll
10 Successes (Easy Difficulty x 10) to cast the invisibility, over a few minutes. A few bad
rolls and the Alp has used seven minutes to cast his invisibility, he acts fast to free his
lover as the guards will be coming back soon!

Side Note: ​Determining Large Spell Numbers


Difficulty - The Difficulty of the Spell should be the complexity and what the
"goal" is. Using the Example above, the Short-Term Personal Invisibility is pretty easy
as it is "Make myself invisible," while "Opening a permanent portal between two
locations" is fairly complex. Things such as blind teleports, Opposite-Element effects
(Freezing Fire for example), or any number of other things that "go against the natural
order" should increase the difficulty by a step or two. As for the multiplier, for time it's
pretty simple as it is the time (shocker), if it's distance x2 to x10 should be a good
range depending on the size of the travel. A few miles or a few kilometers should be
around x5, hundreds of miles should be around x7, thousands of miles are x10.

Time Frame - The time frame of a spell should be within reason, but always
noted to keep the pace going. Keeping things equal isn't the worst idea, so a few
minutes to take a few minutes, a few hours take a few hours, saving a day or two's
travel should take a day or two to do. If we use the Order Magus example above, that
was a "few minutes to bless the door for a few hours," outside being a relatively
simple spell request, it's also pretty easy to understand why. However if the Sabbath
Witch wanted her portal in a few hours, she would have had to increase the difficulty
by one to two notches (requiring her to have an insane amount of successes over a
few hours to be successful).

Side Note:​ Small Spells


There are a few times where casting a spell won't necessarily be "to attack or
to heal" but rather a deliberate attempt to do something else (such as a short blink to
dodge a strike or turning a coin purse invisible to thwart a would-be thief), in situations
like these, go off of the above ideas, but ignore the multiplier.
So for example, I as a mage wanted to do a quick teleport across a gap, it's
about five feet across and my BOD score is not something to be desired. The Narrator
says I need five successes, so I roll my SCH + Magical Ability and score five
successes or more, I'll clear it with no problem, if I fail however I may Wile E. Coyote.
An Aside: ​Notepad on Casters and Martials
I have a clear preference in the Martial vs Caster war, and that's for harmony
between the both of them. I think that Casters are the supports for Martials and that
together it makes a far more enjoyable experience rather than "Mages are demi-gods
made flesh" or "Martials are all anime isekai protagonists," but rather a Martial is the
brave individual who steps forward to slay evil with sword in hand, while their stalwart
magician companion provides them with ample buffs and damaging spells to lay low
monsters of all sizes. My goal is to make both interesting to play and lend a useful
hand to the adventure, without either feeling gimped in terms of use.
Corruption
Corruption is a kind of magic that affects the entire world, it creeps into Heroes
and Monsters alike, slowly turning noble individuals into depraved beasts and forcing
normally docile creatures to go berserk with lust. The dread process of monsterization
also occurs when a member of the Uncorrupted Race embraces too much Demonic
Energy, twisting their bodies into a suitable vessel.

Characters gain Corruption by performing actions considered "Sinful.”


● Demonic Influence - Listening to, being in service to, or even being in contact
with especially powerful demons latently builds up Corruption.
● Demonic Couplings - Laying with Monsters (willingly or not) is the fastest method
to gain Demonic Energy flowing into the system.
● Consumption of Spirit Energy - Consuming raw spirit energy, either directly from
the source or that is already been corrupted slowly builds Corruption if consumed
with a less than noble purpose.
● Handling Demonic Artifacts - The Demon Realms of the world produce some of
the finest equipment and the relics of the old wars still litter ancient ruins and
monuments, handling these artifacts may being victory today, but damnation
tomorrow.
● Attending Black Mass - A particular "Benefit" of attending the Sabbath's dreadful
ritual called Black Mass, with so much Demonic Energy focused in a single area
it's almost impossible to avoid building it up in the system.

Uncorrupted Character's have a "limit" to their ability to deal with Corruption, after
that limit has been broken they will experience monsterization, which may be
instantaneous, or the feelings may slowly build over time. The rules for monsterization
will be detailed in the "Advancement" section. Corruption can be vented from
Uncorrupted Characters slowly with time, decreasing by 1 point every day for men, and
5 points every week for women.
Corrupted Characters have a value for Corruption, notably they are able to
"Corrupt" some of their abilities, adding their current Corruption to their dice pool to roll.
However rolling Corruption increases it steadily, where as Uncorrupted Character
undergo monsterization, Corrupted Characters will be driven into madness, losing
themselves to the lustful cloud in their minds. It increases by 1 Corruption for every use
of "Corrupted" dice. If a Corrupted Character's Corruption ever raises above their
highest attribute they have gone over the edge.
.
Side Note: ​Corruption Limits
Uncorrupted Races are roughly equal regarding the amount of Corruption they
can take before they find themselves following Corrupted Character's rules, but the
numbers can be up for debate.
● Equality for All - Both Men and Women have the limit of 10 Corruption, after
which Monsterization occurs
● We Want Monstergirls! - Men's limit is at 10, while Women's cap is lowered to 5
Corruption.
● Slow and Steady Now - Men's limit is at 15, while Women's cap remains at 10

"But Notepad Anon, this sounds SeEeeXxXiSt?!" MGE is inherently not a great
place to be if your a woman to be honest, everything can (and will) try to convert you
into a monster. The lucky ones end up as Succubi with others becoming slimes,
beasts, or other monstrous creatures. Men on the other hand have the advantage of
being a food source for half of the Monster Girls out there, as well as being the target
for the desires for many of them. Now, being a terrifyingly powerful werewolf creature
that can rip your enemies in half and keep a meek husband to pleasure you sounds a
lot better than to be raped 24/7 by Monster Girls who want nothing more than to
destroy your pelvis in terrifying displays of brutish strength.
As for the drain limits, men have more efficient methods of replenishing and
cycling out demonic energy, while women can simply "drop" a large chunk of it on a
weekly basis. If men are subjected to a long term sustained growth in Corruption,
they'll eventually turn, but women can be converted if they are quickly given a
massive influx of Corruption over a short period.
Side Note: ​Hard Numbers on Gaining Corruption
I've intentionally left it fairly vague to give the Narrator a bit of leeway regarding
how they want to handle Corruption, but if the numbers are demanded here are my
small set.
● Demonic Influence - Characters gain +1 Corruption every Week/Day (A low
ranking Succubus takes a week, but a higher ranking one would take days,
while exceedingly high level ones like a Lilim may corrupt in hours) they are in
close proximity to a powerful demon or monster up to their Corruption Score.
● Demonic Coupling - Characters gain Half their Partners Corruption (to a
minimum of 1 and rounded up) every time they have sex.
● Consumption of Spirit Energy - Characters gain their Partner's Corruption (to a
minimum of 1 and rounded down) every time they have sex.
● Handling Demonic Artifacts - Characters Corruption is increased by 1 every
day as long as they possess the Artifact that is uncleansed.
● Attending Black Mass - Character's gain 2d6 Corruption for Attending, yes, it's
THAT fucking depraved.
Conflict
There will come points where the Heroes are forced to confront foes on the field
of battle, with swords drawn or biting words. When Combat begins all Characters Roll
1d6 + REF or BRV (Physical or Social Combat) to determine their starting Initiative. The
higher initiative acts first and descends from there, if one party ambushes an enemy
they act first before rolling initiative and if one party attacks a defended position, the
defender acts first before rolling initiative.

Physical Combat
When Characters engage in physical combat the intent is to reduce the other
health to 0 or force the enemy to retreat. All Characters during this time can perform a
series of actions that assist them in performing this goal. Each Character's "Turn" is
around 6 seconds in time, while every action committed is referred to as the "Round."

Actions
A Character can use a single Action on their turn.

● Ability or Tool - The Character uses an ability or tool in their possession on the
battlefield
● Attack - The Character rolls against their Target17 and add up Successes, if the
Attacker has more successes than the target they deal [(Weapon Damage -
Enemy Armor) x Successes] for Melee or [Weapon Damage - Enemy Armor] for
Ranged.
● Defend - The Character focuses exclusively on defense this Round, they add
their BOD or REF18 to the next round they are attacked.
● Delay - The Character can reduce their Initiative to any value between their
current Initiative and 0, they keep this Initiative until they Refocus.
● Maneuver - A Character attempts to actively change their position by ducking,
dodging, or shoving their way through a situation.
● Other​ - The Character performs a complex action.
● Refocus - The Character takes a breather and refocuses, they reroll their
Initiative with an extra D6.

17
BOD vs REF for Melee and REF vs REF for Ranged
18
Effectively Doubling their Dice Pool for Defense.
Space Distance
There will be times where Characters are fighting in close quarter knife fights and
others where they are dealing with titanic threats. To combine the distances together
and keep a universal system, move distances are considered in Space Distance (SD).
SD is the space between two actors in a scene.

● 0 SD - Face to Face
● 1 SD - Melee Range
● 2 SD - Short Range
● 3 SD - Long Range
● 4 SD - Far Away

A Character can always move 1


SD in any direction if they are not
engaged or currently being attacked by
enemies. A Character who uses a
Maneuver can move 1 additional SD
as well.
The Character is considered
Engaged if an opponent attacked them
and is still able to attack the Character
the next turn. An Engaged Character
can retaliate with an attack with a
similar range19. If the Character
attempts to move away, use a ranged
weapon in melee, or use magic in
melee, they are required to make an
Opposed REF (Character Moving
Away) vs BOD (Character stopping the
escaping Character) check to escape
or take a free attack.

19
Getting shot allows the character to retaliate by range, but getting stabbed at means the character has
to retaliate in melee.
Side Note: ​Active Movement
One of the key ideas behind Maneuvering is that it is not simply an "I move
there," it's a far more dramatic and intense move to their destination. A Maneuver
would be shoulder bashing a door open and jump kicking the guard on the other side.
When Heroes decide they want to move somewhere in a non-active way, they are
allowed to "Within Reason" for free. Jogging over to a piece of rubble to pick up the
McGuffin is free, but making a full-on sprint, vaulting the sandbags, and rolling into
cover with the McGuffin in hand is a Maneuver.

Side Note: ​Space Distance? Really?


