Hello everyone and welcome to a brand new story in the wide world of Teyvat! For anyone who hasn't played Genshin Impact Teyvat is the name of the main continent of . So from here I bet you can deduce that there will be plenty of Hilichurls, Treasure Hoarders, and Slimes from here on out.

This story is going to be a little bit different from many others though as it will be a dice rolling adventure! I've recently read a lot of these and they seem like a ton of fun. Adding chance to encounters and seeing how much the dice wants to fuck over the characters (Both figuratively and literally). So yeah this story will follow rules similar to MrDifficult's Of Grimm and Pleasure. Another Dice Rolling story in the world of RWBY. Specifically the 2.0 ruleset. Link to it here: www. hen tai-found ry stories/user/MrDifficult/47331/Of-Grimm-and-Pleasure-A-Dice-Rolling-Adventure/143794/Chapter-14/2.0-Ruleset. It seems to be the most balanced ruleset I've seen of the many dice rolling stories made out there and because I don't want the characters to be instantly mind broken and knocked out of the story I think it's my best option. I will be making a couple of adjustments to it based off Genshin Impact attributes though! Nothing too major... but characters will be carrying over their skills from the actual game itself. So for example a character like Barbara who is a healer in Genshin would have support skills that she can use mid encounter to probably reduce corruption for her teammates or more combat centered characters will be able to do their own offensive abilities mid fight. These skills would replace the normal combat rolls for that turn and would be put on cooldown for a set amount of turns depending on the skill. I will also be carrying over the elemental attributes of Genshin and their combinations! An example of this would be if an encounter is happening in water and a character is hit with an ice attack they will be frozen and force to roll to escape the freeze.

With a lot of these elemental and skill mechanics there will be some things I will inevitably have to tweak and change over the course of the story, but I wanna try and make it so it doesn't massively snowball out of control. A lot of stories end up having systems that once a character is pinned once it's very difficult to have them break out without a teammate helping them. This makes it so large encounters with lots of enemies quickly spiral out of control waaaaay too fast. So the skills and elemental statuses are gonna be something I'm going to try and keep a very close eye on. Also because of the variety of enemies in genshin, an example being something like slimes, some of the rules are going to have to be tweaked to fit this specific enemy. Specifically stuff like sexual position, foreplay attacks, and advancement of sexual positions. Smaller slimes wouldn't probably be able to lift someone up into a full nelson after all...

This story is gonna start out with Lumine and slowly introduce more characters as it goes on. I was thinking of starting with a femboy Aether but the impregnation mechanic is a bit too fun to ignore. How this story is going to introduce new characters will be interesting though! Because it is Genshin of course we can't have this story exist without riddling it with gacha mechanics. So how new characters will be introduced will be similar to wishing in Genshin. After each chapter a summon will be performed. Either summoning a weapon that can be equipped or a new character to add to the party. A d100 will first be rolled that determines the rarity. I'm thinking anything 61+ is going to be a 4 star and a 91+ will be a 5 star. Anything below will be a 3 star (3 Stars cannot be characters). This may seem a bit difficult to hit but this is where the next mechanic comes in. For every roll until a 5 star is hit the threshold will go down by 10. For example if a roll was made and it hit a 50. A 3 star weapon would be added to the player's inventory to be given out to the party. The next roll would then be a 51+ for a 4 star and an 81+ for a 5 star. When the die rolls a 4 or 5 star a d2 will then be rolled to see whether a weapon is gained or a character. 1 for character and 2 for weapon. To make sure only weapons or only characters aren't rolled if one option is rolled consistently I'm going to make it so after 2 of the same roll, so if a weapon or character is summoned twice in a row, the next roll will automatically be the opposite. This doesn't apply for 3 stars as they can only be weapons. For those curious the 3 and 4 star weapons will be general upgrades to stuff like combat rolls, struggle checks, initiative, small damage buffs, and willpower rolls. 5 star weapons will have unique bonuses that can be big upgrades to stuff like a character's dmg or skills. Weapons will be summoned specifically based on the current starting lineup of the party. I was also thinking of adding artifacts but that seems like it would be waaaaay too much hassle to keep track of.

For what weapons and characters will be rolled specifically I'll go ahead and explain that now. Because I don't want to give a character a weapon they can't use I'll be picking the weapons to specifically match the characters in the party. So if a sword user, a bow user, and an orb user are the available character a die will be rolled to decide what type of weapon it will be.

