Land of Myunif

Note

Use of a digital die/RNG is recomended, some "die" rolls use numbers impossible with traditional dice.

Weight

Throughout a charcter's journey it is likely they will see changes to their weight. Eat too much and you will see new stresses on your belt, too little and you'll find yourself much leaner. This world seems much too intent on preventing the latter. Spells, items, traps, even weapons are out to affect the waistlines of all.

Most foods will add a pound or two to your belt, but some types may even give a special bonus.

Stuffing Damage

Certain weapons and spells will deal what is know as "stuffing damage". Attacks that deal stuffing damage still deal damage to a character's HP.

If an attack hits and deals stuffing damage, it will add a number of pounds equal to the weapon die rolled x2 Stuffing damage does not factor variables other than the die, unless otherwise stated.

Losing Weight

There are a number of ways to decrease your weight. The tried and true method of course being exercise. During a short rest a charcter may choose to exercise, this will decrease their weight by 3 pounds for every hour spent exercising. Combat is also an effective method of weight loss. For every turn a character participates in combat they lose 1 pound. Time will also do the trick, a 3 pound decrease for every long rest.

Those at higher weights need more to sustain their mass, and may have a higher "uptake" for every long rest.

Weight Threshold

As your character gains weight they will become burdened by the weight they carry. If your weight changes too much you may change your Weight Tier. Different weights come with different bonuses and penalties to your ability score modifiers.

Tier Weight(lbs) Modifier Impact Uptake
0 <100 +1 Dex 2
1 101-200 No impact 3
2 201-300 +1 Con 3
3 301-400 +2 Con -1 Dex 4
4 401-500 +3 Con -2 Dex 4
5 501-600 +4 Con -3 Dex 5
6 601-700 +5 Con -4 Dex 5
7 701-800 +6 Con -5 Dex 6
8 801-900 +7 Con -8 Dex 7
9 901-1000 +8 Con -10 Dex 8
10 >1000 +10 Con -15 Dex 10

Concerning Con and Dex Modifiers

Looking at those modifiers due to weight it's easy to see how things can become unbalanced in certain aspects. In order to somewhat counteract this, all Constitution check DCs are increased by 1 for every W.Tier above 2. Negative Dex mods caused by weight unaffect Armor Class. Only unweighted Dex mods affect AC.

Immobility

A character is rendered immobile when their negative Dex modifier exceeds their base Constitution or Dexterity(Whichever is higher).

When immobile the charcacter cannot perform any physical action except speech, or turning their head. They are also unable to dodge any incoming attcks.

If all members of the party are immobilized or incapacitated it us up to the DM to determine their fate. If the party is sent back to a previous location, all immobilized characters lose enough weight tiers to no longer be immobile.

Stomach Capacity

Stomach Capacity(StC), impacts how much your charcater can consume before being burdened. Maximum Stomach Capacity is calculated with (Constitution x 2). Exceed this and your character will become stuffed and suffer a penalty. Become too overstuffed and you may even go into a food coma. The amount you've filled your StC is reffered to as "Fullness".

Your Fullness fills propotionally to the number of pounds gained. StC will naturally go down by 5 points every hour that passes.

Stuffed

Exceeding your StC will inflict you with a status effect that comes with a penalty to your ability score modifier. More severe versions will be inflicted when you meet the correct condition.

Only one of the stuffing status effects will apply at a time. Given that you meet the condition, the most severe staus will be applied until you no longer meet the condition.

Status Condition Modifier Penalty
Stuffed Above your StC -1 Dex
Overstuffed Twice above your StC -4 Dex
Gorged Thrice above your StC -5 Dex
Food Coma Four times above your StC Character temporarily falls asleep and is considered immobile

Food Coma

For every hour a character is asleep from a food coma they will lose 10 pounts from their Fullness until below their StC. If a character with the food coma satus is woken by a third party, or is unable to sleep, they are treated as if they are immobile.

If the entire party is rendered immobile, if sent back to a safe location, characters in a food coma will be at 0 Fullness, but will have gained 30 pounds.

Body Types

All people store fat in different ways; their bodies in different shapes. Every 10 pounds gained the fat will distribute in a manner of ways in five locations: chest, belly, hips, butt, and legs. While "Chest" does include breasts, it also includes the rest of the upper body. So chest weight does not equal breast weight.

The fat will distribute accvording to the character's body weight. For the sake of proportions, every 10 pounds alternates between the character's body type, and a "Rectangle" body type.

The format for body type distribution is...

