wobble girls

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Wobble Girls A pen-and-paper role-playing game By Zach and bbw-chan (For those who like their girls big) Along for the Ride, by SumoChicks (Bob)

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Wobble Girls A pen-and-paper role-playing game

By Zach and bbw-chan

(For those who like their girls big)

Along for the Ride, by SumoChicks (Bob)

- 2 -

Ritsuko Akagi and Lucrezia Noin, by BedBendersInc.

- 3 -

In this pen-and-paper role-playing game,

you get to play as BBWs. The theme of

this system is curvaceous growth of female

player characters (also called PCs) and the

(non-health) problems that ensue. There’s

no concrete setting, which is intentional:

it has been left to the Girth Master (or

GM) running the game to decide. Of

course, the players should have a say, too.

But how do you play the game? It’s

simple. All you need is a single twenty-

sided die (also called a d20). To succeed at

a task requiring a die roll, you have to roll

a number equal to or smaller than your

PC’s relevant Attribute (Att). If your PC

succeeds by hitting the Att number or up

to two less, it’s a regular success. If they hit

three less or further, it’s a resounding

success and the rewards are substantially

better. Failing by one digit higher than

the Att or more is just a failure.

To resist an opponent’s rolling attempt,

you roll the same Att. Whoever rolls

lower succeeds. However, if the opponent

fails their roll, there is no need to resist.

Any tools a character has can make a task

easier by adding anywhere from +1 to +4

to an Attribute. Fencing pliers can add +2

to a character's Dexterity for any roll that

involves cutting barbed wire or pulling

nails, for example.

Sometimes you have to take turns, mainly

if it involves multiple characters in some

kind of contest. A turn takes five seconds.

A character can move and perform an

action within a turn. If they choose to

run, they cannot perform any other action

that turn. Actions that require physical

exertion (punching, climbing, etc.) take a

turn to perform and sometimes even more!

If no movement is going to occur, then a

character can perform an action that

anyone would consider effortless as well as

one that requires exertion.

Just remember, sometimes you may have

to roll a d10 or a d5 for some bizarre

reason or other. For a d10, roll a d20 and

divide the result in half. For a d5, roll a

d20 and divide the result by four. No

matter what, you round down to the

nearest whole number if you get a

fraction. Always round down.

SSBBW Jill Valentine, by Aloysius

- 4 -

Now, let’s get to…

Character Creation!

First, your PC needs a name. After that,

you have to decide on how they look and

so on, so forth. Figuring out what they

like to wear is important and what they

like to eat even moreso. Once this has

been decided, you can get to her four basic

Attributes, or Atts.

Dexterity: this dictates agility, hand-eye

coordination, and who does what first.

Empathy: this dictates emotionality, self-

expression, and social skills.

Intellect: this dictates mental flexibility,

memory, and perception.

Physique: this dictates athleticism,

endurance, and physical strength. A

character can carry five pounds for each

point in this Att.

You have thirty points to allocate between

Atts, with the point total in an Att being

its number. No less than five points and

no more than twelve points can be placed

in an Att.

Your PC has a number of Hit Points equal

to Physique + Size Total + 1. We’ll get to

Size Total in a later section, but a thin

character has a Size Total of 0. Your PC’s

Speed is her walking speed in feet per

second, which is calculated as her

Physique - 2. Her running speed is triple

that. For every three Size Points she has,

her Speed is reduced by 1, to a minimum

of 2 feet per second, with running speed

correspondingly reduced. Per turn, she

can move up to quintuple her Speed in

feet. Running can be done for a number of

turns equal to half the runner's Physique

and lets her cover triple the distance she

could while walking per turn. However,

she has to rest for a number of turns equal

to the number of turns she ran for.

An Example:

Zakelina's trim and fit and she's walking

down the street. With a Physique of 8,

she has a walking speed of 6. Each turn

she spends walking means she's moved 30

feet. Crossing the street, she realizes she's

late for the eating contest, so now it's time

to run! Moving as fast as she can, Zakelina

covers 90 feet in a turn. She's able to keep

running for the next three turns before she

stops in front of the restaurant. Winded

but determined, the freckled cutie has to

catch her breath for the next 4 turns.

Your PC gets five Traits, distributed

evenly across each Att, with a second one

for an Att you prefer. Traits can be actual

skills, physical descriptors, personality

quirks, or something else related to her

associated Att. Traits will be covered

more in the next section. If the Trait

matches a particular task being rolled for,

it increases the relevant Att by 2. One

Trait must be designated a Talented Trait

by placing a (T) after it. If the Talented

Trait applies to a roll, it increases its

associated Att by 3. Another Trait must be

designated a Specialty Trait by placing an

(S) after it. If the Specialty Trait applies to

a roll, it increases its associated Att by 4!

- 5 -

Now, onto…

Traits!

As has been mentioned, each Att gets a

Trait. A fifth Trait is also granted to one

Att of the player's choice. Traits can be

actual skills, physical descriptors,

personality quirks, or something else

related to her associated Att. There's a lot

of potential here, with seemingly negative

Traits being just as useful as positive ones.

A Trait doesn't have to be just one word, it

can be up to four to form a phrase of sorts.

"Tough as Hell", "Keen Hearing", or

"Dealer by Night" being a few examples.

Skills are simultaneously the most specific

and the most vague to use as Traits.

"Ornithology" might seem like a good

choice for a brainy character, but there's

no such thing as an out-and-out

ornithologist. If someone studies birds

they're studying a very specific taxonomic

grouping, such as owls or terns.

Something like "Volunteer Firefighter"

could be used, assuming both player and

GM understand the specifics. For the sake

of regional distinction, a PC could go with

something like "Frog Catcher" or "Shellfish

Farmer".

Descriptors are probably the easiest. Being

able to describe a character's personality,

body, whatever, that can be surprisingly

easy to do. A girl could be quite "Fond of

Buzzwords", or maybe she's got "Wide

Hips", or perhaps she's "Narrow-minded"

to a fault. There are countless faces out

there on countless bodies and a variety of

peculiar advantages inherent to each.

Maybe a girl with oddly long limbs has the

Trait "Long Limbs" because it gives her a

decided edge over her peers.

Negative Traits might seem useless, but

they could confer a decided advantage

under specific circumstances. A PC could

have "Angry Eyebrows" as a Physique

Trait, which could scare off would-be

perverts. Mayhaps her "Avowed

Anarchist" Empathy Trait puts the rabid

ideologues calling her at a disadvantage?

In fact, some Traits could actually hinder a

character in a certain situation. While

providing a challenge to PCs, this fact of

life could also act in their favor if an NPC

tried to oppose them. The Trait system

can't account for every little aspect of a

character's existence. A scumbag college

student trying to hook up with a PC might

try to use his "Badgering" Empathy Trait

on her, but such an obnoxious method of

persuasion would most likely fail if she

was naturally independent, tired, or short-

tempered. In some cases, a roll made to

use a particular Trait could backfire to

varying degrees. In difficult situations, its

bonus could be reduced by 1 or even 2!

For Talented and Specialty Traits, such a

reduction is bad enough, but regular Traits

can be effectively negated. This rule exists

to avoid senseless methods of conflict

resolution. It's also realistic in that

somebody might try their preferred

method of handling an issue, only to find

it failing for once in their life.

An Example:

Zakelina's trying to squeeze her ponderous

pulchritude down a concrete hall as the

- 6 -

echoes of automotive engines clatter

around her. The walls are constricting her

girth like a freckled water balloon, so the

GM rules that she has to make a Physique

roll to make any headway. With a

Physique of 8, the only Trait she has for it

is "Bouncy"; since that can't be applied, she

make the roll unmodified and gets a 7.

That's a success, so she makes it down the

rather short hall. Both breasts are heaved

forward into a four-way intersection like a

pair of rippling zeppelins. The echoes are

distant but they're everywhere, so

Zakelina can't tell which of the three new

halls are safe. Looking about reveals hand-

sized symbols painted on one wall.

Zakelina's Intellect is 10 and she has

Bushcraft as an Intellect Trait; the GM

rules that Trait as being relevant, so her

Intellect is considered 12 for the roll. She

rolls a 9, a resounding success! She

recognizes the symbols as pictographs used

by survivalists; they point out that the

hallway to the left leads to an ambush spot

used by the local land-whalers, while the

hall in front of her is a dead end filled with

booby traps. So she labors to turn right,

either three-foot butt cheek bouncing

ominously as she forces her gut into the

next hall. The GM rules another Physique

roll is required, but Zakelina rolls a 16, so

she's unable to slide out of the

intersection. Catching her breath for a bit,

Zakelina decides to give it another try and

gets a resounding success by rolling a 3.

Sliding down the corridor effortlessly, she

finds her body expanding out of the

cramped space and jiggling onto the

remains of a canal. Movement to the left

catches Zakelina's eye – it's Letizia

Nerezza, the skinniest member of the local

fascist party and most likely the "woman

behind the curtain", as it were. She's

always leaning backward due to also being

the woman behind the world's largest

breasts; either one is as big as one of

Zakelina's buttocks, bulging out of a black

strapless minidress like marble water

balloons. Letizia has the definitive snob

face – sloping forehead, thrusting chin,

sloping nose – and she's already regarding

Zakelina with disdain. She tries to use her

"Imperious" Empathy Trait to demand that

Zakelina assist her in carrying her breasts

about. But her fascist views clash with

Zakelina's independent spirit, and the

college cutie hates being bossed around.

Letizia's Trait is effectively nullified by

those facts, so it becomes a plain contest of

Empathy. Letizia's Empathy is 8 and

Zakelina's is 6; both roll, Letizia gets a 7

and Zakelina a 6. Zakelina gives Letizia a

disgusted glare but Letizia's quick to

recover. She decides to offer payment of

some sort. Zakelina sighs and figures there

can't be any harm is helping if there's

something in return. Nipples pulsating to

the size of her head in excitement, Letizia

readies herself for a haggling session...

There's nowhere near enough space in this

book to cover all the various nouns, verbs,

and adjectives that could be used as Traits.

Your best bet would be to find the latest

Thesaurus and scan through it for

something that fits your character idea.

- 7 -

Now, onto…

Gaining Weight!

In Wobble Girls, gaining weight is the big

thing for the players. The act of growing

into a cute-yet-sexy blimp brings with it

both blessings and curses. Yes, the PCs

might find themselves getting stuck in

doorways, enduring ridicule, and fending

off predators, but at the same time they

gain some strange gifts tied to her growth.

Breast milk can be sprayed in geminal

geysers to bludgeon foes or released in a

steady flow to feed friends. A huge butt

can be danced about to attract mates or

cause a localized earthquake.

At first, a PC is assumed to start with a

normal body. But when they fatten up,

certain body regions will increase in size

before others. Growth can either affect

random Regions (by rolling a d20) or it can

be left to the player to decide for their PC.

Regardless of the choice, the player

chooses one Preferred Region from the

Regions Table for their PC; this Region

will be the part of the PC’s body that will

grow first. Below is the table for Regions

with the optional rolling table; “Preferred

Region” cannot be taken from the chart,

for obvious reasons.

Regions: Size Point Allocation:

Legs and Butt 1-6

Belly and Sides 7-12

Chest and Arms 13-18

Preferred Region 19-20

But how large do they grow? Well, that’s

where things get a little bizarre. For that,

we use anthropic units. Those are units of

measurement based on body parts - in this

case, the character’s head. Ideally, the

human body is eight heads tall. Reality

dictates otherwise, of course, with the

average person being only seven and a half

heads tall. For Wobble Girls we’ll go with

seven and a half heads.

Fattening up will cause a Region to grow

to a multiple of the PC’s head size. While

they start at 0 – normal size for a thin

person – fattening up will cause growth.

The first growth spurt will cause that

Region to grow to the size of that person’s

head. Legs and Butt, for example, will

cause each thigh and buttock to grow as

big as their owner’s head, with calves a bit

smaller. Belly and Flanks follow the same

route with a round belly and somewhat

smaller love handles, while Chest and

Arms cause either breast to become as big

as their owner’s head, arms developing just

a bit of jiggle. The exact details are up to

the player, of course, with cankles, extra

chins, and the rest being left to their

discretion.

Growth occurs in increments. After

growing to the size of the PC’s head, a

Region will grow to twice the size of the

PC’s head in the next increment. After

that the Region will grow to thrice the size

of her head. Eventually the Region will

become four times the size of her head.

The biggest beauties reach the peak of

their growth, with each Region growing to

quintuple the size of her head. Each

Region can vary by three or four inches,

should the player decide to describe their

character's growth more precisely.

- 8 -

Each increment is measured as 1, 2, 3, 4,

and 5. Not only are these multipliers of

our anthropic unit, but they are Size

Points. Each Region can reach a

maximum Region Size of 5; adding all

three Region Sizes together gives the Size

Total.

Growing into a BBW takes food and drink.

A sumptuous wedding cake might earn a

PC one Size Point, whereas a full banquet

or a lava-roasted auroch could grant five

Size Points. In some cases, the PC doesn’t

willingly eat. Maybe aliens are fattening

her up for the cooking pot or she’s

absorbing magical energy without

realizing it. Size Points should be decided

between the player and GM, as not every

PC will have the same metabolism.

An Example:

Zakelina just got a new bikini and is the

talk of the Boardwalk. Her bubble butt

doesn’t have any Size Points yet, but it

really stands out regardless. Zakelina goes

into the Boardwalk Bistro; the burn of

hunger causes her to order the largest meal

ever ordered by a single person, amid cries

of disbelief. She sets into it with gusto,

curves slowly wobbling outward with a

new layer of fat. The GM rules that this

meal is large enough to grant three Size

Points, as it’s a fatty affair meant for

boardwalk visitors and not regular

customers. Since her Preferred Region is

Legs and Butt, the first Size Point

automatically goes there, raising her Size

Total to 1. Her rump wobbles outward,

stretching the fabric over it as her thighs

are forced apart by their girth, either one

the size of her head. Instead of rolling on

the Region Table for random Size Point

allocation, Zakelina opts to choose for

herself. A Size Point goes into Belly and

Sides, pushing the table away from a

domed gut now a bit bigger than her head.