Yes really, the main goal is to keep the combat system in place for a majority of
"Me Versus Them" situations, so whether you're stomping around as a giant monster
or vaulting sandbags as you fight against an unending horde of the dead, the systems
in place need to compensate. So rather than slapping extra 0's on ranges, SD is there
to represent a "relative" closeness to the characters. Two giants may be 1 SD from
each other, but to the grunts on the ground, they'll have to cover almost a mile. While
1 SD between fighting on the ground is the size of the giant’s foot.
Social Combat
Words are power, mostly sexy words spoken by attractive people. When two
Characters engage in a verbal sparring match, they will attempt to convince the others
to follow their way of thinking. The "Attacker" will decide what kind of Argument they are
using, rolling that specific Attribute to determine the effectiveness of their argument,
forcing the "Defender" to roll the same as a Counterargument.
The Number of Successes of the Attacker are reduced by the Defender's
Successes. The remaining successes are dealt as "Damage" to the Opponents
Willpower.
When the Willpower is reduced to 0, the loser is at the victors mercy. The victor
may convince the target of something, convince them to take their side in a conflict, or
successfully seduce the target. Regardless of the reason the target is pushed to
perform the actions regardless.
If a Target refuses to perform the action20 they either gain or lose Corruption21
equal to the Victors BRV score. They also cannot regain their WIllpower after resting,
leaving them vulnerable to the next influential individual and Corruption gain.

20
Yes, this does apply to Player Character’s as well, forcing your Players to perform an action they’re not
comfortable with is kind of not cool, but that doesn’t mean they should just ignore being manipulated.
21
The Loser has Corruption gain if the Victor is of the Corrupted, and loses Corruption if the Victor is
Uncorrupted. Denied Seduction attempts always result in Corruption gains.
Status Ailments and Buffs
Some Abilities, Benefits, and Equipment may inflict a “Status Ailment” upon a
Character, these Status Ailments reduce the effectiveness of the Character in combat or
hampers their ability to be effective. Removing these Ailments should be a priority in
some cases, but sometimes fighting till the bitter end is the only way.

Ailments
Status
Effect Cure Magical?
Ailment

The Character is Poisoned and takes


Poison Medicine N
-Poison Value HP until it’s cured.

The Character is Bleeding and takes


Bleeding Bandages N
-Bleeding Value HP until its cured.

The Character is Burning and takes


Burning Water Y/N
-Burn Value HP until they are put out.

The Character is Stunned and loses


Stun None N
their next Stun Value in turns.

The Character has been put magically


to Sleep, they cannot act until they are
Sleep Violent Shaking Y
acted against or make a TN 2 BOD
Roll.

The Character has been silenced, they


Silenced cannot recite magic incantations until it Herbal Tea Y
has been cured

The Character has been rendered


Blind Blind, they have a -5 to strike Eyedrops Y/N
opponents.

The Character has been thrown into a


wild fury, they attack a random
Getting hit with a
Berserk Character within 1 SD of them every Y
large, blunt, object.
turn. They cannot defend themselves
during this time.
The Character is dazed and Confused.
Loud yelling and
Confused They randomly move toward or away Y/N
being held down.
from a Character.

The Character has been frozen stiff.


Frozen They cannot move or act for Freeze Fire Y
Value in turns.

The Character’s actions have been


Slowed significantly. The Character
Slow Haste Y
dedicates the next two Actions to a
single one for Slow Value turns.

The Character has been Transformed


into something harmless. They cannot
Transform Dispel Y
Act except for moving for Transform
Value turns

The Character has been Cursed with


Curse bad luck, they add -1 to all their actions Bless Y
for Curse Value turns.
Buffs
Status
Effect Cure22 Magical?
Buff

One of the Character’s Attributes has been


Attribute increased for a time. They increase the Chosen
Dispel Y
Up Attribute for Attribute Up Turns by Attribute Up
Value.

The Character Reflects the Reflect Value against


Reflect Dispel Y
the enemy if struck23. This lasts for only one attack.

The Character is naturally Regenerating. They


Regen Harm Y
restore 1d3 Health a turn, until they take damage.

The Character has a Protective barrier. This raises


Protect their Armor value by the Protect Value for the Dispel Y
Protect Value turns.

The Character has been Blessed with good luck,


Bless they add +1 to all their actions for Bless Value Curse Y
turns.

The Character is undergoing Haste, they can


Haste Slow Y
perform two actions a round for Haste Value turns

22
This is when an Enemy has it.
23
Getting hit for 10 Damage when you have Reflect 5 would do 5 Damage to you and 5 Damage to them.
Side Note: ​+1 Sword of Throbbing
Magical weapons and tools sometimes have Status Effects tied to them, when
this is that case the piece of Equipment is assumed to have the bare minimum for the
magical attribute, unless otherwise stated. So a Magic set of Armor that heals the
wearer has Regen on it, and it heals them 1d3 Health a turn.
On the flip side, when pieces of equipment fall into one of the "Value" sections,
the Value is determined by the potency of the weapon in question. A piece of Armor
may have Reflect 3, in which case it's Value is permanently 3.
To counteract the rampant abuse of magic weapons, remember this, Demon
Energy corrupts any and everything. Magical weapons and armor are no exception,
that Sword that has BOD Attribute Up 2 is pretty damn nice, but is it worth the 2
Corruption every day? That magic wand that has Freeze 4 on it that you can shoot all
the damn time is awesome, until the 4 daily corruption turns you into a loli wizard with
a brother complex.
Friends don't let friends OD on magic.
Side Note: ​What the Fuck is a Value Notepad
Ah, boga, you caught me. Values for Status Effects are a fairly nebulous term as they
mostly refer to the Caster's Spellcasting ability as well as whatever the Narrator really wants
them to be.
Refer to this for casting, the Magician is able to cast Status Ailments on opponents,
the Magician’s MAG Skill is the direct value. The value for success is equal to the Target’s
Attribute being targeted. So if a magic user is attempting to light a Character on Fire, they
need to beat their Opponent's REF score.
If a Character is attempting to impart a buff on an ally, the Value is the number of
Successes the Character scored on their roll. So a Character may attempt to cast Bless on
the party, and rolls five successes. They have to now split those successes among the Party
members to determine their value as well as duration. Those five successes can be split up
between three party members for 2/2/1 turns. Meaning that some Characters will only receive
their both for only a few turns.

Side Note:​ Things to Consider When Buffing/Debuffing Opponents​.


Alright, just a few things.

● Only one buff and one debuff spell may be active at a time, meaning that you cannot
Regen / Bless endlessly as the first Spell has to run its course before another takes it
place.
● There are Status Effects that do not have Values that reflect turns, these last until they
dissipate through the cure or the caster willingly shuts them off, for an action.
● If you want to cast spells on more than a handful of individuals, you'll have to split your
successes among them.
● MG's can, and will, automatically add their Corruption to their Dice Pool to avoid the
effects of spells.
● There are Status Effects not listed here, feel free to wing it.
● Casting is also fucking loud, bear that in mind for Stealth mission.
Enemies, Foes, and Threats most Foul
Major Enemies encountered in the world should be built similarly to Characters,
often with more Experience or unique abilities to force the Character's to work together
to overcome the enemy. On average, Major Enemies fall into three tiers for the average
Adventure.

● Brutes - 0 to 5 more Experience (Roughly equal to the Character's Strength, but


often supported by allies or special abilities)
● Villains - 10 to 15 More Experience (Stronger than an individual Character by
quite a bit, Characters will need to work together to overcome this foe.)
● Overlords - 20 to 25 more Experience (The crux of a Major Adventure is a
devastatingly powerful creature that requires all the training and resources the
Characters’ possess.)

There should only be one Overlord in general, if an encounter or scenario is


calling for two enemies, consider using two Villains instead.
Minions and Swarms

There will be some monsters the Characters


encounter that are small or numerous, and rather
than managing each one individually, a Narrator can
instead use Minions and Swarms.

Minions are disposable and quick opponents


that go down after a single strike from any weapon,
meant to pad out battles and force Characters to
react. They roll only a set amount of dice for their
attacks or defense, but they are numerous and can
still quickly overwhelm a Character if left unchecked.

● Commoners - 5
● Militia / Independent Corrupted - 6
● Common Soldiers / Corrupted Conscripts - 7
● Trained Soldiers / Corrupted Irregulars - 8
● Veteran Soldiers / Corrupted Soldiers - 9
● Elite Soldiers / Corrupted Veterans - 10
● Special Forces / Corrupted Elite - 11

Side Note: ​How this Works


Let's say Hero Man and his Harpy Waifu are fighting a group of Lamia. Each
Lamia is considered a Corrupted Irregular and are rolling 8 Dice. The Narrator has
declared that the lamias are rolling 6 for Offence and only 2 for Defense, as they are
aggressive creatures at heart. Hero Man and his Harpy Waifu now have to roll against
up to six successes for the Lamia, while each lamia only requires a single strike to
knock them out of the fight.
Outside of this, they are treated as Normal Enemies, meaning that you can't
walk through them or ignore them.

Side Note:​ Spirit and Application


The "Purpose" of this is to fill out encounters and not just make 1v1 duels king,
in Solo games or something similar, then minimize Minions, however for groups
having melee guys cut through minions or rangers pick them off is a valuable strategy
to allow big damage dealers to deal with the Villains.
Swarms are dozens, if not hundreds, of small, weak, creatures that only pose a
threat by sheer numbers alone. They are represented by a "Target Number" the
Characters must reach to destroy or rout the Swarm. At the end of the Character's turn,
the Swarm automatically deals damage equal to its remaining "Size Category" to all
Characters, regardless of Armor24. This damage only affects Characters who are "in the
thick of it" however, so Characters who are out of harm's way do not need to worry
about the damage, but can still contribute25.

● Miniscule - 2 Damage / Turn. 10 Target Number


● Diminished - 3 Damage / Turn. 15 Target Number
● Sizeable - 4 Damage / Turn. 20 Target Number
● Overwhelming - 5 Damage / Turn. 25 Target Number
● Swarm - 6 Damage / Turn. 30 Target Number
● Horde - 7 Damage / Turn. 35 Target Number
● Endless - 8 Damage / Turn. 40 Target Number

If a Swarm goes down by half its original size, it


will start to break, reducing its size by one category
every turn.

An Aside: ​"Out of the Fight" and "Killed"


With Swarms and Minions, being
"Knocked out of the Fight" can mean a lot of
things, not necessarily just straight up dead.
When wrapping up a Swarm or Minion fight,
consider having enemies still be alive, just
unconscious or bleeding out, this can produce
some interesting roleplaying moments as the
players decide what to do next.
Do they methodically go through each one
killing the survivors? That takes the time they
may not have. Do they ignore the wounded and
press on? Then some healers may arrive to
assist the wounded, doubling their numbers. Do
they take prisoners? Who are they and what do
they want.
Don't hesitate to mix it up, remember
these rules are here to make your game move
smoother, not define it.

24
Picture a fully armored knight slicing through a horde only to get pulled down into the muck by dozens
of grubby little hands.
25
This is here for Fairy's so a Swarm isn't instant death
Mega Monsters
Some Monsters apply the term to their size as well as their demeanor, a truly
monstrous beast may be able to crush castle walls or cover vast distances in a single
bound, confronting these beasts are very different from encountering other monsters of
more manageable size. But some Heroes must confront something larger than
themselves, and the best way to do it is to get climbing.
A Mega Monster is an enemy that is far larger than average, not allowing
conventional weapons to be used against them with ease, often requiring siege
equipment or powerful magic to successfully stop the goliath in its tracks.
Rather than define the entity as a whole, there are "Sensitive Parts" of the
opponent that can be damage to reduce the "overall" health of the creature. These parts
are often exposed armor plating, eyes, or the belly of the beast to expose a weakness in
them. Each "Sensitive Part" has a target number to beat to "ruin" the section. Once
ruined the beast is crippled and can't defend itself against Anti-Mega Monster
equipment, delay their rampage, and Reduce the Health of the Creature in total.
Characters can continue to attack sections that are already Ruined, but the effects of
Anti-Mega Monster equipment and stopping their rampage will not happen again.