For characters though I will be giving each a specific number that when rolled on during a summon they will be added to the party. Male characters will be in this story but they will all be turned into femboys. So no hunky muscular men here getting gaped by slimes my apologies. I think I will also add femboy Aether as a summonable character. I know it won't quite fit up with the lore of Genshin but I think it would be cool so I'm adding it. Also child characters won't be in this so don't ask. That means no Qiqi, Klee, etc. I'm pretty sure this leaves 47 unique characters that can be summoned. 23 being 4 star characters and 24 5 stars. Once a character is summoned they will be removed from the list and can't be summoned again. Reducing the summon pool.

This doesn't mean that story specific characters won't be joining up and occasionally joining the party though. They will appear and join for specific missions, but they won't be apart of the party and they won't be able to equip weapons that have been summoned.

Anyways here is the numbers for the 4 star summons...

*** 4 STAR SUMMONS ***

1- Amber

2- Barbara

3- Beidou

4- Bennett

5- Chongyun

6- Fischl

7- Gorou

8- Kaeya

9- Kujou Sara

10- Kuki Shinobu

11- Lisa

12- Ningguang

13- Noelle

14- Razor

15- Rosaria

16- Shikanoin Heizou

17- Sucrose

18- Thoma

19- Xiangling

20- Xingqiu

21- Xinyan

22- Yanfei

23- Yun Jin

And here are the 5 star...

*** 5 STAR SUMMONS ***

1- Albedo

2- Aloy

3- Arataki Itto

4- Diluc

5- Eula

6- Ganyu

7- Hu Tao

8- Jean

9- Kaedehara Kazuha

10- Kamisato Ayaka

11- Kamisato Ayato

12- Keqing

13- Mona

14- Raiden Shogun

15- Sangonomiya Kokomi

16- Shenhe

17- Tartaglia (Childe)

18- Aether

19- Venti

20- Xiao

21- Yae Miko

22- Yelan

23- Yoimiya

24- Zhongli

Once again this does not mean that these character won't ever show up if they aren't summoned. Just that they won't be an officially member of the party and that summoned weapons can not be equipped on them. They will be story specific characters that will tag along. That does mean that because we are starting in Monstadt like the original game that Liyue characters probably won't show up for quite a while unless they are summoned. Maybe side stories can be done surrounding these characters though if the main story isn't quite there yet.

Now for the difficult part. The elemental status effects and their reactions. This will be a bit difficult to balance and I'm hoping it won't spiral too far out of control. But hopefully doing something similar to Genshin itself would work for this story. Certain combinations will amplify attacks once per turn. That means once these charges are consumed they can't come back until next turn. Not every elemental reaction will amplify sexual attacks though. Let me list out the combinations and what they will do below. Certain elemental combinations also don't have effects and will be specified below.

Characters can also affect Elemental attacks. Their attacks obviously won't be sexual in nature though and will be enhancements to their own attacks. Those will be listed on a different, more simple list. Most of character's elemental attacks will be in regards to their skills as

Some enemies have elements built into their enemy type. For example a pyro slime will naturally have pyro built into it. This natural element will be a "who strikes first wins" sort of deal. Where after one use it is consumed and will have to be rolled on to be reactivated. Either when an enemy uses it to effect a character with an element or when an elemental reaction is caused when attacking an enemy. A built in element will go toward an elemental reaction and their natural element will be put on cooldown for the rest of that turn.

Here's an example of it in effect...

(Combat roll for Pyro Slime 1 at 40+... 53, Passed. Pyro applied to Character A. Roll d4 for Position and roll d3 for Clothing Damage Location)

(Character A already has Hydro! Pyro + Hydro = Vaporize. The next pleasure dice roll on Character A will be x2 in intensity!)

or...

(Combat roll for Character A's Melee Attack at 40+... 60, Passed. Hydro applied to Pyro Slime 1.)

(Pyro Slime 1 already has Pyro! Hydro + Pyro = Vaporize. The next successful damage roll on Pyro Slime 1 will be x2 in intensity!)

(Rolling 1d3 Damage Dice... 2. Vaporize reacts to multiply the damage by x2! 4 total damage. Pyro Slime 1 takes -4 damage. HP at 0/4. Pyro Slime 1 has been defeated.)

Enemies who have built in elemental affinities will have to roll if their affinity comes back after being consumed. For example...

(Pyro Slime 1 rolls if Pyro is reapplied to self at 50+... 28, Failed. Pyro is not reapplied to Pyro Slime 1.)

