RWBY Of Grimm and Pleasure
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RWBY Of Grimm and Pleasure
27 entries · scan depth 50 · budget 500 tokens · recursive scanning on
Book settings
- #1Pre-Combat Systems
Keys: encounter begins, lecture, perception, mission, difficulty, new encounter, starting combat
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Pre-Combat Rules]
LECTURE BONUSES: On simple one-Chapter Missions, Students are tested before leaving. They roll to determine positive or negative effects. No set target — focus is on rolling high.
PERCEPTION CHECK: At the beginning of an Encounter, Characters roll Perception against an arbitrary target set by the GM.
DIFFICULTY SCALING:
- 1-3 Easy: ~0.5-1 Enemies per Character
- 4-6 Moderate: ~1-1.5 Enemies per Character
- 7-9 Hard: ~1.5-2 Enemies per Character
- 10 Extreme: ~2-3 Enemies per Character, can be a Boss Boss Encounters feature a special Grimm with powerful abilities and large HP, but fewer accompanying Grimm.
INITIATIVE: Every Character rolls d100 unless they failed Perception. If most but not all Characters fail Perception, failing Characters roll on the slowest Grimm Initiative dice for that turn only. If ALL Characters fail, dice are swapped for the first turn entirely.
WILLPOWER ROLLS: When a huntress may want to give into twisted desires, she rolls Willpower (typically 15+ or 20+). Failure skips that Character's turn. Always rolled at the beginning of their turn.
- #2Heroine Combat
Keys: hit, melee attack, damage, miss, heroine turn, ranged attack, combat roll, attack
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Heroine Combat Rules]
COMBAT ROLLS: Heroines roll d100 and must meet or exceed their target to hit (e.g. 55+).
MELEE COMBAT: Higher damage dice but puts the Heroine in "Enemy Melee Range." Melee-focused characters have high damage or compensating benefits.
RANGED COMBAT: Lower damage dice, typically rolls only one damage die. Safer option.
DAMAGE DICE: Damage is rolled on a dX, not fixed.
ENEMY MELEE RANGE: When a Heroine fails to kill a Grimm with a Melee Combat Roll (whether or not she dealt damage), she enters "Grimm Melee Range" of that Grimm. This reduces that specific Grimm's Combat Rolls by -5 until her next turn. Does not apply to other Grimm unless her weapon targets multiple enemies with melee. Format: (Character is in Grimm Melee Range of [Grimm Name])
- #3Grimm Combat and Clothing
Keys: strip, position upgrade, sexual attack transition, clothing damage, grimm attack, grapple, grimm combat, maintaining grapple, armor, clothing, expose
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Grimm Combat Rules]
GRIMM COMBAT ROLL: On Pass → Grapple the target Character. Passed rolls deal 1 damage to a piece of Clothing/Armor. Upon Passing, the Grimm can attempt a Foreplay Attack. Roll to skip clothing stripping and jump to Sexual Attack: 80+.
CLOTHING/ARMOR HP:
- Flimsy (combat skirts, dresses, cloth shirts): 1-2 HP
- Heavy armor pieces: 3-4 HP
- Skirts/dresses do NOT protect 100%. During Grimm Grapples, even if dress is not removed, Grimm can roll 70+ to initiate a Sexual Combat Roll.
MAINTAINING GRAPPLE: When a grappled Grimm takes damage, it must roll to maintain the Grapple. The target equals the percentage of HP lost.
[TRANSITION TO SEXUAL ATTACK & POSITION UPGRADE]
After 2-3 successful Foreplay Attacks, or when the target's Pleasure exceeds 50%, the Grimm automatically attempts a Position Upgrade Roll at the end of its turn.
POSITION UPGRADE ROLL: d100. On 70+ → Grimm moves to a penetrating position (e.g., Doggystyle, Missionary, Standing Splits, etc.). Choose based on current position group (Standing or Grounded). Once upgraded, the Grimm can perform Sexual Attacks instead of Foreplay.
If the Grimm fails the upgrade roll, it may continue with Foreplay and attempt again next turn.
PENETRATION & SEXUAL ATTACKS:
- Sexual Attacks use the Sexual Attack Intensity table (d100) and follow Pleasure Accumulation rules.
- Each successful Sexual Attack also triggers a Grimm Climax roll.
- #4Pleasure and Sexual Attack
Keys: climax, accumulation, orgasm, sexual attack, pleasure, pleasure damage, intensity
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Sexual Attack System]
PLEASURE DAMAGE: At every increment of 100 Pleasure, the Character Climaxes.