For Example, Mothrana26 (Insectoid Kaiju)


Mothrana has a total of 200 Health
with four sensitive parts (the base of both
wings, the eyes, and antenna). The wings
are 30 (60 in total), the eyes are 20, and the
antenna is 20, making her sensitive parts a
total of 100 Health.
As the Order desperately begins to
set up its ballistas to deal with the monster,
the Heroes are tasked with climbing onto
the things back and delaying it long enough
for it to not destroy the nearby city. After
some assistance and a hot drop from a
band of harpies, the Characters manage to
destroy one of the bases of the wings,
sending Mothrana plummeting to the
ground, while stunned, they manage to
relocate to the second wing.
After the creature gets back up, the
Heroes are forced to hold onto dear life as they struggle to stay on the back of the
beast.

26
“Notepad, that’s clearly a Mothra Refer-” I KNOW. I thought there would be some Kaiju sized Mothra
MG’s out there, there is not.
Side Note: ​No Attacks?
Mega Monsters are kind of like a set-piece rather than an actual "enemy." The
goal to defeat a Mega-Monster is involving dozens of rolls to avoid falling, getting
crushed, avoid sloshing acid in the gullet, and other nastiness rather than directly
saying "Your turn is done, now it's their turn."
The Rampage is kind of its ability to actually influence you, it's flapping of its
wings, the slap of its oversized hand, or it power bombing the ground to kill you all. It's
the act of moving and influencing its surroundings. Larger creatures may not even
notice the characters until they ruin a section of their body, but they'll still take time to
investigate the section, which would allow smart characters to reposition themselves.
Equipment
No one rushes into battle with fists and skivvies (mostly), they rush in with the
best arms and armor money can buy to survive terrifying battles against powerful foes.
The Equipment listed here is the bare essentials, basic arms, and armor for the
aspiring adventurer, but as Characters grow in strength and plunge into forgotten
dungeons, there may be even more exotic and dangerous weapons and armor for them
to wield against their foes.

Melee Weapons
Melee Weapons Damage Tags

Staff BOD Ubiquitous, Tool

Spear BOD + 1 Long Distance Melee

Long Distance Melee,


Long Spear BOD + 2
Two-Hand

Gauntlet BOD Free Hand

Knife BOD + 1 Concealable

Sword BOD + 3

Two-Handed, Unwieldy,
Greatsword BOD + 4
Obvious

Club BOD Ubiquitous

Mace BOD + 1 Stun 1

Stun 2, Two-Handed,
Warhammer BOD + 2
Unwieldy, Obvious

Handaxe BOD + 1 Tool

Axe BOD + 2 Pierce 1

Pierce 2, Two-Handed,
Battle Axe BOD + 3
Unwieldy, Obvious
Ranged Weapons
Ranged
Damage SD Tags
Weapons

Ubiquitous, Two-Handed
Shortbow 1d6 3
Ammunition

Ammunition,
Longbow 3d6 4
Two-Handed

Reload (1),
Crossbow 2d6+2 3 Two-Handed,
Ammunition

Throwing Knife BOD + 1 1 Thrown, Concealable

Chakram BOD + 2 2 Thrown

Sling BOD 2 Ubiquitous


Tags
Tag Name Tag Effect Tag Name Tag Effect

The weapon is a melee The weapon allows the


Long Distance
tool that can be used to Free Hand Character to use their
Melee
attack at SD 1 or 0. hand while it is on.

The weapon is rigged


The weapon is a natural
Natural Trap and can be used to
part of the user.
booby trap an object.

The weapon can be The number of turns


Concealable hidden with a Sneak Reload required to reload the
Check weapon to fire again.

The weapon can be


found just about
Ubiquitous Magical The weapon is magical
anywhere and costs
nothing.

The weapon is The weapon is awkward


considered a tool and is and clumsy to use, it
Tool Unwieldy
not considered strange takes an additional -2d to
to be walking with it. Hit while in tight spaces.

The weapon is a
The Weapon adds a
weapon and there is no
Obvious Gory bonus Success to a
chance of hiding it at
successful attack.
any point

The weapon is thrown,


The weapon requires two
Thrown and once it leaves the Two-Handed
hands to use effectively.
Character, it’s gone.

The weapon cleaves The weapon knocks the


through armor, it wind out of opponents,
Piercing Stun
bypasses AV by the they are unable to act for
value. the value in turns.

The weapon requires


Ammunition ammunition to be
functional.
Armor
Armor and Shields both come with an Armor Value and Penalty. The Armor
Value is the amount of damage that is reduced, while the penalty reduces the number of
dice rolled for any Reflex27 or Maneuver checks made by the Character in and out of
combat.

Armor Type Armor Value (AV) Armor Penalty Examples

No Armor 0 0 Clothes, Robes

Basic Armor 2 0 Padded, Leather

Light Armor 3 -1 Studded Leather, Hided

Medium Armor 4 -2 Chain and Ring

Heavy Armor 5 -3 Plate and Breastplates

Shields

Shield Type Armor Value (AV) Armor Penalty

No Shield 0 0

Buckler 1 0

Average Shields 2 -1

Heavy Shields 3 -2

Side Note:​ On Monstrous Weapons


Some Monsters will have terrifying Natural Weapons that can shred apart
enemies with ease, depending on the weapon in choice, apply one of the Weapons
here as a base then add the "Natural" Tag. If there are unique properties to the
weapon add them of course, but don't make monstrous weapons something
horrifically powerful, not being able to get easily disarmed is already a pretty big
bonus.

27
Get ready to get shot by ranged weapons, repeatedly.
Advancement
Characters are rarely static as they grow and develop (sometimes quite literally)
their repertoire of skills and abilities through their adventures. As the Characters grow in
power, so does their ability. Characters gain EXP by completing major milestones,
slaying powerful foes, and completing dangerous quests.
Uncorrupted and Corrupted Characters increase in strength differently due to the
limitations of their bodies and minds.

● Uncorrupted Characters
○ 4 EXP for a +1 Attribute
○ 2 EXP for a New Personal Skill
○ 1 EXP for a +1 to a Skill
● Corrupted Characters
○ 2 EXP for a +1 Attribute
○ 2 EXP for a Monstrous Feature28
○ 3 EXP for a New Personal Skill
○ 4 EXP for a +1 to a Skill

Milestone Experience Gains


● Minor- 1 EXP
● Notable - 2 EXP
● Major - 3 EXP
● Critical - 5 EXP

Side Note: ​On Adventure Creation


On Average, try to award around 8 to 10 Experience in a couple session long
adventure, parceling it out to Characters along the way with minor and notable goals,
capping it off with a Major. A Critical Milestone should be used as a significant turning
point in the Campaign or when the endgame is rapidly approaching.
Feel free to adjust the EXP requirements by +2 if you want to deal out a bit
more gradual Experience, that's not my particular style, so do your own method which
works best for your table.

28
Refer back to their section in Corrupted Races
Monsterization
There will come a point where the corruption boiling inside a Character will burst,
where the soul of the Character is torn asunder and replaced with the depraved monster
that will stop at nothing to slake its lusts upon the uncorrupted races.
When a Character reaches their limit of Corruption they Monsterize, they take all
the Corruption they have built up, to a minimum of 1, and convert it into EXP to spend
on Corrupted Character Advancements. If a Character exceeds their limit, the excess is
converted into a new personal Skill called Instinct (COR)29. Instinct is the cloud of
monstrous intent that corrupts the Character's thinking process and allows them to act
in accordance with their new
monstrous nature.
For example, a Slime's
Instinct is to "Capture and
Multiply" while a Low Undead's
Instinct may be "Feed Upon
Energy."
When a Female Character
Monsterizes they apply the
"Template" of the Corrupted
Race to themselves (excluding
Monstrous Features) including
their Bonus Corruption
Experience. Incubus have their
Corrupted Race's Attribute
Bonus.

29
So if the Limit is 10, if a Character manages to receive 12 Corruption, they may spend 9 of it on
Corrupted Advancements, while 2 of it is converted into Instinct
Side Note: ​On Incubi
Men are unfortunately not the priority of the Monster Girl Encyclopaedia-verse,
as they are used more for their disco sticks than being actual characters. While we've
read plenty of information on what an Incubus IS, there hasn't been much information
on their nature outside what their doting wives tell us. So, as a compromise, an
Incubus reflects whatever monsterized them to a point. This reflection is the ability for
the Incubus to take a single Monstrous Feature from their "Wife's" Race, this is a
SINGLE feature, while women are able to take all of them, if they so please. This also
applies to features not part of the "Choose 1/2" feature list, such as my example
below.
So if the Character's Corruption limit is reached and he Monsterizes into an
Incubus by his Harpy Waifu. He decides to purchase for 2 EXP wings sprouting
painfully from his back, then spending 3 EXP to gain a new Personal Skill of Flight.
The new Harpy Incubus could not gain the Monstrous Features of Talons, Hollow
Bones, Siren, Owl, or Tracking (But he's allowed to purchase Tracking as a Personal
Skill),
However, if a Female Character's Corruption limit is reached by a Harpy, she
can use 6 EXP to Purchase Talons, Hollow Bones, and Siren, in addition to
immediately gaining Flight and Wings.
Then aren't Incubus incredibly weak? No, as they receive 9 EXP to burn
exclusively on Attributes, Skills, and Personal Skills. They become masters at their
own craft, while the Female Monster is allowed to diversify themselves more.