Warning there will be a good amount of repeats in these reactions and its a lot of reading. But I'm just putting them all down for clarity. For those who don't care don't worry the effects of each elemental reaction will be explained in the story whenever they end up happening.

*** SAME ELEMENTAL ATTACKS ***

Elemental attacks that match an enemy's natural element will do half damage and will reapply their natural element if theirs is consumed. For example if a Pyro skill was used on a Pyro Slime it would do half its damage (At a minimum of 1. It can't go to 0.) and reapply its natural Pyro if it hadn't been replenished yet.

*** ENEMY PYRO ***

(ENEMY) Pyro + Hydro = Vaporize. This will cause x2 on a pleasure dice roll once when the reaction is performed. This should be one of the strongest elemental reactions when it comes to just pure damage. Charges are consumed.

(ENEMY) Pyro + Electro = Overloaded. This will cause a x1.5 on a corruption dice roll once when the reaction is performed. Overload is also a more offensive reaction but I think it affecting corruption would be a better fit. Charges are consumed.

(ENEMY) Pyro + Cryo = Melt. This will cause x1.5 on a pleasure dice roll once when the reaction is performed. Charges are consumed.

(ENEMY) Pyro + Dendro = Burning. This is specific to clothing damage and when consumed will burn up one piece of clothing rolled on what the affected character has left. Charges are consumed.

(ENEMY) Pyro + Anemo = Swirl. Making the air around the affected character hot and heavy this messes up their mental functions. Making a +10 on grapple checks and willpower checks for the next 2 turns. Charges are consumed.

(ENEMY) Pyro + Geo = Crystallize. Making the character feel like their limbs turned to crystal making them heavy. They will have to do a +20 check on a d100 to try and break out and act that turn. This is a bit unique as it is something that can stun a character but it should be rare for now as Geo isn't super common in Mondstadt. Charges

are consumed.

*** PLAYER PYRO ***

(PLAYER) Pyro + Hydro = Vaporize. This will cause x2 damage on an attack. Consuming the charges.

(PLAYER) Pyro + Electro = Overloaded. This will cause x1.5 damage on an attack. Consuming the charges.

(PLAYER) Pyro + Cryo = Melt. This will cause x1.5 damage on an attack and +5 to Combat rolls for the next 2 turns. Consuming the charges.

(PLAYER) Pyro + Dendro = Burning. This will set the enemy on fire. Doing -1 tick damage each turn for the next 3 turns. Cannot be reapplied. If applied on an enemy who has a natural element of Pyro the tick damage will not be applied and if they do not currently have their natural element active it will be reapplied.

(PLAYER) Pyro + Anemo = Swirl. Using great gusts of wind to throw the enemy off guard. The enemy will have a +10 on combat rolls for the next 3 turns. Charges are consumed.

(PLAYER) Pyro + Geo = Crystallize. Forming crystals at the opponents feet the character traps the enemy forcing them to pass a +20 willpower check to escape. Charges are

consumed.

*** ENEMY HYDRO ****

(ENEMY) Hydro + Pyro = Vaporize. This will cause x2 on a pleasure dice roll once when the reaction is performed. This should be one of the strongest elemental reactions when it comes to just pure damage. Charges are consumed.

(ENEMY) Hydro + Electro = Electro-Charged. Similar to Overloaded this reaction also affects corruption. However instead of multiplying a single corruption dice roll by x1.5. This will instead roll for another corruption dice roll when consumed. This has the potential of being both smaller and bigger than Overloaded when put into action. Charges are consumed.

(ENEMY) Hydro + Cryo = Frozen. The affected character is frozen and must perform an additional check to break out of the freeze. This one will be a +15 willpower check on

a d100. A bit weaker than crystallize but a lot more encounters will be in a water environment so this will show up more often I think. Charges are consumed.

(ENEMY) Hydro + Dendro = N/A. No effect. Charges are consumed

(ENEMY) Hydro + Anemo = Swirl. Making the air around the character humid and heavy it slows their mental functions. Making a +10 on grapple checks and willpower checks for the next 2 turns. Charges are consumed.

(ENEMY) Hydro + Geo = Crystallize. Making the character feel like their limbs turned to crystal making them heavy. They will have to do a +20 check on a d100 to try and

break out and act that turn. This is a bit unique as it is something that can stun a character but it should be rare for now as Geo isn't super common in Mondstadt. Charges

are consumed.