The third Size Point goes into Legs and

Butt, either buttock lifting her up by a

nearly a foot and a half, sending her thighs

jiggling in all directions.

Size Total goes towards many things. Hit

Points is just one thing; the bigger the

beauty, the tougher she is. It also slows

the PC down with lots of girth. The

bigger she is, the more likely she is to

attract predators hoping for a feast in less

civilized areas. This is referred to as the

Predation Factor. To find out whether or

not a predator is close by, use the Size

Total of the largest PC as her Predation

Factor (to a minimum of 2). The GM rolls

a d20; if the result is equal to or lower than

her Predation Factor, than a predator is in

the area and looking for a meal. If the

result is a higher number, the area is

devoid of such danger.

An Example:

Zakelina just finished her dinner and goes

for a waddle, hoping to enjoy the wonders

of the Primeval Forest. The GM decides

such an untamed area needs the Predation

Factor applied to it. Zakelina’s Size Total

is an astounding 11. The GM rolls and gets

a 7. Zakelina hears a metallic squawk and

stops with a gulp. A vampire bird swoops

out of the branches above and lands a few

yards ahead of her, bouncing back into the

air with a second squawk. It glares as

Zakelina whimpers…

- 9 -

Of course, the predators don’t have be

fought or fled. The characters can always

find a way to befriend would-be predators,

unless they’re mindless, such as drug

addicts or football fanatics or oozes or

robots or zombies...

If the character has to lose weight for

some reason, the process in game terms is

simple. It takes thirty days minus the

character’s Physique to lose one Size Point

from whatever Region is being exercised.

If losing weight isn’t an option, the

character can opt to suck her weight in to

appear slimmer. Doing so only lasts a

number of turns equal to half her

Physique, after which she’ll have to exhale

and let her curves fly out explosively;

anyone within two yards is automatically

knocked over unless they’re aware of the

character’s efforts to remain slim.

A character’s Preferred Region can play

into another aspect of growth, should the

GM allow it. While the other Regions

have a maximum Region Size of 5, a

Preferred Region can have a maximum

Region Size of 6, symbolizing the

character’s particular specialty. This rule

is entirely optional, which is why it was

saved for last. Such a huge body region on

an average-height woman can be over

eight feet in diameter, which complicates

things a lot. So GMs, please think long

and hard before deciding upon

implementing this particular rule!

Paula Sanders, by Woot

Gymnast, by Woot

Gretchen Olafson, by Woot

- 10 -

Now, onto…

Combat!

Uh oh! Someone’s attacking the PC and

they have to defend! Who does what first?

Characters act in ordering of highest

Dexterity to lowest. Those with equal

Dexterity roll, with the lowest roller going

before the others. Generally speaking, PCs

should go before NPCs. The situation is

also vital; surprising an enemy

automatically lets you go first, as does

preparing for an ambush.

Then comes whacking the enemy upside

the head, kicking them in the butt,

whatever. To strike, the attacker rolls

their Physique after applying whatever

Traits apply. Blocking requires the same

roll and on a success cancels any damage

that would have been done. To dodge, the

defender does the same, only with

Dexterity instead of Physique. If the

blocker/dodger succeeds on their roll, they

can opt to shove their attacker, with a

success seeing the shoved entity knocked

over. Ultimately, whoever rolls lowest

succeeds; if both sides roll the same

number, they reroll for a different result.

If the attack is successful, it does Hit Point

damage. An unarmed strike does damage

equal to half the attacker's Physique, to a

minimum of 1. Any Traits that specify a

particular kind of unarmed attack also

grant its specified attack an additional

point of damage.

Grappling involves the same roll as

attacking, with the defender having to roll

Physique. If the attacker is successful,

they can deal their unarmed damage per

turn beginning their next turn, so long as

they can maintain the hold each turn. If

they want to, the attacker can then body

slam their opponent, which involves

another attack roll to succeed. If they

succeed, they deal damage equal to half

their Physique + 2 and leave the defender

knocked over, with a resounding success

also resulting in the defender being

stunned for 1 + d10 turns. On each turn,

the defender can roll Physique plus the

appropriate Traits to shake off the

attacker. If successful, the attacker is

shoved off and has to wait a turn before

trying to grapple again.

Characters with a Size Total can opt to

crush their enemy instead of striking or

grappling; the defender's Physique is

reduced by the attacker's Size Total before

they roll their Physique to defend against

the crush. Failure to shake off the attacker

means the defender suffers damage equal

to half the attacker’s Size Total (minimum

2) per turn. On each turn, the defender

can still try to roll their reduced Physique

plus the appropriate Traits to shake off the

attacker. If successful, the attacker is

rolled off and is considered knocked over.

Throwing things is also a valid method of

attack and requires a Dexterity roll to

succeed. Most objects being thrown

usually aren't meant to be used as missiles,

so they have a range equal to the thrower’s

Physique in yards. Actual missile weapons

have unique ranges, which will be covered

later. A Trait that involves throwing also

applies its bonus to the combined total as a

number of yards equal to the bonus

granted. Blocking and dodging are done as

- 11 -

usual, and the Hit Point damage inflicted

depends upon what is being thrown.

Combat is decidedly nonlethal, taking the

form of catfights, food fights, and the like.

Hit Points measure how much abuse the

character can take before they give up and

stagger away. If a predator manages to

defeat a PC in combat, it'll try to drag her

to its nest as provisions. When it comes to

physical conflict, PCs might try to escape

or talk their way out of it – note to the

GM, such methods are worthy of praise!

An Example:

Zakelina is ready to spill out of her bikini

on the beach. The three Size Points she

has in Legs and Butt means her posterior is

a four-foot shelf of freckled ivory, and the

two Size Points in Belly and Sides means

her belly thrusts forth as a globe.

Combine all of that with her two Size

Points in Chest and Arms, and Zakelina

has a Size Total of 7. Some housewife sees

Zakelina and starts ranting. Zakelina

realizes the Housewife most likely won’t

go away and decides to deliver a hammer

fist to the woman’s nose. This catches the

Housewife off-guard; the GM rules that

Zakelina has the advantage of surprise and

that the Housewife cannot defend.

Zakelina’s Physique is 8. Rolling a 5, she

lands the bottom of her fist on the root of

the woman's nose. Now she has to see

how much damage is done; 8 ÷ 2 = 4. The

housewife's Physique is 6, so her HP drop

from 7 to 3. The roll to land the attack

was a resounding success, so the GM rules

that the housewife is too confused by the

sudden assault and so cannot act on her

turn. Zakelina goes for a crush attempt.

The housewife recovers in time to resist,

but her Physique of 6 is reduced by

Zakelina's Size Total on impact. Zakelina's

Size Total is 7, and 6 - 7 = -1, which

becomes 0 due to game mechanics, so the

housewife is unable to fight back. The

beachgoers cheer as the younger foe flops

onto the now-pleading woman; on

Zakelina's turn, her girth deals damage to

the housewife. Half of Zakelina's Size

Total is 3.5, and rounding it down to 3 still

means that the housewife's HP drops from

3 to 0. The older woman would have

automatically failed the roll to shake her

foe off, but Zakelina's crush has left the

housewife curled into a mewling ball.

Zakelina stands tall in victory amid cheers

from the gathered crowd.

Characters heal 1 Hit Point for every two

days they rest. A visit to the hospital will

heal a number of Hit Points equal to the

character’s Physique. A character with

the appropriate Traits and equipment for

healing can heal a number of Hit Points

equal to their Intellect + 1. This can only

be done once every two days.

If a character is stunned, they cannot do

anything for as long as they are stunned.

An immobilized character cannot move,

but can speak and sense their

surroundings. A dazed character can

toddle about at half their speed but

otherwise cannot act. Being knocked over

requires a turn to get back up.

Weapon usage can vary wildly. Whether

it's a ponytail-topped explorer duel-

wielding silver darts against demons or a

scientist trying to fend off a dinosaur using

- 12 -

a shovel caught between her buttocks, the

situation combined with the wielder's

competence can make all the difference.

Some weapons are improvised affairs,

while others were designed, refined, and

forged over centuries for a specific

purpose. Regardless, trying to implement

codified rules for every known weapon is

impossible. The GM should do some

serious research if they're allowing

anything more advanced than a shovel.

Wobble Girls also assumes that the PCs are

not fighting to the death. The PCs are

most likely young women, at worst getting

into a scuffle over the last cake or fending

off a rival. Such spats rarely – if ever – go

any further than pulling hair or haymaker

slaps.

The best that can be done here is lay out

some example weapons. For the sake of

simplicity, weapons combine their own

damage bonus to the user's unarmed attack

damage for the final result of an attack.

For example, if a weapon adds 1 damage

and the user has a Physique of 7, than her

attack with that weapon does 4 damage.

Another factor is range; you can swing a

rock to whack somebody, but if they've

got a stick, you'll have to get past that just

to get close enough with the rock!

Baseball Bat:

A device for playing baseball with. Or for

beating some poor sod's head in. When

swung with one hand, it adds 2 damage to

the user's attack. When swung with a

two-handed grip, it adds 3 damage. A

resounding success will knock the target

over and stun them for a number of turns

equal to the damage dealt.

Boomerang:

A stick about as long as a man's arm that's

been carved for ærodynamic throwing. It

has an effective range equal to ten times

the user's Physique in yards. It adds 1

damage, with the bonus that it can also be

used up close as a cudgel. On a resounding

success, the target is dazed for 1 + d5 turns.

Claw Hammer:

Your typical hand tool for placing and

removing nails. Also, much beloved by

homicidal sorts. The hammering side adds

2 damage while the clawing side adds 1

damage. On a resounding success, the

target is stunned for 2 + d5 turns.

Dart:

A wooden shaft between three inches and

a foot long, with stabilizing fins on the

rear end and a bladed tip on the front end.

Examples include the Irish skæn, the

Japanese uchi-ne, and the Roman

plumbata. A dart has an effective range in

yards equal to quadruple the user's

Physique. It adds 1 damage; on a

resounding success, the target is dazed for

a number of turns equal to the damage

dealt, as the pointy end is stuck in them!

Knife:

A kitchen knife? A ka-bar? For the sake of

brevity, all knives will go here. Doesn't

matter if it's a stab or a slash, each attack

with a knife adds 1 damage, as a knife can

only be used with one hand. A resounding

success leaves the target dazed for 1 + d5

- 13 -

turns, due to the horror of being fucking stabbed what the fuck is wrong with you.

Longbow:

An immense bow carved from a single

piece of yew or a similar hardwood, at

least six feet in length when finished. It

has an effective range equal to twenty

times the user's Physique in yards and adds

3 damage. A resounding success sees the

target stunned for a number of turns equal

to the damage suffered.

Rock:

A rock as big as a fist, grasped in a cupped

palm and swung to attack. If smacked

against an enemy, it adds 1 damage. If

thrown, it has a range equal to twice the

user's Physique in yards. On a resounding

success, it stuns the target for 1 + d5 turns.

Sling:

A length of braided leather or cloth, with a

pouch at the middle and a finger-loop at

either end. Ammunition consists of a

rock, a clay bullet, or a lead bullet being

placed in the pouch before the sling is

spun to launch the ammunition. A stone

sling bullet has a range in yards equal to

ten times the user's Physique and adds 2

damage, while a lead sling bullet doubles

the range. On a resounding success, the

target is dazed for 2 + d5 turns. If the

user's skilled enough, a loaded sling can be

used as a flail up close, though the damage

doesn't change.

Shovel:

The bane of undead throughout time, a

shovel can be swung with either one hand

or two. In one hand, it adds 2 damage. In

both hands, it adds 3 damage. A

resounding success causes the target to be

stunned for a number of turns equal to the

damage suffered.

Stick:

A stick of some sort of hardwood found on

the ground, roughly the length of

someone's entire arm, from shoulder to

middle fingertip. If swung with one hand,

it adds 1 damage. With both hands, it adds

2 damage. If thrown, it has a range in

yards equal to twice the user's Physique.

A resounding success dazes the target for 2

+ d5 turns.

Trash Can:

Yes. A trash can. For outdoors. Too

heavy to be swung about when full, an

empty one adds 1 damage and can be

thrown a number of yards equal to the

user's Physique. On a resounding success,

the target is dazed for a single turn.

Firearms are a whole other kettle of fish.

To say that there's a wide variety of guns is

like saying there's only a few stars in the

night sky! Some pistols are toggle-action,

while others are break-action. Some

shotguns are bolt-action, while a rare few

use recoil to chamber shells. Ammunition

alone is extremely variable and can vary in

cost wildly. Guns that use black powder

are the cheapest of all, though the GM is

advised to do some very extensive research

regardless. The damage they cause is no

laughing matter, so they're best used as a

theatrical device instead of a generic,

everyday item.

- 14 -

Now, onto…

Full Sized Rules!

A character that gains seven or more Size

Points is something normal folks would

laugh at, if not for the fact that such girth

can easily bring disaster to those who

mock its owner.

That is to say, if she can reach them first.

Once a PC gains her seventh Size Point,

running becomes impossible. Doesn't

matter if her friends built a little ramp to

charge down, it ain't gonna happen. The

best she can do is waddle along with much

huffing and puffing, huge hips swaying to

and fro.

In fact, such huffing and puffing comes

with a price: a PC with seven or more Size

Points can only waddle a short distance

before being winded. In game terms, she

can walk for a number of turns equal to

half her Physique, but then she has to stop

and rest for a number of turns equal to

those she spent walking. Certain Powers

can get around this mobility issue, but

those'll be covered later.

Lord help the local civilization if she falls

over! Should a PC fail a roll to resist

falling over, she'll fall without harm to

herself, but the resulting turn-long

earthquake will knock over everyone and

everything within two yards of her, plus

one more for each Size Point she has above

seven. Anyone expecting the impact can

make a Physique roll with resist the

quake's effect. The quake can start a chain

reaction if there are any other PCs within

range that are just as hefty as their fallen

friend. Getting up takes an additional turn

for every two Size Points a PC has in

excess of six.