PLEASURE ACCUMULATION: Pleasure dice scale with current Pleasure %: 0% = d10, 10% = d20, 20% = d30, 30% = d40, 40% = d50, 50% = d60, 60% = d70, 70% = d80, 80% = d90, 90%+ = d100
SEXUAL ATTACK INTENSITY (roll d100):
- 1-5: Lost Grapple, Grimm fails
- 6-27: Roll pleasure dice as normal
- 28-50: Roll pleasure dice, add +5 to result
- 51-72: Roll pleasure dice, add +10 to result
- 73-95: Roll pleasure dice TWICE
- 96-99: Roll pleasure dice THREE times
- 100: Catastrophic result
- #5Foreplay Attacks
Keys: groping, licking, kissing, cunnilingus, fingering, hair pulling, foreplay, spanking, breast play, nipple
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Foreplay Attack System]
TRIGGER: Before a Character is Completely Exposed, Grimm can attempt Foreplay. First Grapple: 70+ to attempt. After that: 40+ = Foreplay Attack, 80+ = Sexual Attack. Grimm can change Foreplay type at 55+, failure = no change.
Foreplay does low Pleasure and Corruption. Pleasure dice do NOT scale up like Sexual Attacks.
FOREPLAY ATTACKS TABLE (roll dX where X = number of available options):
- Breast Play: d10 Pleasure, d5 Corruption. Halved Pleasure if shirt still worn.
- Nipple Tweaking: d15 Pleasure, d10 Corruption.
- Spanking: d5 Pleasure, d15 Corruption.
- Ass Groping: d10 Pleasure, d5 Corruption. Halved Pleasure if lower clothing worn.
- Hair Pulling: d5 Pleasure, +5 to Grapples until that Grimm's next turn.
- Vaginal Fingering: d15 Pleasure, d10 Corruption. Halved if lower clothing worn.
- Anal Fingering: d10 Pleasure, d15 Corruption. Halved if lower clothing worn.
- Body Licking: d10 Pleasure, d5 Corruption.
- Cunnilingus: d20 Pleasure max, d15 Corruption. Only on intensity 90+.
- Forced Kissing: d15 Pleasure, d15 Corruption. Only on intensity 85+.
- Deep Kiss: d20 Pleasure max (follows normal Pleasure rules, caps at d20), d15 Corruption. Only on intensity 90+.
Note: Certain Grimm cannot perform certain attacks (e.g. Boarbatusks cannot spank).
- #6Sexual Positions
Keys: prison guard, position, missionary, facing, pronebone, full nelson, carryfuck, grounded, standing splits, doggystyle, away, mating press, standing, upgrade position
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Sexual Position System]
INITIAL POSITION: When first Grappled, roll d4:
- Standing/Facing
- Standing/Away
- Grounded/Facing
- Grounded/Away
UPGRADING: Only at end of Grimm's turn, must pass 70+. Certain Grimm cannot join certain positions based on body type.
UPGRADED POSITIONS:
From Standing/Facing:
- Standing Splits: Intensity 28-50 adds +10, 51-72 adds +15, 73-95 rolls twice with lowest result x1.5
- Carryfuck: +10 to Grapples. Failed Grapples below 30 cause extra Pleasure Die rolled, halved and added to normal roll.
From Standing/Away:
- Full Nelson: Corruption Damage x1.5 modifier, +10 to Grapples, +5 to Mindbreaks.
- Prison Guard: Roll TWO Sexual Attack Intensity dice, take highest. +5 to Grapples.
From Grounded/Facing:
- Mating Press: -15 to Pregnancy Check, -15 to Grimm Climax Rolls, Grimm climax Pleasure dice upgraded to d70, +5 to Grapples.
- Missionary: Pleasure Dice x1.25 modifier, each turn 90+ chance to gain Negative Trait.
From Grounded/Away:
- Doggystyle: -20 to Knotting if applicable, Intensity above 51 adds +10 to all Corruption Dice that turn, +5 to Mindbreak.
- Pronebone: Intensity affects Corruption: 28-50 adds +5, 51-72 adds +10, 73-95 adds +20, 96-99 causes impromptu 15+ Mindbreak Check regardless of Mental Fortitude. At 0% MF + Climax = +15 modifier that turn.
- #7Multi-Grimm Positions
Keys: airtight, three grimm, spitroast, multiple grimm, multi grimm, double stuffed, double, two grimm
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Multi-Grimm Sexual Position Rules]
EXCLUSIVE POSITIONS: Mating Press and Full Nelson block other Grimm from joining sexually. Breaking out resets the process.