Chest/Belly/Hips/Butt/Legs

Rectangle-

2/2/2/2/2

Triangle-

1/1/2/3/3

Super Triangle-

0/1/2/2/5

Upsidedown Triangle-

3/3/2/1/1

Super U.Triangle

5/2/2/1/0

Oval-

2/3/2/2/1

Super Oval-

2/5/2/1/0

Hourglass-

3/2/3/1/1

Super Hourglass

4/0/4/1/1

Starting Proportions

It is your discretion where to assign a character's starting weight. For reference, the average 100 pound person would have a proportion of 18/14/15/6/17, adding up to 70.

For every 10 pounds above this starting weight you may choose which body parts to allocate them.

Armor

With an expanding form, some may struggle to fit into their armor. Depending on where their fat distributes they may find themselves bursting at the seams.

Fatter bodies come with negative Dex modifiers. Dex mods cannot make an armor piece go below 5 AC below it's original AC, nor can it go below 4 AC.

Armor Size

Armor now comes in multiple sizes. The standard size for armors listed in the handbook is Small(S). All armor is made to fit a certain frame, but they all have a limit.

Every armor has a limit to its Chest/Belly/Hips/Butt/Legs capacity. If a body part gets to large it may burst through. Every size above S adds 10/20/10/5/10 to its capacity.

Every size larger increases an armor's weight by 1, and increases its price by 5%, rounded down.

Oversized Armor

If an armor's capacity for a body part is at least 30 greater than your charcter's size, it is too large. Armor that is too large cannot be worn. Of course there are ways to..."remedy" this.

Armor Tearing

Armor tearing is caused by exceeding an armor piece's weight limit for a body part. If a part is 5 pounds larger than its capacity that part will tear. For every tear, reduce that armor's Armor Class by 1 point, but not below 3.

Armor may tear twice in the same spot. When every part has torn at least once that armor is considered broken and the wearer will recieve no benefit from equipping it.

Tailoring

Need larger armor, but only need an increase in one part? You need a tailor. Often found in or near armor shops, a tailor can increase the capacity of a part by 5.

Of course this comes with a cost, they will charge a fee that equals 20% of that armor's price, rounded up(ie: To increase the size of a armor piece that cost 10 gp, you will need to pay 2 gp).

Tailors can also reduce a part's capacity by 5 for the same price.

Of course, most of this could be circumvented if someone in the party knew how to sew.

Party Tailoring

Body Skills

Body Skills are basic attacks or actions that make use of the body without the need for a weapon. Some Body Skills become more powerful the larger the user is. Any charcter can perform a body skill, but upon completing certain requirements one can earn special Body Skills.

Round down for all Size modifier calculations.

All Body skills cost Energy(En). En is capped out at 10, and is restored between each long rest.

Attacks

Used as an attack in combat.

Bite

The attacker bites the target with their teeth.
1d3
Pierce
1 En
If the target is a Food type creature, the attacker will gain weight equal to damage done x2.

Belly Slam

The attacker shifts their belly mass forward to bash the foe. 1d3+ (Belly Size/20)
Bludgeoning
3 En
Does not work if foe is Tiny or Small Sized.

Thigh Crusher

The attacker grabs the opponent's head between their thighs and squeezes tightly.
1d3+ (Leg Size/20)
Bludgeoning
3 En
Only works if foe has a head to grab.

Butt Bash

The attacker thrusts their posterior outwards to hit the foe.
1d3+ (Butt Size/10)
Bludgeoning
3 En
Doesn't work if foe is Tiny or Small.

Swinging Logs

Attacker shifts their upper body weight to swing their arm at the foe.
1d3+ (Chest Size/20)
Bludgeoning
3 En

Chest suffocation.

The attacker pulls the foe close into their chest, a big ol' "hug".
Target must make a Constitution save or be grabbed.
1d3+ (Chest size/15)
Bludgeoning
4 En

Only works if the foe breaths air.

Flop

If at an elevation of 10 ft higher than the target, the attacker launches themselves off the edge at the target.
1d6+(Tier x2) Bludgeoning
2 En
If the attacker is successful, negate any fall damage normally taken. If unsuccessful, double fall damage taken.

Actions

Used as an action in combat.

Belly Dance

The user moves their belly and shakes their hips to entice the foe.
Roll a Performance check to Charm. Add (Belly+Hip size)/40
5 En

Sit Upon

The user takes advantage of a downed opponent and sits on them to render them helpless.
If foe is downed, the user may sit on them. The attempt is successful if the user's Con Modifier is 4 more than the target.
if Successful, the target is incapable of movement for one turn, or until the user is knocked off. They may still take an action and attack.
1 En

Special Body Skills

Conditions

Status Effects

Voracious

The afflicted is struck with uncontrollable hunger.