Fitting through doorways and into booths

is possible, but the PC's bulk will ooze out

through any open spaces available. The

process of squeezing through or into a

tight space takes one turn for each Size

Point the PC has in excess of six. In

relation to fitting between things, hiding

stops being as easy as it used to be. Any

roll made to hide behind something that

isn't as broad as a PC with at least seven

Size Points suffers a -1 penalty to the

relevant Att for each Size Point in excess

of six.

Also, trying to throw a punch or land a

kick is impossible when there's a belly

nearly four feet broad in the way. Imagine

having boobs swaying like mercury-filled

beach balls as you try to punch somebody.

Crazy, ain't it? Attempts to land an

unarmed strike (excepting Powers such as

Slam) suffer a -1 penalty for every three

Size Points beyond six, though blocking an

attack gains an equivalent bonus.

Besides issues of maneuverability, there's

the physiological needs of such a huge

body. The average human being can

survive for around five weeks without

food and less than a week without water.

For a BBW – especially one with Powers –

even a much shorter duration of time

without food or drink is impossible. Her

digestive tract grows into a world unto

itself as she eats herself into a swollen

globe, going from two or three modest

- 15 -

meals a day to a perpetual intake of

nutrients. The consequences of starvation

become quite apparent in terms of

behavior.

If a PC with more than six Size Points does

not eat a number of Size Points of food

equal to her Preferred Region after a

number of days equal to 8 - her Preferred

Region, there are consequences. For each

day past that time span she goes without

eating the required amount, her Empathy

and Intellect each decrease by 1, as her

mind is dulled by hunger. She also has to

make a Physique roll to resist eating any

food she notices, but once her Empathy

and Intellect both reach 1, that roll fails

automatically, as she goes on a rampage in

search of enough food to meet her body's

needs, regardless of whatever

consequences she would suffer for doing

so. Once she gluts herself on a number of

Size Points of food equal to her Preferred

Region, her Atts immediately return to

normal and she's able to focus on other

things.

The stormy cloud that is excess body mass

does have a silver lining. A PC should

choose one Power in their repertoire (this

includes Slam); for each Size Point they

have in excess of six, that one Power gains

a single bonus of some sort. It might be +1

yard of range for that Power's effect. It

could be +1 point of damage dealt.

Perhaps it's -1 turn of preparation time.

Only that single Power can be modified,

but each bonus can apply to something

different for that Power. The GM must be

consulted on the modifications

beforehand.

Birthday Girl, by Woot

Fresh Out the Shower, by Hexamous

- 16 -

Now, onto…

Foodstuffs!

While the GM and players can discuss

how many Size Points a meal could confer,

it's generally a good idea to take certain

things into consideration.

The big thing is quantity. How much food

and/or drink do the PCs have access to?

Obviously more is better, but actually

being able to eat it without any sort of

repercussions is ideal. If even one PC is

able to consume an entire buffet, the

number of Size Points she gains will give

her a major advantage over the other PCs

as well as the vast majority of NPCs.

Another factor is nutritional value. A

gallon of milk is going to be more

fattening than a gallon of water. A large

part of gaining weight is being sedentary

but the PCs won't being jogging while

they eat, so that part is covered. For the

sake of simplicity (and ignoring the harsh

medical facts of reality), anything that's

fried or otherwise fatty will be a vital

source of Size Points. Carbohydrates

(bread and pasta) are also a superb source,

with protein coming in last. However,

combining these things can seriously

amplify their nutritional value, with

marbled meat from a hog being much

more potent than a lean bit of chicken.

Don't be afraid to introduce fantastical

foodstuffs, either!

Ten different foodstuffs have been detailed

in this section, each with its own origin

and Size Point specifics. To gain Size

Points from these things, a PC has to glut

themselves in one go – no eating a bacon

burger one day and eating a bowl of

pottage four days later!

Bacon Burger:

This All-American Filling Meal is mouth-

watering in all its varieties. Two slabs of

beef sandwiching six pieces of bacon, with

melted pepperjack cheese on top, followed

by a few leaves of spinach, a teaspoon of

pepper, a teaspoon of salt, and a modest

application of barbeque sauce, all

contained within a soft, chewy pretzel

roll. Sometimes the type of bread is

different and other times the meat is

changed, but the general idea is never

altered. For the average man such a

burger is filling on its own, but to the PCs

a bacon burger can grow increasingly

meager as they grow increasingly rounder.

Finding a recipe for this is easy, but there

are a few family heirloom recipes that

employ secrets that result in truly

exquisite burgers. Six normal bacon

burgers can result in one Size Point, while

three "heirloom burgers" give the same

result.

Blood Sausage:

While blood is seen as unappetizing at best

in today's world, the fact is that you

shouldn't waste anything you kill. Blood

sausages are made from blood that was

cooked with a filler until it congealed.

Then it's mixed with various bits and bobs

in a sausage skin. Pig's blood, duck's

blood, suet, oatmeal, you name it,

someone's used it to make a blood sausage.

In England it's called black pudding, in

China it's called red tofu. Small ones can

be impaled on a stick and deep fried, while

- 17 -

those made from diplodocus blood or

mammoth's fat tend to be large enough for

an entire family! Let the buyer beware,

however, as a blood sausage made from

something like a dragon could have

unwanted side-effects. It takes twelve

forearm-sized blood sausages to gain a

single Size Point, with a torso-sized one

made from megafauna granting four Size

Points.

Breast Milk:

A character with at least one Size Point in

Chest and Arms is capable of producing at

least two gallons of breast milk. Most

people find drinking breast milk to be

disgusting at best, but in Wobble Girls it can be assumed that some women have

taken the place of dairy livestock at the

local level. A BBW can produce and

contain a number of gallons equal to her

Chest and Arms squared and then

multiplied by half her Physique. Milking

takes four turns for each gallon desired.

Growing more milk requires a full meal

plus a nap for each gallon expended. This

might seem like a lengthy procedure, but

it does have its upside: two gallons of

breast milk results in one Size Point.

Cake Bolete:

Deep in the forests, growing between the

roots of the oldest beeches and oaks, is the

cake bolete. The fungus itself has a mutual

symbiosis with those trees, extending

between trees underground to collect

nutrients from them. When it comes time

to reproduce, the cake bolete produces

mushrooms that can reach the size of a

man's fist, the ivory flesh "sweating" violet

droplets from its cap when ready to be

picked. The flesh has a sweet, earthy taste

to it, with the earthy tones amplified by

frying. This species of fungus is quite hard

to find, as wild boars and other greedy

omnivores tend to reach it first. The best

time of year to find them is from the

middle of August to the end of November.

It takes twenty-five mushrooms to gain

one Size Point.

Durian:

If it's one thing durians are known for in

the tropics, it's producing a variety of

odors when they're ready to eat. Most of

the time such odors are horrific and run

the gamut from rotten onions to much,

much worse. Other times the odor is not

offensive and varies from almonds to

turpentine. It can be smelled from up to 5

+ d10 yards away, and when found it looks

quite intimidating. Nearly as big as a

man's head, a durian is a ball of short

spikes, pale green all over and normally

still bearing a bit of a stalk from where it

snapped off and fell to the ground. While

it can be thrown as a non-ærodynamic

projectile (dealing 2 damage and breaking

open on impact), it's much better when

cracked open. Inside are five off-white

cells that feel like silk. The pulp in each

cell is cream-colored and firm but its taste

is astounding. It does vary from one

cultivar to the next, however, with

custard, raspberry blancmange, and

sweeter things being common. The seeds

within the pulp are huge, light brown, and

exceedingly toxic if uncooked; like the

husk they should be removed and dealt

with far away from the pulp. Five durians

that are eaten after two or four days spent

ripening can grant one Size Point, but if

- 18 -

allowed to continue ripening after six days

they become unpalatable.

Fried Dough:

Common boardwalk fare carried on a

paper plate, fried dough is pretty much

what its name implies. Take some risen

yeast dough and deep-fry it so it's all

bubbly and wavy. It's common practice to

put a sweet topping on it, like strawberries

or powdered sugar. A fried dough slab is a

circle nine inches broad and half an inch

thick, though more creative fryers can

make even larger examples or simply stack

such discs with toppings set between

them! If batter is used instead of dough

and poured into the oil with a funnel, the

result is called a funnel cake. Regardless,

the wide variety of toppings used really

improve the fried dough. Three discs of

fried dough sandwiching hot fudge,

powdered sugar, and whipped cream alone

may not seem fattening, but three such

creations can result in one Size Point.

Meteor Can:

No one knows for certain how these are

made, but it's common knowledge that no

one would ever want one to land on them.

The typical meteor can is a cylinder of

translucent green jade nine inches long

and three inches wide, with ten random

Phoenician letters carved in a pair of

columns on the side. These "cans" fall to

Earth during the new moon, cold enough

to be covered in rime and somehow

withstanding their impact with the

ground. All it takes is a twist of the top

ninth of the cylinder to open a meteor can,

revealing a chilled liquid. It's not unlike

black cherries in taste, though it has a hint

of cinnamon and vanilla mixed in.

Drinking an entire can heals a number of

HP equal to half the imbiber's Physique.

The most cans anyone has ever found after

a new moon is 1 + d5; whatever creates

them seems to be vaguely aware of six-

packs. It takes twelve cans to produce one

Size Point.

Muktuk:

Whales are dangerous animals to hunt the

old-fashioned way. In 1851, an old and

injured sperm whale got pissed and

rammed the New Bedford whaling ship

Ann Alexander, capsizing the craft near

the Galapagos Islands and setting the crew

adrift. However, catching a whale of any

size and bringing it back home means an

entire village can be well-fed for a good

month or so. Muktuk is frozen whale skin

and blubber. Traditionally eaten raw, the

blubber melts slightly in the mouth and

has a nutty taste to it. The latest

generation of muktuk eaters prefer to

bread then fry their muktuk and dip the

resulting goodness in soy sauce. A foot-

wide cube of muktuk can result in six

servings of fried muktuk, which altogether

grants one Size Point.

Pottage:

This is one of the oldest known meals

known to mankind. It's more or less a

somewhat fatty stew, where a variety of

grains, vegetables, and meats are tossed

into a pot and boiled into a serviceable

meal after lumps of stale bread are tossed

in. Pottage is normally created by a family

or a crew of laborers, the pot itself being

kept over the fire for several days at least,

with meals being taken from it and

- 19 -

ingredients being added the entire time. A

pot of pottage over a fire can be assumed

to sustain a family of four over the course

of a week, as such, a whole pot can grant

up to five Size Points.

Primordial Sap:

The xylem sap of the "primordial trees" is

considered divine, thanks to both its

properties and its rarity. The tree itself

seems rather simple, with white bark and

drooping branches bearing linear leaves.

Yet the primordial sap of those trees is

unmistakable, as it's much like liquid gold,

smelling strongly of pure chocolate, the

odor wafting on the four winds to any

nose interested. Primordial sap is

nutritional perfection, but frequent use

results in weight gain. It's not unheard of

for botanists, explorers, and food critics to

simply suck on such a tree's roots and

remain there like a cicada larva,

ballooning up without a care, turning into

interactive tourist attractions as the weeks

go on. Two gallons of primordial sap grant

a Size Point, though a full-grown tree can

only produce that much over the course of

one day.

Marcie, by Woot

Turtleneck, by Woot

- 20 -

Now, onto…

Powers!

As a PC gains Size Points, she’s able to gain

and use particular Powers, as per the

following table.

Number of Size

Points

Powers Gained

1 Slam, plus one for

Preferred Region

4 One for any Region

7 One for any Region

10 One for any Region

13 One for any Region

Most of the rolls use the Size of a specified

Region instead of Physique or Dexterity.

If you have no Size Points in a Region, you

cannot have any Powers associated with

that Region. If a PC uses a Power tied to

her Preferred Region (besides Slam), she

gains a +3 bonus to any rolls involving it.

Some Powers can be combined in use at

the GM's discretion.

Slam (Preferred Region):

This is an unarmed attack anyone with a

Size Total can use, PCs included.

Essentially she uses her Preferred Region

as an attack, a ponderous avalanche of a

weapon that can become devastating as

she grows. Regardless of it being a hip

check, a belly thrust, or boobs being

dropped down, it’s an unarmed attack

using a Physique roll that the target

cannot block. If the Slam connects, it does

damage equal to her Preferred Region + d5

and knocks the target over. If the Slam is

dodged or otherwise misses, the user loses

her balance for a number of turns equal to

her Preferred Region and can’t act. This

Power can be used once a number of turns

equal to 1 + her Preferred Region.

Areola Headlights (Chest and Arms):

Some guys like to joke about a girl's

"headlights", not realizing just how literal

that euphemism can be! A BBW with this

Power has bioluminescent areolæ, two

discs of dark skin that glow brightly when

she concentrates. When this Power is first

gained, its user has to choose two colors.

Once chosen, those two colors are the ones

her areolæ can produce, and they cannot

produce any other hue. By concentrating

for a turn, the user of Areola Headlights

can produce light from her areolæ in one

of the two colors she chose. The light

shines out before her for a number of

yards equal to twice her Chest and Arms.

Spending a turn means she can dim the

light and/or shorten the distance covered

by however much she wants. She can

switch between her two chosen colors

swiftly. Wearing a shirt won't block the

light entirely, so the user can walk about

at night without having to go topless for

lighting. It takes two turns to deactivate

Areola Headlights, and it takes a number

of turns equal to twice the user's Chest and

Arms before it can be used again.