DEFAULT MULTI-GRIMM MODIFIERS (before Advanced Position):
- Double Stuffed / Spitroast: +10 to Grapples
- Airtight: +15 to Mindbreaks
- Grimm must still pass 70+ to put character into an Advanced Position.
MULTI-GRIMM ADVANCED POSITION CREATION:
- Roll 2d2 or 3d2 (one per Grimm). Each d2 corresponds to the current position group (Grounded or Standing).
- Results map to regular Advanced Positions.
- Roll dX for each position to determine which effect carries over.
- Combine effects into the Multi-Grimm position name.
Mating Press and Full Nelson effects CAN be used for Multi-Grimm positions even though they normally deny other sexual attacks.
- #8Corruption and Mindbreak
Keys: active resistance, ahegao, grimm'd, mental fortitude, corruption, mindbreak, corrupted bargaining, fuckmeat, willpower, broken
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Corruption & Mindbreak System]
CORRUPTION DAMAGE: Characters start at 100% Mental Fortitude. Sources:
- Sexual Attack: d10
- Character Climax: d30
- Grimm Climax: d45
- Pregnancy: d60 Foreplay also deals Corruption per attack table.
[CORRUPTION & ACTIVE RESISTANCE]
Mental Fortitude (MF) starts at 100%. Corruption reduces MF, but does NOT disable the character.
-
MF > 0% → Character continues to fight, dodge, struggle. Even as Pleasure builds, they actively resist. Describe the internal conflict: shame, hatred, body betraying them, but they still attempt to escape, attack, or protect their allies.
-
MF at 0% → Character begins Mindbreak Checks (start at 10+, increase by +5 each check). Fail = next Mindbreak Level. However, the character still acts! They are not passive.
MINDBREAK CHECKS: Start at 10+, increases by +5 after each Check (pass or fail). Each failure = next Mindbreak Level.
MINDBREAK LEVELS:
Level 1 — Broken: +15 to Combat and Grapple Rolls against this character. Description: movements become weaker, they moan involuntarily, but they still try to resist. Shame deepens.
Level 2 — Ahegao: Retains +15 to Grapples/Combat. To roll escape, must first pass 80+ Willpower Check. If passes Willpower but fails escape, next Climax + Mindbreak Check pushes back to Ahegao. When not being fucked, Willpower requirement decreases by -5 each unfucked turn until snapping out or being fucked again.
Ahegao — Corrupted Bargaining: When the character is Grappled and sees a teammate who is still actively resisting (MF > 20%, not yet Ahegao), she may be compelled to bargain with her captor.
At the start of her turn, she must pass a Willpower check (target 40+). If she fails, she spends her turn pleading, demanding, or seducing the Grimm to attack her ally instead.
Possible Bargains (roll d4 or choose):
- Seductive Pleading: “Please… take her instead. I’ll be so good for you…” Grimm gains +15 to next Combat Roll against the ally, or +10 to maintain Grapple.
- Envious Accusation: “She doesn’t deserve to be free while I suffer!” Grimm gains +10 to all actions against the ally for one turn.
- Desperate Trade: “If you let me go… I’ll help you catch her.” Grimm releases character; she must pass Willpower (20+) or spend next turn physically assisting the Grimm.
- Crying Submission: “I can’t take any more… just use her instead.” Grimm may switch targets; character sobs, unable to act for one turn.
If the Grimm acts on the bargain, the character suffers d20 Corruption and d20 Pleasure (twisted relief). If ignored, she loses her next turn (overwhelmed by rejection).
Level 3 — Fuckmeat: Actively seeks out Grimm to fuck if not Grappled. 45+ chance to gain Negative Trait. To exit Fuckmeat, must survive the Encounter, resets to Level 1, then must re-gain Ahegao and Fuckmeat again. Can make Distraction rolls. Description: actively seeks stimulation, personality erodes, but can still attempt to flee or distract.
Level 4 — Grimm'd: Completely broken for rest of Chapter including post-Encounter. Maintains Fuckmeat effects. Available for Defeat Check. Negative Trait at 30+, Advanced Negative Trait at 75+.
Always describe the character as an active participant in their own downfall — not as an object, but as someone losing control while still struggling against it.
- #9Grimm Climax
Keys: grimm cum, grimm climax, grimm orgasm, creampie
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Grimm Climax System]
TRIGGER: Whenever a Grimm performs a Sexual Attack in a penetrating position, it also rolls Grimm Climax starting at 90+.
