wobble girls
TRANSCRIPT
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)
- 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
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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
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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
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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!
- 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