Bomber Boobs (Chest and Arms):

While some girls can spray milk from their

tits, others prefer a more controlled

method. To prepare this Power, the user

has to uncover her breasts and heft them

so both nipples are pointing at whatever is

in front of her. At this point, all it takes is

a turn spent aiming with a Dexterity roll,

- 21 -

making the user's nipples rub together,

lactating a skin of milk that swells with

liquid milk. By the time the turn ends, the

globe at the end of those boobs is launched

by a spurt of compressed milk. The globe

arcs through the air, traveling a distance

equal to twice the user's Chest and Arms

in yards. If the globe hits anything beside

its creator, it will detonate, doing damage

equal to the user's Chest and Arms + d5 to

everything within a range equal to the

user's Chest and Arms in yards, with a

resounding success on the shot also

knocking over those affected. If the target

blocks the attack, it only prevents being

knocked over. Bomber Boobs can be used

a number of times equal to 1 + the user’s

Chest and Arms. To grow more milk,

she’ll have to eat one meal for each use of

Bomber Boobs, followed by a nap. If the

user of Bomber Boobs also has Geyser Jugs

and/or Milk Pill, then all of those Powers

draw from the same "pool" of uses and

have the same manner of recovery.

Boob Clap (Chest and Arms):

If Buttquake harnesses the power of the

Earth, this Power harnesses the power of

the Wind! The user hefts her breasts

apart, which takes a number of turns equal

to her Chest and Arms. Then she slaps

them together, forcing the air out of her

cleavage. The resulting explosion of air

flies out in all directions, reaching a

maximum distance in yards equal to

double the user's Chest and Arms.

Anyone that's caught within range is

knocked over and blown back a number of

yards equal to twice the user's Chest and

Arms. Those that are about to be struck

by the Boob Clap can roll their Physique

against the user's Physique + Chest and

Arms, with success meaning they aren't

knocked over and a resounding success

negating being blown back. Any poor soul

that's actually caught between the user's

breasts eliminates the Boob Clap's wind

effect but is automatically subjected to a

Slam that can only be dodged.

Brain Bongos (Chest and Arms):

Some girls tend to get bored and drum on

their boobs like a pair of bongos. A few

have found that they can actually

communicate with their friends by doing

so. The user of Brain Bongos has to drum

on her chest for a number of turns equal to

twice her Chest and Arms before she can

begin communicating her message.

Making contact requires the recipient

being within a number of miles equal to

the user's Chest and Arms. The user has to

make an Empathy roll to make contact; if

successful, the recipient suddenly knows

that the user is making mental contact.

Getting the entire message across also

takes a number of turns equal to her Chest

and Arms, as having really huge boobs

means it takes longer for them to start

reverberating. Whoever is receiving the

message can only reply if they too have

Brain Bongos. Once the message is sent,

the user's breasts expand and contract out

of control for a number of turns equal to

twice her Chest and Arms, rendering

Brain Bongos inoperable until that time

passes.

Geyser Jugs (Chest and Arms):

Some women manifest the ability to spurt

breast milk in geminal geysers from their

immense jugs. To prepare this Power, the

- 22 -

user has to uncover her breasts and heft

them so both nipples are pointing at

whatever is in front of her. What makes

Geyser Jugs unique is its ability to be

applied over a number of turns; the user

can concentrate up to a maximum number

of turns equal to her Chest and Arms, after

which she begins explosively lactating for

an equal number of turns. On each turn

that the target is being pummeled with

milk, they take damage equal to the user's

Chest and Arms + d5, with a resounding

success on the attack roll knocking the

target over. However, she cannot stop or

do anything else once she begins, with

each turn spent spraying expending a use

of Geyser Jugs. This ability requires a

Dexterity roll to aim properly and can be

used a number of times equal to 1 + the

user’s Chest and Arms. If the user of

Geyser Jugs also has Bomber Boobs and/or

Milk Pill, then all of those Powers draw

from the same "pool" of uses and have the

same manner of recovery.

Hypnosis Boobs (Chest and Arms):

Some girls know how to flaunt their gifts;

why do things at eye level when most

people look down? Holding the sides of

her tits and pushing them together

repeatedly cause both mammaries to

wobble in a hypnotic fashion. The would-

be hypnotized can roll their Intellect

against an Intellect + Chest and Arms roll

performed by the user; success means the

targets are dazed for d5 turns. Failure

means they become stunned for as long as

those curves ripple in sight. Stopping

means her boobs have to slow to a

standstill, leaving her to wait a number of

turns equal to her Chest and Arms before

restarting. However, anyone who was

stunned remains as such afterward for a

number of turns equal to the user’s Chest

and Arms. However, both the user’s hands

have to be used, leaving her unable to do

anything else during the Power’s use.

Milk Pill (Chest and Arms):

While some girls can use milk as a

weapon, others prefer a more friendly

approach. They can take a turn to massage

their teats together to extrude a fist-sized

globule of milk encased in a thick skin.

When ingested, the "pill" heals a number

of Hit Points equal to 1 + the creator's

Chest and Arms. One globule also counts

as a full meal. A pill remains fresh for a

number of days equal to the creator's

Chest and Arms before dissolving into

dust. A pill also counts as an ærodynamic

object for throwing purposes, which

makes healing from a distance a

possibility! The number of pills that can

be created consecutively is equal to 1 + the

creator's Chest and Arms. If the user of

Milk Pill also has Bomber Boobs and/or

Geyser Jugs, then all of those Powers draw

from the same "pool" of uses and have the

same manner of recovery.

Nipple Radar (Chest and Arms):

You can always tell how cold it is outside

by looking at any busty girl's chest. A few

of these girls use their sensitive areolæ like

radar domes so they can feel anything

moving around within range! Nipple

Radar makes a BBW's teats so sensitive

that she can feel things from a number of

yards away equal to quintuple her Chest

and Arms. Temperature is one thing she

can feel with her areolæ and nipples, with

- 23 -

spots of hot and cold being felt (but not

painfully so) without a roll required.

Movement and static discharges can also

both be felt as distinct changes in the air.

To activate Nipple Radar, the user has to

remain still and let her areolæ balloon up,

which takes a number of turns equal to

her Chest and Arms. Once ready, she has

to roll her Intellect + Chest and Arms if

she wants to pinpoint the identity or

location of something. Once activated, the

user cannot move around and use it, as

such activity jostles the air around her

teats, rendering their accuracy moot. If

Nipple Radar stops being used, the user's

teats flatten over a number of turns equal

to her Chest and Arms, during which she

cannot reactivate the Power.

Belly Drum (Belly and Sides):

Some geeky girls refer to this as

“gastrokinesis”. Regardless, it’s a bizarre

Power that puts the others to shame. By

rhythmically drumming her belly, the user

can lift things into the air and move them

about without using her hands. Many

hypotheses abound as to how this works,

but regardless, there are limits. The most

weight the user can lift in pounds is equal

to double her Belly and Sides, and she can

reach out to an equal distance in yards.

Both living and non-living things can be

lifted and moved about within the user’s

range. A larger creature’s limbs can be

held in place; they can break free on a

Physique roll against the user’s Physique +

Belly and Sides. As long as she drums her

middle with both hands, the user can

levitate things. Stopping means she keeps

wobbling for a number of turns equal to

her Belly and Sides. Only when the

wobbling stops can she do it again.

Belly Safe (Belly and Sides):

Sometimes a tomboy doesn't want a purse.

Maybe a young woman's terrified of being

mugged and wants something more secure.

Either would rub her swollen middle and

place a finger in her belly button, smiling

at the sudden revelation that she's got

something better than a mere accessory.

The storage space is a sphere with a

diameter equal to twice the BBW's Belly

and Sides in inches, plus half her

Physique. While this may seem odd, one

has to remember that the Belly Safe is

quite pliable. Slapping the sides of her

belly will cause the stored items to fly out

to a distance equal to twice her Belly and

Sides in yards; using this as an attack

requires a Dexterity roll to succeed and

does damage equal to her Belly and Sides +

d5, with a resounding success stunning the

target for an equal number of turns.

Digestion Boost (Belly and Sides):

There's a lot of people out there who

practice New Age nonsense, trying to

attain some mighty form through the

modern day equivalent of snake oil. And

sitting near them is a girl who just eats and

eats, her guts churning and turning her

meal into a pick-me-up of monumental

proportions. By eating a full meal, the

user of Digestion Boost can convert it into

a bonus that she can apply to one of her

Atts for one roll. The meal takes a number

of turns to devour equal to her Belly and

Sides and takes an equal number of turns

to digest. Once that's all over with, the

user has to decide which Att it applies to.

- 24 -

The bonus attached to that Att is equal to

her Belly and Sides and exists until she

decides to use it on a roll involving that

Att. She can only have one bonus stored

in her girth and once she uses it, the bonus

is gone.

Gastric Blimp (Belly and Sides):

Some epicureans are quite polite and

refuse to burp or fart in the presence of

others. They'll drift into the sky navel-

first if they doesn't release that gas in due

time! A BBW with Gastric Blimp as a

Power can build up hydrogen gas inside of

her digestive tract and adipose tissues over

a number of turns equal to twice her Belly

and Sides. Once that time has passed, she

can jump and take to the air, traveling

through lighter-than-air means. She floats

a number of yards above the ground equal

to 1 + her Belly and Sides; for every five

pounds she's carrying, that flight ceiling

drops by a foot. The user of Gastric Blimp

can fly at a maximum speed equal to her

Belly and Sides, though going with the

wind can easily double her Speed while

flying into the wind can result in her

being blown backward! She can only hang

with her back to the ground, however.

Gastric Blimp can remain active for as long

as the user can go without drinking or

eating; doing either will release all that

pent-up hydrogen, which takes as long as

creating it to begin with. It takes a hearty

meal plus waiting a number of turns equal

to twice the user's Belly and Sides before

Gastric Blimp can be used again.

Gastric Throne (Belly and Sides):

Those girls who have a growing gut

inevitably find that they're stuck laying

upon their belly, a mere appendage to the

vast organs churning away deep within.

But some girls have learned that being in

such a prone position actually gives them

something of a deific view of the world.

Starting up Gastric Throne involves the

user rolling onto her huge belly, which

takes a number of turns equal to her Belly

and Sides. Once adjusted, she can begin

bouncing up and down atop her gut,

attuning her girth to the planet's rhythm.

She makes an Intellect + Belly and Sides

roll to feel where something is, so long as

it's in contact with the ground (or

something attached) and within a number

of miles equal to her Belly and Sides. A

success lets her feel her chosen subject's

movements and voice for a number of

turns equal to twice her Belly and Sides.

Once used, Gastric Throne can't be used

again for a number of turns equal to twice

the user's Belly and Sides.

Gut Blast (Belly and Sides):

Those who eat far more at each sitting

than they should end up with much larger

digestive tracts than they realize. The

process of digestion is also much rougher

as the stuff such gluttons eat tends to come

down fast and hard. It's inevitable that the

foodstuffs slapping into the acids and

bodily humors stir up some fumes. The

user of Gut Blast is able to use those fumes

to her own ends, belching up a plume of

wood smoke-scented gas a number of

yards across equal to twice her Belly and

Sides. Anyone caught within the plume of

varying colors is immobilized; should they

succeed at a Physique roll against the

user's Physique + Belly and Sides, they are

merely dazed so long as they remain

- 25 -

within the fumes. The plume is heavy and

sits wherever its creator belched it for a

number of turns equal to her Belly and

Sides. The user of Gut Blast can spew out

a plume a number of times equal to 1 + her

Belly and Sides. To grow more gas, she’ll

have to eat one meal for each use of Gut

Blast, followed by a nap.

Midsection Mirage (Belly and Sides):

Every once in a while, a girl with flawless

skin gains weight. Yes, her cheeks might

jiggle and her tits might hang, but the skin

on her middle is so flawless it reflects

things! The user of Midsection Mirage can

rub her stomach with both hands for a

number of turns equal to her Belly and

Sides to warm up the Midsection Mirage.

Once it's ready, she's able to concentrate

on an image that's either in her head or

within view. If she has both available, she

gains a +2 bonus on any roll involving this

Power. That image reflects off her belly

and can be displayed to a maximum

distance in yards equal to twice her Belly

and Sides. For all intents and purposes, it

looks like the real thing, with the belly-

projected image of a cottage looking just

like a real cottage, for example. There's no

sound produced, just a silent image,

though something shocking enough on

sight alone might buy the user precious

time. The image can be held up for a

number of turns equal to twice its creator's

Belly and Sides, after which she'll have to

rest an equal number of turns before using

Midsection Mirage again.

Navel Lotus (Belly and Sides):

Some girls are fond of navel gazing, as

their guts are so big that they try to

meditate and end up gazing into the abyss

that they've grown. The abyss doesn't

look back, but it does offer a reward for

meditating in just the right way. A girl

that wants to use Navel Lotus has to

meditate upon her belly button's dark

depths for a number of turns equal to her

Belly and Sides. It takes an equal number

of turns for her gut-hole to respond,

producing a flower as big as a fist, its five

petals composed of darkness, lint, and skin

flakes. Its five petals produce an odor

that's a mix of petrichor and vanilla, which

grants its creator a bonus equal to her

Belly and Sides on any rolls made to

persuade others. The odor wafts away to a

distance equal to quadruple the user's

Belly and Sides in yards. The lotus lasts

for a number of hours equal to its creator's

Belly and Sides before falling apart, and

she has to wait an equal number of hours

before being able to grow a new one.

All-terrain Butt (Legs and Butt):

Some girls find that their thighs are just

too damn big to push past each other.

They can't even waddle, just stand in place

or fall backward. They can only sit atop

their bums like an ocean of fat and flex the

muscle substrate beneath. After a while

they actually gain traction and find they

can jiggle over all sorts of terrain! Like the

feet of a gecko or suction cups, the bearer

of an All-terrain Butt can flex her way up

walls and even across ceilings at a

maximum speed equal to 1 + her Legs and

Butt. This does not make her immune to

blades, fire, or any other harmful device

that could possibly cover a surface. Should

something try to budge her, the user can

opt to add her Legs and Butt to her

- 26 -

Physique to contest it. Getting back on

one's feet, however, takes a number of

turns equal to one's Legs and Butt.

Buttquake (Legs and Butt):

Those girls with huge butts know how to

use ‘em! By dropping low and shaking her

rear, the user can cause a localized

earthquake with her as the epicenter. The

quaking extends away from her in all

directions at a number of yards equal to

double her Legs and Butt. As she does her

sexy dance, anyone within range is

knocked over during the performance.