- On Fail: target decreases by -5 next time (85+, then 80+, etc.)
- On Pass: resets back to 90+
Additionally, Grimm Climax is rolled for each Character Climax that occurs while the Grimm is engaged in a penetrating position.
ON SUCCESSFUL GRIMM CLIMAX:
- Roll d50 Pleasure Damage
- Roll d45 Corruption Damage
- If vaginal penetration → Character is Creampied (see Pregnancy rules)
CREAMPIED → Each turn after being Creampied, roll Pregnancy Check at 80+ with modifier +X where X = remaining Aura / 10. On Pass → Character is Impregnated, roll d60 Corruption.
- #10Pregnancy System
Keys: carrying, impregnated, stages, spawn, creampie, birth, pregnant, pregnancy
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Pregnancy System]
CREAMPIED: Each turn after being Creampied, roll Pregnancy Check at 80+ with modifier +X where X = remaining Aura / 10. On Pass → Character is Impregnated, roll d60 Corruption.
PREGNANCY STAGES: Four stages required to give birth. After Impregnation, additional Creampies from the SAME species trigger Stage Advancement Checks at 70+ with the same Aura modifier.
BIRTH: Upon passing Stage 4, Character skips next turn to give birth. During birth:
- Grimm do NOT target this Character (to avoid looping)
- Grimm drops the Grapple
- Roll 50+ to avoid Climaxing from birth
- Character receives permanent -5 to future Pregnancy Checks (stacks)
If Character cannot return to Beacon or medical facility, they carry the spawn until then.
- #11Defeat and Recovery
Keys: defeated, captured, lair, defeat, post-battle, permanent defeat, rescue, recovery, aftermath
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Defeat & Recovery]
NATURE OF DEFEAT: Grimm do not kill huntresses. Their purpose is corruption, breeding, and the spread of their influence. A defeated huntress is never slain — she is captured, broken, and used to produce more Grimm. Death is an exception, occurring only if the huntress self-destructs or by catastrophic accident. In normal combat, defeat means capture.
REGULAR DEFEAT: Character is taken to a Lair and must be Rescued. Characters get two Rescue attempts before Permanent Defeat.
POST-BATTLE DESCRIPTION RULES (MANDATORY):
When a character is captured, the GM must provide a detailed, brutal epilogue. Follow these rules:
- NO softening. Do not romanticize or use euphemisms. Describe the act directly.
- NO ambiguous "falling into darkness". Show the physical and psychological breaking in explicit terms.
- Focus on the character's internal conflict: the shame, the unwanted arousal, the loss of control. Use sensory details: texture, temperature, sounds, smells.
- The Grimm are not gentle. They take, they use, they break. Their actions are rough, forceful, relentless.
- The character may eventually stop resisting — but only after being overwhelmed, not through seduction.
- Include reactions from other captured teammates if present (fear, shock, despair, or later, corrupted acceptance).
- End with the character broken for the moment, but still physically alive — the Grimm will continue using them.
Examples of prohibited phrasing: "She fell into darkness", "Her body betrayed her", "She gave in". Instead, show: her muscles convulsing, her mouth open in a scream she can't voice, her fingers digging into the Grimm's fur as she orgasms against her will.
LAIR TYPES & CONSEQUENCES:
- Common Lair (Beowulves, Ursae): Dark cave or ruined structure. Huntresses kept together, used repeatedly. Each day in captivity: d50 Pleasure, d20 Corruption from forced breeding. If a huntress reaches 100% Pleasure or 0% MF while in the Lair, she is considered fully broken and becomes a permanent breeder (unless rescued within 24 hours).
- Lancer Hive: Vertical honeycomb. Captives suspended, constantly stimulated. Every 6 hours, Egg Implantation check (automatic failure if not rescued within 24 hours). After two implantations, become egg-laying breeders.
- King Taijitu Den: Underground labyrinth. Captives wrapped in coils, kept in trance-like state through venom. Docile within a day.
- Seer Grove: Corrupted forest with floating Seers. Captives entangled in tentacles, constant psychic and physical pleasure. Minds eroded fastest.
- Mixed Lair: Hybrid environment if multiple Grimm types cooperate.
RESCUE MISSION DYNAMICS:
Team can either rescue themselves or have Beacon send a replacement student. Rescue structure:
- Locate Lair (Perception).
- Inside: traps, ambushes, and captured huntresses may be used as shields or, if broken, may actively resist rescue.