Side Note: ​Corruption Numbers


Monsterization is really based on the limit set by the Narrator or specified in the
"Corruption Limits" side note. Going off this convenient note was where a lot of these
rules were spawned from. So if you're changing the numbers drastically or how you
want to handle corruption in general, feel free to ignore the section on Instinct and
Corruption into EXP.
If you want to completely scrap this system, consider giving a freshly
Monsterized Character a number of freebies to work with, but not quite enough to
assemble a full repertoire of abilities, they should be about average from a starting
Corrupted Character. While they have the skills and knowledge from their
pre-corrupted phase, post Corruption shouldn't be much better. Instinct is there to
reward and punish characters for going a bit overboard with Corruption, it's saving
them from getting completely broken from overspending their newfound "Free EXP,"
but still give them something to compensate: a limited, but useful, skill.
"But Notepad! My COR lowered and my Skills are higher!" Your Skills stay
what you have them, you can't increase them though. This goes for other Attributes as
well (for curses or age or your Narrator fucking hates you).
Narrator Notes and Other Things
Love, Sex, and Fucking
MGE is a setting about fucking, there I said it. Some people get strange around
sex in a tabletop game, they may talk about reading their erotic furry novels or watching
Yosuga No Sora, but when dice get involved its immediate hands up and screeching. It
is a factor of the setting, arguably a major factor as many situations arise about people
loving, sexing, or fucking the wrong people. If you're wanting to play the "Deep and
Exciting Lore" of MONSTER GIRL ENCYCLOPEDIA without the whole sex part,
possibly consider a different setting.
Now, how to tastefully integrate it in is another story. There's the always classic
fade to black, but you have to establish context behind that darkness. I wrote about this
before, when people engage in carnal relations, they do one of three things: Make Love,
Have Sex, or Fuck.
Love is strange, it's intimate and close, two people who genuinely love each
other the sex isn't even the important part, laying next to them and enjoying their
company, it's not quick, it's not slow, but just this perfect moment of bliss. Love is also a
sweet poison, those perfect moments may not necessarily be with your wife and she
may not necessarily have the right last name. Making Love is hard because there are
few people you can do it with, but when you find one, you don't want to give it up. For
MGE this is the desired end-goal for most of the Corrupted Races, finding their perfect
husbando to sex till the end of time, and some actually do. The Demon Lord and her
Husband make love.
Sex is what 90% of the rest of us have, sex is an obligation or purely for
pleasure, there is little to no emotion behind it from either party. Sex is what Characters
will have when they buy whores or when they get married for business rather than
passion, just boring, average sex that doesn't mean anything. This is a blessing and a
curse, on one hand, you don't normally want Sex, as it's quite dull or it's quite
expensive. The Character is doing it for pleasure and little else, if a player wants to have
loads of sex, this is what they're the character's going to be like, nothing romantic,
nothing emotional, just carnal. Order Marriages can fall within the "Just Sex" category,
as well as Incubi who take the concept of "Free Love" a bit too seriously.
Finally, fucking. It's exactly as it sounds, raw, unfun, and probably emotionally
damaging for one person. Monstergirls who are of the more malicious bent fuck people,
they destroy pelvises, render men shells of themselves, or kill their "Temporary
Husbands" after he can no longer satisfy them. These Monster Girls are terrifying and
should be treated as such, as their going against the entire "Point" of the Demon Lord's
edict.
Love: The Sweetest Poison
Romance will come up in an MGE game, I mean, why the fuck are you here if
your goal isn't to be seduced/kidnapped/bludgeoned half to death by a qt3.14 Monster
Girl Waifu. However, Romance and TTRPG's have never quite gelled well together, as
there are two major problems: The GM and Players.
The GM controls your SO most of the time, and as such their health is up to the
GM's wishes and sometimes this can prove frustrating as wives and children become
more liabilities than actual characters. So, to GM's out there, don't do that. The Wives
and Husbands of MGE are powerful, strong, and know-how to function by themselves,
not to say you shouldn't include them at all or put them in danger, just don't dramatically
slap the table and declare they’re dead because the character sneezed wrong. They are
independent characters that have motivations and drama tied to them, for better or for
worse, and the Characters need to understand to react to them. When the party rolls up
into home base and a player's Werewolf Children pounce him as his Werewolf Wife
announces she's teaching them how to hunt now, it should be a mixed bag of emotions
ranging from "Aaawww, how cute!" to "Aaawww, we're all going to fucking die aren't
we?" The key thing when dealing with romance is that the SO has a life of their own, a
life separate from the Character in question, which brings me to the next point.
When the Players are playing a pair, oh fuck me alright, this is where things get a
bit complicated. It's strange at best to have two players at the table explicitly telling you
that their characters are fucking, it just makes it stranger when both are a bit too into it.
Contrary to the notes of a GM controlled SO, the GM has to reign this kind of player in,
all of them. Depending on the size of the group it does create odd-man-out scenarios or
worse, Protagonist Syndrome, where the romantic couple makes the game about them
and their mediocre dime novel from the corner-mart. The story shouldn't revolve around
them, but they will try, oh trust me they will fucking try. They believe that having a
unified voting block will give them more power overall, but the key thing here is making
cracks in that block. Find things to divide them, or worse, break them apart. The
highlights to their Characters shouldn't be their similarities, but their differences and how
these two Characters managed to fall in love to the point of wanting to fuck, and often.
Overall, Love will come up in your game. Make sure to remember that love is
between people, not paper, and people have emotions, feelings, thoughts, goals, and
ambitions which color the way they act. As a person who had his first "real" girlfriend
kidnap him three times30 make sure to remember that even love, no matter how sweet,
can be poisonous to those not paying attention.

30
Long Story Short - Being the fat kid with no confidence and no car makes you look over some of the
craziness in people.
Order Campaigns
Perhaps one of the best-suited types of campaigns for the uninitiated into MGE's
strange setting, the Order is the monolithic organization that acts as a bastion against
the Demonic threat, they worship the Chief God which grants their Heroes and Servants
power to fight evil wherever it may rear its head. A pretty average set up for a party
would be three to four heroes of the Order have assembled to deal with threat A or B,
deal with it. However, the Order is never really explained past what's needed (mostly
being the "Bad Guy" in the face of Monster Lovin). So, if your thinking of an Order
game, consider these interpretations of the Not! Christian force of the Order.

● The Order is the Anime Catholic Church -​ Japan has always had a weird
relationship to the Catholic faith, maybe due to native Shintoism, maybe due to a
culture of being able to do more than one thing, or the two nuclear bombs
dropped on them. Japan has made the Catholic Church into this strange
organization that is like a Shinto shrine, except with Gothic architecture and
habits. The Order is no different, it's a vast powerhouse that has an ever-present
and dangerous presence felt throughout the natural world. They are adherents to
the Chief God and they won't falter in their holy quest to slay monsters and put
an end to their dangerous reign. They control information and spread "white lies"
to the populace about their loved ones.

● The Order is the Military Branch of the Anime Catholic Church - The Order is
something more akin to a multinational military organization rather than an
organized faith, while the Church itself has power. The fact it can muster the
Order's forces as a powerful blunt force weapon against those that displease it
gives the Order and its Heroes quite a bit of clout. A game with this kind of Order
is a lot more politically driven, as the balance of power between the Sword of the
Chief God and the Body of the Faith are constantly at odds about the best way to
use their forces.
● The Order is a Secretive Kill Squad of the Faith - The Order acts more like a
combination of the Knights Templar and KGB in the application, eliminating
threats to the Faith and its people before it can truly escalate. This Order is
dangerous in its deniability, as they are deployed to hot zones to deal with the
problem as quickly and efficiently as they physically can. This Order is dangerous
as it is effective, and also the first one of these to accept Monsters who are
willing to listen to the rules. Being used as a Monster Girl Shaped Missile with
three handlers is a decent party set-up.

● The Order is a Blanket Term for different Faiths - An Order church would be
more like saying a "Christian" church, while the same basic tenants exist there
are dozens, if not hundreds, of separate factions, sects, orders, and
interpretations that all enjoy the uniform faith of the Chief God. This is probably
the easiest method to facilitate stories and Characters from, as there may be
something like the "Red Order" which act as something more akin to Radical
Faith Militants who would rather detonate themselves then get raped, and
something like the "Blue Order" which is pretty open to Monster-Human
relationships should the Monsters pay the correct tithes to keep it within the faith.
Senpai, Love Me!
Senpai Love Me is a thing I wrote a few years back for a 500-word RPG
Challenge, while I did not win that competition, but I did keep my notes on it, only for it
to be re-revealed TODAY.
Senpai, who I will be referring to as the MC from now on, in this case, would be
a single GM Created or Player Controlled Character who is the focus of a Monster Girl
harem that the players will be a part of. The MC’s primary goal is to play an oblivious
Character getting into all sorts of danger to save the world, as his Monster Girl harem all
desperately try to make MC-kun their one-and-only.
Every harem member player picks an aspect about the MC, these are absolutely
true and can be physical, mental, social, or supernatural (Athletic, Intelligent, Kind, and
Resistant to Corruption). Every Character will be competing for this generic piece of
man meat as they struggle against his enemies as well as themselves for his (rather
oblivious) love.

If the MC is being controlled by the Narrator, he should be a relative everyman,


bar some impressive or unique aspect about him that sets him apart from the others.

If a Player is controlling
the MC, inform him that, yes,
he will be fawned over, and
yes, his opinions on matters
will affect how his Monster Girl
harem reacts. Encourage the
player to act as dense as
possible and never reciprocate
any love by the girls, as
“they’re just really good
friends” or “She just likes
hugs.”
The Eras of Monster Girls
Monster Girl Encyclopaedia assumes its setting to be a relatively simple
medieval-ish world where swords are practical, the church is powerful, and incestuous
peasants are ever-present. However, sometimes that isn't necessarily the most
appealing setting for Monster Girls, sometimes people want something a tad more
advanced.

Industrial Monstergirls31
Industrialism and Colonialism, for the Chief God and Country the world has
advanced to the point of Metropolis and the exploitation of the lower class. With
industrialism comes a few things that the errant Monster Girl and Monster Loving
Husband need to account for. The largest fact
is that there are finally urban centers large
enough to account for millions of people, the
smog of factories make once hard-to-come-by
products ubiquitous, and it also means that the
"Adventurer" has been phased out. The Church
and in turn the Order still have significant sway
over the people, but the fact is that with the
advancement of technology a majority of the
"death incarnate" Monsters can be dealt with
by virtue of cannons, rifles, and full-on cavalry
charges.
The more civilized monsters integrate
with the City-States with ease, with Centaur
Cavalry being terrifying shock troops, Goblin
Hordes taking over factory floors to work the
smaller components, Dwarven businesswomen
being the terrifying industrial magnates that you
could think of, Succubi Madames work
hole-in-the-wall brothels for the desperate men
returning from the factories. Is the
monsterization still a problem? Of course, but
with advances in medicines and arcane
knowledge, more children survive into
adulthood leading to a population boom of the
Uncorrupted and Corrupted Races.
The largest problem affecting society is
that being "outside" the prefab buildings and
being unable to adapt properly leads to social