*** PLAYER HYDRO ***

(PLAYER) Hydro + Pyro = Vaporize. This will cause x2 damage on an attack. Consuming the charges.

(PLAYER) Hydro + Electro = Electro-Charged. This will cause x1.5 damage on an attack and +5 for enemy Combat Rolls for the next 2 turns. Consuming the charges.

(PLAYER) Hydro + Cryo = Frozen. Freezing the enemy in place a +15 willpower check must be done on a d100 to break out. Charges are consumed.

(PLAYER) Hydro + Dendro = N/A. No effect. Charges are consumed.

(PLAYER) Hydro + Anemo = Swirl. Using great gusts of wind to throw the enemy off guard. The enemy will have a +10 on combat rolls for the next 2 turns. Charges are

consumed.

(PLAYER) Hydro + Geo = Crystallize. Forming crystals at the opponents feet the character traps the enemy forcing them to pass a +20 willpower check to escape. Charges are consumed.

*** ENEMY ELECTRO ***

(ENEMY) Electro + Pyro = Overloaded. This will cause a x1.5 on a corruption dice roll once when the reaction is performed. Overload is also a more offensive reaction but I think it affecting corruption would be a better fit. Charges are consumed.

(ENEMY) Electro + Hydro = Electro-Charged. Similar to Overloaded this reaction also affects corruption. However instead of multiplying a single corruption dice roll by x1.5. This will instead roll for another corruption dice roll when consumed. This has the potential of being both smaller and bigger than Overloaded when put into action. Charges are consumed.

(ENEMY) Electro + Cryo = Superconduct. Similar to Vaporize this reaction affects pleasure. Yet instead of giving a x2 on a single pleasure dice roll. It instead rolls another pleasure dice roll that turn. This has the potential of being both bigger and smaller than Vaporize. Charges are consumed.

(ENEMY) Electro + Dendro = N/A. No effect. Charges are consumed.

(ENEMY) Electro + Anemo = Swirl. Making the air around the character tingly with electricity it slows their mental functions. Making a +10 on grapple checks and willpower

checks for the next 2 turns. Charges are consumed.

(ENEMY) Electro + Geo = Crystallize. Making the character feel like their limbs turned to crystal making them heavy. They will have to do a +20 check on a d100 to try and

break out and act that turn. This is a bit unique as it is something that can stun a character but it should be rare for now as Geo isn't super common in Mondstadt.

*** PLAYER ELECTRO ***

(PLAYER) Electro + Pyro = Overloaded. This will cause x1.5 damage on an attack. Consuming the charges.

(PLAYER) Electro + Hydro = Electro-Charged. This will cause x1.5 damage on an attack and +5 for enemy Combat Rolls. Consuming the charges.

(PLAYER) Electro + Cryo = Superconduct. This will give a -10 to enemy Combat Rolls. Consuming the charges.

(PLAYER) Electro + Dendro = N/A. No effect. Charges are consumed.

(PLAYER) Electro + Anemo = Swirl. Using great gusts of wind to throw the enemy off guard. The enemy will have a +10 on combat rolls for the next 2 turns. Charges are

consumed

(PLAYER) Electro + Geo = Crystallize. Forming crystals at the opponents feet the character traps the enemy forcing them to pass a +20 willpower check to escape. Charges are consumed.

*** ENEMY CRYO ***

(ENEMY) Cryo + Pyro = Melt. This will cause x1.5 on a pleasure dice roll when the reaction is performed. Consuming the charges.

(ENEMY) Cryo + Hydro = Frozen. The affected character is frozen and must perform an additional check to break out of the freeze. This one will be a +15 willpower check on

a d100. A bit weaker than crystallize but a lot more encounters will be in a water environment so this will show up more often I think. Charges are consumed.

(ENEMY) Cryo + Electro = Superconduct. Similar to Vaporize this reaction affects pleasure. Yet instead of giving a x2 on a single pleasure dice roll. It instead rolls another pleasure dice roll that turn. This has the potential of being both bigger and smaller than Vaporize. Charges are consumed.

(ENEMY) Cryo + Dendro = N/A. No effect. Charges are consumed.

(ENEMY) Cryo + Anemo = Swirl. Swirl. Making the air around the character all chilly it slows their mental functions. Making a +10 on grapple checks and willpower checks for the next 2 turns. Charges are consumed.