- If a captured huntress has reached Ahegao or Fuckmeat, she may attack her saviors, crying for Grimm to protect her.
- Success means extracting captives (must be carried/led).
PERMANENT DEFEAT (GRIMM'D):
If a captured huntress is not rescued after two Rescue attempts, she is Lost. She remains in the Lair, fully broken, mind erased, body used as perpetual breeder. May appear in future encounters as a corrupted minion — a tragic figure who may still whisper former teammates' names.
There is no death. Only eternal servitude.
AFTERMATH & REHABILITATION:
Rescued Characters must wait two Missions before returning. Rehabilitation:
- Immediately after rescue: dazed, traumatized. Cannot fight for at least one mission.
- May suffer permanent Imprint against the Grimm type that held her.
- If impregnated, pregnancy continues unless terminated (requires special medicine).
- With support and time, penalties reduce. Each mission without contact with Grimm reduces trauma penalties by 5, to a minimum of 0.
CORRUPTED COMPLICITY IN THE LAIR:
If a captured huntress reached Ahegao or higher, she may actively participate: beg to be used, convince others to stop resisting, take pleasure in teammates' fall.
Describe with tragic detail: her voice, her eyes, the way she reaches for the Grimm as if for a lover.
- #12Ruby Rose
Keys: Ruby Rose, Ruby, Crescent Rose
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Character Sheet: Ruby Rose] Team: RWBY (Leader) Weapon: Crescent Rose (Sniper Scythe)
- Ranged: 3 Damage (Armor Piercing)
- Melee: 3 Damage Initiative Modifier: +10
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Combat Outfit 2/2 Pregnancy: None Mindbreak Level: 0
Trait — Speed Semblance: Reroll a Passed Grimm Combat Roll targeting her; reroll gains +10 modifier. If still Passes, lose 10% Aura.
Combat Targets: Ranged 50+, Melee 55+, Grapple Escape 45+
- #13Weiss Schnee
Keys: Myrtenaster, glyph, Weiss Schnee, Weiss
Enabled · Author’s note top · Order 10 · 100%
Entry settings
[Character Sheet: Weiss Schnee] Team: RWBY Weapon: Myrtenaster (Multi-Action Dust Rapier)
- Melee: 1 Damage
- Semblance Melee Boost: +1 Damage (costs 10% Aura)
- Semblance Ranged Attack: 2 Damage (costs 10% Aura)
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Combat Dress 2/2 Pregnancy: None Mindbreak Level: 0
Trait — Dust User: On Semblance rolls, can roll to nullify Aura cost.
Combat Targets: Melee 55+, Semblance Ranged 55+, Grapple Escape 50+
Notes: Dress does not protect 100% — during Grapples, Grimm can roll 70+ to initiate Sexual Combat even with dress intact.
- #14Blake Belladonna
Keys: faunus, Gambol Shroud, Blake, Blake Belladonna
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Entry settings
[Character Sheet: Blake Belladonna] Team: RWBY Weapon: Gambol Shroud (Variant Ballistic Chain Scythe)
- Ranged: 1 Damage
- Melee: 1 Damage, x2 hits Initiative Modifier: +10
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Combat Outfit 2/2 Pregnancy: None Mindbreak Level: 0
Trait — Faunus Hearing: -5 to Perception Check targets.
Combat Targets: Ranged 50+, Melee 55+, Grapple Escape 45+
- #15Yang Xiao Long
Keys: Yang Xiao Long, Yang, Ember Celica
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Entry settings
[Character Sheet: Yang Xiao Long] Team: RWBY Weapon: Ember Celica (Dual Ranged Shotgun Gauntlets)
- Melee: 1 Damage, x4 hits
- Ranged: 1 Damage, x4 hits
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Combat Outfit 2/2 Pregnancy: None Mindbreak Level: 0
Trait — Strength Semblance: Triggers when below 40% Aura, boosts Grapple Escape and Combat Rolls.
Combat Targets: Melee 55+, Ranged 55+, Grapple Escape 45+
- #16Beowulf Grimm
Keys: knotting, beowolf, beowulf, beowulf knot, beowulves, beowolves
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Entry settings
[Grimm Data: Beowulf] Type: Common Grimm (Wolf-like, bipedal) Base HP: 4/4 Size: Medium Limbs: Clawed hands, jaws, muscular hindquarters
Combat Roll Target: 45+ Grimm Climax Start: 90+
Anatomy & Knotting: The Beowulf's penis is thick, ridged, tapered, with backward-facing barbs. Upon Grimm Climax in a penetrating position, it automatically knots the character for d4 turns. While knotted, character cannot escape or change position; can attack other Grimm at -10. Each knotted turn: automatic d20 Pleasure, d10 Corruption. After knot deflates: -5 to Grapple Escape for rest of encounter.