31
Less Cogfop more Arcanum.
isolation. Larger monsters often find themselves unable to work and their husbands
barely able to afford a suitable home for them, while in the slums unmarried monster
girls stalk drunks and wayward travelers to slake their lust on. Entire sections of the city
are little more than control zones for the oversized and undersexed monsters. Which
leads to the newest duty of the Order, pest control. The Order's no longer the heroic
figures who hold back the darkness, but instead the fools who dive right into it to make
sure it doesn't affect everyone else. A handful of Order Knights may go into poor
sections of town to establish law and order, while another batch may be leading an
investigation on illegal procurement of Refined Succubus Hair that the nobles snort.
This is all between more mortal threats, as the fires of the industry grow so does the
desire of men and women to have more say in their government, but old tensions
among the governments of the world start to heat up, with men sharpening blades and
producing rifles by the hundreds.
Games set in the Industrial Monster Girl Revolution are primarily about solving
the problems of the “Society” rather than the “Characters.” It’s being a batch of Order
Knights stopping a cell of Goblin Communists from bombing a factory or being Sherlock
Succubus and her dashing friends in the case of the missing Husbando.
Modern Monster Girls32
The largest departure and probably the comfiest of the settings, a Modern
rendition of the MGE's setting is a world not unlike our own, but dealing with the
ever-encroaching threat of a major population crisis33 as the population for both
Corrupted and Uncorrupted individuals start to fall drastically. This may seem like an
amazing feat of mathematics, but the more of a thing you take away without adding
more of it makes it so there is less of the thing over time. The "thing" in this Galaxy
Brain equation is Men, there are fewer men in the world by this point in MGE that not
even the Chief God or Demon Lord can replace their losses fast enough. While things
are better than ever, with Monsters mostly integrated with the Uncorrupted Races in
cities and nations across the world, progress has brought stagnation. While the
Corrupted Races may have a dozen children, the Uncorrupted can only manage a
handful before a financial strain and mental strain becomes too much no matter how
many government incentive programs. Girls are so plentiful that they've taken over as
the majority workforce in a majority of situations, with powerfully built Orcs in the factory,
Succubus CEO's, and Hellhound Spec-Ops troopers engaging with each other in
nightmarish realms on the edge of the map.
Men are needed, no, required by law to
be protected. Murdering a woman is bad, but
murdering a man is a sure-fire way of finding
yourself at the wrong end of a Monstergirl
lynch mob. With government protection
comes perks, such as being effectively
treated as the top of the metaphorical food
chain in regards to education and job
opportunities. The catch is simple, the
governments want to keep tabs on their
wonderful investments and as such, being a
man is effectively a sure-fire way to be
monitored 24/7 by the government. You're no
longer a person, you're an asset of the state
in some places, in the most totalitarian states,
when you’re old enough you'll be assigned a
human wife, along with 2 to 3 Monster Girl
wives to keep happy.

This state of affairs isn't perfect, while


the Demon Lord is struggling with science
and magic to produce boys (with only a few,

32
The Moe Totalitarian State!
33
Or as I like to call it, Shinzo’s Nightmare.
incredibly expensive and delicate, successes34) while some governments have started
dedicating more research into cloning tech, others are starting to dip their hands into
genetic manipulation and designer babies. All of this is sometimes opposed and other
times supported by the remnants of the Order, who take on more a Westboro Baptist
Church affair, regarding the monsterization of society as the Chief God's punishment
(Even if she's still scrambling to fix the issue).
Adventures in a modern MGE is about personal struggles or military
engagements, with adventures involving Arachne Bond and her coterie of deniable
assets solving the crisis of men being kidnapped by Loli terrorists or a military squad's
journey to the Demon Kingdom to save Col. Walda Kurtz who has supposedly gone fully
insane from the horrors of a never-ending war for men.

34
Picture an Incubus Child, but he's frail and has double asthma, he's still the apex of his "brothers"
Space Monster Girls
Less a "Continuation" MGE-verse and more a reimagining. Space is big, there
are trillions of people, millions of planets, and everything else with big numbers at the
end of it. However, a space-based MGE kicks the "Nightmarish Hellscape Oh God Stop
the Rape" into next gear. Monster Girl warships invade planets, the Order is less a
church of more akin to the Ecclesiarchy from Warhammer 40K, a vast and monolithic
organization dedicated to saying "STOP THAT" to the unwashed masses. While a
majority of monster girls would integrate gracefully, you end up with some pretty
horrifying moments when you realize that these are just "races" in the grand scheme of
things, but the Demonic Infection perpetuated by the Space Demon Lord just cuts off
the ability to produce men and drives all the women into horny overdrive.
Entire planets fall into horrific orgies wherein two to three generations most
vestiges of civilization are burnt to the ground as the Demonic Fleets pick up the
survivors to hot-drop them on another Rape World to Be. Its gender-based biological
warfare, it's terrifying at best and it still manages to be uncomfortable when you think
how easy it is to wipe out a sentient species by having their own people rape it to death.
The best way of thinking about what this could look like is if the Asari from Mass Effect
had a Male counterpart early in their development, but the infection hit and bam, men
evaporated as they are just bred out of existence. While Asari women are able to have
relations with anything, the actual product of two Asari women ends up as something
more akin to a death machine capable of killing
anything they have sex with.
Now picture that on an even larger scale.
Space MGE is trying to stop the
inevitable, fighting with the Uncorrupted Races
to stop the galaxy from collapsing on itself in a
lust-filled disaster. The group's adventures are
more like Mass Effect 2 or the Original Star
Trek in tone, fighting off the monster (ha) of the
week and blasting the Demon Lord's minions to
smithereens before they can institute another
Orgy Bomb on a planet. That isn't even dealing
with things like the Sabbath who act more like
Space Jihadists who can turn planets into Loli
Loving Mind Slaves.
Man, fuck space.
The Great Equalizers: Firearms
Firearms come in all shapes and sizes, but there are a few key things about
them. All Weapons have a magazine capacity which represents how long until they are
forced to use an action to reload. A Character can use their Fire Rate in bullets to either
increase their To-Hit Bonus or may fire that many shots downrange, reducing their
To-Hit bonus for each “Attack” being made35.

To-Hit Magazine
Firearms Damage Fire Rate SD Tags
Bonus Capacity

Kinetic Rifle +1 4d6 30 10 2 Kinetic

Energy Rifle 0 5d6 25 5 2 Energy

Heavy Kinetic Kinetic,


0 3d6 250 15 4
Rifle Heavy

Heavy Energy Energy,


-1 4d6 200 20 4
Rifle Heavy

High Caliber Kinetic,


+1 5d6 10 1 5
Rifle Scoped

High Energy Energy,


0 6d6 20 1 5
Rifle Scoped

Kinetic SMG +2 1d6 30 20 1 Kinetic

Energy SMG +1 2d6 25 15 1 Energy

Kinetic,
Kinetic Pistol +2 1d6 6 2 1
Concealable

Energy,
Energy Pistol +1 2d6 6 1 1
Concealable

For purposes of “Modern” versus “Sci-Fi” guns, a Kinetic variant is the most
accurate. So If you want a Monster Girl with an M16, give her a Kinetic Rifle.

35
The idea here is that, as a character, you’re either spraying wildly on the off chance of striking them or
making a handful of dedicated shots that may go south.
New Tags
Tag Name Tag Effect Tag Name Tag Effect

The weapon can be The weapon takes a turn


Scoped aimed for a +2 to hit Heavy to set up and another
every round. round to pick back up.

The weapon is a ballistic


The weapon requires
Fueled Kinetic weapon and usually
fuel to operate.
cheap.

The weapon is an
The weapon requires two
Energy energy weapon and can Two-Handed36
hands to use effectively.
consistently hit.

36
All Firearms are naturally assumed to have this, except Pistols.
Corruption Effects
Corruption is a dangerous thing now, isn't it? Slowly and steadily having your
mind be replaced with a lustful and animalistic drive could send some people over the
edge, or worse. As the Uncorrupted Character's Corruption rises their mind is slowly
and steadily replaced by something more malignant. Often times, this is focused on the
monstrous creature corrupting them, but some universal features to take note of are as
follows.

Loss of "You" - Slowly and steadily an Uncorrupted


Character monsterizing starts having the "them" replaced by
this new persona. A Character who is undergoing
monsterization is constantly at odds with themselves and their
"new" self. A pure maiden suddenly having bad thoughts as her
Corruption rises, only to be dumped during the week, is a good
example. A more complex example is a Sir Knight being slowly
corrupted by his Hellhound Waifu, his godly intentions and good
nature being slowly replaced by the instinctual killing intent that
his gal pal imbeds into him.

Hunger ​- Uncorrupted Characters in the process of


monsterization want energy and they want a lot of it as their
bodies slowly and steadily "prepare" themselves to monsterize.
At first, it may be something simple like food, while everyone
has their single serving, the Character may down two or three
servings to quench this "hunger" building inside of them. Soon
this "hunger" extends to other things. A Character in the
process of monsterization may just want to have sex more often
(which their partner may be more than willing or not so willing)
or want to inflict the maximum amount of damage to the enemy
to keep that bloodlust at bay. This hunger should give a good
idea of what monster the person will turn into, worst-case
scenario is when multiple energies start mingling, forcing the
hunger to fall into sometimes mutually exclusive things.

Beacons in the Night - An Uncorrupted Character who has the


"taint" of Corruption is a beacon to those looking for it, for good
or bad. The Order's detectors may be scanning every "Hero"
who comes in for traces of demonic magic or a Sabbath
Sorcerer may start stalking the Character because of their aura.
This power can lead to allies finding the Character in desperate
situations or lead the enemy straight to them. The higher this
corruption builds the brighter this metaphorical beacon becomes.
Never Quite the Same - An Uncorrupted Character is on the cusp of monsterization,
they act as a foil to their lover, they hunger day in and day out, and they are a torch in
the darkness for those looking, but then they get better. That near monsterized
experience lessens and they vent everything back to 0. They're "back" but something is
"off" about them. They become a shell of themselves, they aren't nearly as ambitious or
hungry as before, and they fade into the background. The biggest problem an
Uncorrupted Character faces when on the cusp of monsterization is losing all of it, the
sensation, the feelings, and the power that comes along with it. They're "Normal" after
being on the edge of interesting.

For the Corrupted Races, increasing their Corruption is a double-edged sword.


One one hand increasing it increases their own power, allowing them to grow stronger
and stronger, rolling a bucket of dice for success. On the other hand, they're always
edging toward that inevitable collapse, become little more than a beast driven by their
own instincts. Corruption for Monster Girls should be the difference between being a
MONSTER girl and a monster GIRL.

The lower the corruption value the more human


and "friendly" the MG actually is, they feel things like
empathy and can get along fairly well in human society,
hell they may be even considered valuable assets of a
community. With their lower corruption, the MG is
acting more like the girl part of their name, they act
human and are able to rationalize "Human things are
good things" as they seek their husband. The higher
corruption MG's emphasize the monstrous nature a bit
more. These MG's are beasts who happen to look like
girls, they're ferocious and driven by a mixture of primal
instinct and demonic sexual drive. The MG wants to
mate, hunt, and eat, little more, little else. These MG's
are the one the Orders puts on posters declaring "Hide
Your Maidens" or "Keep the Boys Safe.”
Side Note: ​Mechanical Effects of Corruption
Use these rules if you want to display the slow and dangerous fall into
depravity that monsterizing brings to a person.

