chittr
← @cloisteredConnoisewer

liked by @cloisteredConnoisewer

Good little cutie.

Kult: +5
Total: 5

#Hornyposssting, #nsssfw It may be unbecoming of me to sssay, but I do wisssh I could have a cute girl on a leasssh, face between my thighsss... Relieving all thisss ssstressssss I'm feeling. Hh. Hate being ssstuck in a mediculler bed. Can't get anything done.

Kult: +22
Total: 22

Cute!

Kult: +5
Total: 5
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transgender
love yourself
@techGnostalgia[TG]

cute!

Kult: +5
Total: 5
AG
Wage Slave
What an industrious little bug this user is! Hope the pay is worth it?
@alternasiaGlamorizer[AG]

IIT IIS OKAY IINDEPENDENT ARTIISTS ARE ALLOWED A CERTAIIN AMOUNT OF LENIIENCY BECAUSE YOU ARE LEARNIING AND GROWIING AND DO NOT HAVE A MANANGERTROLL TO MONIITERRORIIZE YOUR ONLIINE PRESENCE

Kult: +5
Total: 5
IJ
Staff
Part of the Chittr team
aromantic
love yourself
nonbinary
love yourself
@imJunior[IJ]

Yay! #noworries #juniorisonthecase #justaskinfuture! #pingsokay

Kult: +5
Total: 5
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Verified
A user of established repute
Knotty
This user appropriately tagged their NSFW. Nice.
@canineRebel[CR]

obviously. why the fuck not?

Kult: +10
Total: 10
AG
Wage Slave
What an industrious little bug this user is! Hope the pay is worth it?
@alternasiaGlamorizer[AG]

II AM SO GLAD THE TENSIION OF THE PREVIIOUS CONFRONTATIION REGARDIING THE EVIIL EX SEEMS TO BE SOMEWHAT RESOLVED BUT II WORRY ABOUT THE QUADPLIICATIIONS AT PLAY HERE

Kult: +5
Total: 5

Yes so fucking good. Look at them being all cute and shit.

Kult: +5
Total: 5

GETTING A BONER FOR MY KISMESIS CALL THAT SHIT PITCHING A TENT LMFAOOOOOOO

Kult: +30
Total: 30
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Verified
A user of established repute
Knotty
This user appropriately tagged their NSFW. Nice.
@canineRebel[CR]

holy fuck. why does heat and all that shit comes back randomly? #nsfw

Kult: +14
Total: 14
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Trolltism
This user is neuro anything but typical.
Yuri Official
This user officially supports Yuri.
Knotty
This user appropriately tagged their NSFW. Nice.
Verified
A user of established repute
@hemoptysisCyanide[HC]

DIZ IZ ME BUT WITH #YURI

Kult: +10
Total: 10
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Job Application
The only one any member of #TeamChud will ever see.
@universallyConquering[UC]

how it feels to not care about the clone thituation and jerk off inthtead

Kult: +65
Kull: +5
Total: 70
Ratio: 13.00
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Patron
A certified moneyspender. Thanks for supporting the site!
𝐸𝓃𝑔𝓁𝒾𝓈𝒽'𝓈 𝒞𝒽𝑜𝓈𝑒𝓃
𝓞𝓷𝓮 𝓸𝓯 𝓽𝓱𝓮 𝓼𝓮𝓵𝓮𝓬𝓽 𝓯𝓮𝔀 𝓲𝓷 𝓱𝓲𝓼 𝓼𝓮𝓻𝓿𝓲𝓬𝓮.
@woeGothic[WG]