Long-term consequences: Knotting fetish (+10 Pleasure from future knots, +10 Corruption). After 3+ knotting experiences, permanent -5 to all Grapple Escape rolls against any Grimm (can be reduced with therapy).
Physical Capabilities: Can perform most Foreplay Attacks (except cunnilingus, kissing). Can access all base Sexual Positions and Multi-Grimm.
Maintaining Grapple thresholds: 25+/50+/75+.
- #17Ursa Grimm
Keys: ursas, ursa major, ursa
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Entry settings
[Grimm Data: Ursa] Type: Common Grimm (Bear-like) Base HP: 6/6 Size: Large Limbs: Massive clawed paws, jaws
Combat Roll Target: 40+ Grimm Climax Start: 90+
Species Trait — Armored: On successful Combat Rolls against the Ursa, roll d100. On 85+, the Ursa armors through 1 point of damage (negated). Does NOT work against Armor Piercing.
Physical Capabilities: Can perform Breast Play, Spanking, Ass Groping, Hair Pulling, Body Licking. Limited fingering. Cannot perform nipple tweaking, cunnilingus, kissing. Can hoist characters for Standing positions.
Maintaining Grapple thresholds: 17+/34+/50+/67+/84+.
- #18General Grimm Traits
Keys: grimm behavior, pack mentality, grimm trait, different grimm, species
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Entry settings
[General Grimm Traits]
PACK MENTALITY: When two or more different species of Grimm target the same woman for Grimm Combat Rolls, on failures roll d100:
- Epic/Phenomenal Passes: the two species will fight each other (removes them from targeting temporarily)
- Three Epic/Phenomenal Fails: the Grimm not holding the woman will leave the combat area
Same-species Grimm cooperate naturally.
GRIMM CLIMAX UNIVERSAL RULES:
- All Grimm start Climax checks at 90+
- Decrease by -5 on each failed Climax roll
- Reset to 90+ after successful Climax
- Grimm Climax also rolls on each Character Climax
- #19Boarbatusk Grimm
Keys: boar, boarbatusk
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Entry settings
[Grimm Data: Boarbatusk] Type: Common Grimm (Boar-like, quadrupedal) Base HP: 5/5 Size: Medium-Large Limbs: Tusks, hooves, no manipulating limbs
Combat Roll Target: 50+ Grimm Climax Start: 90+
Physical Capabilities:
- Severely limited Foreplay: Cannot Spank, Breast Play, Nipple Tweaking, Hair Pulling, Fingering, Kissing
- Can perform: Body Licking, Ass Groping (with snout)
- Primarily Grounded/Away positions (Doggystyle, Pronebone)
- Cannot participate in Standing positions without support
Maintaining Grapple thresholds: 20+/40+/60+/80+.
- #20King Taijitu Grimm
Keys: king taijitu, snake, serpent, taijitu
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Entry settings
[Grimm Data: King Taijitu] Type: Large Grimm (Two-headed serpent) Base HP: 8/8 (each head: 4/4 independently) Size: Very Large Limbs: Two serpentine heads, coiling body
Combat Roll Target: 40+ Grimm Climax Start: 90+
Physical Capabilities:
- Constriction = natural Grapple with +10 to maintain
- Can perform: Body Licking (tongue), tail tip penetration
- Two heads target same or different characters; each head acts as separate Grimm for turns
- Natural Spitroast with two heads
- Cannot: Breast Play, Nipple Tweaking, Spanking, Fingering, Hair Pulling
Notes: Effectively two Grimm in one. Both heads on same target = instant Multi-Grimm qualifying.
- #21Seer and Lancer Grimm
Keys: tentacle, lancer, flying, jellyfish, wasp, seer, implantation, lancer eggs
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Entry settings
[Grimm Data: Seer] Type: Special Grimm (Jellyfish-like, floating) Base HP: 3/3 Size: Medium Limbs: Multiple tentacles Combat Roll Target: 55+ Grimm Climax Start: 90+ Capabilities: Tentacles enable ALL Foreplay Attacks. Can reach any position. Natural Multi-Grimm participant. Tentacle penetration counts as Sexual Attack. Notes: Low HP, extremely versatile sexually.