Those within range of the Buttquake can

roll their Dexterity against the user's

Physique + Legs and Butt, with success

keeping them dazed instead of knocked

over. Loose objects will inevitably fall

over; if the user wants to knock a specific

object over, she has to roll her Physique,

with a -2 penalty applied for objects larger

than she is. She can sustain the wobbling

for a number of turns equal to her Legs

and Butt; after that, she can’t do it again

for an equal number of turns. If more

than one girl uses this Power and they're

within range of each other's quaking, the

range for each Buttquake is increased by

half per girl!

Buttshock (Legs and Butt):

The term “thunder thighs” is normally an

insult, but some BBWs take it as a

compliment. The reason is simple: when

their thighs (or buttocks) rub together,

they produce a static charge. Users of

Buttshock can actually hold an electric

charge inside their bodies and therefore

don’t suffer from the harmful effects of

electricity. Rubbing her curves together

lets the user build up a static charge;

spending one turn to rub those curves

together results in 1 charge of Buttshock.

Charging up can also be done by walking

one yard for every 1 charge desired. The

user can have a number of charges stored

in her body equal to 1 + her Legs and Butt.

1 charge can be used to recharge a

smartphone or portable radio, while it

takes 2 charges to recharge a laptop. Using

a charge to attack something does damage

equal to the user’s Legs and Butt + d5. The

electric shock has a maximum range in

yards equal to the user's Legs and Butt.

Chameleon Butt (Legs and Butt):

Wallflowers tend to get antsy if anyone

notices them. They might bounce on their

heels or bend their knees in an alternating

rhythm. Some wallflower girls flex their

butt cheeks, which causes something odd

to happen. Maybe their girth knocks

photons away? Perhaps the buttocks

rubbing together warps the fabric of space

and time as we know it? Regardless of the

science, the effect is obvious only to the

user of Chameleon Butt. Whenever the

user willfully flexes her buttocks, she turns

invisible to everyone and everything. She

effectively vanishes from sight within a

turn and remains invisible for as long as

she flexes her glutes. However, this Power

doesn't render her immune to senses

besides vision; beings with keen non-

visual senses have to roll their Intellect

against the user's Dexterity + Legs and Butt

to find her. Her Speed is also halved

during its use, as butt-flexing is rather

distracting. She can keep Chameleon Butt

going for a number of turns equal to twice

her Legs and Butt, and it takes an equal

- 27 -

number of turns to rest before Chameleon

Butt can be used again.

Hoplon Heinie (Legs and Butt):

Like the ancient phalanx, some girls work

together to ward off attackers using an

invincible defense and steady offense. In

this case the big round shield is replaced

by a big round butt. The user of Hoplon

Heinie has to prepare herself by turning

around, bending over, and flexing her

glutes, which takes a number of turns

equal to her Legs and Butt. But once she's

ready, there isn't really anything that can

get past her defenses. Any attempt at

hurting her has to deal damage equal to or

higher than 1 + her Legs and Butt,

otherwise she ripples harmlessly. Thrown

weapons are sent flying right back at the

thrower and anyone trying to strike up

close is stunned for a turn instead as their

attack is bounced aside. The user of

Hoplon Heinie cannot be knocked over,

yet she cannot fight back and her speed is

reduced to 1, as she's on all fours. The

user of Hoplon Heinie can be knocked on

her side by a resounding success on an

attack roll, but the resulting damage can

never be more than 1. Damage done by

other sources such as electricity or fire also

bypass Hoplon Heinie since they don't rely

on any kind of physical impact. Standing

up from Hoplon Heinie takes a number of

turns equal to the user's Legs and Butt.

Leeching Calves (Legs and Butt):

There's nothing more beautiful than a

woman's calves when they're smooth and

bloated with blubber, tapering as they run

down to dainty ankles. That beauty can

become the mightiest tool in a vamp's

arsenal. Why expend the effort to waddle,

when you can have someone else do it for

you? By waddling a number of yards equal

to her Legs and Butt beforehand, the user

of Leeching Calves can target one enemy

with this Power, effectively stealing their

mobility for a brief time, calves pulsating

all the while. The target has their Speed

reduced by a number of feet equal to 1 +

the user's Legs and Butt; this reduction in

Speed results in the user's Speed increasing

by an equal amount. For each yard the

user moves thereafter, she also heals a

single HP while her target takes an equal

amount of damage, with the changes in

HP reaching a maximum equal to the

user's Legs and Butt. This reversal in

fortune lasts a number of turns equal to

twice the user's Legs and Butt and takes

just as long to recharge.

Thigh Storm (Legs and Butt):

Some girls might be lacking in the butt

department, but they more than make up

for it with thighs built like planets! And

just like planets, those thighs are host to a

variety of elements. Whether it be the

wildfires of lust or the blizzards of

contempt, the bearer of Thigh Storm

knows she can be a force of nature if she

only puts her mind to it and her plush,

engulfing legs around it. Whenever the

bearer of Thigh Storm is physically

attacked or otherwise stressed, she has to

roll her Empathy + Legs and Butt; if

successful, she cannot block or dodge, as

she looses a blast of moisture from her

thighs that flash freezes away from her to

a number of yards equal to her Legs and

Butt. Any hostiles within range take

- 28 -

damage equal to the user's Legs and Butt +

d5 and are immobilized for just as long.

Umbral Servant (Legs and Butt):

Big girls tend to have cool, dark places

between their legs. Sometimes, the

darkness there mingles with fluids,

producing a rather useful tool. To use

Umbral Servant, the user has to massage

between her swollen thighs for a number

of turns equal to her Legs and Butt. As she

does this, she'll have to endure a light

orgasm, the shadows between those thighs

pouring onto the ground silently. Once

the proper amount of time has been spent

massaging, the servant takes form in front

of its creator. It's a mass of solid darkness

roughly humanoid in shape, its height half

that of its creator. It has both Dexterity

and Physique Atts; the user has a number

of points she can distribute between the

two equal to 5 + her Legs and Butt. A

servant can have its Atts range from 2 to 8,

though point allocation can change from

one created servant to the next. From

there, the servant's HP and Speed can be

calculated. The user of this Power can

control her servant by concentrating,

leaving her unable to do anything else.

The servant's senses are equal to her own

and can squeeze through grates and such

by taking a turn to do so. The servant is

mindless and can only grapple in combat.

If its HP are reduced to zero, it'll collapse

and boil away into nothingness. The user

can send it a number of yards away equal

to quadruple her Legs and Butt. Only one

servant can be in existence at any given

moment; if it's reabsorbed by its creator or

destroyed, its creator has to wait a number

of turns equal to twice her Legs and Butt

before Umbral Servant can be used again.

Knockout, by SaburoX

Thunderthighs, by Woot

- 29 -

Now, onto…

The Bestiary!

Well, where is it? It really begins on the

next page, but some explanations are

required beforehand. There are two types

of “beast”: predators and entities.

Predators are the result of the GM

succeeding on a Predation Factor roll.

They go about their daily business in the

untamed parts of the world, until they

notice any BBWs. In that case, their

hunger overrides any sense of decency and

they hunt down said BBWs. Each

predator has its own unique way of

hunting and may even be intelligent

enough to be reasoned with. However,

their hunger comes first; some just want to

eat a BBW, while others want something

from them. PCs that can satiate a

predator's hunger through clever means

should be rewarded!

Entities are everything else, beings that are

not a part of the Predation Factor.

Whether they be everyday people or

talking animals or something stranger,

they're not trying to eat the PCs or any

other BBWs, which means they fall

outside of the Predation Factor. In that

case, they're much more common.

Entities are the ones the PCs are going to

be interacting with on a daily basis,

whether it be for storyline purposes or just

role-playing daily routines or whatever.

This doesn't mean that they can't be

dangerous – if anything, an entity's bound

to be the major antagonist!

Att totals for entities and predators can

vary wildly. A being with human-level

intelligence has a minimum Intellect of 5.

The lowest Att total is eight, and is

normally possessed by creatures such as

freakishly large cockroaches, witless

gnome-things, and other tiny critters. The

largest Att total possible is thirty-six and

can only be found among truly fearsome

beings, such as dinosaurs, dragons,

legendary heroes, and elite super soldiers.

While the PCs may be able to fend off a

swarm of giant bra-eating cockroaches,

they'll have major trouble with a titan that

has an Att total of thirty-six. The titan

could easily succeed at any task in

comparison to the PCs! If the GM decides

to create a new predator or entity, it

would be best to remember that a PC has

an Att total of thirty. A bully meant to be

put down with ease by a lone PC should

have an Att total between twenty-two and

twenty-four. Looking over the special

rules supplied for some of the entries here

would also be a good idea, as they could be

quickly modified for new creatures.

One thing that will stand out is how some

of the entries have Speed numbers that

don't follow the rules set out for PC

creation. The reasoning for this is that

non-humans have differing biomechanics,

habits, so on and so forth. A bird may be

able to fly faster than its musculature

would otherwise reveal, yet it may be

horrible at walking. A slug is much slower

than a human, so its Speed is going to be

correspondingly slower than its Physique

would show. Little things like that do

matter. Sometimes.

- 30 -

Bronzebot (Predator)

Dexterity 6 (Clumsy)

Empathy 5 (Rigid Programming)

Intellect 4 (Keen Ears (T))

Physique 9 (Knock it Down (S), Metallic)

HP 10

Speed 4 (20/turn)

Tools: Metal Fists

A low whirring mixed with clanks.

These automatons are some of the oldest in

existence. Designed to protect the temples

of priest-kings, the first bronzebots

performed admirably, though such service

didn't last forever. While the original

models are mostly vanished, a few still

remain, tended by devout priests of

religions believed long gone. The first

were made from tin bronze, but the latest

improvements involve aluminum bronze

and even titanium.

A bronzebot resembles a skinny egg

standing atop a pair of pneumatic pipe-

legs, the likeness of a head priest or an

angry god forged into place near the top

on front. Six feet tall on average, a

bronzebot has skinny arms that end with

bulky fists. Powered by a pair of voltaic

piles, its brain is a quartet of camshafts

constantly sliding, flipping, and sorting

metal punch cards. Its eyes are teeny tiny

radiometers set in a pair of clusters that see

the world in a blurry monochrome,

though its conical ears are incredibly keen.

Bronzebots are generally ordered to

incapacitate rather than kill, so when one

punches, it tries to knock down the target.

If that's not possible, it'll try to shove as

hard as it can.

Dog (Predator)

Dexterity 6 (Sprints)

Empathy 7 (Pack)

Intellect 3 (Odors (S), Scavenging)

Physique 7 (Leap (T))

HP 8

Speed 5 (25/turn)

Tools: Mouth, Teamwork

A loud bark. And maybe a woof.

What’s there to say? Some people don’t

look after the family dog. Sometimes the

dogs are strays. They roam the suburbs

and back alleys alone sometimes, but more

often than not they’re in a loose pack that

numbers 2 + d10 individuals. The alpha of

the pack is the biggest and meanest dog,

and it shows in his Physique of 8; scaring

him off will send the rest of the pack

running. A dog's bite does 2 + d5 damage,

though this can vary with the breed. A

tiny toy dog does 1 damage at most, while

a breed such as a mastiff does 3 + d5

damage. Their claws can hurt, but a dog

only swats with its paws while playing.

For primitive societies, it's common to

attach a travois to a dog for transporting

things. A travois consists of two notched

poles tied together close to one end to

form an isosceles triangle. The narrow

end goes over the dog's rump and the wide

end is commonly bridged by a third pole.

The space between the lengths can be

covered by a flexible platform or cross-

pieces, either of which can bear loads.

The travois is dragged behind the dog and

can hold between fifty to sixty pounds of

stuff.

- 31 -

Eyecube (Predator)

Dexterity 6 (Fidgety (S), Hover)

Empathy 5 (Reactions)

Intellect 3 (Scavenging)

Physique 3 (Grappling (T))

HP 4

Speed 1 (Ground)(5/turn), 3 (Air)(15/turn)

Power: Sticky Tear

Tools: Digestive Enzymes

The sound of radio static.

Eyecubes are a bizarre predator to come

across. Each one is a cubical eye a foot

across, floating five to ten feet above the

ground using waste gases. An eyecube's

iris flickers like television static as it hunts

for prey, normally insects and other tiny

things it can smother and digest with its

outer membranes. Normally crepuscular,

this predator might break from its

schedule if there's a BBW waddling past.

As a tetrachromat, the typical eyecube can

see ultraviolet and visible light. It can also

smell things through its outermost

membrane, though it's thoroughly deaf.

It's first act upon sighting prey is to float

close enough to latch on and secrete

digestive enzymes, which can prove

irritating and eventually painful – this

counts as grappling on the eyecube's part,

though the pain doesn't start for 1 + d5

turns. If the target looks capable of

resisting, the eyecube can use its Power.

By sacrificing a single HP, the eyecube can

launch a Sticky Tear at the target from up

to 1 + d5 yards away, making a Dexterity

roll to land the hit. If successful, the target

is immobilized for 1 + d5 turns.

Flaring Hips, by SpratFA

- 32 -

Gull (Predator)

Dexterity 6 (Ride the Wind)

Empathy 6 (Extortionist, Negotiations (S))

Intellect 5 (Scavenging (T))

Physique 4 (Beak)

HP 5

Speed 2 (Ground)(10/turn), 4

(Air)(20/turn)

Tools: Beak, Teamwork

“Awah-ah-ah-ah-ah-ah-ah! Dah fuckin’ balls on dis fuckin’ guy!”

Gulls are a caustic bunch, squabbling

whenever avian negotiations break down.

What makes them a danger is the ability to

fly; if they see a BBW lying on the beach,

they’re naturally going to swoop down in

hopes of a fat meal that can’t fight back.