Afflicted will attempt to consume any food they can get a hold of.

Afflicted becomes easily tempted by food and will have disadvantage on any ability checks where food is offered.

In combat, if the is of the Food type the afflicted will exclusively try to use the Bite attack.

Curses

Futakuchi

A spirit that attaches itself to the back of the afflicted's head, appearing as as second mouth. The spirit gains control of the host's hair as prehensile tools. The host will gain 2 feet of hair.

In combat, the spirit acts as a separate character. The spirit's turn is after the host. It is incapable of moving the host, but it may make an attack for 1d2 damage, or a simple physical action. It's range is equivalent to the length of the host's hair.

The spirit will grab any food in its range and eat until the host's StC is full, but only if doing so does not put the host in immediate danger.

Chance to be cursed with this spirit during a long rest if the character has gone 5 consecutive hours on 0 Fullness prior since the last long rest. Once a long rest has concluded, roll a 1d10. If 1, the charcter is cursed.

Nebutori

A spirit that possesses its host while they sleep. Can cause very fast weight gain over time.

Every time the charcter sleeps for 5 or more consecutive hours, gain 1d50 pounds.

Chance to be cursed with this spirit when going to sleep when Fullness is above StC. Chance is impacted by how stuffed the character is. Roll a 1d20. They become cursed if you roll:
Stuffed:1
Overstuffed1-2
Gorged:1-3
Food Coma:1-4

Armor List

A list of the weight capacities for old armor, and full information for new armor. Not all armor covers every body part, parts that cannot be torn are marked with an "X".

Note that all numbers are for a Small piece.

Chest/Belly/Hips/Butt/Legs

Old Armor

Padded

28/26/23/17/27

Leather

27/26/24/18/26

Studded Leather

28/28/24/16/27

Hide

26/22/21/18/28

Chain Shirt

24/20/22/13/24

Scale Mail

25/22/20/13/23

Breastplate

22/17/X/X/X

Half Plate

23/20/22/14/X

Ring Mail

23/22/20/14/23

Chain Mail

21/17/17/9/19

Splint

21/19/18/11/20

Plate

19/15/16/7/18

New Armor

Many of these new armors may seem quite..."anachronistic", but I ask you simply roll with it. Some new armors may also provide benefits beyond combat.

Normally, 10 AC is the default for characters wearing no armor. However withthis homebrew this is changed to 3 AC.

All outfits can be worn by any gender.

Thief's Attire

Light streetwear. Old and raggedy, but it lets you blend into any street crowd.
Light Armor
7 AC
2 gp
3 lbs
33/34/29/21/31 Advantage on Stealth checks in busy cities or towns.


Maid's Dressings

Long black and white clothes consisting primarily of a long dress skirt. Often worn by lowly servants. Light Armor
9 AC
10 gp
6 lbs
24/33/X/X/X

Butler's Dressings

Sleek black clothes reminiscent of a tuxedo.
Light Armor
9 AC
10 gp
6 lbs
22/17/18/7/20

Noble's Garments

Fanciful and delicate pieces worn by those of higher class. Normally expensive, you can buy knockoffs for cheap. They're quite tight...
Light Armor
10 AC
500 gp(Knockoff)/1500 gp(Genuine)
5 lbs
21/22/20/8/21
The wearer is never at a disadvantage when making Charisma checks.

Mage's Robes

Long robes with many symbols burned into them. It seems to be protected by magic.
Light Armor
7 AC
500 gp
5 lbs
30/32/25/19/28 Add both Wis and Dex modifiers to AC.

Chef's Set

Fully white clothes with a food stain here or there.
Medium Armor
11 AC
300 GP
8 lbs
30/37/30/19/28 All food this character cooks gain 1d3 pounds.

Swimwear(F)

A two-piece outfit for swimming.
Light Armor
4 AC
100 gp
1 lbs
21/X/18/X/X
Advantage on Dex checks while swimming in liquid.

Swimwear(M)

A pair of shorts for swimming.
Light Armor
4 AC
100 gp
1 lbs
X/X/18/11/X
Advantage on Dex checks while swimming in liquid.

Kimono

A ceremonial outfit dawned by those of a distant land. It's tied with a neat sash around the middle.
Medium
11 AC
20 gp
10 lbs
27/18/22/15/26

Belly Armor

Full plated armor, but its midsection bears a large drum to fit one's gut.
Heavy Armor
18 AC
1500 GP
65 lbs
21/25/18/9/20
Disadvantage on Stealth checks. Speed reduced by 10 feet unless Str is at least 15.