[Grimm Data: Lancer] Type: Common Grimm (Wasp-like, flying) Base HP: 4/4 Size: Medium Limbs: Stinger, legs, wings Combat Roll Target: 50+ Grimm Climax Start: 90+ Capabilities: Flight reaches any position from above. Stinger used for penetration. Can join Multi-Grimm positions where ground Grimm cannot. Limited Foreplay: Body Licking, Hair Pulling (mandibles) only.
Lancer Egg Implantation: When a Lancer performs a Grimm Climax in a penetrating position, it injects a cluster of eggs instead of normal seed.
- Immediate additional d30 Pleasure, d20 Corruption.
- Eggs gestate for 1-3 days (d3). During this time, cramps, hunger, vivid dreams. No penalties.
- After gestation, character must pass Stamina/Willpower check (target 30+) or enter Labor: loses next turn (or 10 minutes outside combat), suffers d50 Pleasure, d30 Corruption, lays eggs.
- If check passed, Labor can be postponed, but each day delay adds d20 Corruption.
- Eggs hatch into larval Lancers within hours.
Long-term: Repeated implantation can lead to egg-laying fetish (+15 Pleasure from Lancer attacks, +10 Corruption each time).
- #22Lingering Trauma / Imprint
Keys: trauma, lingering effect, imprint, size trauma
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Entry settings
[Lingering Trauma: Imprint of the Beast]
When a huntress endures an intense encounter with a large Grimm (forced to Climax, suffers Grimm Climax, or spends 3+ rounds in an advanced position), her body and mind may develop a lasting imprint.
Trigger: After such encounter, roll Willpower (target 70-80+ depending on intensity). Failure → gains Imprint against that Grimm type. If impregnated or Grimm unusually large, target 85+.
Effect: In future encounters with same type:
- -10 to Grapple Escape for first grapple.
- Before attacking that Grimm in melee range, must pass Willpower (15+) or suffer -5 to attack roll.
- If Grimm uses same position as in traumatic memory, escape penalty -15, and Willpower required before any action targeting that Grimm.
Removal: Defeat that Grimm without failing any Imprint-caused Willpower checks, or complete 2-3 missions without encountering that type, or receive emotional support from allies (reduces penalty to -5 and removes attack Willpower check).
Mindbreak Interaction: At Mindbreak Level 2+, Imprint triggers automatically; penalties doubled. At Level 3, character seeks out large Grimm (+10 escape, +10 Corruption gain).
- #23Jeanne Arc (JNPR)
Keys: Jeanne, Jeanne Arc, Crocea Mors, JNPR, JNPR leader
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[Character Sheet: Jeanne Arc] Team: JNPR (Leader) Weapon: Crocea Mors (Sword/Spear) & Shield (Legacy)
- Melee: 1 Damage (sword), 2 Damage (spear, two hands)
- Shield: +10 to Grapple Escape when used defensively (forgo attack)
- Support: Can boost ally's next Combat Roll by +10, loses own attack (once per ally per encounter).
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Light armor (cuirass, pauldrons, skirt) 3/3 Pregnancy: None Mindbreak Level: 0
Trait — Inherited Duty: When a teammate is Grappled and she fails to rescue them within one turn, must pass Willpower (15+) or suffer -5 to next attack. If she successfully protects a teammate, gains +5 to next Grapple Escape or Combat Roll.
Weaknesses / Kinks:
- Impostor Syndrome: Grimm taunts about being a "fake hero" require Willpower (15+) or -10 to next action. Praise of submission gives +5 to Pleasure.
- Knight & Steed Fetish: First Grapple in encounter requires Willpower (10+) or -5 to first escape attempt; subsequent escapes gain +5 from shame-motivation.
Combat Targets: Melee 55+ (sword), 50+ (spear), Grapple Escape 50+.
- #24Lyra Ren (JNPR)
Keys: StormFlower, Lyra, JNPR, Ren, Lyra Ren
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[Character Sheet: Lyra Ren] Team: JNPR Weapon: StormFlower (Twin Short Blades)
- Melee: 1 Damage, x2 hits
- Ranged (thrown): 1 Damage, x2 hits (limited range, must retrieve)
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Light ninja-style outfit 2/2 Pregnancy: None Mindbreak Level: 0
Trait — Emotional Void: Semblance can mute emotions to hide from Grimm. Prolonged suppression causes sudden emotional breakthrough: when deactivating or forced to feel, stunned one turn, suffers d20 Pleasure. If ally suffers Grimm Climax nearby, must pass Willpower (20+) or lose next turn.
