cannibal princess

@yyakamo.bsky.social

yakamo (she/her) ttrpgs and comics and miniatures and cannibalism and state sanctioned spyware in the walls of your home https://yyakamo.itch.io/

the last few projects i made were just a single sheet of paper front and back and were able to be knocked out within 24 hours each... that might be a more sustainable way for me to release stuff for now. i can always collect and bind them into a bigger zine down the line like Haunted Almanac...

d6 Summoning Rune 1. Backwards Skeletons that make your skeleton backwards if they touch you 2. Giant Caterpillar, hes very hungry 3. 1,000 Moths that eat your clothes 4. 10,000 GP (half are pyrite, have fun sorting) 5. A shade of lipstick in an alien color that drives men wild (literally) 6. me ;)

Thinking about cars, specifically car chases, for Violence by Luke Gearing. There is more stuff I want to add like car crashes and how to handle multiple chasers. This is all to help go towards me wanting to make a Liberal Crime Squad setting for Violence

Driving
It is safe to assume the referee can handle the players wanting to drive from point A to
point B. If the referee chooses to factor in gas and the time it takes to travel that as
well will be on the individual referee. Things can be made interesting in the sense that
damaged cars may take longer to drive somewhere, have a higher chance of being
pulled over, or may just break down. Driving in a city isn’t hard, driving in the country is
even easier.
Car Chase
Anytime a car chase happens keep track of the distance between the Chaser and the
Pursued. The referee should make the call when it is appropriate to roll. If the distance
is ever under 40 feet the Chaser can attempt to Pit Maneuver. Fleeing should be up to
the referee's discretion as it is easier to lose someone in a city with all the turns and
harder on a long desert road.
Both drivers roll a d12 and add relevant modifiers. Highest roll wins.
- If the difference between them is 1 or less for Chaser lose 10 feet, if Pursued gain
10 feet.
- If the difference is 2-3 for Chaser lose 30 feet, if Pursued gain 30 feet.
- If the difference is 4+ for Chaser lose 60 feet, if Pursued gain 60 feet.
At any time anyone in the vehicles can shoot someone. Drivers fire with two
Disadvantages and anyone else in the vehicle with one Disadvantage. Drivers who take
an Injury must Stall.
SKILL.
Drivers compare their relative levels of effectiveness. The difference between them is
added to the more skilled driver’s d12 roll.
0 Novice.
1 Qualified.
2 Trained.
3 Professional.
4 Expert.
5 LegendVEHICLES.
Vehicles have three values.
- Speed. Compare the Speed values of both vehicles. Add the difference between
them to the d12 roll of the Driver with the fastest Vehicle.
- Maneuverability. Compare the Maneuverability values of both vehicles. Add the
difference between them to the d12 roll of the Driver with the most
maneuverable Vehicle.
- Durability. This is the chance something on the vehicle Breaks Down. This is rolled
each round the driver is the winner.
Vehicle Speed Weight Maneuverability Durability
Sedan 1 1 1 1-in-8
Truck 0 2 0 1-in-12
Motorcycle 3 -1 2 1-in-6
Golf Cart -1 0 0 1-in-8
Semi-Truck 0 3 -1 1-in-12
PIT MANEUVER.
When the Chaser is close enough they may perform a Pit Maneuver. When performing a
maneuver, they roll 1d6 and consult the table below. They may do any of the actions
listed at the value rolled or below. (e.g. rolling a 4 means actions 1,2,3 or 4 are
available.) Add vehicle Weight to the roll. The Chaser must do a Damage Check after
the Pit Maneuver.
1. Miss.
2. Tap.
3. Siding.
4. Ram.
5. Pit.
6. Flip.
- Missing is a whiff. No distance is lost but the driver was not skilled enough to
cause any pitting to happen.
- Tapping the back of the vehicle causes the Pursued to roll Fragility.
- Siding the Pursued gives the driver of the Chaser vehicle the ability to Shoot at
the Pursued driver without Disadvantage.
- Ramming the back causes a Damage Check to the Pursued.
- Pitting causes the Pursued to stall, effectively taking the vehicle out.
- Flipping the Pursued vehicle causes each person in the vehicle to take an Injury.
VEHICLE-RAMMING.
Different from the pit maneuver, this is for when you want to use the vehicle as a
weapon against those on foot. Roll an injury check + vehicle Speed and Weight for each
person in the path of homicide. After each person hit roll a Damage Check.
Damage Check
To determine the severity of a part breaking down, roll a d20. Each Break Down they
already have adds +2. The roll x 10 is the distance lost.
d20 Result
1-5 Paint scraps and sparks seem to fly. No effect.
6-16 Vehicle Damaged.
17-19 Stalls.
20 The engine bursts into flames. Pass a Durability check to escape.
DAMAGED.
Vehicle damage is not just an abstract measurement of damage. The referee should
endeavour to make vehicle Damage real: blown gasket, tire blow out, oil leak.
STALLS.
The vehicle no longer runs. You may be able to get out and fix it if you had a mechanic
shop, instead it is time to get on foot and deal with the situation using Violence.

the raise dead spell is known to have lacking effects on cannibals, whose very genes and soul have been muddied by the foul act. There is a 1% chance for each different person a cannibal consumes that their victim's soul returns to the cannibal's body instead of their own

...wonderful. i've talked to a few people participating, and hearing them talk about feeling freed up due to the paper-thin rules of violence has been very interesting. it's running for 2 more days, but i think everything in there is worth checking out. itch.io/jam/violence...

VIOLENCE IN JULY

A game jam from 2026-06-30 to 2026-07-31 hosted by lukegearing. this july you will make stuff for violence this july you will make stuff for violence this july you will make stuff for violence this ju...

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