Such mobbing behavior is calculated to

cause the most confusion in their prey to

make feeding easier. If possible, a flock

will home in on a body part their target

can't reach. A BBW with a heaving

balloon-belly will find her navel being

pecked at, while a girl with sofa-sized

breasts will find her bulbous teats being

tugged and twisted by a multitude of

beaks.

A flock of gulls can vary in size, with the

smallest "flock" consisting of only a pair of

gulls raising d5 chicks together. The

largest flocks can have up to 7 + 3d20

individuals, a sky-darkening horde that

can dominate miles of shoreline with their

viciousness. If there's no big girls

wobbling in sight, a flock will go about

pecking through bivalves, catching fish,

preening, or arguing over something in

their peculiar pidgin. Near humans,

they'll try to steal prime bits of human-

made food.

Any flock that's more than a single family

is going to be dominated by a "Boss Gull".

He's a big one, with a wingspan half again

as large as the next largest flock member.

The others defer to him automatically and

will offer up shiny trinkets they find.

Those trinkets he wears on a twine

necklace, marking his status within the

flock for all to see. He's got a Physique of

6 to match his size.

He'll be the one to lead an attack on the

PCs, so that actually makes it easier to stop

the attack. If the PCs do their research,

they'll find that offering up a shiny trinket

(glass beads, a gold ring, or something

similar) will end the attack immediately as

the boss looses one hell of a squawk. From

there, the flock will hang on the breeze as

their leader speaks to the PCs. He'll offer

the PCs his flock's protection, but

continuing that protection involves a

steady stream of offerings of various sorts.

One day it might be a box of French fries,

another week it might be a fistful of navel

lint. If he's particularly irascible, the boss

gull might actually have his flock attack

should the offerings cease!

Clever PCs could always start trouble

between neighboring flocks this way, as

gulls have seemingly replaced intelligence

with egotism. It doesn't help that they're

fond of vendettas. Flyby peckings are just

one way these violent birds wage war!

Regardless of size, all gulls have a beak

that does 1 damage per peck.

- 33 -

Ooze (Predator)

Dexterity 4 (Semi-liquid (T))

Empathy 2 (Creepy)

Intellect 2 (Mindless)

Physique 4 (Climbing (S), Grappling)

HP 5

Speed 1 (5/turn)

Tools: Digestive Enzymes

A squelch.

This is a lot like The Blob, only not

invincible and thus not as terrifying.

Mindless globs of life, oozes come in a

variety of forms but all have the same

overall features. On average, they’re two

feet broad and have a fist-sized nucleus

with a multitude of lesser ones. They

avoid direct sunlight, as that dries them

out; oozes take 1 point of damage for every

hour spent in direct sunlight. Applied

heat also hurts them, only with greater

speed – 2 points of damage per turn. The

only way an ooze can attack is by

grappling; most characters can outrun the

globs, so the average ooze has to content

itself with smaller critters. But in case an

ooze attacks, its prey can always take a

stab at its nucleus; a fracture will kill the

ooze outright. Most oozes are blind and so

track their prey by tasting the ground and

air; each individual ooze has a maximum

sensory range of 2 + d10 yards. The range

changes once every 6 turns.

Mulch oozes are green and can

photosynthesize through darker whorls;

unlike regular oozes, they do not suffer

from being in direct sunlight. Also unlike

regular oozes, mulch oozes make superb

fertilizer once they’re killed. A mulch

ooze can grow a funnel that it can smell

things with, giving it twice the sensory

range of normal oozes.

Geode oozes appear to be composed of

random precious gems but flow like liquid.

They can lash out with a sharp growth

from up to two yards away once every 2 +

d5 turns, doing 1 + d5 damage on a

successful strike. They too are immune to

direct sunlight but are highly flammable,

dying within a turn as the flames consume

them.

Ovumlings are a noteworthy type of ooze.

Beige in color, an ovumling has a rounded

shape and a yellow globe as big as two fists

drifting halfway in its surface. Unlike

most oozes, an ovumling lacks a singular

nucleus, and the yellow globe is actually a

hunting tool. By expending a turn, an

ovumling can take aim at a target up to ten

yards away; on its next turn, it can launch

the globe. The "yolk" deals 2 damage on

impact as it explodes with a wet crack,

releasing a briny-spicy odor that's

noticeable from up to five yards away. It

takes 2 + d5 days to regrow the "yolk".

Devil-farts are native to volcanic regions,

bright red and streaked through with

orange. Unlike other oozes, devil-farts

maintain a cubical shape two feet broad,

which means they tend to tumble from

one side onto the next. Replace Grappling

with Slaps. Once every 1 + d20 turns, a

devil-fart can expend a turn to teleport to

any destination within 5 + d5 yards.

Doing so results in a blast of hydrogen

sulfide wafting away from the devil-fart's

destination for up to 1 + d10 feet.

- 34 -

Skeleton (Predator)

Dexterity 10 (Flexible, Hiding)

Empathy 6 (Pranks (S))

Intellect 8 (Stalking (T))

Physique 6 (Deflective Bones)

HP 7

Speed 4 (20/turn)

Tools: Hands, Mouth

The clattering of bones mixed with a multi-octave giggle.

No one knows where skeletons came from.

At least, not the kind that walk around the

woods under a new moon. They always

have two legs and two arms, though the

bones that make up their bodies can vary

wildly. One might have a deer's skull for a

head while another might have a turtle's

shell, but they all have a pair of pinprick

lights for eyes. The only sound they make

besides the clattering of their bones is a

multi-octave giggle meant to irritate the

victims of their manifold pranks.

During the day they hide in darkness,

because sunlight scares them to the point

of being perpetually dazed. They're not

monstrous fiends – the typical skeleton

simply finds people with girth to be funny

and does its best to ramp up the inherent

humor by setting up elaborate pranks.

They might work together, but then again,

pranksters are also competitive by nature.

Due to their unique traits, each skeleton

has some unique ability to match. A

skeleton with a turtle's shell for a skull

could have an additional HP for example,

while one with cow skulls for hands could

bang them together to add +3 to Empathy

rolls meant to distract or scare!

Surly Willow (Predator)

Dexterity 6 (Whip Branches)

Empathy 4 (Cantankerous)

Intellect 2 (Territory (S))

Physique 12 (Thick Bark (T), Pushy)

HP 13

Speed 4 (20/turn)

Power: Suicidal Detonation

Tools: Roars, Whip-like Branches

The creaking of countless branches.

The typical surly willow stands at about

ten feet tall and looks like a rather spindly

willow tree – only with the addition of

two glaring eyes and a frowning mouth

halfway up its trunk. They normally

remain rooted near a body of water with

plenty of sunlight, marking their territory

with small cairns and scratch marks.

Should anyone enter its territory, a surly

willow will loose a hollow roar before

uprooting itself, stumbling along atop four

taproots to punish the trespasser. They

can whip anyone within two yards with

their branches to deal 3 + d5 damage!

Simply leaving the area calms the surly

willow enough that it'll return to its usual

resting spot with a harrumph. However,

standing one's ground will do nothing

more than infuriate the tree into a fearless

rampage. There's a chance that the surly

willow will activate its Suicidal

Detonation power once every 1 + d10

turns; should it roll a 4 or less, the tree will

detonate in a shockwave of wood chips,

hurting and knocking over everything

within four yards. The damage done by

the detonation is equal to the surly

willow's remaining HP.

- 35 -

Vampire Bird (Predator)

Dexterity 6 (Dive Bomb (T))

Empathy 4 (Nocturnal, Piercing Stare)

Intellect 3 (Heat Sense (S))

Physique 4 (Sharp Beak)

HP 5

Speed 2 (Ground)(10/turn), 4

(Air)(20/turn)

Tools: Heat-sensing Beak

A droning buzz ended by a piercing whistle.

Vampire birds are a menace at night.

With barn red plumage and orange eyes,

these avian assaulters can feel body heat

from up to fifty yards away using their

spike-beaks. Once they find prey, the

vampire birds dive in to sate their all-

blood diet.

While no bigger than a crow, the typical

vampire bird makes up for its lack of size

through sheer tenacity. Also, a beak four

inches long. They like to swoop at their

prey in an all-out dive, using the dark of

the night to hide their presence. They'll

aim for the broadest expanse of naked

flesh as they dive, driving their beak in to

suck out blood like a living javelin. A

vampire bird's beak does 1 damage per

strike.

A group of BBWs will be assaulted by a

vampire bird plus one more for every five

Size Points the group possesses, with a

maximum of four birds arriving for a feast

of blood. If one gets dropped, the rest will

become outraged and go all-out with their

attacks, sacrificing any semblance of self-

preservation in favor of a killing blow.

Yowie (Predator)

Dexterity 8 (Clearing Stride (T))

Empathy 7 (Questioning (S))

Intellect 9 (Primates)

Physique 12 (Bear Hug, Front Kick)

HP 13

Speed 10 (50/turn)

Tools: Communications Bracelet

“This world. It's a funny thing."

Standing ten feet tall, yowies come from

the dark side of the Moon, which isn't

quite as dark as people would have you

believe. The dark side of the Moon is

(according to the yowies) a towering

jungle of greens, oranges, and purples,

where the air is held in by the boughs.

The yowies themselves are certainly ape-

like, so they might be related to humanity

in some manner.

The hairy, sharp-toothed giants have some

way of coming to Earth, with no one

actually knowing how they do it. Various

governments might know, but if they do,

they clearly have no way of stopping the

visitations of the yowie. The big guys

always arrive at night, and they set traps in

areas they know will be happened upon by

BBWs. Why big girls? It's a mystery.

Every yowie is capable of attacking with a

front kick, dealing 5 + d5 damage on a

successful strike. If the target is kicked,

they have to immediately succeed on a

Dexterity roll or else they'll be knocked

over by the attack. Anyone that's able to

resist will be subjected to a grapple by the

yowie, which will turn into a bear hug

that does 7 damage per turn.

- 36 -

Bot (Entity)

Dexterity 6 (Handling Materials (T))

Empathy 4 (Rigid Coding)

Intellect 2 (Face Recognition, Protocols

(S))

Physique 4 (Tireless)

HP 5

Speed 2 (10/turn)

Tools: Single Manipulator, 4 USB Ports

A random burst of beeps, chirps, and clicks.

Bots are simple automatons made from

alloys, circuitry, and a variety of plastics.

Their roles are as varied as their base

materials, so not even bots from the same

assembly line look the same! Some are

used as nurses, some are simply maids,

while others can be found in a company's

mail room! All bots move around on at

least three wheels, however, and every bot

has a single manipulator arm bearing four

joints and a trio of sensitive digits at its

end.

Their Intellect Traits can vary wildly,

depending upon their purpose, but one of

those traits is always a Specialty. Their

owner can install new programs using the

USB ports hidden inside the bot, so it's not

like they're stuck with whatever they

were given from the get-go. Bots so far

have not seen combat use, as that role is

currently dominated by humans and

unique flying automatons.

Their Atts can vary by 4 or 6, depending

upon the GM's needs. The smallest are the

size of cats, while the largest rival a

preteen in height.

Businessman (Entity)

Dexterity 7 (Typing)

Empathy 8 (Cutting a Deal (S), Charming

Smile)

Intellect 8 (Business (T))

Physique 7 (Desk Jockey)

HP 8

Speed 5 (25/turn)

Tools: Pen, Notebook, Smartphone

“Well, I’m quite certain we can work something out.”

Businessmen make the business world go

round and round and down the

goddamned toilet. Or is that the bank? In

any case, you can always trust a

businessman to do business. In fact, to say

their Intellect Trait is accurate is wrong;

the GM should replace Business with a

more specific industry or aspect of running

a business, such as Accounting, Financing

or Marketing.

You need to have a certain degree of

assertiveness in business; too little and

your voice won’t be heard, too much and

you’ll be seen as a blowhard. Efficiency is

key, too. If it’s one thing businesses hate,

it’s inefficiency, as that makes things more

expensive to run. Profits are everything in

a capitalist system.

That’s not to say that businessmen aren’t

human (maybe they’re reptiles), they

respect others to a surprising degree. They

certainly understand the concept of long-

term gains and are willing to cooperate

with other businesses instead of

eliminating them for short-term profit.

- 37 -

Crow (Entity)

Dexterity 6 (Turbulence)

Empathy 6 (Intentions)

Intellect 5 (Local Secrets (S), Tools)

Physique 4 (Beak (T))

HP 5

Speed 2 (Ground)(10/turn), 4

(Air)(20/turn)

Tools: Beak, Teamwork

“Goo' mornin'."

Crows are moderately large songbirds

notable for their black plumage and all-

purpose beaks. They live in groups that

can vary in size depending upon local

conditions, but all crow populations share

a number of traits.

One trait is language. Crows have a

complex array of sounds they make to

communicate concepts to one another,

with alerts, gossip, and warnings being just

three examples. A few of the brighter

individuals also learn the dominant human

language of the area they live in, to better

figure out what their landbound neighbors

are up to.

Their ability to fly means they can – and

will – learn a lot about their range, such as

where bodies are buried, what groups are

doing to one another, so on and so forth.

Crows capable of speaking human

languages will share such secrets if the

person inquiring grants them a tasty treat

or a useful tool. Tool use also binds crows

together, as there's nothing a murder of

crows won't use more than a metal wire

they bent with their beaks to grab food

with!

Fisherman (Entity)

Dexterity 8 (Light-footed)

Empathy 6 (Gruff)

Intellect 6 (Fishing (S))

Physique 10 (Strong Grip, Swimming (T))

HP 11

Speed 8 (40/turn)

Tools: Bucket, Knife, Cast Net

“Easy does it, can’t catch the whole lot. Need a few to replace their kin.”

A lot of societies use aquatic animals for

sustenance. For hundreds of thousands of

years humanity has plied the shorelines of

Earth, using basket, hook, net, and spear to

collect the bounty under the water’s

surface. In some cultures, fishing

specialists have appeared.

Fishermen in certain regions used specific

tools, while others used whatever worked

for whatever part of the waters they plied.

This example uses a cast net; it’s circular

and ringed with weights that close

together when the net is pulled in. The

fish are collected in a bucket and prepared

for eating with a knife. Chances are, he

(or she) supports his (or her) family with

whatever is caught.