Crop Top Leather

A piece of leather armor that only protects the chest and lower body, leaving the belly to hang free.
Light Armor
10 AC
10 gp
8 lbs
27/X/24/18/26

Elastic Suit

A stretchy piece of fabric that covers the whole body. Doesn't provide much protection, but allows for near endless growth.
Armor type(Light, etc)
4 AC
2 gp
2 lbs
X/X/X/X/X

Sailor's Uniform

The typical uniform for seafarers. Does not come with a miniskirt.
Light Armor
7 AC
150 gp
3 lbs
29/31/29/15/27
Advantage on Perception checks while at sea.

Schoolgirl's Sailor's Uniform

The typical uniform for students from a distant land. Similar to a normal Sailor's Uniform, but with a skirt that frees up leg room.
Light Armor
7 AC
10 gp
3 lbs
29/31/29/17/X


Dancer's Silks

Light fabric often worn by dancers. Simply wearing it gives you a spring in your step.
Light Armor
4 AC
500 gp
1 lbs
33/35/30/24/34
Doubles any positive AC bonus from your Dex modifier.

Armor Name

Desc
Armor type(Light, etc)
AC
Cost
Weight
////

Armor Name

Desc
Armor type(Light, etc)
AC
Cost
Weight
////

Items

Consumable Items

Potion of (Greater/Superior/Supreme) Digestion

A thin, pale fluid. Popularly used at feasts where large quantities of food are expected.
Decreases Fullness by 1d3+2(2d3+4/3d3+6/4d3+8)
50 gp(100/200/300)
1 lbs

Potion of (Greater/Superior/Supreme) Stuffing

A thick, dark fluid. Doesn't impact weight surprisingly.
Increases Fullness by 1d3+2(2d3+4/3d3+6/4d3+8)
50 gp(100/200/300)
1 lbs

Potion of (Greater/Superior/Supreme) Weight Gain

A creamy fluid, it's flavor is known to be addictive in large amounts.
Gain 1d5+2 lbs(2d5+4/3d5+6/4d5+8)
70 gp(150/300/500)
1 lbs

Potion of (Greater/Superior/Supreme) Weight Loss

A sickly fluid, it's flavor so vile it scares the pounds right off you.
Lose 1d10+5 lbs(2d10+10lbs/3d10+15/4d10+20)
30 gp(50/70/100)
1 lbs

Potion of Mobilization

A lean fluid that is often used by those of severe weights to temporarily gain movement.
If user is at least Tier 6, lose 5d100 pounds for 1d3 days.
500 gp
1 lbs

Potion of Immobilization

A heavy fluid that temporarily increases weight by a vast amount.
Gain 5d100 pounds for 1d3 days
500 gp
1 lbs

Potion of (Greater/Superior/Supreme) Lightness

A pale blue fluid that makes you light on your feet.
Dex Modifier increases by +1(+2/+3/+4) for 1 hour.
100 gp(200/300/400)
1 lbs

Potion of (Greater/Superior/Supreme) Lethargy

A pale blue fluid that makes you light on your feet.
Dex Modifier decreses by -1(-2/-3/-4) for 1 hour.
100 gp(200/300/400)
1 lbs


Mystery Potion

A strange viscous substance. Multiple colors flow through, its exact effects are unknown.
Roll 1d10 upon consumption to determine its effect.
1-Heal 1d15 HP
2-Take 1d5 HP damage
3-Gain 1d100 pounds
4-Lose 1d100 pounds
5-Fullness increases by 1d10
6-Fullness decreases by 1d10
7-Dex Modifier +3 for 1d5 hours
8-Dex Modifier -3 for 1d5 hours
9-Gain double the weight from food and stuffing damage for 1d3 hours
10-Become Voracious for 1d3 hours

450 gp
1 lbs

Static Items

Potion of (Greater/Superior/Supreme)

desc
effect
cost
Weight

Static Items

Cart

A 10x10 ft wheel-bound wooden cart. They've surged in popularity after the recent rise of morbid obesity, and thus, immobility.
Large
12 AC
30 HP
800 lbs
Items, and people, can be stored in it. Weight limit of 1700 lbs.

Fortress Carriage

A metal reinforced carriage meant to transport many "large" individuals. Can it even be considered a carriage at this point?
Gargantuan
20 AC
200 HP
2000 lbs Weight limit of 3000 lbs

Portable Ice Box

A smaller wooden ice box used to keep perishables nice and fresh.
Small
5 AC
10 HP
3 lbs
Can carry up to 4 lbs of food.