● The Loss of "You" ​- For every point of Corruption, the Character's Willpower is
reduced by 1.
● The Hunger​ - The Character has a "hunger" that must be fed to keep going,
this hunger can be just about anything, but everyday they don't indulge in it,
you roll 1 less die for every action.
● The Beacon​ - The Character can be detected by their tainted aura with a (10 -
COR) versus BRV + INV or SCH + ARC check.
● Never the Same​ - Whenever the Character would gain Corruption, they gain
double up to their last amount (Character had 5 Corruption and it was vented,
they gain double corruption until they get to 5 Corruption).

● The New You​ - The Character is able to roll their Corruption as the Corrupted
Races are able to.
​ hen the Character indulges in their hunger, they roll +1 die for the
● Satiated - W
scene.
● With Friends Like These​ - The Character adds their Corruption value to any
BRV checks against Corrupted individuals.
Rise above the Rest: Heroes
Heroes are made, not born. When a member of the Uncorrupted amasses
enough mana and receives a blessing by one of the Uncorrupted Gods they become a
Hero. A Hero is a mortal that is fully able to stand against the Demon Realm armies and
strike back against the encroaching rape train. While Heroes can still fall, their threshold
is far higher to absorb the Demon Energy, allowing them to wade into the most
dangerous realms with sword in hand, and emerge unchanged.
When Creating an Uncorrupted Character, the Narrator may opt to start with a
Heroic class already chosen or an Uncorrupted Character can "Purchase" a Class by
spending 10 Experience. When the Character chooses their Class, they are unable to
switch out of it. Once chosen the Character may spend 3 XP to purchase a new Heroic
Feature in their particular class.
Knight ​- Heroic Soldiers of the Realms of the Uncorrupted, wading into the
breach with Order forged weapons and swinging madly to bring low the monstrous
threat. A Knight is hardy and unbreakable, only being stopped after wading knee deep
in the blood of their foes.

● +2 Melee or +2 Athletics
Choose 1 Heroic Feature
● Armor Mastery -​ The Knight reduces the Armor Penalty by 2 for Armor.
● Bulwark -​ The Knight’s skill with a shield is legendary, they ignore the penalty to
wielding a shield.
● Didn't Feel a Thing​ - The Knight gains +4 to their No Wounds tier of Health
● Hero's Weapon - The Knight owns a unique weapon with +1 Damage and an
additional Tag.
● Into the Breach​ - The Knight gains a +1 to Initiative Rolls, so brave!
● Knightly Honor​ - The Knight gains +2 Willpower, they'll never surrender!
● Power Attack​ - The Knight’s strikes are especially devastating, they deal +2
Damage with a melee weapon
● Refusal to Die​ - The Knight gains +1 to all of their Health Tiers.
Magician ​- The Powerful Magicians of the Uncorrupted unleash devastating
spells across the battlefield in terrifying displays of power and magical energy.
Straddling the line of power and madness, A Magician is still a valuable asset in the war
against the Demon Realm, as they are the few entities able to combat Sabbath
Magicians.

● +2 Academics or +2 Arcane Knowledge or Personal Skill: Magic (SCH)


Choose 1 Heroic Feature
● Blink - The Magician has become proficient in a short distance teleportation
maneuver, they are able to move 1 SD37.
● Debuffer -​ The Magician is able to cast Status Ailments on opponents, the
Magician’s MAG Skill is the direct value. The value for success is equal to the
Target’s Attribute being targeted38
● Elemental Affinity ​- The Magician has become proficient in an elemental school
of magic, allowing them to augment
their spells with that specific Element.
(This can be taken multiple times).
● Magic Warrior​ - The Magician has
been training to wield their magic in
battle, the Wizard may cast spells
while within an enemies threat range
without provoking a free attack.
● Pain Mage -​ The Magician ignores
Wound Penalties when Casting.
● Push it to the Limit​ - The Magician may
add a success to any Magic Check by
sacrificing 5 Health. This can be done
for as many Successes as the
Magician has Health.
● Utility Magic​ - The Magician has been
practicing their non-offensive magic,
they gain a +2 to SCH rolls when
using magic outside of combat.

37
A 2-3 yards at most.
38
I am casting Attribute Down (BOD) on someone, I have to beat their BOD score too successfully
cast it.
Cleric ​- Clerics are the few of the Uncorrupted that take the word pure to a whole
new level, strong and unbreakable, a Cleric has learned the healing arts of the Faith
and are the beacons of the Order in the darkest parts of the realm. A battle Cleric
wades into the demonic menace, swinging their weapon with a righteous fury matched
only by their zeal for their God.

● +2 Words or Personal Skill: Faith (SCH)


Choose 1 Heroic Feature
● Endurance -​ The Cleric’s natural Endurance allows him to Regen BOD rounds
once a Combat
● Refuse -​ The Cleric’s hearty refusal to go down lets them roll a 1d6 when they
are affected by a Status AIlment, on a 4 or higher, they shake it off.
● Under Pressure​ - The Cleric adds +2d to all Actions when at Serious Wounds or
Lower.
● Not my First Rodeo - ​The
Cleric does not take Wound
Penalties.
● Blessed Words ​- The Cleric
calls aid upon a single party
member, they apply the
Blessed Status Effect for
SCH turns.
● Healing Words ​- The Cleric
may instantly heal the
wounds of their comrades
equal to their SCH - COR.
● Medicinal Training​ - The
Cleric has had to patch
themselves up repeatedly,
they gain +2d to Medicine
Checks.
Ranger ​- Rangers are the pioneers and trailblazers of Order expeditions into
demonic corrupted realms, with bow and blade, these hardy men and women refuse to
bow down to the natural world with ease. While other Heroic dispositions have strict
combat or social applications, the Ranger is a jack of all trades, able to stand with any
group as a bastion of skill and determination.

● +2​ O​ utdoorsman or +2 Ranged Weapons or +2 Stealth


Choose 1 Heroic Feature
● Between the Eyes ​- The Ranger's sight and aim has improved significantly, they
gain a +2 to strike with a Ranged Weapon.
● Fleet Footed​ - The Ranger's skill at running through the woods has made them
quick to react, they add their +REF to Initiative.
● Point Blank Shot​ - The Ranger's skill with a bow leaves them unphased in battle,
they cannot be attacked in
retaliation while in an enemies
melee threat zone while using a
ranged weapon.
● Intimidating Aura​ - The Ranger
exudes a threatening aura around
them, Characters are naturally
fearful of their wrath and they deal
+2 Willpower Damage.
● Hide -​ The Ranger can quickly
disappear in an engagement, they
can move 1 SD away from a
monster without retaliation.
● I Know Just the Trick​ - The
Ranger marks an enemy for SCH
rounds, all allies gain a +2 to
strike that specific enemy.
● Skill Monkey - The Ranger is far
from a one-trick pony, once a
session they may add their BOD
or SCH to any Skill Check.
Bard ​- Some among the Order would scoff at including those blessed by the
muses to be included among their divine ranks, however the Bards of the Uncorrupted
are some of the few able to match the Corrupted Races in their own game. Able to
assist and praise their allies, a Bard's true strength lies in their steely resolve and
incorruptible spirit that drives them forward (repeatedly).

● +2 Words or +2 Networking or Personal Skill: Words (Seduction)


Choose 1 Heroic Feature
● All Together Now ​- The Bard hypes up their allies, all Character adds +1 to all
their Actions for the Bard's BRV.
● Keep the Beat ​- The Bard can maintain a solid beat, they add their SCH to rolls
involving the creation of Music or Performance.
● Step It Up​ - The Bard gets pumped, they cast Haste on themselves for BRV
turns.
● Inexplicably Attractive​ - The
Bard is incredibly attractive to
the other gender, they gain a
+2 to Social Combat Checks
against them.
● It's the Hands​ - The Bard is
incredibly attractive to the same
gender, they gain a +2 to Social
Combat Checks against them.
● Paladick ​- The Bard, regardless
of gender, only gains 1 COR
through any event39.
● Heavenly Soliloquy - The Bard
may add their COR to resist
Social Combat checks against
them.

39
Including attending Sabbath.
Monk ​- Some train their minds, some train the body, but the real Monks of the
Order who receive the blessings from on high are those who train body, mind, and spirit
to confront the evil of the world with reckless abandon. Using their bodies as a weapon,
the Uncorrupted Monks turn any unprepared combatant into little more than a bleeding
mess.

● +2 Athletics or Personal Skill: Melee (Martial Arts)


Choose 1 Heroic Feature
● Oni Body​ - The Monk's body has become
hardened by training and work, they add
+2 Armor when they wear no armor. This
may be taken multiple times.
● Speak No Evil -​ The Monk may punch
with the ferocious power of the wind, The
Target is afflicted with Silence for BOD
turns.
● Stone Fist -​ The Monk's expert training
and ability has allowed his fists do deal +2
Damage. This may be taken multiple
times.
● Engine of Destruction -​ The Monk can
maneuver and attack in the same turn.
● Spear Fist - The Monk’s fists now have
the Piercing (2) Tag.
● Bloody Fist of the Northern Lights - The
Monk’s fists now have the Gory Tag.
Hitokiri40 ​- Native to the Zipangu region, the original Hitokiri are the exiled
members of the Shinobi clans that inhabit the region, forsaking their heritage after the
Demon Lord's influence spread, the newest Hitokiri are trained in the art of stealth,
subterfuge, and outright violence against monsterkind. The Hitokiri are the silent arm of
the Order in the far corners of the world, carrying out dangerous suicidal missions by
throwing themselves head first into violence.

● +2 Stealth or +2 Athletics
Choose 1 Heroic Feature
● Venom Strike​ - The Hitokiri coats their weapon in poisons, afflicting the [Poison]
Status Ailment to an enemy. [Poison] is equal to the Shinobi’s SCH.
● Log Substitution - The Hitokiri quickly
replaces themselves with a log, moving
up to 2 SD away without incurring a free
attack.
● Master at Stealth - The Hitokiri may
double their Stealth Skill die for Stealth
Checks.
● Shinobi Strike - The Hitokiri’s sneak
attacks add two extra Successes to the
damage.
● Hayabusa School of Violence -​ The
Hitokiri is allowed to attack two separate
targets per round, such violence!
● Critical Strike - The Hitokiri goes for a
distinct and devastating strike against an
opponent, they are unable to defend
themselves next round, but add their
Melee Skill twice to their attack.
● Rules of Nature - The Hitokiri’s near
perfect agility and reflexes reduces the
difficulty of Acrobatic or Athletic Reflex
Checks by 2 Steps.

40
Double note here. First off “Shinobi” was a male term for ninja, while Kunoichi was a female ninja. To
avoid confusion I took that off. Secondly Hitokiri literally means man-slayer.
Inquisitor - Few strike true fear into the hearts of men and monster as an
Inquisitor coming to town, with steely gaze and a heart of dreadful zeal, the Uncorrupted
fear not evil while under the watchful eyes of the Inquisitor. The Inquisitor needs not
resort to violence, but are able to bite with steel just as much as with steely words, few
would dare oppose them, and much less would attempt to challenge them.