In swampy areas, a fisherman might not

use a net, but instead a sturdy trident for

nailing frogs and large snails. Along a bay,

he might just use his Strong Grip Trait to

handpick oysters. Cage-like traps can be

left to gather fish, or a fisherman might

train cormorants to do the work for him!

Wherever there’s water, there are

fishermen.

- 38 -

Frat Boy (Entity)

Dexterity 6 (Steady Footing)

Empathy 8 (Assertive, Parties (S))

Intellect 7 (Sports)

Physique 9 (Hulking (T))

HP 11

Speed 7 (35/turn)

Tools: $5d10, 2 + d10 Cigarillos, Lighter

"Hol-lee shit, dude! That chick is HUGE!"

Frat boys would normally be included as a

sub-type of the "student" entry, but their

abilities and behavior deviate so wildly

that they deserve their own entry.

These guys are hulking thugs, to be short.

Polo shirts and khaki shorts are their go-to

for coverage, and more than a few tend to

keep their hair in some bizarre style.

While most college students focus on their

studies, frat boys obsess over ways to

entertain themselves at the expense of

others. They're able to toss together a

shindig that attracts dozens upon dozens

of people with a minimum of effort – this

can normally be attributed to them using

their father's contacts and/or dosh.

They're egotistical when sober, demanding

respect instead of bothering to earn it.

When drunk they're even worse, flying

into a rage at any perceived slight, which

can start a brawl within seconds. It

doesn't help that frat boys drunkenly lust

after any girl, regardless of her body mass.

Should a girl turn them down, it can easily

lead to a physical attack. The GM should

feel free to replace a specific frat boy's

Intellect Trait with something different,

such as Automobiles or Banking.

Goat (Entity)

Dexterity 8 (Climbing, Jumps)

Empathy 6 (Weird Noises (T))

Intellect 3 (Foraging (S))

Physique 6 (High Impact Goat Violence)

HP 7

Speed 4 (20/turn)

Tools: Hooves, Horns, Prehensile Lips and

Tongue

A bemused bleat.

Goats. I like 'em. You like 'em. Who

doesn't?

Goats tend to vary in appearance, with

nannies of the smallest breeds averaging

fifty pounds and the billies of the largest

breeds hitting three hundred at most.

The typical feral goat herd consists of 2 +

d10 nannies protected by a single billy.

They roam over a particular territory,

devouring whatever plant life they find

palatable. The billy can be quite

aggressive when it notices strangers,

approaching to begin the artiodactyl

equivalent of a staredown. It might make

a false charge or two in hopes of scaring

off a potential threat; if the potential

threat proves not to be one, than the billy

will go back to his herd.

A billy has two horns that deal 2 + d5

damage on a successful strike, with a

resounding success seeing the target

knocked over. Nannies and kids lack

horns, through they can still knock

someone over with a well-placed

headbutt.

- 39 -

Housewife (Entity)

Dexterity 6 (Good Balance)

Empathy 6 (Drama Addict (T), Neophobic)

Intellect 6 (House Upkeep (S))

Physique 6 (Flabby)

HP 7

Speed 4 (20/turn)

Tools: Pocket Cookbook, Wallet with

$2d20

“Excuse me, what do you think you’re doing?”

Housewives can be a strange bunch. If

they’re not gossiping with their neighbors,

they’re tending to their family and home.

But decades spent inside a house doing

chores can wear on a person. While more

than a few maintain a healthy mindset and

remain well-adjusted individuals, others

develop a peculiar form of neophobia that

conflicts with a growing desire for

attention. This can lead to some rather...

interesting behaviors in public.

Some housewives are incredibly protective

of their homes and loved ones – this trait

has earned them the moniker of the "Den

Dog". She’s extremely xenophobic, doing

her best to drive away anyone she doesn’t

recognize as a family member. The very

act of walking past her property can

trigger a response; the den dog will rush

out, flailing and snapping; she’s all bark

and no bite, so to speak. For her Traits,

replace Drama Addict with Bluster, as

that’s the best she can do. A hard enough

punch or kick will send her cowering back

indoors. But like any old dog she doesn’t

learn new tricks, so the people that fought

her off will have to do so again should

they pass her home another time.

Older housewives display the cost of

willful ignorance. She's spent decades in

the kitchen, mindlessly serving the needs

of her family. But now they're all gone,

leaving the "Shrill Twit" with only her

lack-of-wits and inability to avoid looking

like a loon in public. Replace both

Empathy Traits with Hysteria and No

Memory, and replace Flabby with Shrill.

The typical shrill twit goes out and about

in public harassing people because she

can't remember why. She has a bad habit

of clinging to people she so much as

suspects of being able to help her, but even

then an unfamiliar situation will send her

into a shrieking panic. Their idiotic

behavior can be problematic at best,

considering how stubborn they can be.

The worst development is the housewife

crusade. At least five housewives can

cluster together to form a petulant,

unctuous crusade against something the

housewives don't like. While a crusade

has most of the stats of a regular

housewife, there are a few marked

differences. A crusade has 3 HP per

housewife within its ranks and has a Speed

of 3, and it replaces Neophobic with

Unctuous. Should a crusade fail an attack

roll, it suffers 2 points of damage due to

accidentally hitting one of its own. Every

3 points of damage dealt to the crusade

means a housewife convulses her way back

home in bewildered terror. The crusade

can reroll any roll once should the first

one fail, but it must take the result of the

second roll, regardless of said result.

- 40 -

Ideologue (Entity)

Dexterity 7 (Throwing Stuff)

Empathy 8 (Busybody (T))

Intellect 8 (Protests, Specific Ideology (S))

Physique 7 (Vandalism)

HP 8

Speed 5 (25/turn)

Tools: Homemade Shield (40% chance)

"Shut up! You're hurting my feelings! SHUT! UP!"

These thickly-clothed young adults have

banded together for some ideological

cause. Anarchy, communism, fascism,

radical feminism, whatever. All that

matters is they're the first ones to take to

the streets to actively protest something

they disagree with. Yeah, they might have

a skewed view of things, but that can be

corrected with the right data. While some

ideologues are new to the whole thing,

others are veterans, urged into a fervor by

the authorities going after them. Their

Intellect Trait should be replaced by the

ideology they're fighting for, though a

veteran ideologue might have a Trait like

"Know-it-all" or "Swarm Tactics".

The GM should roll a d20; on an 8 or less,

an ideologue wields a homemade shield, a

rickety, slightly convex rectangle large

enough to protect the head and torso of its

creator. It has a number of HP equal to

thrice that possessed by its creator. If used

to block an attack, it takes damage instead

of its wielder. Once all of its HP are gone

the homemade shield shatters beyond

repair. Using it to bash someone doesn't

add damage but instead damages it for an

amount equal to the damage dealt.

Wish You Were Here, by Woot

Pretty Lady, by Woot

Doreen, by Woot

- 41 -

Police Officer (Entity)

Dexterity 8 (Quick Draw)

Empathy 6 (Intimidation, Questions (T))

Intellect 8 (Law (S))

Physique 8 (Grappling)

HP 9

Speed 6 (30/turn)

Tools: Baton, Handcuffs, Shock Pistol,

Two-Way Radio

“Just the facts, please.”

Just your average cop, defender of the law,

so on and so forth. They tend to be a bit

intimidating, but that’s because they’re

normally expecting trouble. The use of

actual firearms is actually kind of rare

outside of criminal hotspots, so normal

beat cops just use non-lethal devices to

incapacitate unruly suspects.

The most common device used is the

“shock pistol”, a unique toggle-action,

semi-automatic pistol that launches tri-

finned capacitors instead of bullets; if a

capacitor strikes a target, a powerful

electrical current is discharged into said

target. A shock pistol has a maximum

range of fifty yards and stuns the target for

2 + d5 turns. The capacitors are fed into

the chamber by a ten-round box magazine

inserted into the grip.

If a criminal manages to get within five

yards, the cop will put away his shock

pistol and swing out a baton. It adds 2

damage, with a resounding success

stunning for 1 + d10 turns. It also gives

the user a +3 Physique bonus to any roll

made to disarm an opponent.

Snob (Entity)

Dexterity 6 (Graceful)

Empathy 10 (Perfectionist, Gossip (T))

Intellect 8 (Etiquette (S))

Physique 6 (Sculpted)

HP 7

Speed 4 (20/turn)

Tools: Gossip Notebook, Smartphone

"My god, her nipples are bigger than my head! How gauche!"

Snobs vary from place to place. In schools

they form into secretive cliques that no

one knows anything about. Those same

cliques vanish when everyone else grows

up. Other snobs are nouveau riche and

put on airs while those with proper

breeding and sense laugh at them behind

their backs. Regardless, all snobs know

what's up when it comes to the latest in

various fashions. Chances are they'll shun

the PCs unless there's something to be

gained from it.

Sometimes the fashion world dictates

strange things to those who are caught in

its orbit. Some clothing designers call for

hefty models, which could cause an uproar

among snobs. A snob that designs the

finest in big dresses would most likely be

eager to hire the PCs and possibly groom

them to fit the biggest dresses of all! Then

again, maybe being a big girl is just

fashionable in and of itself – the PCs might

be amused to learn that the local snobs are

bloating up in the mistaken belief that

there's a competition between them. The

Preferred Region for a snob can vary,

though their first Power is always one

that's good for social situations.

- 42 -

Student (Entity)

Dexterity 7 (Fast Writer)

Empathy 8 (Debates (T))

Intellect 9 (Research (S), Good Memory)

Physique 6 (Vigorous Start)

HP 7

Speed 4 (20/turn)

Tools: Smartphone, Pen, Notebook

“Are you serious?! I have a test to study for, I can’t go to an eating contest now!”

College students have a lot to contend

with sometimes. They have midterms to

contend with. They need money, so they

work either part-time or full-time to

support themselves. Chances are, doubts

are arising about the choices they’ve made.

No doubt their girl-next-door coed just ate

a week’s worth of food and is now trying

to fit her bloated form into the classroom.

Maybe the PCs are college students? In

any case, students tend to develop a knack

for honest research and always have a way

into any frat party. It's not unheard of for

sororities to become hotbeds of gluttony,

however. One sorority house, for

example, consists entirely of brunettes that

keep their hair in high ponytails. Each girl

has no less than six Size Points, as well.

They seem to enjoy surrounding potential

"sisters", heaving their top-heavy bodies

against those they wish to recruit.

Somehow, they always get what they

want, too – every girl they surround joins

and begins to grow. And grow. And

grow...

Hiking Issues, by Woot

Candy, by Woot

- 43 -

Now, onto…

The Sample Characters!

These are not meant for player use, but

instead are unique NPCs designed to lead

the PCs into a particular story. They are

not the focus itself sometimes, but they

can be, should the PCs need a way of

growing big and beautiful. In some cases,

they can be the antagonist, whether they

realize it or not!

Perhaps they know each other? Maybe

they’re completely isolated from one

another by way of geography or society?

It’s all up to the GM to decide that.

The GM can mess with the Powers as he

sees fit. Maybe an NPC growing a new

Power is a story unto itself! Perhaps an

NPC’s Powers are growing beyond her

control, or a PC needs help mastering her

own. Sometimes a problem seems simple

but proves far more difficult to solve than

previously thought.

Please Drink Responsibly, by Woot

Bigguns: Gigantic Tips, by Woot

Bigguns: Management, by Woot

What a Glutton!, by Woot

- 44 -

Gaia Ramaio

Dexterity 6 (Silent Steps)

Empathy 8 (Conceited, Natural Leader (T))

Intellect 7 (Feminism (S))

Physique 9 (Strong Back)

HP 17

Speed 5 (25/turn)

Legs and Butt 3

Belly and Sides 0

Chest and Arms 4

Size Total 7

Preferred Region: Chest and Arms

Powers: Slam, Bomber Boobs (+1 use),

Brain Bongos, Umbral Servant

Tools: "Fembook", Fire Piston

Hair: Copper

Eyes: Green

Skin: Copper

Height: 5'8"

Age: 20

Massive copper breasts are heaved forward, nipples the size of beer bottles jutting forth. "Die, you patriarch!"

There is seriously something wrong with

Gaia Ramaio. No one knows when it all

began, but most estimate that she went off

the deep end at some point in high school.

It may have been a book written by a

radical feminist that Gaia found in the

school library. Maybe she got fed up with

all the guys staring at her boobs as they

swelled up year after year. Gaia's fury at

the system might be related to the way

girls gossiped about her hall-filling

badonkadonk and how it took up the

locker room, or how her jugs boomed

against the lockers like giant water

balloons with every step.

But anyone who knows Gaia knows that

asking "how" or "why" is pointless. All

that matters is that Gaia's a self-proclaimed

"anarcha-feminist" with a strong dislike

for the male sex. She'll give her listeners a

rather forceful speech as she cradles her

gelatinous boobs in her arms, telling them

about the "Omnipresent Patriarchy", a

male-led system that controls civilization

and does everything it can to keep women

from controlling their own destinies.

She'll breastfeed her followers as she coos

promises to them about how she'll crush

the patriarchy with her cleavage.

So she roams the wilderness with her

followers, enormous jugs wobbling with

gallons of milk trapped in their copper

expanses. The only time Gaia ever sees

civilization is when she's trying to further

her goals. She's more than aware of her

body's growth in other parts, but that's

something she considers a blessing from

the fertility goddesses of yore.

Gaia's hair is kept in a pair of low braids;

when loosed, it falls to her armpits. This

shows off a rectangular face, a broad nose

dropping to a horizontal bump above a

blocky chin, a peak in its bridge showing

where the bone meets the cartilage.

Hooded eyes blaze with emotion to match

the disapproving frown constantly

displayed by bouncing lips as thick as D

cell batteries.

