To quickly elaborate on the rules, its a simple dice pool system that uses Fudge Dice (the ones with the +'s and -'s on them) or D6’s with a simple conversion.
Skill checks are simple, you have four plus one Traits Force, Learning, Agility, Beauty with a fifth one being Girth thats earned as you gain weight. Though FLAB are the ones you’ll use 99% of the time unless you make a Girth specific character build.
Each Trait has 5 circles next to it that you fill in like a scan tron. Each one represents a dice you roll, so 2 filled in pips means you roll 2 dice. The last one being a special re-roll (partially due to the restraint that fudge dice come in packs of 4).
So, to do a skill check, you roll the # of dice equal to the number of filled in pips. And if you roll a + on one of them, then congrats you succeed the skillcheck. Though there are situations that are exceptionally difficult that would require 2 successes.
The - symbol comes into play when a roll is at advantage or disadvantage. At advantage - also count as successes, turning a 1/3 chance into a 2/3 chance per die roll.
At disadvantage, -'s count against successes, which provides a fun rubber banding effect as this hurts stronger characters more than weak characters. Thus meaning that putting a strong enemy at disadvantage is considerably more lucrative than say a common grunt. And also wont feel as ‘unfair’ for someone rolling a single die as its already a fairly low 1/3 chance.
To build on this Skills and Flaws are a very freeform way of customization, effectively descriptive traits or abilities that, if a character is doing one or in the presence of one, then they roll at Advantage or Disadvantage. Like someone afraid of water will be rolling a lot at disadvantage if they find themselves on a ship, or someone who’s an expert duelist will be great at one on one fights.
The Weight Gain segment has been quite a long time in the making and I’ve seen and experienced many issues with previous weight gain and fat add on concepts. Like calculating exact weights, lots of number tracking, figuring out how weight effects characters and dealing with ‘exuberant’ players who try and B-line their characters into becoming the fattest thing alive and immobilizing themselves way too early.
So, the one thing being tracked during a session is Fullness, which is basically the food in your gut. You gain fullness by making a gorge action, each success is a point in fullness. You can only Gorge when theres an exuberance of food, and you can only do it once, then you’ll need to go and find another food source. Though there will be various food items that will automatically grant Fullness AND enemies that can forcefeed ‘and’ be eaten to grant fullness. By the end of the session if its over a certain number, at the start 4, then you gain 1 point in Girth.
Big thing is, Fullness resets at the start of every session so no one is going to ‘what was I at last session’ and so forth.
Every 4 Girth is a Trait in Girth, and also gives you a new Symptom, AKA a fun bonus ability based around your fatness, AND the stomach capacity go’s up by 2. A lot of these things can be tracked by dice, so instead of writing things down, something like a dice set or even just a D20 will work well. Also, if you go ‘double’ the fullness, each point then does damage as the character is very much on the brink.
Now, the ‘other’ fun part, every point in Girth needs to be placed on the body, 4 parts that associate with the FLAB traits. Depending on how you play, its either placed on there by the player or assigned randomly. So Legs are associated with Agility, and whenever the fatness of a bodypart EXCEEDS a trait, a new Symptom is added based on that body part (each 4 body parts have 3 of their own custom symptoms that can be randomly chosen). One of which causing Stealth to require 1 additional success to pass due to the clap of the character’s ass cheeks alerting the guards… yes thats an actual rule.
So characters can gain weight and have different weight distributions, and that distribution, depending on how they level up and try and counter act, will give them unique and fun drawbacks to work around on top of fun bonuses to exploit.
The last bit is that everything else is item based and takes up single item slots.
An item, takes up an item slot, a weapon, takes up an item slot, the character’s ability to fly, its called a Natural Item, it takes up an item slot, a characters special ability to be a contortionist and allows them to slip past enemies, thats a natural item, and takes up an item slot.
A character gets CURSED and is slowly turning into a different animal all together? A Burden Item, and takes up an item slot. And things like Bloat or Waterlogged are special Burden Items that can multiply like Tribbles and fill up your inventory as your character inflates and expands, losing items and overwriting natural items as they are too inflated to fly or waterlogged to get past tight spaces.
This also means a character’s species or race can be custom made at the start of the game as they can have between 0 to 3 Natural Items. The trade off being Natural Items CANT be removed. So ‘average Joe office worker’ with 0 natural items can carry more and use more items than Themberchaud II who’s got a breath weapon, claws, and thick hide.
This also means adding things like new genre specific rules like magic, or space battles, are easy in the original system without bolting an entirely new system onto it. Like fantasy magic items that can act like full magic school, and the power of the magic is determined by how well of a skill check you roll, allowing for fun creative magical uses instead of just ticking off super specific spells and spell slots. On top of setting specific natural items, like inherent magical abilities, or being able to play as a robot in a sci fi setting.
One last thing, movement is Zone Based, instead of measuring out individual squares, things like rooms and other areas are just sectioned out into natural choke points and spaces. Characters can use an action to reposition themselves within the current zone or move to an adjacent zone. A Zone can be as big or small depending on if its somewhat contained, like a massive room can be seperated into 4 zones, while a closet is its own zone as it would take time to shove one’s self into the closet. No more measuring and having to fit everything into perfect grids. Also works amazingly well with Ultimate Dungeon Terrain (the fun target looking circular one).
Other than that, everything is very much built to be worked off of, add new items, homebrew, or even just play off of what’s already there, as there’s already a large armory of basic weapons to build off of.
The 3 Settings that are already part of it hopefully cover a good breadth of fictional areas and can be branched upon by a creative GM. Though yeah, my Goal was to make a game that was easy to homebrew and mod, but not ‘require’ homebrew and modding to work.