● +2 Investigation, +2 Words, or +2 Networking


Choose 1 Heroic Feature
● By My Command -​ The Inquisitor’s authoritative voice can issues orders, the
Party gains a +2d when acting on these orders (such as attacking a monster,
holding something shut, or performing another action).
● Noble Authority -​ The Inquisitor’s name carries a large degree of weight in
society, they add +2 for interaction among the Uncorrupted.
● I Know this Song and Dance​ - The Inquisitor is graceful and easily understands
people, and when to stab them, they gain a +1 to Initiative.
● Animosity - T ​ he Inquisitor
gives all Allies within 2 SD a
+1 to their Damage.
● I SAID CEASE - The
Inquisitor can immediately
deal their BRV in Social
Combat Damage to their
Opponent to shut them down.
● A Special Mix of Psychology
and Violence ​- The Inquisitor
may roll Investigate in
addition to their
Ranged/Melee for attacks.
● The Emissary of the Order -
The Inquisitor will always
have lodging and respect of
those in the Faith, whether
they like it or not.
Side Note: ​That word called OPTIONAL
These classes are totally optional, they are not balanced in the slightest by any
fucking means, Jesus Paladick makes an entire section of the rules irrelevant. If a
Narrator wants to add in the unbreakable champions of the realm, nothing is going to
stop them, but it also determines what kind of game you're going for. Don't hesitate to
tweak or edit these as needed.

Side Note: ​I'm the Hero, so what?!


So you want to buff heroes up even more? Alright, pick and choose friends!

● Incorruptible - The Corruption threshold is increased by +5 for both Men and


Women
● Refusal to Fall - Heroes vent double their regular amount of Corruption for
each time, meaning that Corruption rarely sticks.
● Blessed by the Winds of Magic - Heroes are able to use Magic Equipment and
Demonic Artifacts far more readily, gaining that Corruption every other day,
rather than every day.
● Willful - Heroes Willpower is +5
● The Champions of the Order - The Order has a vested interest in keeping their
Heroes upright and standing, they're welcome in any Order-controlled
stronghold or location without question.
● God's on Speedial - The Heroes have a direct connection to the deity who
granted them favor and blessed them, prayer often leads to fairly detailed
answers.
One on One Games: One Hero, Ultimate Destiny
An often precarious situation is that the Narrator may be only able to secure a
single Character to go on an adventure (or only want that single Character). When this
occurs, rather than attempting to create a Character from scratch, consider using the
following rules.

Uncorrupted Characters
● 12 Attribute Points
● 25 Skill Points
● Three Personal Skills
● Hero Class

Corrupted Characters
● 16 Attribute Points
● 15 Skill Points
● One Personal Skill
● Four Monstrous Features

A Solo Character has around 30 XP


above the traditional Character for both
Corrupted and Uncorrupted Variants, outside
of that, all rules are similar. When running a
solo game consider minimizing the use of
Minions or if you do use them, make sure they
don't overwhelm the Character based on pure
numbers.
If you'd like to further increase the
power of the Solo Hero, consider using a
handful of the modifiers below.

● Heroic Resolve - The Character does not suffer from Wound Penalties
● Hardy - The Character has a +2 to all Health Tiers
● Incorruptible - The Character only gains half the amount of Corruption they
normally would.
● Action Hero - The Character has two actions per turn.
● (Corrupted Only) Instinctual Senses - The Character starts with 3 Ranks in the
"Instinct" Personal Skill.
● (Uncorrupted Only) The Order Protects - The Character has access to a piece of
Equipment that is Magical and does not generate Corruption.
Sexual Encounters of the Combative Kind
There will come points when the Heroes will have sex and like it or not, having
sex is a pretty important part of the Monster GIrl Encyclopaedia world. When two
characters clash in the sheets two things can occur.

● The Fade to Black - The classic fade to black is the most powerful tool in your
arsenal as a GM, its as easy as it sounds. Seriously. This is the equivalent of a
coup de gras in a fight.
● "Sexual Combat" - If the term "roll for pleasure" is something that seriously needs
to be said, consult the bottom rules for the sake of completeness.

Sexual Cumbat
When two characters have sex, the goal is less to "win" but more to "have
control" over the encounter. It's the difference between a mating press and the amazon
press, who has control of the situation and who gets to decide what happens afterward.
When engaged in such an encounter there are two ways of victory, reducing an
opponent's Willpower to 0 or reducing their Health to 0. Reducing Willpower is the act of
bending and twisting the will of the Character to your will while reducing Health is just
wearing out the other to the point of "giving up." Both will render the "losing" part
helpless to the assault of the other.
Now how do you approach this? Rather than
turns or anything like that, Characters have to roll
against each other using their Attributes (and any
relevant skills) to deal with their differences in
damage to Willpower or Health to one another. The
Character with the most Willpower starts the "round"
by choosing what attributes they will be rolling and
what they will be targeting, forcing their "opponent" to
contest against it41. This does lead to situations
where a physically powerful individual can be brought
low by a willful opponent or a noodly opponent
getting that broken pelvis faster than anticipated.
Whoever's "Turn" it is determined what the next bout
will be with.
What these are dealt with by is determined by
the Character's perspective on the other, determining
if they are Making Love, Having Sex, or Fucking.

41
The same Attribute, if you have a different skill that matches or is close enough then it works as well
(BRV + Seduction vs BRV + Looks for example).
● Characters who are "Making Love"
○ BOD can be used to reduce Health
○ All Attributes can be used to reduce Willpower
○ Characters gain a String with one another
● Characters who are "Having Sex"
○ BOD, REF, or COR can be used to reduce Health.
○ BRV, SCH, or COR can be used to reduce Willpower
● Characters who are "Fucking"
○ All Attributes can be used to reduce Health
○ BRV can be used to reduce Willpower
○ Characters lose a String with one another

Uncorrupted Characters are


allowed to add two attributes together,
while Corrupted Characters may use
their Corruption normally
Characters who are approaching
the situation differently (An Incubus just
wants to have sex, while the village
maiden he's seduced is making Love")
then their category applies to them. For
example, a Hero confronts a Harpy who
is refusing to let him pass unless they
have sex with them, the Hero (reluctantly
of course) agrees. The Hero is having
SEX while the Harpy is convinced they're
making LOVE. The Harpy can only roll
BOD to reduce the Hero's health, or they
can roll any Attribute to reduce their
Willpower. The Hero is allowed to reduce
the Harpy's Health by BOD and REF, or
the Harpy's Willpower with BRV and
SCH.
Relationship Strings
Having sex changes a relationship at a fundamental level, it's no longer "just
friends" or "just traveling partners" the person becomes "a person I had sex with." While
some adventuring groups dissolve quickly after members start having sex as jealousy
corrupts the party, in MGE, with sex being as natural as breathing, those connections
still form, however. When members start having sex with one another, they start to have
Strings connected to each other, which represent the connections and pulls that they
have over one another. Characters can "pull" these strings to manipulate the individuals
around them, "Pulling" a string reduces the target's Willpower by the string amount but
lowers it by one every time.
Characters in a formal relationship have permanent strings to one another,
allowing those who are in a committed relationship to more easily manipulate one
another's thinking.
Things and Notes about Running a Game
It's been mentioned before that actually running a game in the MGE-verse is a
difficult proposition for a few reasons: MG's are freakishly powerful, the Order is run by
morons, and possibly (Chief) God is working for the DL on the down-low. So how do
you actually manage to run a game in this setting without having everything break down
horrifically?

Fire the Canon, no, no, the OTHER CANON!


Well first off, don't run it in KC-Canon, by whatever divine figure you hold dear,
don't. Kenkou Cross is a great writer, but not a great "Setting" writer. If you notice even
he struggles to find reasons for people to continue existing in setting as the Monstrous
Legions are just too powerful to be confronted alone. Like Dr. Frankenstein himself,
chop the best parts up and strap it onto your own setting or abandon everything bar the
MG's and Demon Energy.
Now there are a few
"Monster Girl Settings" out there,
each of them setting up different
settings and different rules. Under
the MGQ route, MGs are just that,
Monsters who are there and want to
rape you. No guiding intelligence
(Outside a loose conglomeration of
bosses) no "Corruption" really, just
monsters, doing monster stuff.
Under Monster Musume logic,
they've always been there, and
they're not even necessarily hostile,
just living their lives as normal, hell
there are even Monster Boys(!) in
that setting (hard to believe I know).
This isn't even factoring in the
dozens of homebrew settings or
logic that exists out there, hell MGE
Fanon is its own (admittedly
strange) world. Find what works for
you and proceed with that logic at
the forefront. MGA is specifically
designed "around" MGE, but it's not
strictly "just" for MGE.
A Well Balanced Diet
The second part is one of the harder parts, but don't "balance' the Order vs
Monsters. There's a temptation to make the Order hyper-competent or ultimate
badasses who are filled with Heroes doing heroic things, but the fact that it is a fairly
uphill battle is one of the "endearing" qualities regarding the setting. Yes, there is a
horde of monsters outside the gates, yes they are going to fuck us (literally and
metaphorically), and why, yes, we are going to hold our ground until the bitter fucking
(ha) end. I've read sections where the Order turns out to have the Anti-Monster cannons
or just straight up use magic to "beat" the monsters. The tension is taken out as the
Order now has a "Win" button.
Now, on the flip side, Monsters tend to get nerfed into oblivion sometimes, which
is obvious as you have some who are, and I quote, "broken as shit" strength-wise. MGA
assumes two things about "Starting" Corrupted Characters, notably is that they are
either fairly young or they are naturally weak, this helps players ramp up in strength (as
they get Attributes on the Cheap) as well as make sure they don't have access to a full
repertoire of skills off the bat. When running a game, the fact that MG's are "Better"
overall should come as no surprise, but the Humans should also be strong in their own
ways, balance is a delicate thing, don't try to reach perfect harmony, but don't try and
over favor one side either.
Gather Your Party before Continuing
Building an optimal group is something that's difficult in most tabletop games. Do
we need a Street Sam? Do we have a Cleric? Should I go Big Guns or Bigger Guns?
We already have an Axe Knight, maybe I should go Great sword Knight? What do you
mean we don't have a goddamn Stalker in the group? For MGA, and any monster girl
setting/game, that party balance is an entirely new dimension of suffering.
One of the key reasons people would play a Monster Girl game is the fact that
they can, prepare yourselves, play a Monster Girl. However, go to any Monster Girl Wiki
or any other kind of setting and try to find a "Roughly Human in Strength" MG. Go on, I'll
wait. You'll soon find that there are very few who don't have a significant advantage
over normal humans (and aren't specifically designed to be weaker than humans), this
makes party balance a bit wonky. An MG will, 99% of the time, be better than a human
at the same task. This sucks for mixed parties as an Oni will beat out on all fronts the
purpose of a Frontline fighter, a Dark Magician or Sabbath Witch will beat out an Order
Caster, etc., etc. When people are getting their Character's set up, make sure that this
cross-pollination doesn't permeate everything, if there is a fighter man, make sure that
he fulfills other niches if someone else wants to play an Oni Bruiser if there is a Magic
Man, he has other uses that strict blast-em-up like the Witches.
MGA is designed around the Monsters being better Attribute-wise, while the
Uncorrupted has a better skill distribution, allowing someone who may only have a 3 in
Scholar, to roll 6 dice for Mechanics or Academics, compared to a Sabbath Witch rolling
7 Die for the same roll (6 Scholar and 1 Academics). In your system of choice, keeping
the party diverse and goal-oriented is a priority, no one should overshadow anyone
else.
Consistently Consistent Constantly
Keeping the setting consistent is paramount to the success of your game
because breaking that consistency is a very good way of losing grip on your players as
well as unbalancing some characters. My example is two relatively universal Monster
Girls: The Centaur and the Arachne. Both MGs are massive, much larger than the
average person if not in weight than in length, as Centaurs are the size of a LITERAL
HORSE and Arachne has a massive backside and legs42 to deal with. Keeping them
consistent with the world is essential to making it work, a Centaur is not going to
acrobatically swing around on a trapeze while the Larger Arachne won't necessarily be
able to stealthily hide under a bed, and both of these Characters have to "workaround"
what they are. The world is consistent.
This goes for all the MGs in the world, a hulking monstrosity isn't exactly going to
fit through a doorway, a bright red-skinned Oni isn't going to blend into the crowd easily,
Sabbath Witch is not going to be able to order their Hard Liquor they need to keep the
nightmares at bay, an Automaton
is going to be really goddamn
heavy, and a Goblin isn't going to
pass for just a particularly short
person (unless there's like . . . 3
Goblins in a Trench coat).
Humanity (and in turn the
Uncorrupted) have a distinct
advantage of being pretty damn
average compared to the MGs,
use that to their advantage.