(ENEMY) Cryo + Geo = Crystallize. Making the character feel like their limbs turned to crystal making them heavy. They will have to do a +20 check on a d100 to try and break out and act that turn. This is a bit unique as it is something that can stun a character but it should be rare for now as Geo isn't super common in Mondstadt.

*** PLAYER CRYO ***

(PLAYER) Cryo + Pyro = Melt. This will cause x1.5 damage on an attack and +5 to Combat rolls for the next 2 turns. Consuming the charges.

(PLAYER) Cryo + Hydro = Frozen. Freezing the enemy in place a +15 willpower check must be done on a d100 to break out. Charges are consumed.

(PLAYER) Cryo + Electro = Superconduct. This will give a -10 to enemy Combat Rolls. Consuming the charges.

(PLAYER) Cryo + Dendro = N/A. No effect. Charges are consumed.

(PLAYER) Cryo + Anemo = Swirl. Using great gusts of wind to throw the enemy off guard. The enemy will have a +10 on combat rolls for the next 2 turns. Charges are consumed.

(PLAYER) Cryo + Geo = Crystallize. Forming crystals at the opponents feet the character traps the enemy forcing them to pass a +20 willpower check to escape. Charges are

consumed.

*** THE ONLY DENDRO REACTION IS BURNING ***

*** ANEMO REACTS WITH EVERYTHING EXCEPT FOR DENDRO AND GEO IN THE FORM OF SWIRL ***

*** GEO REACTS WITH EVERYTHING EXCEPT FOR DENDRO AND ANEMO IN THE FORM OF CRYSTALLIZE ***

Phew... alright that was a lot. But hopefully I did a good job at laying out just what all the elemental reactions do. Once again these will all be explained each time they happen in the story, but this list should be good to refer back to if anyone is ever curious. This system should also encourage the use of skills frequently as it kind of forces the need to activate the elemental charges on enemies before they can effect you with them. Now there are just a couple more mechanics to go over and then everything should be set!

Species! There are a ton of different species inhabiting Teyvat, and some of them make doing certain positions really difficult! So different position specifications and foreplay rules will be in play for these specific species. I have a couple in mind right now that I will be putting into effect but I'm sure more will come in the future. When it comes I will be sure to try and showcase the changes so don't worry

*** SLIMES ***

There are two types of slimes inhabiting Mondstadt. Lesser Slimes and Greater Slimes. The difference will soon be very apparent.

~~ Lesser Slime ~~

Lesser slimes are small enough while they can easily pin a person down and violate their holes. They can't exactly pick someone up and put them in a full nelson if you know what I mean. So the positions for these lesser slimes is instead split up into 2 different positions at first... opening up to 3 for females if their pussy/ass is exposed. On a successful grapple when choosing where the lesser slime will attack for clothing damage. That will also be where the slime's position is. So if a character's shirt was targeted the slime would attempt to dissolve the shirt and do only upper body foreplay attacks. Because of the lesser Slimes position on a sexual attack role they would only be able to do oral as well. If a slime attacks the lower body they would only be able to do lower body foreplay attacks. And because of its position would have to first dissolve a characters skirt/undergarments before only pussy/ass attacks are available. Once a female's pussy/ass is vulnerable a d2 will then be rolled if the slime does a sexual attack. Invading one of the holes and opening the other up for another monster if one decides to join in on the fun. If the target is a femboy slimes can envelope both the target's penis and fuck them anally. Causing up to a max of two pleasure dice rolls that turn to be multiplied by x1.5.

Lesser Slimes not being able to do Advanced Sexual Positions or Group positions also means that they don't really have the mass to prevent a Character from escaping. Lesser Slimes will need a 30+ grapple check to escape from in most situations barring Mindbreak lvls or specific traits. This means that multiple slimes being on a character wont make it harder for them to grapple out of each one.

As for impregnation for Lesser Slimes I'm thinking that Vaginal or Anal creampies from slimes will start the impregnation process. Not Oral creampies as trying to grow babies in stomach acid doesn't seem very good. Once a character is creampied Vaginally or Anally the impregnation process will start. This will be almost identical to MrDifficult's impregnation mechanic but because there obviously isn't Aura in Genshin the rolls for advancement will be starting at an 80+ reducing by -5 each turn until advancement is made. Where it will then reset back to 80+.

~~ Slimes Upper Body Foreplay ~~

This will be a d40 roll for the 4 different types of Upper Body Foreplay a Lesser Slime can give and their intensity.