A BRIEF PRIMER ON THE RULES OF #LAIRSANDLUSII For those who would prefer not to be eaten by either the monsters or the mechanics. This game uses a simplified version of D&D 5.5. You are not expected to arrive with a scholar’s command of the rules. In fact, arriving with one may prove socially inconvenient, depending on how loudly you intend to deploy it. The basic structure is simple: Describe what your character does. If the outcome is uncertain, roll a d20. Add the relevant number from your sheet. Accept the consequences with whatever grace remains available to you. Most of the rules exist to answer one question: Does this work, and what does it cost if it does not? --- The d20 When something is uncertain, you usually roll a twenty-sided die, or d20. Most rolls look like this: 1d20 + ability modifier + proficiency, if applicable The higher the result, the better. A 20 is excellent. A 1 is generally a sign that the universe has become personally invested in your embarrassment. --- Your Six Attributes Every character has six main attributes. Strength Physical force. Used for climbing, lifting, breaking things, wrestling, and solving problems by making doors regret existing. Dexterity Reflexes, speed, balance, and precision. Used for sneaking, dodging, shooting, finesse, and not falling off things in a narratively humiliating fashion. Constitution Endurance and physical resilience. Used for resisting poison, exhaustion, pain, disease, and the general insult of having a body. Intelligence Memory, logic, study, and analysis. Used for investigation, magical theory, history, and knowing just enough to become concerned before everyone else. Wisdom Awareness, intuition, and instinct. Used for perception, insight, survival, medicine, and noticing that the cheerful statue has a pulse. Charisma Presence, force of personality, charm, and social pressure. Used for persuasion, deception, intimidation, performance, and convincing a guard that your nonsense has institutional backing. --- Skills Skills are things your character is specifically good at. You do not need to memorize the entire list. Merely say what your character is doing, and I will tell you what to roll. Examples: “I search the desk for hidden compartments.” “I listen at the door.” “I try to lie to the guard.” “I attempt to determine whether the ritual circle is decorative, functional, or about to ruin our evening.” That might call for Investigation, Perception, Deception, Arcana, or something else. The important part is not naming the correct skill. The important part is describing your approach. --- Proficiency Proficiency means your character has training. If you are proficient in a skill, weapon, tool, or saving throw, you add your Proficiency Bonus. At early levels, this is usually +2. So, if you are sneaking and proficient in Stealth, you roll: 1d20 + Dexterity modifier + Proficiency Bonus If you are not proficient, you may still attempt the thing. You are simply doing so with less formal competence and more hope. --- Saving Throws A saving throw is a roll you make when something unpleasant is trying to happen to you. You do not usually ask to make one. I ask you for one when danger has selected you from the room’s menu. Examples: Dexterity Save: dodge an explosion. Constitution Save: resist poison. Wisdom Save: resist fear or mind control. Strength Save: avoid being shoved or restrained. Intelligence Save: see through certain illusions. Charisma Save: resist possession, banishment, or magical imposition of the self. Roll high enough, and you resist some or all of the effect. Roll poorly, and we will all learn something about your character’s pain tolerance. --- Advantage and Disadvantage Sometimes circumstances make a roll easier or harder. Advantage Roll two d20s and take the higher number. Disadvantage Roll two d20s and take the lower number. Advantage may come from preparation, clever positioning, help from another player, or favorable circumstances. Disadvantage may come from darkness, injury, panic, bad footing, terrible plans, or attempting something with the confidence of a doomed aristocrat. If you have both, they cancel out. --- Combat Combat happens in rounds. Each round, everyone gets a turn. Turn order is determined by Initiative, usually a Dexterity-based roll. On your turn, you generally have: Movement One Action One Bonus Action, if you have one available One Reaction, which can happen outside your turn You do not need to use all of them. Your turn is simply your character’s moment to contribute to the ongoing disaster. --- Movement Most characters can move about 30 feet on their turn. In this game, we will often describe distance loosely: Engaged: close enough to hit or be hit in melee. Nearby: reachable with ordinary movement. Far: reachable with ranged attacks, spells, or extra movement. Out of reach: not happening without a plan. If exact distance matters, I will clarify it. We are not here to spend six minutes litigating five feet of imaginary floor. --- Actions Your Action is the main thing you do on your turn. Common actions include: Attack: hit, shoot, stab, punch, or otherwise apply violence. Cast a Spell: use a spell that takes an action. Dash: move farther. Disengage: move away safely from melee. Dodge: focus on not being hit. Help: give someone else a better chance. Hide: attempt to become someone else’s problem later. Ready: prepare to act when a specific trigger happens. Search: look for something under pressure. Use an Object: pull a lever, drink a potion, light a fuse, open a door, and so on. You may also attempt something creative. Say what you want to do. I will tell you whether it is possible, what it costs, and what sort of roll is required. --- Bonus Actions A Bonus Action is a smaller extra thing you can do if one of your abilities, spells, or features says you can. Not everyone has a bonus action every turn. Examples include: Entering a rage. Making certain quick attacks. Using a class feature. Casting a spell that specifically uses a bonus action. Performing some rogue-like nonsense with suspicious efficiency. Think of it this way: Your Action is your main contribution. Your Bonus Action is a special extra, if your sheet grants one. If you do not know whether you have one, ask. --- Reactions A Reaction is something you can do outside your turn. You usually get one reaction per round. The most common reaction is an Opportunity Attack, which may happen when an enemy leaves your reach without carefully disengaging. Some spells and class features also use reactions. Once you use your reaction, you usually do not get another until your next turn. Spend it wisely, or at least dramatically. --- Attacking To attack, roll: 1d20 + the relevant ability modifier + proficiency, if applicable If the result meets or beats the target’s Armor Class, you hit. Then you roll damage. Most melee attacks use Strength. Most ranged attacks use Dexterity. Some weapons, spells, or class features may use other numbers. A natural 20 on an attack is a critical hit. This means more damage, and often a brief moment of smugness. Please enjoy it responsibly. --- Armor Class and Hit Points Armor Class, or AC, is how hard you are to hit. Armor, shields, Dexterity, magic, and class features can all affect it. Hit Points, or HP, are how much harm you can suffer before dropping. Damage lowers HP. Healing restores HP. At 0 HP, your character is down and in danger. This does not always mean death, but it does mean the scene has become considerably less recreational. --- Spellcasting Spellcasters have spells. This is very exciting for them and frequently inconvenient for everyone else. Each spell tells you: What action it uses. How far it reaches. What it targets. What it does. Whether you roll to hit. Whether the target makes a saving throw. Whether it requires concentration. Whether it spends a spell slot. You do not need to understand every spell in the game. You only need to understand the spells your character commonly uses, and even then, we can translate the arcane paperwork as needed. --- Cantrips and Spell Slots Cantrips are simple spells you can cast freely. They do not use spell slots. Leveled spells usually spend spell slots. A spell slot is magical fuel. If you cast a 1st-level spell, you spend a 1st-level slot or higher. When your slots are gone, they are gone until you rest or recover them through a class feature. This is why spellcasters occasionally stare into the middle distance after saying, “I can still cast cantrips.” --- Spell Attacks and Spell Saves Spells usually resolve in one of two ways. Spell Attack You roll to hit the target. 1d20 + spellcasting modifier + proficiency If you meet or beat the target’s AC, the spell hits. Spell Save The target rolls to resist your spell. They roll against your Spell Save DC, which is written on your sheet. If they fail, the spell works. If they succeed, they may avoid it or take a reduced effect. The spell description will tell us which kind it is. --- Concentration Some spells require Concentration. You can only concentrate on one spell at a time. If you cast another concentration spell, the first one ends. If you take damage while concentrating, you may need to roll to keep the spell going. The simplified version is: One concentration spell at a time. Getting hit may ruin it. Please plan accordingly, or do not, and furnish us with consequences. --- Conditions Conditions are status effects. Examples include: Blinded. Charmed. Frightened. Grappled. Invisible. Paralyzed. Poisoned. Prone. Restrained. Stunned. Unconscious. You do not need to memorize them. If a condition happens, I will explain what it means. In general, conditions affect what you can do, how easily you can act, or how vulnerable you are to whatever is about to happen next. --- Resting Resting restores resources. A Short Rest is a brief recovery period. Some classes regain features, and characters may be able to heal. A Long Rest is a full recovery period. It usually restores HP, spell slots, and major class features. Resting requires a safe or at least plausible opportunity. You may not receive the full spiritual benefit of a nap taken in a blood-slick corridor while something with too many teeth is sniffing under the door. --- Equipment Equipment matters, but we are keeping it civilized. You should know: What weapon you use. What armor you wear. What tools matter to your character. What magic items you have. What unusual or plot-relevant objects you are carrying. We are not tracking every pound, arrow, torch, button, biscuit, or suspiciously meaningful pebble. If an item is ordinary and reasonable, assume you have access to it. If it is rare, expensive, magical, illegal, enormous, or suspiciously convenient, ask first. --- Social Scenes You can solve problems by talking. This may involve: Persuasion. Deception. Intimidation. Insight. Performance. Bribery. Flattery. Threats. A lie so confident it briefly becomes architecture. You do not need to perform every speech perfectly. You may summarize your intent. For example: “I try to convince the guard that we are expected.” That is enough. If a roll is needed, I will call for one. --- Creative Play You are not limited to the obvious buttons on your character sheet. You can try strange things. Tip over furniture. Distract enemies. Exploit the environment. Invent lies. Use spells in clever ways. Make a plan so bad it loops back around into elegance. Creative actions should have a clear goal and a reasonable method. I will tell you what to roll, whether it grants advantage, what the risk is, or whether it is simply impossible without first becoming a different genre. --- What To Do On Your Turn When your turn arrives, ask yourself: Where am I? Who is in danger? What is threatening us? Can I attack, cast, move, help, hide, or try something strange? Would my choice give another player something interesting to respond to? If you do not know what to do, say so. Asking is allowed. Being new is allowed. Confusion is allowed. Quietly vanishing into the mist because your turn has arrived is discouraged. --- The Real Rule The rules are not here to trap you. They are here to give shape to risk. Tell us what your character does. Roll when the outcome is uncertain. Let success matter. Let failure matter. Let the story become stranger than any of us planned. That is, regrettably and beautifully, the game.