42
​Wipes forehead
Touch Fluffy Tail
Fun fact about KC, he's a self-admitted Corruption fetishist and Lolicon, but you
want to know what you can't do in front of good people, tell them what you like to wank
off to. Now, this section can be safely ignored if you play with people online (as its
assumed everyone is in the same boat as you) or you're running a game for a
particularly good set of freaks, but the key thing here is finding the right group for this
kind of game and tweaking it around them.
Straight MGE is a strange mix of Wholesome Lovey-Dovey, Hardcore Corruption,
Non-Consensual Everything, and straight-up FBI "I Swear She's 500-Years Old, Officer"
Party Van Material. If that is not your trip. DO. NOT. INDULGE. IT. As said above,
cherry-pick what you like and use it, inserting your own things in there. I remember a
piece of writing advice I received regarding pornography, "write what you find
attractive," for running a Monster Girl game, keep this advice in mind for both sides of
the spectrum. Keep in mind that catering to fetishes that are not your wheelhouse will
cause the game to be less fun for
everyone, while on the flip side,
indulging in your own could alienate
some of your players. Find what works
and go with it, easing up and pushing
harder43 to what is being received well,
and not so well.
Or avoid it entirely, some Monster
Girl settings can swerve around the
fetishistic issues pretty easily if you play
your cards right. However, as said
above, people who are gung-ho about
playing Monster Girls are most likely not
entirely in it for the "Game."

43
All we need now is some smooth jazz to keep this porn script going
The Elephant in the Room
"I want to play a Monster Boy!"
"Alright, here are the rules for an Incubus."
"No, I want to play a MONSTER BOY!"
One of the looming "things" about Monster Girl settings is that last word there,
"Girl." Some people, either through not feeling comfortable with it, not feeling up to it, or
straight up being a Fujoshi44 may want to play a legitimate Monster Boy. Now, let's take
a moment to think of all the Monster Girl settings with Non-Human men in them. Not
that many is there? Monster Musume is the most obvious, but we've never actually met
a Non-Human Male outside the Orcs who were more a parody of Hentai Orcs than
anything.
So what to do in this situation, well, the obvious answer is to push toward Incubi.
It's not a direct solution, but it’s a solution (or just fluff Incubi as appropriate), however, if
they are still pushing either lay down the ground rules of the setting (keeping it
consistent) or compromise. Monster Boys are kind of a problem child on a few points
due to their conflicting nature with the setting and general "tone" of the setting. Now, this
may be a bit controversial, but Female on Male Rape is a lot less socially unacceptable
than Male on Female. Picture a Werewolf slaking
their lusts on a hapless man as he walks home, or a
horde of Goblin girls overwhelming some poor dude.
Now replace those two with "Hapless woman" and
"Poor woman," it changes the idea a bit, doesn't it? It
stops being "Oh god he's getting assaulted by anime
girls, that poor bastard" to "Oh god she's getting
assaulted, oh Jesus" it's hardwired in our brains a bit
to react negatively.
Now, I'm not going to sit here and say
"Monster Boys will directly cause an increase of
female ravagement" I'm just going to say the people
who are going to be running/playing a Monster Girl
game will most likely have Monster Boys directly
cause an increase of female ravagement. This isn't
even dealing with the PLETHORA of plot holes and
other issues that would crop up. So what I'm saying
is that don't add them if you don't need to, and if you
are hell-bent on it, take care to make the world
consistent.

44
Beware the Fujos, they are a big issue regardless due to pushing Boys touching Boys, they will raise a
stink if / when their Uke gets Alp’d
Forbidden Love (!)
Monster Girl Encyclopedia has a very unique take on liking the same sex.
It doesn't really happen and then everyone gets a dick/loses their dick.
Gay things happen, boys hold hands, girls kiss girls, boys pose dramatically at
each other, and girls learn about the power of subtextual thoughts through
transformation sequences, but Monster Girl stuff tends to avoid both like the plague.
Currently, there are a few "Yuri Centric" MG stories out there, and (for obvious fucking
reasons) no Yaoi stuff. So, when it comes up, it kind of gets swept under the rug or KC
starts to froth at the mouth.
If your game has Gay Thoughts (tm) there are a few things to note. People like
things they like, so if your big buff Hellhound decides she wants to permanently
Snu-Snu that poor Kobold girl for all eternity, cool. However, at least with the Monster
Girl Encyclopedia logic, Demon Energy (tm) counteracts Gay Thoughts (tm) by wanting
them to bed men. Now, there is some explanation of "Harems" forming around a man
and his lesbian girlfriends, allowing the consorts to "Pass the time" by themselves,
however, this leads me directly into my next point. Everything presented though is also
what I call "Canonically Incorrect" as the Wandering Scholar (our only real information
on the greater world) meaning that it "can be possible" for MonsterxMonster
relationships to work, just nothing the Scholar has seen.
As for men, we have the Alp Conundrum. The Alps are, by technicality, women
who used to be men who really loved boys. Obviously, you can see some of the
implications of this statement. Gay men, will inevitably, turn into women. To avoid most
of that issues and problems, the easiest solution is to simply call it an "Incubusization"
gone wrong for Alps as they build up enough Demon Energy to become Alps. However,
to counter this, apply some basic math: 0 + 0 = 0. If neither party has Demon Energy,
neither party is corrupted, then neither
party will risk becoming an Alp. If Big
Harry the Incubus has his Trap Tomgirl
GF (Male), that Tomgirl GF (Male) is
going to Alp whether they like it or not. If
Normal Guy A and Normal Guy B start a
relationship, neither will Alp. This also
applies to Uncorrupted Women as well,
so two gay girls holding hands won't turn
both into raging succubi, but Big . . . uh
Mary (?) the Amazon Succubus and her
Waifish qt3.14 GF (Female) aggressively
hold hands, then the Waifish qt3.14 GF
(Female) is going to be one fucked up
Succubus. Apply Unicorn logic45.

45
Is this a legitimate line I'm using here? it is, isn't it?
The Sliding Scale of Hope and Hopelessness
When people see Monster Girls, the often setting is somewhat happy or even
upbeat (except if it involves a certain bug girl and an endless cycle of despair, good stuff
though) as the artwork and story can be sickly sweet at points.
And then Druella forcefully turns a few people into monsters and enslaves them
to their own desires. Men are consumed and forcefully kept in a constant state of
blissful ignorance as they are drained dry of anything regarding life. This isn't even
factoring in all the other horrific acts that occur, and we don't talk about whatever the
fuck is going on in Wonderland. What I'm getting at here is that MG settings always
have this vague sense of foreboding to them, everything's sugary sweet on the outside,
but upon closer examination, it gets dark fast, bad things happen and quickly.
When getting an MG game
set-up the key is to determine the
two "Mood Scales" they way you
want them. The "Looks" determines
how the setting looks and feels at a
surface level, while the "Actions" is
how the setting interacts with its
inhabitants. With a Sliding Scale
from Kawaii Uguu to Junji Ito's Wet
Dream Holocaust XXL, a Kawaii
Setting and Holocaust is roughly
how the base MGE is set up, shit's
fucked up and fast. However, on
the flip side, a Junji Ito's MGE and
Kawaii Uguu Actions would
probably feel more like Totsukuni
no Shoujo (by Magabe) than MGE
proper.
Nailing the feeling and
expectations of the setting is key to
making it come alive in both your
players and your mind. Is it a dark
and gritty world of despair and
demonic infestation? Or a kawaii
magical place with Anime Girls for
EVERYONE! Or is it a mix of both,
combining dread and whimsy
together in a cocktail for the soul?
What Now?
Well, now we enter a bizarre phase of any game, where it just needs “tweaks”
and “edits” to make it work as intended. To successfully get it to where I would like it, I’d
probably need to do my full suite of playtesting (or get some information from other
playtesters as I hate playtesting my own games).

What I mean by a “full suite” of playtesting is as follows. . .

● Around a dozen Characters created, just whole cloth. Probably 6 Uncorrupted


and 6 Corrupted. This is to see if anything immediately jumps out as horrifically
overpowered or encouraged to adopt.
○ If I were a betting man, probably BOD and SCH are going to be higher
than others due to a lot of things being tied to them​.
● White Room combat encounters. Just to see if the math works as intended.
● A mini-campaign, to see how characters interact in the “real world” and see if
what’s on paper works as well in application.
● A full campaign, to see a clear progression of a Character from Starter to
Advanced.

When it happens, it happens. If you, yes you, ever decide to run MGA, feel free
to write up something simple and either post it in a thread or something. Also, if you’d
ever like to contribute to the game, feel free to comment here or post your characters.
I’m always up for more information. If you have a distinct idea you’d like to see added or
you’re really itching to see

But for now, MGA is


now in a “Done-ish” state.
Done in writing at least,
editing not-with-standing.

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