Distortion Dice Rules
The game is played in a special realm that exists outside of continuity. Once begun, the game cannot be over until a winner is declared. Inside this realm, all players are free to alter the scenery to their liking, as well as conjure any needed food, drink, or clothing, whether it would exist in the natural world or not. The first round of play is always done with the three traditional dice, but new dice may be added in later rounds, and some versions of the game even require the use of these additions. The dice are as follows-
White Die- Six Sides, determines the affected area of the body.
1- Lips
2- Ass
3- Pussy
4- Breasts
5- Wild
6- Wild x2
A wild permits you to pick any of the first four, or pick something not listed if you desire. A Wild x2 lets you pick two targets, but both will be subject to the same type and amount of change that the next two dice dictate.
Black Die- Six Sides, determines in what way the target area is affected.
1- Double Shrink
2- Shrink
3- Grow
4- Double Grow
5- Wild
6- Double Wild
You may choose to have this roll affect the target area or every part of yourself EXCEPT that area. With the doubles, this means they will be affected by the percentage roll twice over- say it's 100% on a Double Grow. That area will then grow 100% larger than it already is, then grow 100% larger again from that new size. On a Wild or Double Wild, you may choose which type of affect you want- Yes, you can have a Double Grow or Shrink as BOTH of your selections on a Double Wild. >:3
Red Die- Six Sides, used for determining percentage of change.
1- 25%
2- 50%
3- 100%
4- 150%
5- 200%
6- 500%
This ends the list of basic die used in play. The following are additions that may be brought in at any time after the first round. Once brought into play, ANY of these dice may be used either at the start of your turn, or if you would rather have a different option than what the white die has decreed.
Blue Die- Animal TF Die. Six Sides, used to cause animal features to blend with your own characteristics. When rolling this die, bypass the black die and proceed immediately to the red.
1- Mouse
2- Cat
3- Cow
4- Fox
5- Bunny
6- Wild- choose any species.
(Percentage Value approximations-
25%- Ear and tail type changes
50%-Ears, tail, possibly the start of some skin pattern changes or patches of fur
100%- Ears, tail, skin, slight alteration of hands and feet, starting to make animal sounds
150%-Skin color or pattern fully animal-like, tail, ears, extra appendages associated with species, some minor instinct twerks, and a strong verbal tic.
200%- Full-on anthro with instincts and verbal tic firmly in place.
500%- Same as a 5, but with much more exaggerated sexual features, fluffier tail, etc. Just an overdose of everything.)
Green Die- Unusual TFs Die. 8 sides, for those who want to do more than just expand, and add a bit of unique flavor to their changes. After rolling this die, bypass the black die and proceed immediately to the red.
1- Multiboob
2- Nerdification
3-Goo-girl/Slime TF (Pick your flavor)
4- Princessification
5- Lactation (Pick your flavor)
6- Bimbofication
7- Pokégirl TF (Pick a species)
8- Wild (Any unique TF not listed, or one or more of the above)
Pink Die- Mental TFs- 4 sides, for altering ones mental state. Include a roll of the black die to determine an increase or decrease in value- An increase on an odd number and decrease on an even.
1- Submissiveness
2- IQ
3- Libido
4- Wild (Pick one or combo)
Yellow Die- Physical states- Four sides, for fine-tuning the state of one's physical form. May select one or more of the areas listed on the White die to be affected. Include a roll of the black die to determine an increase or decrease in value- An increase on an odd number and decrease on an even.
1- Jiggle
2- Sensitivity
3- Softness
4- Wild (Pick one or combo)
Jackpot Rule- If a roll of the White, Black, and Red die should result in three of the same number, the player may then choose to either keep the result of that roll, or select any value from any one of the dice currently in play. In either case, the player also has the option of choosing to double their percentage value for that roll.
The players may take breaks between any number of rounds to enjoy the effects of the dice on themselves or one another- please get permission before enjoying anyone besides yourself. The game is over when all players agree that they wish to stop and have declared a winner based on group decision. Prizes optional. Batteries not included, ages 10 and up.
Users browsing this forum: No registered users and 4 guests