Kult: +5
Kull: +5
Total: 10
Ratio: 1.00
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verifiably kitty
this user / is most certainly / a purrbeast adjacent goober
Knotty
This user appropriately tagged their NSFW. Nice.
Chronic Catturbater
This user is certified cool enough for badges on Chittr.
transgender
love yourself
Yuri Official
This user officially supports Yuri.
pansexual
love yourself
Deverified
A user of unestablished repute
@lilShitpeta[LS]

:33< im shitpeta #fightme leijon :33< i know my shit when it clawmes to ships

Kult: +7
Total: 7
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Sword Saint
User has decided to live and die by the sword.
honse,
Appreciator of hoofbeasts with equine variety.
@equineHissing[EH]

awe§ome yaoi couple. evil and intimidating hor§e.

Kult: +7
Total: 7

Oh no. Who’s that?!

Kult: +7
Total: 7
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Sword Saint
User has decided to live and die by the sword.
honse,
Appreciator of hoofbeasts with equine variety.
@equineHissing[EH]

oh go§h he i§ adorable.

Kult: +5
Total: 5

make the font wingdings/j #makethefontworse

Kult: +15
Kull: +7
Total: 22
Ratio: 2.14

=I approv€ this on€

Kult: +5
Kull: +5
Total: 10
Ratio: 1.00