Yet despite her pretty face, no one ever

looks at it first. This is because her tits are

so large that they stand out, either three-

foot mass barely held aloft by a cropped

- 45 -

tank top woven from hemp and lined with

cotton. Nipples as big as beer bottles

shudder with every heartbeat as they

stretch that top out over a well-padded

eight-pack, kept pale by the udders

looming above. Muscle ripples over a

pelvis four and a half feet across, a

freakishly large bubble-butt that stretches

a pair of short hemp shorts taut over its

girth, causing its numerous dirt stains to

appear faded. Even though she loves going

barefoot, Gaia wears tanker boots for

inclement weather.

Hidden in Gaia's three feet of cleavage is

her "Fembook", a book made entirely from

plant materials. The covers consist of two

ironwood plates; the front cover has an

aluminum bronze inlay of the symbol of

Venus. Seven hundred hemp pages are

protected therein, detailing Gaia's beliefs,

knowledge, and revelations. Anyone that

studies the Fembook for one hour gains a

+3 bonus to any one roll involving

"Feminism", "Horticulture", or "Building

Shelters". Only one of those three subjects

can benefit.

If it comes to first contact, Gaia will find

the PCs, almost never the other way

around. She lives in the wild as a nomad

with forty followers; they migrate in small

cliques, traveling in a set pattern across the

wilderness, foraging when they're not

tending their hidden vegetable garden. It

would take some dedicated effort to find

that garden, as Gaia made certain that only

her followers could find it. It's grown for

food and grown close to a rocket stove set

halfway in the ground, both encircled by a

few huts made from woven bark and

carved tree branches. Gaia will personally

approach the PCs if they're camping in the

woods. The only time Gaia ever enters

civilization is to recruit more followers or

wreak havoc, usually both at once. She

stands out like a sore thumb during her

protest marches, slogans stretched over

her tits as she swings them from side to

side, using a Slam to destroy something

she deems a tool of the Omnipresent

Patriarchy. Regardless of where they

meet, Gaia will press her jugs all over

them as she explains her beliefs and

methods. While unerringly hostile

towards men, she's self-assured to the

point of smugness around women,

confident that they'll come around to her

view of things. The PCs could easily find

themselves pestered by her once every 2 +

d5 days – daily if she finds out that they

have Powers.

Bomber Boobs is Gaia's favorite weapon.

To her, it's all the proof she needs that

women are the superior sex, sustenance

and defense combined. In combat, Gaia is

careful, her charging friends scaring off

most attackers right away. As her friends

distract the remaining enemies, she'll take

aim with Bomber Boobs, making sure to

keep her allies out of the blast radius. If

enemies get too close Gaia will use an

unpredictable Slam to bowl over as many

as possible in one go. Outside of combat,

Gaia can be found tending the garden or

addressing her peers. Umbral Servant is

often used for chores around the camp,

and Brain Bongos sees a lot of use at the

campfire, or when she needs to tell a

distant band something important.

- 46 -

Petra Zeppelin

Dexterity 7 (Jumps)

Empathy 9 (Endearing (T), Who's Who)

Intellect 7 (Investigation (S))

Physique 7 (Belly Bump)

HP 15

Speed 3 (15/turn)

Legs and Butt 2

Belly and Sides 4

Chest and Arms 1

Size Total 7

Preferred Region: Belly and Sides

Powers: Slam, Buttshock, Gastric Blimp

(+1 yard flight ceiling), Milk Pill

Tools: Slungshot, Tablet Computer

Hair: Strawberry Blond

Eyes: Light Gray

Skin: Blue-Black

Height: 5'6"

Age: 21

A huge, pulsating belly colored like a storm cloud bounces closer as its owner slaps it playfully. "Excuse me, I'm with the press!"

Every society has its ills. Corruption,

violence, poverty, sometimes all of those

things are connected in some way. When

the local legal authority can't be trusted,

you have to turn to the people. But what

if a huge blue-black sphere of a belly

pushes up against you in return? Then

that means Petra Zeppelin has arrived to

hear you out. The Wyoming native has

turned her unique hue to good use in her

writing, comparing herself to a storm that

will strike those who think themselves

above the United States Constitution and

common human decency.

Partway through college, Petra's freshman

fifteen has done the exact opposite of go

away. She travels nearly nonstop,

following leads on her next big story.

Petra interviews, investigates, and eats,

determined to root out corruption

wherever it lies. Inevitably, not even the

largest fat cat in America will be able to

outsize the young woman's behemoth

belly. Like the storm clouds it resembles,

it too will drift on the wind, granting its

owner a bird's eye view of those trying to

hide their sordid doings.

Appearances are very important in

journalism, but Petra's managed to make

her uniqueness work in her favor. She's

always caressing her belly as it visibly

pulsates, acting as though it's not even

there. It catches her journalistic "targets"

off guard; they automatically assume she's

an overly idealistic and irresponsible brood

mare, only to regret that view weeks later.

She's light as a feather and so doesn't think

much of her girth – besides irritance with

desks and theater seats, of course.

If it wasn't for her midnight skin, Petra

could pass for any Wyoming country girl.

Her elbow-length hair is kept in a low and

tight ponytail, showing off an elliptical

face centered by a low-rooted nose that

drops nearly straight down to a pinched

bump over full lips. Large, round eyes

blaze beside that nose and complement

her round chin.

A sky blue tank top with spaghetti straps is

stretched over oddly perky, ellipsoidal

boobs each as big as her head, with a gray

- 47 -

scarf falling into her cleavage. Those flesh

torpedoes are dwarfed by Petra's love

handles, two long masses that puff out

sideways and broaden into an exposed

belly three feet in diameter, a plush mass

that floats in front of her. It's always

visibly pulsating and churning, even when

Petra's not filling it with food. It

resembles a pregnancy but the crater of a

navel at its apex makes that obviously not

true. An ass shaped like an upside down

heart swells out in all directions, three feet

wide and far too much for her gray cargo

shorts. Globular legs left bare taper

toward incredibly worn hiking boots.

Given her fondness for Gastric Blimp,

Petra found that she needs a way of

mooring herself while observing a scene.

To that end, she learned about a sailor's

tool called a slungshot. Petra's slungshot is

four yards of hemp rope as thick as her

middle finger, a monkey's fist knot tied

around a steel ball bearing at either end.

By swinging it around, Petra can have one

end wrap around any pole or similar object

within three yards of her. She gains a +3

bonus to any roll made to keep herself in

place, so long as she's using the slungshot

to do so.

If the PCs want to find Petra, their best bet

would be to look up. The dusky journalist

is always drifting toward her next lead and

tends to ignore anything underneath of

her that's not related to that. But if any of

the PCs have ties to the local authorities,

Petra will descend upon them like a

predatory jellyfish. Her questions are

rarely blunt; the PCs may not even realize

what it is she's after until after she's left!

Given her dedication to dredging up dirt

and exposing crimes, Petra would most

likely enlist the aid of the PCs if she

thought they could help her. Distractions,

research, security, if Petra thinks they

could do it, she'll ask. She can also be a

great source of info regarding the political

landscape of a specific area, should the PCs

approach her the right way.

Petra's knowledge of Powers is scant.

She's really only aware of those she has

and just thinks them quirks of her

physiology. Gastric Blimp is her favorite

one; unable to drive a vehicle thanks to

her behemoth gut, the front-heavy

journalist finds that she can fly wherever

she wants, bypassing realms that make

even the most stalwart of soldiers quake

with fear. On occasion she's been forced

to take shelter in a tree or on a lamppost,

forced to suck at her own breasts for

sustenance, unknowingly inducing Milk

Pill to appear as a Power. Her spherical

thighs rub together to make Buttshock a

useful tool for recharging her tablet

computer after a long time spent recording

illicit dealings beneath her floating girth.

Combat is definitely not her strong point;

Petra's one to talk her way out of a

physical conflict. If that doesn't work,

she'll do whatever it takes to flee the area.

Her midsection has become her primary

weapon, its girth hitting as hard as any

kick. If that doesn't work, Petra will

unleash an annihilating belly bump of a

Slam to plow right through her attackers.

As a last resort, the storm-colored girl will

press an attacker between her girth and an

obstacle to apply Buttshock.

- 48 -

Zakelina Underwood

Dexterity 6 (Rolling About (T))

Empathy 6 (Sanguine)

Intellect 10 (Aquaculture (S), Bushcraft)

Physique 8 (Bouncy)

HP 16

Speed 4 (20/turn)

Legs and Butt 3

Belly and Sides 2

Chest and Arms 2

Size Total 7

Preferred Region: Legs and Butt

Powers: Slam, All-terrain Butt (+1 ft/s),

Belly Safe, Geyser Jugs

Tools: Multi-tool, Thermos

Hair: Black

Eyes: Sky Blue

Skin: Freckled Ivory

Height: 5’

Age: 18

A determined nod as both arms rest upon a pair of horizon-eclipsing butt cheeks. “I can hold it down! Watch!”

Zakelina’s partway through college and so

far she’s got everything lined up just right.

Her mother’s a farmer, so it was only

natural that she develop an interest in

growing food too. The difference is that

she’s majoring in aquaculture and the local

Pond-Farm itself is positively booming.

The fact that she works at said farm part-

time is not lost on her; there’s no shortage

of jobs that require producing food, so

Zakelina is guaranteed to find work after

graduation. The biggest problem she has is

resisting the urge to eat all of the food she

notices.

Zakelina’s growing, that much is obvious.

She has the burn of hunger deep inside her

between five daily meals, something

accompanied by a rumbling gut. People

keep staring at Zakelina's jiggling body

and the clothes stretched over it.

Everyone wants to say something but

Zakelina's constant roaming through

unexplored areas means they have to find

her first.

So she keeps eating and eating and eating,

breakfast, brunch, lunch, dinner, and

supper disappearing between bouts of

exploring the world, her butt expanding

little by little with each meal. Even if she

did grow to the point of being unable to fit

between trees or buildings, Zakelina

would find a way in the end, because she’s

an eternal optimist.

Zakelina's hair is a thick tangle of waves

that naturally flows backward past narrow

shoulders to end just above a massive

waist, so she keeps flipped back with a

violet bandana. This shows off an upside

down triangle of a face drenched in

freckles. Those freckles condense into a

mask around endearingly huge eyes that

stand out despite being sheltered by round

cheeks. Circular glasses meant to correct

her nearsightedness sit on a nose with a

low root that slopes straight to a horizontal

point over plump lips and a pointy chin.

Even when covered by her skinny arms,

people can see that the fabric of Zakelina's

black tube top is stretched taut by obovate

boobs each twice the size of her head. The

freckle-and-vein art pieces ripple atop an

immense belly eighteen inches broad; it

- 49 -

hangs ever so slightly, with a tunnel of a

navel at its apex. As a counterbalance to

everything above and in front, Zakelina’s

buttocks are ponderous globes each half

again as big as her gut, set upon thighs

shaped like oblate spheroids. Her denim

knee-length skirt is strained to its limits by

those bloated legs, making her calves stand

out as they taper toward dainty ankles and

feet. Zakelina wears leather hiking

sandals, complete with a buckle over each

ankle and foot.

Her favorite thing is her thermos. Made

from aluminum and polished birch, it's a

cylinder she often keeps in her cleavage,

the handle on the back flexed by four

hinges. The thermos grants its user a +3

bonus on rolls made to survive out in the

wilderness and keeps its contents fresh for

2 + d5 days. It can hold a half-gallon of

liquid – almost always Zakelina's milk,

though she tends to replace that with hard

cider for special occasions.

Zakelina's habit of roaming means the PCs

could end up following her trail for a long

time before actually finding her. That

could mean encountering predators,

dodging obstacles, and finding the weird

caches of food the freckled blimp creates

on a whim. Her use of All-terrain Butt

means she can get to places most people

can't, letting her discover all sorts of

wondrous things. If she encounters

trouble, the PCs could stumble upon her

just in time, or maybe vice versa!

Zakelina's sanguine nature means she

never worries pointlessly, but the PCs

might remind her of some task she needs

help with. The PCs could barter with

Zakelina, as her Powers make her a

capable trader. "Quid pro quo" is the rule

to remember with the pear-shaped cutie,

with favors being one form of currency.

Bartering could swiftly turn into a story of

its own, with the PCs helping Zakelina

look for some rare herb or seeking her out

for help in turn. If she ever seeks out the

PCs, it's because only they can help her

with whatever it is she needs – and she's

ready to really make it worth their while.

Besides trading for anything she finds, she

can hide things for her friends, offer

information on particular subjects, and

even feed them in return for a hard-to-

acquire delicacy.

All-terrain Butt is her preferred mode of

movement when she's certain there's no

one watching. Waddling has become

quite taxing for Zakelina, wobbling thighs

and calves constantly throwing her off-

balance. If she has to carry anything,

Zakelina either sticks it in her cleavage or

uses her Belly Safe, normally herbal

samples and a few bottles holding critters.

But if someone tries her patience, they'll

most likely catch a hammer fist to the nose

or a Slam in the form of a pirouette. If

Zakelina's badgered, interrupted, or

otherwise annoyed in an uncivilized place,

whoever is upsetting her can look forward

to Zakelina appearing overhead or on a

wall, using her Geyser Jugs to batter them

from afar. One really can't help but think

of a tank going to war when they see her

in action.

- 50 -

Now, onto…

The End!

I know, it’s sad. Ending this? Really? All that can be done now is bang out some character

ideas and a character sheet. After that, it’s up to the Girth Master and the Players to begin

their own story. Think of this as the prologue to your story!

Charlotte in Profile, by Woot

Next up is the character sheet. I hope you’ve enjoyed reading all of this!

- 51 -

Lucrezia Noin Immobilized, by Jay Kuma

- 52 -

Character Sheet

Player Name:

Character Name:

Age:

Height:

Hair Color:

Eye Color:

Skin Color:

HP:

Speed:

Tools:

Attributes Points Traits (Mark one with an (S) to make it a Specialty and another with

a (T) to make it Talented)

Dexterity

Empathy

Intellect

Physique

Regions (Mark one as Preferred Region) Size Points

Legs and Butt

Belly and Sides

Chest and Arms

Size Total

- 53 -

Appearance:

Background:

Powers (and Modifications):