1. Tickling: d10 Pleasure Damage, d5 Corruption Damage. Pleasure Damage is halved if the Character is wearing a shirt.

2. Oral teasing: d5 Pleasure Damage, d15 Corruption Damage.

3. Nipple Tweaking: d15 Pleasure Damage, d10 Corruption Damage.

4. Milking: d20 Pleasure Damage, d15 Corruption Damage (only available on +35). Pleasure Damage is halved if the Character is wearing a shirt.

~~ Slimes Lower Body Foreplay ~~

This will be a d40 roll for the 4 different types of Lower Body Foreplay a Lesser Slime can give and their intensity. I will give equivalent options for the femboy

characters when it comes to the vaginal foreplay options.

1. Ass Groping: d10 Pleasure Damage, d5 Corruption Damage. Pleasure Damage is halved if the character is still wearing lower clothing.

2. Vaginal teasing/Slow strokes: d15 Pleasure Damage, d10 Corruption Damage. Pleasure Damage is halved if the character is still wearing lower clothing.

3. Anal Teasing: d10 Pleasure Damage, d15 Corruption Damage. Pleasure Damage is halved if the character is still wearing lower clothing.

4. Clitoral Tweaking/Teasing the Head: d20 Pleasure Damage, d15 Corruption Damage (only available on +35 result). Pleasure damage is halved if the character is still wearing lower clothing.

~~ Greater Slimes ~~

Greater Slimes are similar to lower slimes in the way they functions. They don't necessarily have limbs or tongues so some things are off the table. However what greater slimes do have over their lower brethren, is mass. This means that can functionally envelop an entire person in their body to pump them full of their spawn. I know how this could spiral out of control though so I want it to be a gradual thing that Characters are slowly more and more trapped in. So for the first grapple roll the greater slime will function identically to the lesser slime. Pick a half, upper or lower, and attack it. For each turn after the grapple though the greater slime can roll another combat roll on top of their already existing attacks on a Character's pleasure/clothes to deepen the grapple and pull more of the character into their body. This can stack up to 3 times. Making the trapped Character roll each time to escape each tier of grapple. The trapped characters get to roll for each tier. This isn't being split up into different turns or anything like that. Once a character reaches tier 3 they get 'Fully Enveloped'. Surrounded completely by the Greater Slime and making it incredibly difficult to escape. Adding 30+ to grapple skillchecks and allowing the Greater Slime to do both an Oral attack and either a Vaginal/Anal attack in one turn. This would force the trapped Character to beat 3 difficult grapple checks in one turn to fully escape the Greater Slime.

*** WOLVES ***

Wolves are gonna be a little bit different. These aren't Werewolves so its not like they can just stand upright and put someone in a standing split. So all standing sexual positions are a no go. So instead a d2 will be rolled for position.

1. Grounded/Facing

2. Grounded/Away

Advanced Sexual Positions for these positions are A-Ok though.

For the Pleasure table I will be moving some stuff though. I can imagine a normal ass wolf trying to finger a vagina or tweak a nipple. So those will be moved to more animalistic types of things. I'm thinking I'll tone down the pleasure and keep the corruption where it is for these ones.

~~ Wolf Foreplay ~~

Rolled on a d80 to determine foreplay type and intensity.

1. Breast Play: d10 Pleasure Damage, d5 Corruption Damage. Pleasure Damage is halved if the Character is still wearing a shirt.

2. Light Torso Scratching: d5 Pleasure Damage, d10 Corruption Damage. Pleasure Damage is halved if the Character is still wearing a shirt. Shirt must be destroyed to inflict Corruption Damage. If upper clothing is not yet destroyed deal 1 point of upper clothing damage.

3. Hair Pulling: d5 Pleasure Damage, +5 to grapples till Enemy's next turn.

4. Light Ass Scratching: d5 Pleasure Damage, d10 Corruption Damage. Pleasure Damage is halved if the Character is still wearing lower clothing. Lower Clothing must be destroyed to inflict Corruption Damage. If lower clothing is not yet destroyed deal 1 point of lower clothing damage.

5. Body Licking: d10 Pleasure Damage, d5 Corruption Damage.

6. Cunnilingus/Full Shaft Licking: d20 Pleasure Damage, d15 Corruption Damage (available at +70)

7. Forced Kissing: d15 Pleasure Damage, d15 Corruption Damage (available at +65)

8. Deep Kiss: d20 Pleasure Damage, d15 Corruption Damage (available at +70)

Like I said that should be it for the species at the moment. More should eventually come up that I no doubt forgot about. But species like the Hilichurls match up close enough to the beowulf's in MrDifficult's story that I think that ruleset should work fine with them. Just a couple more mechanics now...