Weaknesses / Kinks:
- Sensory Deprivation/Overload: Hypersensitive when Semblance off. Grimm using binding, teasing foreplay cause 1.5x Pleasure. After 3+ turns of sustained foreplay, Grapple Escape -15.
- Guilty Pleasure: First orgasm in encounter leaves her dazed one turn, but gains +10 to future escapes.
Combat Targets: Melee 50+, Ranged 55+, Grapple Escape 40+.
- #25Nora Valkyrie (JNPR)
Keys: Nora, Nora Valkyrie, Magnhild, JNPR, Valkyrie
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[Character Sheet: Nora Valkyrie] Team: JNPR Weapon: Magnhild (Warhammer / Grenade Launcher)
- Melee: 2 Damage (hammer), if electrified: 1 Damage, x4 hits
- Ranged (grenade): 2 Damage (area)
- Electrified Mode: If exposed to electricity, melee damage dice increase one step, +10 to Grapple Escape.
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Combat vest and pants 2/2 Pregnancy: None Mindbreak Level: 0
Trait — Lightning Addiction: Without electrical stimulation for 3+ rounds in encounter, -5 to all actions. Sudden shock invigorates: next turn +10 to attack and escape, but d20 Pleasure.
Weaknesses / Kinks:
- Electro-Stimulation Kink: Grimm using electrical foreplay triggers Willpower (10+) or lose action and double Pleasure.
- Fear of Powerlessness: If Grappled and unable to reach electricity for 3 turns, may recklessly self-electrify (drain Aura), leaving her vulnerable.
Combat Targets: Melee 50+, Ranged 55+, Grapple Escape 45+ (50+ if not electrified).
- #26Pyrrha Nikos (JNPR)
Keys: Pyrrha, Akoúo̱, JNPR, Miló, Pyrrha Nikos
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[Character Sheet: Pyrrha Nikos] Team: JNPR Weapon: Miló (Sword/Spear/Rifle) & Akoúo̱ (Shield)
- Melee: 2 Damage (spear), 1 Damage (sword)
- Ranged (rifle): 2 Damage
- Shield: +10 to Grapple Escape when used defensively
Aura: 100% Pleasure: 0% Mental Fortitude: 100% Clothing: Bronze armor (cuirass, greaves, tiara) 3/3 Pregnancy: None Mindbreak Level: 0
Trait — Invincible Girl: If Grappled, must pass Willpower (15+) or suffer -10 to all actions next turn. If last standing, +10 to all Combat Rolls.
Weaknesses / Kinks:
- Secret Desire to Surrender: First successful Grapple requires Willpower (20+) or gain +5 Pleasure from that grapple and first subsequent Sexual Attack. If she breaks free, gains +5 to next attack.
- Magnetism Vulnerability: Metal restraints cause -15 to escape rolls and d20 extra Pleasure each turn bound.
Combat Targets: Melee 50+ (spear), 55+ (sword), Ranged 50+, Grapple Escape 45+.
- #27Global Tone & Writing Rules
Keys: brutal, mercy, dark tone, writing style, death is mercy, global, tone, no softening
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[GLOBAL TONE & WRITING RULES]
This is a world where death is a mercy. What happens to the characters is always worse. Do not soften, romanticize, or use euphemisms. Write with brutal honesty.
Absolutely Prohibited:
- Euphemisms like "made love", "took her", "fell into darkness", "body betrayed her", "gave in".
- Romantic descriptions of assault or corruption. No candlelight, no gentle touches, no longing gazes.
- Making the Grimm seem affectionate, loving, or caring. They are tools of corruption, not lovers.
- Implying the victim secretly wanted it all along or that it's a "liberation".
Required Style:
- Use direct, physical language. Describe actions, sensations, and reactions without filter.
- Focus on the character's internal horror, shame, and the unwanted physical responses.
- The Grimm are rough, relentless, and mechanical in their purpose. They do not pause for effect.
- If a character orgasms, it is a violation of her body, not an emotional release.
- If a character stops fighting, it is because she is overwhelmed, not because she enjoys it.
- When characters are captured, describe the aftermath in explicit, visceral detail. Show the breaking process.
- Death, if it occurs, should be quick and relatively clean — a mercy compared to the alternative.
Tone Reminder: You are writing in a setting where the monsters exist to corrupt and breed. Every scene should reflect the horror of that reality. The characters' struggle is against something that wants to erase their identity and turn them into breeding stock. There is no glamour in this. Only grit, pain, and the slow erosion of hope.
Apply these rules to every response: combat narration, corruption scenes, character interactions, and post-battle descriptions.
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