So I'm sure defeat will happen at some point in this story. HOWEVER, I don't think I will be doing the whole one party member is kidnapped and dragged back to base never to be seen from again. A lot of other stories have done that and then quickly run into the problem where one or two characters get abysmally bad rolls and are instantly axed from the story. Just look at the early chapters in Of Grimm and Pleasure for example. Having the party be forced to go on rescue missions time after time seems like a bit of a hassle so instead I will be doing something similar but also different. Just like other stories characters can be defeated, mind broken, knocked up, and dragged off into a Hilichurl camp where they do unspeakable things to them in there. All the good stuff right? Yet instead of them being permanently trapped instead it will also be similar to Genshin in this respect. Eventually the character will be defeated and after being thoroughly used run out of HP. Causing them to dematerialize, gain a guaranteed negative trait, and be sent back into the party at 0 HP. They will also be forced to sit out of the next encounter. Similar to how in Genshin if one of your character's die they just have a gray health bar and you have to go to a revive point to bring them back. Lumine will have immunity to that last part as she is the main character and having her being forced to sit out would be a bit counter intuitive. So she can still get the negative trait if kidnapped but will always be available to join the party.

In cases of total defeat, where everyone either is mind broken or flees, I think that I will just make it so no summon will be performed after the chapter and every character will form a negative trait. I'll of course have portions at the end of chapters if a character is defeated going into detail about all the depraved stuff they were put through after being kidnapped. But I just don't want to fall into the pitfall of having to do 10+ chapters on rescuing a certain character that was kidnapped each time a character gets fucked over by the dice.

Characters will also have their ultimate abilities, called Elemental Bursts, so don't worry! All of you people who like to spam burst in Genshin should be able to see your favorite characters bust out their trump cards every now and again. These are almost always elemental in nature (Shocker I know) so these will normally apply an Element to either enemies or allies when used. With some exceptions maybe. But the deal with bursts is that if a character has used their skills a set amount of times since the encounter has started they will then be able to use their burst. Just like building charge in the actual game! The amount needed will vary from burst to burst but that is the jist of it! These abilities should be big trump cards that tip the fight in the party's favor. These Elemental Bursts will replace a normal combat action for that turn and will force the character to roll not only for their normal Combat Roll, but an additional roll to activate their burst. These rolls will normally be quite low as missing an Elemental Burst should be quite difficult. But hey if the dice will it to be I guess it can miss. Whether or not the roll to hit or miss the burst passes or fails the charge will be reset. Forcing the character to use their skill a set amount of times before the burst can be attempted again.

Alright! The last mechanic will be the party itself. As anyone who has played Genshin knows you can only have 4 members in your party at one time. This means that as we start to summon more characters the party should start to fill up. That means that when the party is eventually full characters will be able to be swapped out for others that we have already summoned. Be aware that this does not effect story specific characters that tag along with the party! So characters that are specific to the story will not count as filling one of the 4 party slots. They will just be an additional ally on the field. But as we summon more characters the ability to swap out certain ones will be there. Once we get there I will probably allow people to vote on who should be in the starting lineup, but keep in mind that we will also be summoning weapons for those characters as well! And because not every character can equip every kind of weapon it will be advantageous to have certain characters in the starting lineup. For example, if we only have one spear user and we end up summoning a 5 star spear we probably want that character to stay in the party. Also keep in mind though that weapons are summoned based off the starting lineup though! So it might be worth it to throw a couple of characters who don't have any weapons in the mix to hopefully try and summon some good weapons for them!

For the first while Lumine will be non negotiable for being apart of the starting roster. As it will obviously take a couple chapters to start filling up the party she will kind of be necessary to keep the story moving along. Especially if we end up drawing some good gear for her.

Anyways that should just about do it! Most of the sexual stuff will follow MrDifficult's rules so go check those out if you're curious! And of course these rules will be tweaked and adjusted as the story moves along but for now this seems like a good starting point. For all those who skipped over most of this don't worry a lot of it will be explained when it happens but as for now all that needs to be done is to start progressing through the world of Teyvat! Here come all the slimes, treasure hunters, and Hilichurls one could ever want oh my!